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Post by ybtypical220 on Nov 7, 2004 12:40:35 GMT -5
d was to be burnt and the land salted. The army made it to their breaking point, a strech of land on near the river Iphan, the mentioned breaking point, but it was not so. Armies gathered from Par-Disaeo,Ik-Thar, Aidni,Wei-Kar, and ths distant islands of Hai-Thain-Kar, the imperial troops from Par-Disaeo wielded large, broad shields, light chian armor, and polearms, both for melee, and ranged combat. The Dwarven troops from Ik-Thar wielded large axes and war hammers, heavy plate armor, and few, if any, shields. Aidni and Wei-Kar were diffrent, thier lands were inhabited by the elves that fled the winged beasts, along with some dwarves that came south from the mountians, and hte native human population, as a result the population was mixed. Few Dwarves came from Aidni and Wei-Kar, but many half-elf, half humans came, not in great numbers, but they rode on horses, protected by leather armor and a small round buckler, they were armed with all manner of blades, but a curved sabre or shcimitar was favored. The troops from Hai-Thain-Kar wore not much more than thier clothes, theire weapons were mainly spears and bows, but almost evrey troop had a knife made of shells or sharks teeth. The troops from the north were equiped with finely forged weapons, since the majority of the troops were orcs from Cham-Kierra, the majority of the equipment was made to be light weight, many short spears and short swords, hatches were among the armerment, but the humans, mainly from Mit-Larden, were trained archers. Both armies had marched for days and niether wanted to fight, so both sides made camp. Halflings and Goblins were rampant, goblins working for the north and Halflings for the south, weapons and supplied were stolen from either camp, some weapons exchanging hands more than once in the night, despite many being chaught, the thievery continued until first light. The armies rose, many soldier were puzzled as to the exchange of thier weapons, but it mattered little. The armies lined up, at least a million men each. The northern armies assembled in scattered box formations, a good formation for raiding dark villages, and encircling enemy armies. The southern armies formed in diffrent formations, The cavalry departed in the night, but the others stood firm. Dwarves took the front lines, evrey Dwarven back was to a shield from Par-Disaeo, the plan was for the northern armies to charge, when they reached the Par-Disaeon spear and shield wall, the dwarves would advance. The islanders from Hai-Thain-Kar were at both flanks, the archers from both sides lined up beyond the last infantry line, when the first arrow flew in the sky, the battle started. Massive volleys of arrows crashed down on both sides, the loose square formations adied the orcs and cut down on causilties, and the heavier armor of the Par-Disaeo troops and the Dwarves aided them, since the arrows were aimed at the center of each armies front line, the flanks encured few causulties. Several more volleys were loosed, hundreds of men and orcs fell, a slow shield arm, an unlucky spot, it didnt matter. Then, the northern armies charged ahead. The Southerners held firm. At the last moment, the northern armies split and charged towards the flanks, the troops on the flanks charged to meet them, then the main army of Dwarves and men from Par-Disaeo charged and split to combat the northern armies, then a rouge flaming arrow cut across the sky, within moments thousands of cavalry charged down onto the field, both armies were already in brutal combat, cavalry helped little. The fight lasted on, and on. It started in the morning, and lasted all day, and into the night. About midnight, a volley of flaming arrows flew into the armies, and hit without mercy, the arrows loged into the dead and live alike, piles of slain bodies became bonfires. The stench was horrid, but both armies, split in two, fighting on the flanks, kept fighting. The cavalry was deep within the fighting, but few were left mounted, they either were dismounted or slain by then. Morning came and still the armies fought, but the smell of blood attracted all manner of foul beasts, and storm clouds were forming, but an even greater danger was coming. Northern reinforcments had arrived with all manner of siege equipment, but at the sight of the massive engagement, battering rams were dismantled to make manegols and trebutchets. Then, around mid day the second day, great balls of fire and stone rained down on the armies, still they fought, on and on, until the second night. Both armies were tired, and fell back. Troops from evrey monarchy and province proved their worth and importance in battle. That night, the southern armies fled across the land under the cover of nightfall. A majority of bodies chaugt fire, but the blood did not, the blood sank into the ground, making a vile mud. When the next morning arrived, the northern armies prepared for battle, but there was none, the battle of blood river, as it was called, was the last of battle of the 'great war'. The armies would never meet in major engagments again, there were so many causulties, an invasion into anywhere would be suicide. The armies fell back, building fortresses as they could, and dispatching garrisons to them. Soon, the once peacefull land was covered in forts built by either army, towns settled by those who fled the battle, but also orcs and goblins fled and were mingled in the rnaks of the humans. No invasion was attempted for some thirty years.
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Post by ybtypical220 on Nov 8, 2004 15:25:16 GMT -5
Province descriptions...
Ik-Thar,land to the west The medium sized province if Ik-thar lies to the west of the main contenient, to the north it borders Sichosti, to the south Aidni and Par-Disaeo, to the east Mit-Larden and Chem-Karriea. Ik-Thar probably has the most types of terrain in the contenient, mountians, swamps, plains, forrests and more, the land is suitable for most any race. The Dwarven capitol of Thar lies on the highest peak in Ik- Thar, it is unique as a lake lies on the mountian top, the Dwarves built a massive fortress covering the lake, and then built a city inside, a large city/fortress, but even mroe impressive is that there is a large ammount of subterranian structures aswell, no land is wasted. Old mines are usually converted to workshops or storage facilities and so fort. Just about evrey race has people in Ik-Thar, Elves and halflings inhabit the plains to the east, and the forrests, while Dwarves inhabit the more elevated terrain. Humans also sparcely inhabit the swamps and lowland to the south. Dwarves rule Ik-Thar, thought mainly inhabiting the mountians, after years of war the Dwarves of Ik-Thar claimed the plains to the east to hold in check Mit-Larden and Par-Disaeo. As for war, the Ik-Tharians are second to none in combat amongst rough terrain, open fields, and sieges. With the best of Dwarven minds tinkering with wood and metal it is amazing what weapons the Ik-Tharians may posses (firearms and gunpowder are COMPLETELY out of the question though), but the Dwarves favor war hammers and battle axes. The Ik-Tharian Dwarf soldier normally wields a two-handed weapon and heavy armor, which suits them since the rough terrain limits mobility anyways. But, since the lands of Ik-Thar are large, and the main armies slow, some Dwarven warriors have dropped the traditional tactics and adopted a faster tactic, using chain mail or other light armor, and wielding lighter, one-handed axes, the more adventurer style of warriors have became popular. Though Elves and Halflings inhabit a large ammount of the land, the Elves tend to keep to themselves and are not chosen to be used in the Ik-Tharian military, however the Halflings are recruited as spies and sabotuers, used often and with great effect.
Sichosti, the barren lands To the northwest of the main contenient, Sichosti mainly consists of barren deserts. With a low population and generally hostile borders, Sichosti has normally stayed out of action, but recently, with promises of land and wealth, many people have began to inhabit the shores of Sichosti, but it has made little effect. Sichosti is inhabited by mainly humans, outcasts and deserters, but humans are the dominant race. Sichosti is a harsh land, deserts or mainly barren lands, inhabited by outlaws and mercanaries, there is little to enjoy about the land, for the commoner. With little law or rulership, it is easy to claim vast lands, and kill or enslave anyone who tresspasses, or is unlucky enough to be seen alone. Slavery isnt completely legal, but with no wage laws, and barely any law enforcments, Sichosti has became popular among slave traders and other dealers of contraband goods. Militarily, Sichosti is amazing given the circumstances. With a outlaw, or ex-convict military, the numbers of military men, or capibile men, are large. Armed with what is supplied or stolen, when a call-to-arms is issued, with promises of loot and reward, without any backlash, military numbers swell. Sichosti government normally issues spears, axes, hammers or knives to its military, anything made with low ammounts of metal, due to a bad economy. Sichosti normally stays out of conflicts, but troops are sent to aid the highest bidder, regardless of past relations. With a outlaw based military, Sichostian military units are lossely formed and cruel, ideal for raiding villages or storming small fortifications, or any other operation requiring little armor, such as light skirmishes.
Bouk-Thar, land of the savages Bouk-Thar, an island to the northwest of the contenient, it has a very clan based government of Viking-like people. Cold, often rocky waters surround seashors and dense forrests in Bouk-Thar. With crops from the more suitable parts of the island, fish from the sea, wood from the forrest, and rocks from the sea, Bouk-Thar is completely self suffecient, but looted goods and foods from the contenient fuel a thirst for gold,silver, and other precious metals. The people that inhabit Bouk-Thar are mainly Humans or taller Dwarves, the slaves, normally stolen from Sichosti or Ik-Thar, are generally of Human or Dwarven descent. Slaves are used for entertainment or enlightenment, since Bouk-Tharians are a tough, warrior people, little time is given to science, so if its available by the enslaved, it is often used. Almost evrye Bouk-Tharian has a weapon, used for fishing, woodcutting, or hunting, but some Bouk-Tharians are trained from birth to be warriors, others join the ranks when they are young, or teen aged, few adults join in the ranks. The military troops are based around quick, ship based combat. Using longships to sail until a suitable city is found, the troops are normally armed with axes, swords, or other weapons that can be easily carried and can deal out some ammount of damage. The military troops commonly carry round wooden shields, thrown over the sides of their ships when sailing and over their backs when marching, but by their side when fighting, the shields are of great importance, and are often carved with a family symbol or marking of some sort to identify ownership. Though often fighting in raids, Bouk-Tharians are also good at fighting in the field, as long as the march is short and the loot plentiful. An important note about Bouk-Tharians, a good number of the younger soldiers carry spears, made of thick wooden shafts often eieght feet long, and tipped with a small, sharp point, it is ideal for pushing off a a sandbar, tipping a siege ladder, and ideal for taking out soldiers and narrow walls, or simply stabbing them and pushing them off.
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Post by ybtypical220 on Nov 8, 2004 15:40:18 GMT -5
Hai-Thain-Kar, islands to the south The Hai-Thain-Kar islands are inhabited by a stable population of Humans and sea-elves, but unlike thier island counterpart, Hai-Thain-Kar is not violent. With a economy and culture depengind upon fishing, the culture of Hai-Thain-Kar depends highly upon fish, and spears. While Sea-elves are generally smaller and lighter than humans, and can dive deeper to find fish and oysters that cant be found the the normal Human. Humans, on the other hand, use small fishing boats to harpoon bigger fish, or work in teams to net fish. The year-long warm waters between the islands is an attraction for fish and men alike. The legendary 'sea rocks' that span to the east islands are a place of riches and danger. For some odd reason, valuble salt collects on the rocks, and larger ships from the contenient often wreck, thier treasure chaugt upon the rocks or washing ashore. Though often peacefull traders, the inhabitants of Hai-Thain-Kar are adept spearmen, and can use them for melee and throwing equally as well. Due to light, often no armor, and a knack for poisons, the islanders can also raid and assasinate qutie well, but due to a short attention span and little, if any, knowladge of large fighting styles, they are of little effect in the battle, except if large enough numbers are amassed.
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Post by ybtypical220 on Nov 8, 2004 20:11:15 GMT -5
Aidni, land of the horsemenAidni is a medium sized province to the west, sharing borders with Ik-Thar to the north and Wei-Kar to the south, its borders are realtively safe. With hills to the north and forrests to the south and coasts to the west, Aidni has relatively normal, but often difficult terrain to move over. Ruled by Elves, Aidni is home to a large Elvish, but also a human population. The mixed population of Elves and Men have long mingled togather in relative harmony, which provides unique advantages in trade and military senses. The humans normally living in the hills to the north, mine ore, which they sell to Elven smiths which make light, durable weapons which they stockpile or sell. With axes bought from Ik-Thar, the humans cut down the trees, and make arrows which are prized all over the contenient for thier strength and piercing ability, made from near Dwarven iron and Elvish wood, the arrows are quick,deadly, and in relatively large supply. When horses arrived in the contenient, the Aidni peoples quickly gathered them, using horses to transport larger ammount of ore and wood than was possible before, but the horse was also recognized for its war potental. Aidni horsemen are rumored to be the finest in the world, riding with speed and agility, the riders can easily traverse the land carrying messages or supplies, or in war time, vicious elven blades. The humans were good riders, but heavier than the elves, the elves were lighter, but often lacked strength to always control the horse, so after some time, Half Elves, an inbred race of humasn and elves, proved to have both the strength to firmly control the horse and the agility and the wieght as to not tire the horse as quickly. Once pared with a blade or bow, the Aidni horseman was elite, a vicious enemy, and a relieving sight for allies. But blades were not the only weapon used from horseback, some half elves trained with the bow, turning the horse into a mobile, quick, ranged weapon. Though few in number, the Aidni are the undisputed elites when it come to horseback. The Aidni horsemen were also not bad on foot, as in the thick of battle a horse may die or not be available. Wei-Kar, the south shoreWie kar, on the southwestern tip of the contenient, consists of fertile grassland to the north, and sea shores, rumored to be the sight of a lifetime, on the south,east and west. The allied province of Aidni is to the north. With a stable food supply from fish, most of the crops grown in the fertile lands are sold and exported for profit. Ruled by Elves, Wei-Kar is similar to Aidni, with a stable human/Elvish population, but also a number of sea-Elves have settled in Wei-Kar. The people in Wei-Kar had long ago developed a special weapon, similar to a scythe, that was able to be used in many ways, all across the province. A circular piece of beat steel, often coated in some waterproof meterial, would be attached to a wooden pole some four to five feet long. It would be used as an oar,sickle, or shovel, or other tool. A versitle weapon or tool, it is prized in Wie-Kar, and rarely, if ever, is it sold or exported. Wei-Kar has a stable economy, and a medium sized military using the scythe like weapon, light armor, and boats or horses(if available), the Wei-Kar armies can move quickly. The odd weapons, held high in the air, can be an intimidating sight on the battlefield, and a deadly weapon, but designed for broad cutting and sweeping motions, the Wei-Kar troops are often ineffective in close combat, but excell at polearm length, and in defending high walls, as long as there is room to swing their weapons. Par-Disaeo, the last refugePar Disaeo, A large province to the south of the contenient, has often been the last refuge, and a staging point for assaults northward. With borders to Ik-Thar to the north west, Mit-Larden to the northeast, Ab-La-tere to the east and Cai-dae-teir, Par-Diseao shares many hostile borders. By far the most populous of the allied southern nations, Par-Disaeo's forrests and plains provide food for its many people, but fish from the sea also contribute. Par-Disaeo has always been populated hgihly by humans, but there is an Elvish population in the woods. the Par-Disaeo military has long been based on the grouped formation, the first and second lines of troops, along with the edges, wield large, heavy shields. the first line is normally equiped with short cutting weapons, while the second lines are armed with long pole arms, put in between the first line's shields. This, coupled with heavy armor makes the first lines of the armies powerfull, if there is room to manuver. The third ranks and deeper are a standard infantryman, armed with a blade or axe and medium armor, and often a small shield. The first ranks often leave the space of a man in between so that then the armies collide, the later ranks may charge ahead and hopefully bash through the enemy forces. This tactic, coupled with the raising of the shield when enemy projectiles come, make the Par-Disaeo forces difficult to beat from the front, and most Par-Disaeo forces are coupled with a contengient of archers to pick off cavalry attacks. Unlike some other armies, the forces from Par-Disaeo are backed by a long equipment train, containing food, wood, ropes and stones. The baggage train is probably the most vunerable part of the army, if an attack manages to break the baggage train, then the Par-Disaeo forces would most likely have to turn back.
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Post by ybtypical220 on Dec 9, 2004 22:01:38 GMT -5
Cai-dae-teir, The Dishonest lands Cai-Dae-Tar, located on the south east of the contenient, borders Par-Diseao to the west and Ab La-tere to the north. Inhabited by a number of humans almost equivilent to the size, most of the population is not native. The title of the dishonest lands has been aquired due to three reasons. Firstly, the humans that inhabit the land are not native, where these humans came from is unknown, other than just from the sea. And these immigrants have proven themselves to be untrustworthy. Secondly, the history. Long ago the fledgling monarchs of Cai-dae-teir and Ab la-tere allied, and amassed an army, which was sent southwards to aid with the great war. But, when the armies meet the armies of Chem-Kerria, they distained the orcs and those who used them, and allied with them. One night, the armies of Ab La-tere and Cai-dae-teir staged a massive massacre against the orcs. The Cai-dae-teir troops used a monsterous bow type weapon, hurling a mass of arrows into the orcish camp, and then the troops from Ab La-tere moved in for the knife work. The drunken and bitter orcs stood no chance against the suprise assault. The armies of the two anti-orc governments didnt go along with the plan, but, instead, moved northwards, gaining land. But, anticipating another act of trechery, the Ab La-tere army split, and held the land that had been conquered. Historians and sages alike argue over if the trechery of the anti-orcish monarchies was the downfall of the north armies, but it remains to be settled. Thirdly, the people who inhabit the lands are simply ruthless. The armies, large in number but small in size, use bows and arrows. Not a single type of bows, but many bows. It is common for each soldier to use at least two types of bows. A long bow, often crafted to fire multiple arrows at long ranges, or, depending on the crafting of the bow, to fire a larger, heavier arrow, perhaps filled with incendiaries or a larger arrow head, to either ignite, or lodge into a target. Along with the long bow, most soldiers carry a short bow, since the soldiers are trained from a young age to fight at a distance, nearly evrey short bow is crafted to fire two arrows at once, and the soldiers are trained to do so. Besides the military, the citizenry is also ruthless. It is said that each citizen, man,woman, elderly or baby, has a knife or blade of some make. An honest living is difficult to come by, the majority of food is either fished from the sea, hunted from the forrests, or stolen and sold, but few vegtables are grown. The people are cruel, but not stupid. To oppose this, a few honest, and well armed, richer individuals with high positions in the government have sent teams out to either steal, or buy plant matter and send it to the homeland. A strange root is grown, and found only in Cai-dae-teir, that can either last for years or fill up a starving man in a few bites, depending on the methods of preperation. The root is hard, so eating it raw is near impossible, not to mention foolish. If steemed, or exposed to a great heat but not allowed to burn, the root softens slightly and keeps. If ground into powder, and mixed with bread dough, the strange root is very filling. The dishonest buisnesses are as common as sand at the seashore. Due to a high thievery rate, often people turn to fake insurance companies, to turn a quick profit. The government payes no attention to its citizenry, other than to defend its people, take one out of evrey three children to be traiend into elite archers, and keep the populous fed. Citizens often turn to foriegn mercanaries for defense against thievery, bringing some balance to the weighted scale of the avrage Cae-dae-teirian, or as they are often called "Caians". Due to thievery, even from the government, the fortifications in the Caian lands is sparce. Often consisting of broad walls and large, tall towers. Since there is a severe lack of blades in the military and a major emphasis of archery, on avrage in a Caian defensive structure, there is some thirty arrows for a single soldier. Laying seige to the Caian lands would be a fools task, if done directly. Since archers would reign iron death upon invaders, a direct attack would be suicide. (note:the Caians have alot of arrows, the large arrow-soldier ratio often consists of standard long bow and 'heavy' arrows [heavy= larger than normal arrow fitten with a larger iron head, to pierce even the thickest wooden shield] a large ammount of incediary arrows are also kept, but in seprate bins from the other arrows) A thrust inward to the heart of the land would be foolish, the large deserts and evasive monarch and governmental officals would be near impossible to catch. A blockade to hault food imports would be ineffective, the blockade would simply be rained upon by Caian arrows, or mercanaries used to make a sizeable breech to transport food through. Due to a lack of melee tactics, it is advisable to only attack close ranged, which is no problem, except for the troubles of crossing a field, all the while arrows raining down upon the attackers. Horses would be grand for attacking Caian archers, if they were not such large targets.
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Post by ybtypical220 on Dec 11, 2004 10:14:52 GMT -5
Ab la-tere, land of the guilds On the east coast of Raitheein lies the medium sized monarchy of Ab la-tere. Inhabited by a suprisingly equal ammount of Elves and humans, there is no king, queen or emperor. Ab la-tere is governed by guilds. There was a kingdom type government some time ago, but the king was assasinated and the province left without an heir, the more powerfull guilds took power. The three dominant guilds, the army guild, naval guild, and agriculture guild, rule with great effeciency, but at the cost of numerous taxes to the people. If a fishman was to bring in a load of fish from the sea, there would be a naval guild tax, aswell as an agriculture tax. There is also a large, but secretice Thieves guild which works, often in tandem with the three main guilds, but remains secretive. Due to an old, but somehow reliable allience, Ab la-tere remains friendly with Cai-dae-teir, and also shares a formidable allience with Par-Disaeo. Among the army guild, there are lesser guilds, but all submit to the army guild. With the guild system, the offical army, though small, is very well trained, but is not the key weapon in the arsenal of Ab la-tere. The offical army marches in often small groups, rarely exceeding five hundred, with an archer-melee ratio of 2 archers to three melee troops, with the bows often imported from Cae-dae-teir. The melee weapons, often bought by the trade guild and sold to the army guild, are rarely forged in Ab la-tere. But if a blade is forged, it is of the finest steel, some say better than Dwarvish steel. Regardless of army status, the true weapon of Ab la-tere is the thieves guild. Working for the highest bidder of the guilds, the thieves show no remorse and often do anything thief related, most often assasination related. The most important thing to the thieves guild is secrecy, you hire the thieves and you ask no questions, pay first, and evreything else is done by secret. Thieves keep thier idenities secret, recrution is by secret, nothing is known other than ruthlessness and effeciency, and often a high cost. The tactics of the formal military are quite simple and rely heavily upon close melee tactics. Archers fire thier bows, attempting to take out enemy pole arms, and then the melee troops rush in. The formal military is normally as ruthless as the thieves guild, but rarely anything is heard due to a complete lack of witnesses or survivors. When attacking larger armies, the formal military often wares down the enemy forces before an attack. With sparce archer fire during the night, the enemies are kept busy and alert, while the melee troops design road blocks, not to stop the enemy, but to slow them down or cause them to use alot of energy or supplies, so when night comes a major attack could overwhelm the tired troops, the enemies, unaware, think of the army as just local geurilla fighters. The main lesser guilds are the Thieves guild and the traders guild. There is a sense of formal honor as a front, but the three main guilds and the lesser guilds often hire thieves to eliminate opposition, steal gold, steal plans, spy, or sabotouge their opponents. Due to numerous taxes, the avarage person desires to join any guild, sense guild members are often tax exempt.
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Post by ybtypical220 on Dec 11, 2004 11:17:33 GMT -5
Mit-Larden, the borderlands Mit larden, a medium sized country smack dab in the middle of Raitheein, borders many nations but is allied to only one, that being Chem-Kerria. Ruled by an aging and suspicious Dwarven king, the population, the majority being human, often is forced ito military service or forced to be stone masons, smiths, or wood workers. The minorities being Elves and Orcs suffer the same as the humans. The Elves are forced to make and export fine bows to the king, while the orcs work in quarries or lumber camps to acquire supplies. Along with a majority being forced to work, evrey other strong male is forced into military service. There are however two ways to get out of forced labor or join the Mit-Larden thieves guild, or become a farmer and sell food to the government. With an amazingly high population, the military numbers are enourmus. Even with such a large military, the king manages to keep his people happy. The Mit-Larden thieves guild is massive, nowhere near the quality of the Ab la-tere thieves guild, but with simple mass the thieves manage to bring in vast ammounts of gold. which is dristributed among the people to keep them happy and to prevent a revolt. With some gold mines in the province, and neighbooring gold mines, there is a steady supply of gold. And with land, and promises of more, the populus is content on dreams of land and freedom, but on the reality of gold. The military is vast, but in two major teirs. The conscripts, or, better known as evrey other strong man, are vast in number and armed with weapons forged by government enforced smiths and wood workers. Since steel is in medium supply, the conscripts are armed with pole arms and knives. They are equiped also with a wooden shield and normally chain mail or leather armor. The conscripts which are archers are equiped with short blades, normally falchions, and of course bows, made by the elves within the province. The second teir, much smaller in number, are the elites. Though smaller in numbers, the elites are still vast. The elites are also in two teirs. One teir being the field elites, often assigned as overseers to the conscripts. The field elites wield curved swords of any sort or other weapons that can be swung quickly with alot of slashing, or crushing power. The field elites are equiped with scale plate armor, or chain mail armor, for reasons of mobility. There are few elite archers, but they are just as deadly as archers from Cae-dae-teir, often because they are sent thier for further training and equipment. The second teir of elites are the guard elites. These elites are distributed sparcely along war-torn borders and among high class officals of the government. The guard elites are fierce, normally wielding war hammers, battle axes or two handed swords, and equiped with full plate armor, their mobility is in question, but the plate armor is made espically for the movement of the arms, to allow for crushing blows agaisnt opponents. The guard elites serve but a single purpose, that is, defense. Either defending the keep of a castle or the king himself, the guard elites are rarely, if ever, used in attacks, but would be equally fierce. The forges and wood working factories of Mit-Larden are not only used for weapons however. Making large siege engines and supply wagons to aid the troops, the armies from Mit-Larden would be ready at any time to attack an enemy fortress, and given the quality of thier siege engines and the simple quanity of men, sieging the legendary fortress in Par-Diseao might be possible. The armies are massive and well trained, espically for conscripts. Trained to use thier shields when attacked with arrows, and to use knives in close combat, a frontal assault would be a bad idea. A charge would be a bad idea, since the pole arms would impale horse and soldier alike. However, the field elites serve as leaders, if the elites are taken out, there is a chance of a massive rush, or a massive retreat by the Mit-Larden conscripts. Due to an old and standing allience with Chem-Kerria, many provinces are hostile or simply at war with Mit-Larden, but, there have been no wars or major military actions for some time. But the possibility is there and constantly looming.
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Post by ybtypical220 on Dec 11, 2004 12:30:56 GMT -5
Chem-Kerria, land of darkness Located to the north, Chem-Kerria has been the cause and driving force of countless invasions into the south. Allied with Mit-Larden, the two provinces make a powerfull allience. The lands of Chem-Kerria are ruled over by a single, tyranical orcish warlord. The lands are rocky and barren for the most parts, save for a forrest in the south easten part of the province. Inhabited almost soley by orcs, evrey inhabitant has the potental to fight, and there are enough weapons to do so. The Orcish hoards are fed almost soley on meat and fish. Meat from neighbooring provinces and fish from the river that flows through the province. But, unlike other orcs, the warlord of Chem-kerria values the latest technology, and has a mind for governing, as long as his advisors are with him. With nearly all of the dark elves lingering in the forrests of Chem-Kerria, the warlord leaves them and their woods be, safe from his orcs and their industrial power, if the dark elves get him the smartest scientists from around Raitheein, the best blacksmiths, and pay a regular tribute of deer and other meats. The Dark elves are all to happy to steal and kidnap the required tribute to keep thier woods. The small human population of Chem-Kerria are ruled over by orcs, and forced to make bread, a portion of which is taken and given to the kidnapped smiths and scientists. The mountian forges of Chem-Kerria are always working, with sceintists finding new and effecient things to burn, besides wood, the forges are constantly making blades, spears, helments,shields,pikes, plate armor, arrow heads, and other metal items, such as parts to siege equipment. The scientists are kept busy, finding new ways to effeciently and quickly raise and train orcs, goblins and other vile creatures, aswell as overseeing work in mines to keep them safe and producing ore. Other scientists are sent to oversee the construction of siege equipment and the training of orcish troops. Suprisingly, the women, however many are kidnapped, are well treated. They are, however forced to knit flags and banners for the orcish hordes. The military tactics are all decided by the Orcish warlord. Normally, the masses of orcs are armed with a pole arm and a knife, like conscripts from Mit-Larden, but depending on how long an orc serves, and how many he kills, he is rewarded with better armor, swords, or other equipment. To add to the standard pole arm and knife combonation, all orcs are given an oversized helment, designed by the best of the kidnapped scientists. This oversized helment can be loged into the ground to provide a base for a siege ladder, it could be attached to the end of a tree trunk to make a battering ram, or it could be lodged in between a door or gate to prevent closing. Most orcs are given a shield after one year of service or twenty kills, and due to a long time of peace, most evrey orc has a shield. Massive siege engines would be used to storm castles, but they have long been idle. Even though there has been peace between the major armies of the north and south, the orcs have, for some time, laucnhed raids to kidnap and steal all they can carry. The Orcish tactics are very simple. The orcs would gather togather, lower thier pole arms, and charge at the enemy, while any archers amongst the ranks would loose a volley of arrows, the plan would be to catch the defenders off guard, and either initially run them through or have then mown down by arrows. When attacking a camp or unwalled village, the orcs wait until nightfall, and then simply rush in, small groups of orcs would storm towers or sentry posts to attempt a suprise attack, but it rarely works. When attacking a walled town or camp, the orcs would either make ladders or use grapling hooks to scale the walls and then open the gate for the other orcs ot rush in. When sieging a castle, the orcs normally surround the city from all sides, and then either concentrate bombardment on one part of the castle (if it is large enough) or simply surround the entire castle with siege equipment and bombard the entire fortification, if its small enough and the orcs have enough equipment. When sieging a very large or well defended fortress, espically those with moats, the orcs attempt to starve out the defenders, while bombarding the spot which is easy to storm in, but also to repair if needed. The fault with the orcs is thier numbers, and all must eat, and that after a short time of doing nothing, they quickly get bored and violent. The orcs that have shown themselves to excell above all others are drafted and put into defensive roles. With thier allies in Mit-Larden, a massive invasion is surely to come again.
End of province log
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Post by ybtypical220 on Dec 11, 2004 12:33:08 GMT -5
Now, all those interested please post some charecter information. name= race= leader(yes/no)= If so, how many men ?= occupation= location= history/bio(optional)= province of origin(optional)=
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Post by Saimol on Dec 11, 2004 14:49:10 GMT -5
not sure if it will fit with your lore but here is my idea: name - saimol race - orc leader - yes men - 100 melee orcs(axes, swords, all has armor and shields) ocupation - warior, but not mindless barbarian location - Sichosti history/bio - former warlord of orcs tribe, led his best and most trusted warriors(thats why they are so little in number and good in equipment) out of Chem-Kerria searching for land to live free. Established small camp in northern barrens of Sichosti where he often leaves all his men and travel alone.(not sure if this part is ok for your lore) province of origin - Chem-Kerria
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Post by ybtypical220 on Dec 12, 2004 22:36:11 GMT -5
That charecter works fine, Saimol.
name=Unknown, claimed to be "Teur Vanoth". race=looks Human leader=Yes, Fifty horsemen occupation= Rouge horsemen location=north eastern Ik-Thar history/bio= Of unknown origin, little is known about him, it is speculated that he grew up in Aidni due to subperd horsemenship, but the first major encounter was a violent feud with the guilds of Ab la-tere, afterwards he wandered around doing mercnary work. Now lives on the Ik-Tharian borderlands with a group of horsemen, often raiding violent raiding parties from Chem-Kerria, Mit-Larden and rarely Sichosti. province of origin= Unknown
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Post by Saimol on Dec 13, 2004 2:32:12 GMT -5
ok now can you explain me how it is played? i never played pen&paper rp's
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Post by ybtypical220 on Dec 13, 2004 23:36:41 GMT -5
Its kinda easy to learn but difficutl to master. I have RPed via games and online for years, so i would like to think i have a bit of experience. MOST of this RP will be basic online RPing. An example for a introduction to a charecter might be like this: *In a mine, deep within the mountians of Ik-Thar was a dwarf in a massive cavern. Both were a spectacle, the cavern was natural, and had a subteranian waterfall, beatiful and pure, flowing from the odd lake on top of the mountian of Ik-Thar. The Dwarf was short and stocky, like many others, but he was no normal dwarf. There was a fine suit of Dwarven plate mail, made of fine Mithrill, perhaps forged by the Dwarf himself. There was a battle axe on the ground, two vicious blades of thin steel, perfect for cleaving enemies in two. Next to the axe was a pickaxe and a rope, no doubt for escaping. The Dwarf was at the base of the waterfall, the water did not form into a lake, but it flowed through the cracks in the base of the cavern to form an underground lake somewhere beneath ths cavern. The dwarf had a long, red hair and a beard just as long as his hair, both beard and hair were unkept. The dwarf was soaking wet, his eyes were closed, he was obviously in some form of meditation. There were numerous scars across his face and arms, showing signs of many battles.*
That is an intro for an obviously Dwarven charecter, you can go into detail about anything you want, armor, weapons, scars, facial expressions, jewlry, heck, on AIM i made a two+ post just on a charecters boots.
Battles againsy NPCs(non player charecers, the citizens, etc.) is easy, simple hack and slash (example will be posted below), but against anotehr player it would be long and difficult since niether charecter wants to die and they are both warriors, etc. A battle post may be like this: *It was the dark of the night, five men sat around a fire, two were rich looking and well dressed, the otehr three had a mroe ragged look, but were armed. It was just a normal night working escort for three soldier, escorting two merchants ot hteir home land, until wolves were heard. This spooked the traders beyond belife, the soldiers remained calm. Then distant shadows could be seen approaching in the shadows. The warriso quickly jumped up, one grabbed a bow, the other two drew swords. The traders, scared beyond belif, were frozen in fear. Soon a wolf came charging out of the shadows, with the twing of a bowstring the lone wolf fell dead, then the pack closed in on them, but the wolves were not alone. Small orcs rode on the backs of the wolves, the warriors knew what was happening. The wolves charged, one fell dead in the distance with an arrow in the skull. The wolves that got to close were cut to pieces by the two, obviously experienced swordsmen. Then an arrow, as black as the night and as big as a Dwarven axe handle, flew through one of the swordsmen, who then dropped dead with blood gushing from his mouth and gut. Another arrow whizzed through the air, the other swordman dodged, but then a wolf leaped at him and quickly bit down on the undefended neck of the swordsman, leaving a lone archer. The traders, by this time, had ran off. The archer loosed another arrow, killing the wolf that killed his companion swordsmen. Then the orcs kicked the wolves and encirlced the archer. The archer stood firm, he discarded his bow and drew a dagger and a short falchion. As the wolves closed in, the archer leaped fowards and jumped onto one of the wolves, the archer plunged his falchion into the orcs gut, and with the momentum from the jump he managed to get his dagger to cut almost half way around the wolves head. The archer, noticably elven due to skill with a bow and agility, then jumped off the back of the wolf, and landed on both feet ready for battle. Another lone wolf left the encirclement to approach the elf, the elf quickly slashed at the wolf with his falchion, giving the wolf a nasty slash across the face, the wolf moaned and fell back. Another wolf attempted to come from behind the elf, but the elf quickly plunged his dagger into the wolves face, with a quick moan the wolf ran, taking the Elvish dagger with it. The Elf had his Falchion against a host of wolves and small orcs. The orcs knew how they could overwhelm the elf, and they did so. They nudged thier wolves on at once and quickly the wolves advanced at one. The elf fought valiantly, swinging his falchion in controlled circles, trying to keep the wolves back, but this didnt work. An orc jumped from the back of a wolf, a dagger in his right hand. The elf fell, an orc on his back and a dagger through his heart. The wolves then rushed in, taking bites of the elf, the orcs joined the fray. Soon after it began, where once was a campfire, was now a scence of carnage. Bones and blood were evreywhere, elven, human, orcish and even those of wolves. A savage band was at fault for the attack, but with the bodies looted and picked to the bone, it seemed like an old skirmish, except for the recent blood and horrid stench.*
That was a small battle, with a pre and post description. If it were a large battle, it would span over a few posts of just battling, like... *As the save of orcs and the horsemen from Aidni collided, bodies flew or crashed. Men were dismounted, thrown or trampled in a matter of seconds. The experienced Aidni horsemen kept riding, slicing through the lightly armored orcs with ease, the mounted archers sent arrows flying at the orcs that looked like veterains or leaders. But, the momentum slowed and when the Aidni horsemen knew this, they dismounted, in the thick of the battle they fought, quickly attempting to clear a circle to protect their horses and archers.*
And a second post for the cavalry charge...
*Soon after the Aidni horsemen dismounted, gaps began to show in the Orcish horde, many bodies lay slain of man, orc and horse, but the Aidni horsmen, now on foot, knew how to fight, normally reliant on speed and agility, the light, slashing swords of the Aidni and their very light armor would stand no chance in heavy combat. The Aidni used thier light weight swords for quick slashing attacks, while in the gaps the archers formed, firing arrows skillfully past thier allies and into the orcish onslaught. Thw riding skill of the Aidni mounted archers was superb, but on foot it was even better, but the mounted archers were rare and getting rarer.*
It would go on like that, with mention of the orcs closing in and in, with the Aidni slowly loosing energy and dying, but with big battles i will post the statistics and travel and all. A charecter can only be at one place at a single time. Charecters cant march all day, set up camp, get ambushed and fight at full strength. So, instead of major battles when the forces collide, waiting will be implemented, but race and armor effects aswell. For instance, an orc, generally small, strong, but cowardly, will normally be equiped with light armor and a light weapon. A human, sometimes taller, but not always as athletic, waring heavy armor and wielding heavy weapons, would need rest and could not march for as long and fight as effective. Large armies with heavy armor would also take longer to cross rough terrain. All the real life elements will probably be implemented, perhaps even down to the temprature.
A normal post for travel might be this: *In the vast plains of Mit-Larden were half a dozen horsemen, four seemed like warriors, two swordsmen and two archers, but the other two seemed like diplomats. All were armed, obviously the warriors mroe so than the diplomats. The horses were of a large breed, for the sold purpose of traveling long distance at a steady speed, and then still being able to outrun the fastest of wolves. The warriros seemed split, two rode high in thier saddles, arrows and quivers ready on thier backs, proudly displaying thier Elven roots. The other two, the swordsmen, rode in a saddle in more of a slouch, relaxing, with a sheath tied to their saddle, and a sword in the sheath. The diplomats rode and displayed themselves in a tired manner, only riding because they had to, seeming to be proud and not like the horses. They often leaned over and spoke in some strange dialect, known only to the guilds of Ab la-tere. They were returning to Ab la-tere from the east, the diplomats were obviously of some guild, but what guild was unknown.*
There is no space requirement or minimum, or maximum. Post what you can, and remember, if evreybody knows evreything about evrey charecter, there is no mystery. I personally like mystery. There is no set plot line, i had planned for a major war, and will make the first few posts as main charecters to give the feel for thier positions and to make a prelude to the events at hand. Feel free to play as npc's to add intrigue to the game, but keep a level head and use common sense. Play those who follow youre main charecter, occasionally play a guild member, seeking to secure a trade agreement or to provoke a war. As i said, i will make a few early posts to act as a prelude, and to give a feel for the monarchies. Playing an NPC and acting oddly for that race/personality/profession, i ask it to be justified.
Blah, to make it simple... just use common sense when dealing with NPCs, if you are in a town, you can RP with a merchant and trade. If is major NPC interaction (Assasination, diplomatic issues, etc.) give other players time (one day, ish) to state OOC opinions, i am thinking about that, if it is major, i jsut take one NPC and the other player taking their NPC. (assasinations are good, but there are guards, certain rulers keep themselves guarded in diffrent ways, walsting in with a knife during the night wont always work.), The exception is the prelude, i will try and get things uneasy between the provinces to possibly lead to wars and give players a chance to prove themselves,etc. Any questions, please ask.
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Post by Saimol on Dec 14, 2004 9:21:56 GMT -5
not sure if i understood for example i want to buy smth from NPC or fight NPC or creature so who acts as NPC/creature? and how winer is chosen?
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Post by ybtypical220 on Dec 14, 2004 10:17:34 GMT -5
To buy from an NPC smith you control both NPC and youre charecter, no sense in delaying a process that could only take a few moments and effects little. example: *as [charecter] is walking along the cobblestone paths of the city, a distinctive reflection shines in his eyes, he walks over to the stall where the reflection came from, there was a fine Dwarven dagger, serrated and thin, it would be perfect.* "I'll give you five gold coins for that dagger"*said [charecter]* "Come now, this is Dwarven steel, it is at least worth seven"*replied the merchant.* "Six, and i wont use it on you"*said [charecter] "Now lets not get violent, six sounds fair."*said teh marchant. [Charecter] then placed six gold coins on the market stall, took the dagger and walked away.*
That is how you buy something, of course change it to fit youre charecter and the item being bought.
In combat, just post as youre charecter would fight, with a dwarf it might be like... *[charecter] raised his axe, and brought it down upon his foe with great strength, but his foe quickly dodged and attempted to stab [charecter], but due to heavy Dwarven armor, the blow was deflected. [Charecter] then disloged hsi axe from the ground and swung his axe in a full circle, nearly heaving his foe in two upon impact.*
The above is an example of a short one on one fight, in a large battle, or in other places where there is less manuverability, or depending upon the terrain, the post might look like something diffrent, axes getting stuck in trees, blades shattering upon rock, things such as that.
Normally youre charecter would come away with victory when fighting NPC's, but depending upon the given skills (expereince, weaponary, armorment, etc.) of the NPC, youre charecter may get injured or even killed, it is up to you.
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