Dark clouds bought about by years of greed and aggression starts to form as the pioneers of man’s next chapter, prepares to leave and enter the world beyond the gate. The clouds soon let up, baptizing the ships and its brave passengers before they pass through. While some took shelter from the polluted water, many took this as the last good bye of their home- no their birthplace to its fleeing children. Religious, Elected, Self-elected and other kinds of leaders gave out their own rousing speech, to their followers about their goals, missions and objectives in the next world. Greeting the foul water with many of their people, as they relish the tainted water as this would be the last, they would ever see it once more.
In one of the cafeterias of the refugee ships.
Many of passengers were eagerly partying and enjoying the occasion as a cleverly stashed crate of liquor was found by the crew. But, instead of punishing the man in question they quickly popped a few bottles and distributed what's left to the others on-board. Soon, all that had carried their instruments started playing, filling the corridors with songs of merry and then people that were once at odds were seen dancing and singing with one another.
Then someone started throwing a bottle off board, landing and splashing on the surface as it quickly floats away, then another quickly follows until another from another ship carries the emerging tradition shortly snowballing into the other ships until the others quickly followed suit writing what they wanted, and putting it inside the bottles to throw it back for those that were left behind to read.
Green and his people have heard about the little antiques of his people and decided to do the same. Green, writing a brief summary of his life and revealing several mistakes that he had to make along the path. Before throwing the bottle over board and staring at it as it makes its way back to shore and hopefully find someone that will read it.
After some time and making sure everyone has collected their bearings and readied themselves for the challenge to come. The fleet set sails into Atlantis. Marveling at the ancient structures and infrastructures that suggested the culture that these people enjoyed in the past. Revealing the massive structures that was once believed to be the legendary dockyards of these ancient people. And the massive canals that hinted that most of them have traveled by boats and ships. But, like us the city was abandoned and its buildings of old laid scattered around and in disrepair.
But, the gate was still functioning and working, sitting at the middle where all the canals starts. Where mankind will start its new chapter of its existence. After being inches away from the gate the vanguards stood still as Green started to broadcast his last message here on earth.
“We are a united people, and together we have done the impossible. And as long as we are connected- no a family, we shall continue to bring the best in one another and to create the impossible. So my fellow brothers and sisters I employ you all to remember what we have done and continue to do the same afterwards.” He announces as the S.S hope and its three escorts the Pride, Goliath and Destiny starts off, signaling the start of the crossing.
Soon, the Hope’s tip reaches the gate, disappearing without a trance making the gate shimmer with unexplained energy. As it continues to absorb the massive ship, suddenly a blue beam bursts upwards from the gate and into the unknown as the ship slowly disappears into the gate.
Fantasy world
As the ship successfully crosses into the world. A blinding light greets the crew, as triumphant cheers and yells echoes from the deck as various men, women and children celebrate. Finally, for years the brush of clean air breezes through the crowd. While the men on the bridge celebrate as they safely transitioned. Raising their fist into the air while some grabbed as few a few bottles in celebration. Green and his officers looked with pride as they finally get the second chance that they wished for their people.
But, their celebration was short lived as several men stormed the command center blasting their way into the room where he and his men were at as they Hijacked the ship and without any warning heads off into the horizon before the others could arrive. Leaving its escorts and the rest of the expeditionary fleet on their own. Leaving a small trail, that in time fades away. Its people obvious to the fact that such an event has happened as they set sails.
Shortly after the pride enters, its crew mesmerized by the sight of the clear and open seas. But, confused when they see the vanguard already off in the distance, they tried to contact them but to no avail. Suspecting that something was wrong the pride starts off its engines as it attempts to follow the capital ship leaving behind the Goliath and the destiny that soon to emerged from the gate. The two dropped its anchors, wait for the others to arrives. Until the fleet have finally caught up, congregating around the gate waiting for orders that never came.
After the successful crossing the ships stood there to wait for orders obvious to the fact that the world was already occupied. But, such an act didn’t go unnoticed as the pillar of light stands in the horizon marking the new dawn of an era that will in no doubt change the world. Halflings, Humans, Elves, Constructs, Fairies, Giants, and the other constructs looks on with awe as the pillar continues on for what seems like hours on end before disappearing. Soon, nobles, and common folk were clamoring for answers seeking the advice of holy men and far-seers for what to do. While many reacted like nothing happened and continued on with their daily lives some were fearing the end and started to prepare for what is to come.
How you survived: The nation was founded little after the start of world war 4 were resources and armaments were scarce. While this proved to halter progress and deterred war from the other surviving nations. Green and his brothers had other plans.
Through blood and smoke they conquered everyone that were against them establishing the UNE.
S.S Hope
The S.S Hope is the biggest and largest ship in the first expeditionary ship. It is the pride and joy of the nation, and with its space and size. Many have called it a floating city, considered as another marvel of the unity this behemoth parts and components were collected from areas around the world while the hull and the structure itself was salvaged by an American super carrier that sunk in the starting stages of the world war 4.
Known to house a run way and a few hangars with a known functioning airplanes and helicopters. There is also a fully functioning factory that mostly specializes in making vehicles and farms for livestock’s and various greenhouses which now sits on one of the runways which produces most of the required foods for its inhabitants.
While most of the other hangars were converted into living quarters for its inhabitants. While on the one open side of the ship houses is a dockyard which operates as a small dockyard for ships to enter and trade with the inhabitants of the ships. With other necessary plants like a bio-diesel large power plant inside that powers the ship, and a dedicated communication station inside and a massive storage depot which houses all the supplies and equipment that the ship has stockpiled for. This massive ship while aside with a few airplanes and helicopters is defenseless from outside forces relying on the defense of its escorts.
Two Ships: The Pride was created from the hull and machinery that was salvaged off the sunken islands of south east Asia. Where it was believed to have been a massive battle involved, equipped with two 10 millimeter gun turrets on its side, it inspires fear to its enemies and braves its comrades in arms.
While it is formidable it has a weakness against air attacks or underwater attacks as it lacks
The Goliath is the oldest of all the ships surviving countless engagements from the early world wars that destroyed the worlds. Unlike what the name suggested the goliath isn’t as large as a battleship as it is little more than a heavily modified and scared cruiser. Able to engage targets from a distance while its heavy plating and speed allows him to escape from being sunk. Equipped with a small modular factory that is dedicated to making rounds and the armament of its crew.
One Escorts:
Destiny is the smallest of all the vanguards, as it is a tanker that is fitted to fix as much people in as possible. Cramping in hundreds upon hundreds of people that will make up the bulk force of all colonization process. While unlike the other escorts it is slow and overweight, with passengers and threatens to capsize but, in any minute. While this is true many of the people are willing to risk their lives just to start over.
Technology: Grabbing as much technology as they can to secure the future, they had access to technologies far dangerous then was needed keeping them in the same vaults with the history of man. Thought they are vastly capable Green insisted that they would not use nuclear energy as a means to provide energy viewing them to be far dangerous then needed.
Military might: As far, the UNE is the most capable out of everyone to wage war, as they have enough men and resources to last against as prolonged war with a hostile force. And with capable commanders that have fought in many instances in the world the UNE is more than capable in commanding its many troops.
History:
Under construction.
Name: Green, Henry
Rank/title: Leader of the UNE
Appearance: Easily be in his early 60’s with a muscular build and white hair. (If possible with a picture and a little bit of info.)
Weapon: 9 mm pistol
Armor: Leather jacket and Kevlar vest
Capabilities: He in his life has been deem unkillable. After surviving numerous struggles this grizzly old man is now a legend soldiers and a living hero to his people. And now the shepherd that led its dying people to their new world.
Background: Growing up in a small town in what is now the capital of the dying world. Tamis
Deus Ex Machina points/ DEM points: 100
Numerous battles (Veteran): 50 Loved by the people: 30 Man with a mission: 20
Death points/DE points: 90 Old life: 10 Aspiring commanders: 70 Discontent: 20
yes I did sorry my net in my desktop has been really erratic as of late.
<Snipped quote by Wildman13>My first reaction was to say that they are just as powerful as regular guns but probably the powder makes them closer to 18th century weapons due to its purity. Not a big difference in the grand scheme of things but it exists. Their real magic would be just the fact they give out various howling noises or even sounds akin to very loud musical instruments instead of the usual boom when fired. As for why it's important will make sense once I finish the military section. They have this whole "sounds of war" play going on.
Official Name: Menel Ndor en'Yllendthyr (Heavenly Empire of Yllendthyr) Common Name: Yllendthyr (internally also often referred just as Ymherodraeth or the Empire) Preferred Demonym: Yllendlen (plural: Ylendlin) Government: Feudalist Imperial Theocracy Leader: Ymherastareth - Iallril Iorthoniith Isyranshara en'Yllendthyr Dominant Species: Elf (nationality-wise they call themselves Yelinor or "high elves") Population: 24,882,941 (according to the last census) Area: 1,407,492 square kilometers of land, 5,623,892 square kilometers of territorial waters Yllendthyr used to be a faraway collection of islands ruled by the equally eccentric Yelinor (high elves). They've spent millennia in relative isolation, only making the bare minimum of outside contact. Eventually their growing population forced them to expand and in about 250 years ago they began taking over other nations at the shores. After centuries of conquest Yllendthyr is now an empire controlling most of the Median Sea. They rule over many different cultures and species, ironically making them a minority within their own empire.
Geography Overview
Map Legend TBA
TBA
Historical Overview
TBA
Government Overview
Yllendthy is effectively a theocracy yet it still chiefly relies on the old imperial system. This is partially because the priesthood had de facto control over the Empire for long so the most striking difference is that instead of the Ymheodr (emperor) and his royal line the official ruler of Yllendthyr is now the Herastareth (archpriestess) renamed to the Ymherastareth (untranslatable, the term hierophantissa-empress or just archpriestess would do). Since only a short few hundred years passed since the "coup" the reformed empire only has one priest-empress, Iallril Iorthoniith Isyranshara.
As an empire Yllendthyr has a complex government system but before we get to it we need to distinguish two classes of elf (or practically three): commoner and nobles. Yllendthyr's elves believe in freedom as far as their race goes and thus sneer at even the idea of serfdom. In Yllendthyr no elf can become a slave. Freedom to travel, migrate or practice any of the acknowledged professions are given from birth. Anything but ownership of land. That's the privilege of Aradynn (nobles) who can practically "rent" their lands to commoners. The price of this would be always discussed between parties and it could be paid in any form they agree in, not just money. If the conditions are unacceptable all elvish commoners have the freedom to migrate elsewhere. This degree of competition and minimal government oversight prevents abuses and ensures the survival of the system. While the archpriestess is considered the ruler of Yllendthyr the true political power lies entirely within the hands of nobles. Of course every noble bows in reverence to the Arvandor (their faith) and consider the archpriestess an immaculate saint. As such even though she owns no land or even a single soldier she has a tremendous source of soft power. Chymanfa is effectively Yllendthyr's parliament which governs the Empire. It consists of the upper house (Aracaun) and the lower house (Ménasta). Aracaun involves the aristocracy and religious leaders, including the archpriestess. Actual lawmaking and government decisions always happen there. The main army of Yllendthyr, Brascad, also swears loyalty to the Aracaun. Ménasta involves the governors (or usually their delegates) of each local community. They are responsible for enforcing the laws or suggesting modifications to them if necessary. Their influence to lawmaking is very indirect and generally their authority is limited to the provinces they govern. Every free elf has the chance to request audience in the Chymanfa but usually only the nobility is allowed to be heard at the Aracaun.
Another unique class of elves are the religious order of Arvandor. Back when nobles were still chiefly warriors and they lived in more chaotic times it was a custom to send the youngest daughters of the family to the Church to become priests. That wasn't so much motivated by piety but practicality, in order to ensure the family's survival irregardless the fortunes of battle. This custom grew into tradition, the tradition then grew into something akin to a dogma. The priestesses of Arvandor enjoy a special status their male brethren cannot compare to. That being said priesthood is no longer exclusive to noblewomen and if they feel the call, noblemen or even commoners can join the ranks. The role of priesthood is a complex one. Aside from their religious duties they have near monopoly on education and magical practice. There's no rule preventing schools not aligned with the Church but they're extremely rare. Priesthood in general forms the intellectual core of Yllendthyr's society and they teach everyone from the aristocrats to the last elvish commoner. Arvandor's priests are unique in their vows of non-violence. Those becoming fully fledged members of the Church renounce any acts of violence, no matter how small. Although it is worth noting that this violence only applies against people, nor it prohibits indirect acts. Yet that's up to individual interpretation and your average priest is the model of pacifism.
The Yelinwlen pantheon and creation myth, perhaps one of the eldest religions in the world. It states the world (Arda) is the creation of the supreme god Ao and its chorus of Aiurons. The latter are divine spirits comparable to angels in certain myths of other cultures but basically the Yelinor uses them as an excuse to continue their ancient naturalist/polytheist roots under a strictly monotheist system. Aiurons are more recently used to explain gods of other religions and promote tolerance to them. Effectively it had become a tool to gradually assimilate the original faiths of the subjected regions without directly opposing them. Rites of the old are continued to be practiced while mixed with elements of the Arvandor and all religious groups answer to the priesthood of the Arvandor. It goes without saying that practically all Yelinor and most elves in Yllendthyr are rigid Arvandor believers.
Yllwé is the official language of Yllendthyr, spoken by all elves within the Empire. It does have multiple variants but rather than dialects separated by culture it's distinguished by method of use. They have a variant for small talk, debates, scientific records, historical documents, ceremonies, diplomatic meetings, fishing and even more. The reason is obvious once you understand its origin, Yllwé is based on the ancient elvish language (Edhellen) which had a complex structure that left nothing to interpretation. Every name included its own history and importance and for great figures it wasn't rare that their name involved thousands of words. Casual conversations in Edhellen lasted hours if not a whole day. Yet for elves who used to live in a simple environment and for hundreds of years this kind of luxury didn't feel in any way off. Yet as they made contact with the outside it became apparent they need a shorter and more convenient form of language thus they created the Yllwé. This of course results in a severe loss of meaning and to compensate Yllwé is extremely sensitive to context. While other races can learn Yllwé only the elves truly understand it. That being said Yllendthyr is a huge feudal empire and non-elven subjects speak a myriad of different languages. But as it was said before Yllwé is the empire's official language and every community must have an interpreter to speak for their people or translate the words of their lord. Such duty was often duplicitous and interpreters are justifiably viewed as spies and supervisors of the lord. Regardless the system is fairly effective.
Yllendthyr uses four types of currency. Yuyar (twilight coin) which are small coins weighing 2 eridh made of lapis lazuri. These are used for small local exchanges and rarely seen as a trade currency outside the empire. This is followed by the Silar (moonlight coin) made of silver and weighing exactly 20 eridh, they are the most popular for anything but the smallest goods. The most valuable coin is made of gold called Amar (sunlight coin), it weighs 40 eridh. Due to their reliable purity, quality and extremely precise weight the coins from Yllendthyr are popular and nobody refuses them. This made the Empire's trade efforts all the more successful. Lastly the fourth is Gilar, the star coin used for wartime events. During a situation that threatens Yllenthyr's interest the emperor (now the archpriestess) can assume the creation of Gilar, made from the "star steel" Yaksa. The coins are roughly the same diameter as silver Silar and they worth the same, albeit Yaksa is lighter and weighs only 10 eridh. After the crisis passes those who were paid with Gilar can exchange it back to Silar or other goods as the economy returns to normal.
The most common measurement of weight is eridh which is derived from the unique eredth seeds. These are known to have the exact same weight regardless of circumstances which makes them ideal as their standards. For anything heavier they use the merederidh "thousand seeds" which is exactly 0.2kg. Merederidhs are often measured by metal blocks that are measured by putting hundred thousands eredth seeds on a scale along with 100 pieces of merederidh measuring weights. Then the process is repeated individually with thousand seeds and one weight. If neither method shows error then the weights are passed and get an approval seal. At rare times like shipbuilding or architecture the term arnoderidh is thrown around. It equals a million eredth seeds or a thousand merederidh measures, as such it's often referred as the "elvish ton". Time is measured based on observation of the day-night cycle and divided into many sub-units. The basic distance unit is the yrlhinn (also called the Yelin meter). It's determined by using a bow and arrow of set characteristics traveling a distance under 1 elvish second (and that range divided to its 1/100th). There are are sheets and rods made of enchanted metal that can be used for precise measurement but generally elves are good at accurately measuring distance by just the eye.
Demographics Overview
Out of the nearly 25 million subjects the empire only a bit more than two million are elves. More than half of the population are humans, mostly in the continental regions. Other races within the empire include fairies, dwarves, orcs, trolls and even centaurs. Elves of course enjoy special status and reputation within the empire with all other species viewed as secondary. Fairies are closely aligned with Yllendlen elves and often become their personal attendants. Another large group remained on their islands under the rule of their Queen, they are rarely seen by outsiders. Dwarves enjoy relative autonomy under Yllendthyr's rule and retained most of their old laws. Those who had left their mountain holds often work as traders or mercenaries but there are an increasingly common sight of dwarven craftsmen in major cities. Trolls have their own tribal communities who ultimately answer to Yllendthyr. Their life is mostly unchanged albeit trolls in mercenary groups or working in cities is slowly becoming a common sight. Humans and and to a lesser extend orcs form the chief portion of Yllendthyr. Unlike most other species that chiefly remained in their isolated autonomous communities they are ruled by elvish lords and government structure. Albeit there are a few minor orc tribes that retained their autonomy. Similarly most centaurs live in the wilderness under semi-nomadic tribal communities that generally only support Yllendthyr in military matters. [to be continued...]
Magic Overview
Yelinor, especially those who had born on Yllendost, consider magic as "life" or part of their nature. Even by elven standards they're born with considerable magic potential and learning spells is part of one's education from youth. Of course at average this doesn't amount to more than a little bit of extra convenience but the art of magic is overall very highly regarded among the Yelinor. This knowledge is shared less when it involves other races, though. Non-elvish education as a whole is different and more along the lines of standard teaching, given if they receive one. Generally if other races wish to be taught in spellcasting they have three traditional routes: army, guilds or the academy. Those with potential could sign up for a local magic guild or be occasionally even scouted. Due to circumstances this is obviously the most popular with the middle class. If you have the money you can also join one of the multiple academies founded by the Arvandor. Finishing the courses you have the potential to become a teacher, scholar or even a fellow priest. If you are already part of the priesthood and recognized for your talents you might get a chance to enroll for free. Lastly if you are recruited by the military they and proven your loyalty there's a chance one might receive further studies to become a combat magicians. They also accept former guild and academy members willing to serve the Empire more directly.
One thing is for sure, magic knowledge is institutionalized by the Empire and it has a firm gasp over it. While there are always other, less noble ways to learn the ways of arcane the government and religion supported forms are so dominant the message is very clear: "Serve us and you can use magic. The power of spells is synonymous with the power of Arvandor and the Empire". This also has a quite interesting attitude to magecraft and sorcery, it commands respect. The use of magic often implies imperial authority and it's both respected and feared by the general populace. To reinforce this Yllendthyr have constructed a large network of Sorcery Towers, finely decorated lone watchtowers looking over a town or important piece of land supposedly with a powerful magic user at the top who can see all their misdeeds and punish them. Of course this is just overblown rumors and while magic users can indeed station these towers they are for defensive purposes rather than serving as an all seeing omnipotent eye. Yet thanks to the reputation of magic within the Empire the very presence of these towers manage to keep people in line.
Wonder - Yllumírë
The Shining Star of Yllendthyr. The empire's crown jewel, religious icon and sign of authority. A holy tower carved out of a mountain and decorated with finely polished Mithril mirrors. The capital and religious center of Yllendthyr, a spiraling city reaching for miles. On the top of the tower stands a holy device radiating its twinkling light everywhere in the Empire. Given the distance of the horizon such effect is obviously produced through magic, its source being all believers in Arvandor and/or subjects to the Empire. The greater the number the further this light could reach. Aside from being pretty and hosting the capital of the empire Yllumírë has a more practical purpose of extending and amplifying the magic powers of its dwellers. Thanks to this the Archpriestess is capable of using her tremendous magical powers as far as furthest reaches of the Empire or even beyond. This is also the underlying reason why Yllendthyr's conquests are more radial in reach rather than spreading to a certain direction (aside from naval logistics). While useful for extending the range and amplifying the power of magic users its importance as a spiritual icon is even greater and many compared its light to the watchful eye of Ao, the chief deity of Arvandor. [to be continued...]
Technological Overview
By medieval standards Yllendthyr is a relatively rich and well-developed nation, especially in its core islands and major cities. The previously fragmented countries came under a singular government and its expansive trade network which gave a tremendous boost to the region's economy. Industry-wise guilds are thriving thanks to the unified government oversight and increasing number of procedures include spellcraft mixed in for better results. In a world dominated by monocultural and nearly often even monoracial countries Yllendthyr has the advantage in learning procedures and arts previously exclusive to only a certain species. While special agreements are made to forbid the deepest secrets of orc, dwarvish and other racial magic knowledge the fruits of previously isolated reseach fields combined has a notable effect. Gunpowder, previously only common in dwarvish nations, is particularly rising in popularity. Yllendthyr even developed their own variant called Súmál which is more pure and can have varying noises depending on the "gun instrument" you use. Spellsmiths who use magic to better forge metals allow the refinement of a variety of metals. While this art is common in elvish communities it became truly widespread in Yllendthyr. The Empire also have a strange interest towards flight and gryffnn/griffin riders are common as both for travel and messaging. They even developed special carriages drawn by griffins for better transport. At the pinnacle of air transport is the skyship using the combination of unique materials, enchantments and direct usage of spells. They are quite expensive and difficult to steer, as such only aristocrats and the military can afford them. Yet that only makes them appear all the more magnificent.
With inherent weakness to iron (Ang), especially cold iron (Malang), the species had no reason to develop techniques to work steel (Beltang). Instead they turned to their natural deposits Tincilé (star metal), a material with similar properties. Yaksa is the end product of Tincilé refinement with properties similar to steel but with a few differences. Yaksa is lighter, around 60% the density of conventional steel, and consequently a bit weaker and tends to bend easier. Armors made of Yaksa need to be a bit thicker to match steel plates and they are worse at dealing with heavy impacts. On the other hand Yaksa is springier and strong for its weight with less impurities. Its drawbacks are cost and relative scarcity to iron.Tincilé deposits are relatively rare with the empire's largest being in Yllendthyr. As such there's a government enforced system to collect useless items made of Yaksa and reforge them to bars distributed to metalworkers. Anything less and Yllendthyr might suffer severe shortage.
Yaksa or similar products made of Tincilé (starmetal) aren't limited to the borders of Yllendthyr and are actually quite common for other elves. Generally when an elf wears or uses metal, most often it's a Yaksa product or its equivalent. Each elvish community developed their own means to use and refine Tincilé and it often involves magic. As such these techniques tend to be exclusive to a certain culture. Although obviously Tincilé products can be created without using magic.
Black metal which can be found almost anywhere in small quantities. Compared to lead it's twice as dense and a bit less maleable but with a similar melting point. Common uses include weighs but also composites where the outer layer is made of a more durable metal like steel and the internals are made from Lungarod for extra mass. Elves at times make arrowheads with Lungarod core and Yaksa outer layer for better armor piercing capabilities.
Shining white metal also known as Mithril. A rare element more expensive than silver that is considered light, strong and easy to enchant. Mithril/Mithil (moonmetal) weighs quarter that of steel yet stronger which makes it desirable in many products. It also has faint magical qualities associated with purity which can be further refined through spellsmithing. Many enchanted products in elvish and dwarven possession are made of Mithril due to its high capacity to absorb magic energy. On the other hand Mithril isn't just rare but also hard to work with as its extreme melting point requires advanced measures or sophisticated spells.
Extremely heavy and radiant gold colored metal and one of the most valuable materials known. Urmalt is twice as dense as Tungsten and has no known melting point. Under normal conditions the metal is extremely hard and resists most known physical measures. This mysterious strength is coming from light and being left in dark places for hours degrades it to be softer than lead. At that point Urmalt can be easily cold forged by any blacksmith albeit in complete darkness. Urmalt is extremely well regarded for its perfect purity and strong association with light, as such religious associations are common. Urmalt also has the best capacity for magic thus loved by enchanters (if they can acquire it). Certain legendary enchanted items are made of Urmalt for this reason.
Military Overview
Yllendthyr has four different military organizations, each with different roles and structures. For millennia Yllendthyr's chief military force was provided by the nobles. At first they were a warrior culture who earned special privileges in return for their service and risking their lives in war. Later as they grew in power they became commanders to the army they've recruited. This is the Aramegyr which can refer to either the system or just the personal force of a single noble. This eventually vanned in importance to the new centralized army called the Brascad which has loyality tied to thee Aracaun. Since the upper house is mostly lead by the aristocracy this gives them even greater power while marginalizing the lesser nobles. Although centuries before this it became a custom for lower nobles to pay money instead of recruiting a sufficiently large armies thus you could say the Brascad was merely a formalized variation of this. That being said the Aragmegyr still exists and each noble has the right to wield arms in public or possess a personal army deserving their rank. Such an army is often a subject of competition and vanity between rivaling houses, especially when it comes to quality. While dwindling in size the Aramegyr can still provide important military assets for a campaign, especially when it involves cavalry. Third organization are the Drefgiad, a militia tasked with the security of a region, town or other important location. They are a mixed group with varying quality of soldiers only used for local defense. Any of these three kinds of military organizations can accept mercenaries, either for a specific campaign or even permanently. They are referred as the Bagethar/Bagethelli who could be anything from highly trained and well-equipped soldiers, dwarven siege engineers for hire to nomadic centaur warriors. Lastly, the holy capital of Yllumírë has its own ceremonial and highly regarded defense force called the Astirith. They are extremely well regarded and generally the only soldiers allowed to stay within the capital. The only time they're allowed to leave Yllumírë when it involves matters of prime importance to the Arvandor faith.
Naval Overview
TBA
Personnel of Importance:
Ymherastareth (Hierophantissa-Empress) of Yllendthyr she's the ruler of land and religion within the Empire. Her beautiful appearance radiates purity and charisma not marred with even the passage of centuries. Thanks to this she's revered as a saint in Yllendthyr and even the highest nobles serve her with blind loyalty. She's a powerful sorceress if not the most powerful magic user within the Empire. As the archpriestess her duty is also that of prophecy and interpreting the Arvandor's will. As such Iallril commands frightening power in Yllendthyr even without a single soldier or peasant directly serving her. Without ever raising her voice the nobility jumps at the opportunity to fulfill her commands. It goes without saying that Iallril is quite politically active and is considered a charming yet shrewd negotiator. Under her rule Yllendthyr had become surprisingly proactive by Yelinor standards, turning from an isolated archipelago into one of the major powers in the continent. Of course not even Iallril is safe from critique and with her growing fame so sprung up rumors of her cruelty and two faced behavior. Of course no loyal Yllendlen would believe any of these lies and they keep her image on a high pedestal.
[To be continued...]
Still under construction but I think I'm 70% done.
Nice, very detailed and well though of. Though I have a question what weapons do you have with gunpowder or how powerful is it qhen you infuse it with magic?
After dispatching the first one Gina turned to the massive door, surprised that it was moving inwards suggesting that the skeletons have finally learned how to open the massive door. Seeing this, she spared no effort in pushing it back to prevent them from pouring inside. She pushed and pushed as hard as she can. Unknowingly leaving her vulnerable to the sides which one of the skeleton's hand have unfortunately slip inside the gap and now is being crushed by her and the others combined force.
The hand was almost able to grab her and pull her but, before it did so it was intercepted by Luz. Gina didn't noticed it as she continues on pushing away at the door hoping that it was enough to deny the undead from storming inside and making every thing a whole lot difficult for everyone. "I need help!" She yells out dropping her wooden weapon to the ground as she pushes as hard as she can. Her pet started helping using its body to assist her master.
EXP: 44
Companions: pet rabbit, the rabbit is now tamed and will help the goblin and comfort the goblin whenever needed. If trained can become a great attack rabbit or guardian.
Inventory: Makeshift net
Makeshift shield
Wooden chair leg
Ancient sword.
Acquired Skills: Ancient script: this goblin now knows the ancient language of humans past allowing her to more easily read and write things in such a language.
Amateur carpenter: This goblin has learned the basics in the art of carpentry, she can now understand how to make simple contraptions with wood as its base like a table or chair, more knowledge of the subject will allow the goblin to create much more complex items like siege weapons
Claw Climbing:
Devastating double strike: devastating double strike allows the user to quickly make a direct strike and follow up with a second strike just as quickly. The strike when used properly can create an opening wound and the follow up can destroy the internal organs or bones
Capture:
Titles: Bunny Catcher,
Blessings: Blessing of the eternal mother (Shirila): The goddess of earth has given the first blessing in decades to her newest priest. She has been given strengthening muscles and bones to handle more damage and a now eternal connection to the earth (now easier to evolve into earth-based creatures)
BTW, I'd advise against underestimating what the fantasy side can do. Heck, what even numerical superiority in soldiers can do if utilized well. Advanced technology has a lot of benefits and not respecting it can lead to hilariously lopsided battles. On the other hand be it an arrow or a guided missile, they both can murder a person. Given the right conditions those silly mud dwellers with bows could handle your ass in warfare.
Take a stereotypical tree monster as an example. First off, no, neither gasoline nor diesel would be sufficient for this purpose. Gasoline would explode instead of burn in these conditions and diesel would barely ignite. Even if you choose the right accelerants a canisterful of them would only really work if you soak the leaves and branches and hope the crown of the tree generates enough heat to burn the trunk. Live tree hunks can be surprisingly difficult to burn. Okay, what about other measures? Explosives can work but again, only if you use enough of it. Explosive tree removal is a thing, especially in America. But how much explosives you require for it? Pounds of it to break a tree in half with carefully positioned charges. A single explosive may do severe damage to a treant but being animated tree with no vitals or sense of pain, that won't deter it. What if you don't have much in explosives? Well, expect tens of thousands of rounds being spent on a tree each. Preferably from distance so the deflecting bullets won't injure your own men. Long story short a treant is "easily" beatable by a modern army but you should never underestimate the amount of commitment this would require. Face an army of them and you probably run out of ammo way before you eliminate all of them.
<Snipped quote by Wildman13>My elvish empire would be a moderately sized nation where subjects of other races are ruled by militant elves. I think I'll base them mostly on my Yllendthyr NS from other fantasy games but not entirely.
Well in here the elves have the ability to make contructs. Something you might like more than guns.
Might join as an elvish fantasy empire of sorts when I get the time. Although when I say "Empire" it doesn't necessarily mean a huge nation. I do think you probably need an NPC faction as the primary fantasy faction others meet, though.
Nice we have elves! Oh I have alot to talk to you about.
Also nice to see that we are starting to gather more people. While I'm still waiting of the others I think I should start rushing the fantasy races and more NPCs for the one's in modern.