Post by Al'Mamlaka Farsaan on May 6, 2011 1:40:14 GMT -5
Kingdom Name: Al'Mamlaka Farsaan (Farsaan)
Kingdom Race:
Humans - Humans are the youngest race around, and they have the most to learn. However, humans are also the most eager to learn the ancient art of magic, and they are also one of the more honorable races. Human kingdoms are varied and diverse, which leads credence to the idea that humans are a powerful race indeed. Humans have an average lifespan of 70 years.
Kingdom's Race Bonuses & Malus:
-- Strength of Men -- Humans have increased military prowess against Orcs, Drow, Goblins and Lizardmen.
-- Easily Corrupted -- Human leaders are much more easily corrupted and bribed.
Race's Natural Predisposition:
Neutral -- A neutral natural predisposition means that this race was not against or for the rise of Varinus. Most likely, they decided neutral for pragmatic purposes and decided to not put their nose where it didn't belong, or perhaps they were just so far away the war didn't really effect them. Neutral races have neutral relations with everyone, but will inevitably lean toward the predisposition of their neighbors.
Kingdom Size:
Moderate - A moderate kingdom possesses a capital and two cities, as well as having adequate land surrounding all three settlements for sufficient growth. A moderate sized kingdom is ripe both for growth as well as conquest.
* Has up to two cities and the Capital.
Name of the Capital and surrounding Cities (if any):
-- Hizir (Capital): City of Pirate Captains and the Capital of the Pirate Kingdom of Farsaan. The city is nothing more then a huge port, massive docks and moorings lining the natural harbor that it was founded in. The city is raised in large tiers that have been built from the remains of ships and other salvaged materials. The higher you go, the higher in society you are with the Sultan and his Viziers living in the highest parts of the city. The lowest tier is the Slave Stalls where vendors ply their wares, selling anything from an elf to an orc to the highest bidder. One of the most well visited places in the city is the fighting pit where risk takers can throw their money away by betting on fights between slaves and gladiators. The city is situated on the largest of the two main islands of the chain across from the smaller of the two.
--Oruc': Oruc', like it's sister city of Hizir, is a large port city. The city was founded by early explorers on the island directly off the coast from Sith'ari lands. Unlike it's sister city however, Oruc' does not flaunt it's existence, built in a sea cave formed from eons of erosion. The city is a dank place but is also home to the largest slaver ports in all of Al'Mamlaka Farsaan. Even before a slave ship passes on to Hizir it must pass it's cargo through Oruc' or risk having it's slave stock massacred for fear of the spread of disease. Due to this the Captains of of Oruc' have great power, capable of controlling the slave trade if they truly wanted to.
-- Ghazi: Ghazi is an influential trade port on the third largest island of the Chain, just south of the main islands. For centuries Ghazi has served as a staging point for raids and a safe haven for Captains in need of a harbor. To those who don't know the way it is a treacherous one, the Island surrounded by many reefs and sand bars, threatening to beach or damage ships that don't know the way. A myth pervades in the Islands that Ghazi was once home to Spirits and the ghostly fog that appears around the island is in fact the spirits warding away those who threaten their island.
Kingdom Government:
Oligarchy - Oligarchy is a form of government in which a small segment of society has all of the power. Power might be held by a specific family or tribe, or people of a certain religion or from a special caste. Usually the rich or militaristically imbued are the ones with the power. Some oligarchies can be good in nature, though this is rare.
-- Military Units fighting in Home territory fight as Veteran -- High Morale.
Name of the Kingdom's Leaders:
Sultan Halim Abdul al'Raafi -- Sultan of Al'Mamlaka Farsaan and Admiral of the Fleet. The current Sultan of Farsaan is the fifth son of the late Sultan Hakim Abdul al'Adheem. He gained his power through multiple accidents that were never linked to anyone in specific. By the time he was nineteen however, all his Older brothers lay with his father at the bottom of the ocean as their ancestors did before them. For all the rumors that abound around the young Sultan none argue that he is a fair and wise ruler, especially for one of his age, well known for showing mercy to those whom thought their life forfeit.
Kingdom's Population Size and Population Growth:
16 Million (16,000,000)
+150,000
Kingdom's Labor Trait:
Slavery - The kingdom has legally funded the institute of slavery within its borders. Slaves can be of the same race of the kingdom, or another race. Slavery allows for the freemen of the kingdom to work and if they need to, fight. This has allowed for increased economic growth as well as possible military growth during wartime. However, other kingdoms that don't condone slavery look down upon this kingdom for its barbaric institutes.
-- All Constructs have their prices decreased by 30% (rounded up).
-- Decreases Happiness by -3 Points per city per week.
Kingdom's Legal Trait:
Taxation - The kingdom has decided that it can vary the level of taxation upon its citizens. The economy can flux and the taxation rate can be adjusted to ensure the people are kept happy. When the taxation rate increases, the revenue of the kingdom increases but the unrest within the kingdom increases as people make less and less for themselves.
-- Taxation Rate: Anywhere from 0 to 10.
-- For every level of taxation past 7, a decrease of 2 Happiness points a week occurs.
-- For every level of taxation of 6 or below, an increase of 2 Happiness point a week occurs.
(Taxation set at 6)
Kingdom's Religion Trait:
Local Beliefs - Local Beliefs are ancient and old religions, whether polytheistic or monotheistic that have stood the test of time and been passed down through the ages, most likely through storytelling and in some rare cases with scripture. Minor Religions have the added boost that people can accept a Minor Religion much easier than a Major Religion which might have a huge pantheon of Gods and hundreds of new rituals to learn. People can take on local beliefs without having to change the greater things in life.
-- Kingdom will have a Minor Religion that starts at 35% of the kingdoms population. Your kingdom's capital will be that Minor Religion's capital.
-- +2 Happiness Points for every Natural Resource Node your kingdom possesses.
Kingdom's Military Trait:
Military Tactics - The kingdom has developed certain tactics that are above the norm, they give the kingdom an edge in time of war. There are a multitude of different choices but the kingdom has honed and perfected only a handful of these strategies.
-- Ambush - Ambush allows the kingdom to deploy a few regiments of Light Infantry in a position that will conceal them to the point of being unable to be located by enemy scouts and forces. When the time is right, they may ambush the enemy and inflict high casualties upon them.
-- Scorched Earth - This trait can be used either in enemy or native lands, but the effect is same. All vegetation is destroyed, and if discovered, natural resource nodes can be temporarily destroyed. If used in enemy territory, this will substantially hamper their ability to sustain themselves, and if used in native territory, will substantially slow the enemies movement.
Kingdom's Kingdom Trait:
High Natural Resources - The kingdom has luckily been established in an area that is already rich with resources. It may have been intentional or just the luck of the draw, but the kingdom won't have to do as much exploring, as they've already established whatever industry they have in the kingdom which puts them one step ahead of those kingdoms around them.
* Kingdom is allowed to start with 3 Natural Resource Nodes. One must still be Foodstuffs resource.
* Chance of finding new resources within the borders of the kingdom greatly decline.
Kingdom's Military / Military Spending:
-- 48 MP Total
-- 5 Spearmen - 15 MP
-- 5 Swordsmens (Iron) - 15 MP
-- 5 Bireme - 15 MP
-- 1 Transport - 3 MP
-- 0 MP Left over
Kingdom's Resource Nodes / Economy:
-- Foodstuff (+1 EP)
-- Wood (+2 EP)
-- Iron (+2 EP)
-- +5 EP every two weeks.
Kingdom's Cultural Points:
-- +2 CP (Baseline)
-- +6 CP (Local Beliefs)
-- +8 CP every two weeks.
Kingdom History:
-- The founding of Al'Mamlaka Farsaan started a millennium ago, well before the rise of the Witch known as Varinus to the rest of the world rose to power. Before then the Pirate States were loose conglomerate of Island City-States that generally were isolationists to the rest of their Chain and the world. As time progressed their purpose changed from simple farmers to raiders and corsairs. The reason for this is believed to be the scarcity of resources other than wood and iron which seem to be the only resources on the Island chain. For whatever reason, the Island Chain of Farsaan changed drastically, it's once serene volcanic hills now dotted with the baleful light of pyres that represent one of the piratical townships. As the balance of power began to tip and large tribe based on the main islands began to spread out and conquer all the other's in the region. At an extremely fast rate the rest of the islands were subjugated by the tribe which formed the basics of what Al'Mamlaka Farsaan would become. A Sultan King was put in place whom would be advised by the greatest sea captains of the Islands so that all tribes could be instrumental in decisions for everyone of the Islands knew you were only as good as your fleet was. Soon the Islands became perfectly synced and united and began raids on the many races of the mainlands. Eventually their favorite target for slave raids were the Goblins of the Kurgan Tribes but anything would suffice. During the Witch War, as the Farsaan Islanders termed it, they stood idly by, raiding weakened towns and generally causing havoc to both sides. Later in the violence several of the greater Captains offered their services to the forces of good, promising to aid them as they found the Arch Witch threatened their way of life. In fact, the Gorgon Corsairs of the Sultan himself were present at the final battle for Varinus' tower. Since then the Islanders have settled back into their life of raiding and slavery, content to pillage the nations of the world as they have for centuries.
Kingdom's Location:
Kingdom Race:
Humans - Humans are the youngest race around, and they have the most to learn. However, humans are also the most eager to learn the ancient art of magic, and they are also one of the more honorable races. Human kingdoms are varied and diverse, which leads credence to the idea that humans are a powerful race indeed. Humans have an average lifespan of 70 years.
Kingdom's Race Bonuses & Malus:
-- Strength of Men -- Humans have increased military prowess against Orcs, Drow, Goblins and Lizardmen.
-- Easily Corrupted -- Human leaders are much more easily corrupted and bribed.
Race's Natural Predisposition:
Neutral -- A neutral natural predisposition means that this race was not against or for the rise of Varinus. Most likely, they decided neutral for pragmatic purposes and decided to not put their nose where it didn't belong, or perhaps they were just so far away the war didn't really effect them. Neutral races have neutral relations with everyone, but will inevitably lean toward the predisposition of their neighbors.
Kingdom Size:
Moderate - A moderate kingdom possesses a capital and two cities, as well as having adequate land surrounding all three settlements for sufficient growth. A moderate sized kingdom is ripe both for growth as well as conquest.
* Has up to two cities and the Capital.
Name of the Capital and surrounding Cities (if any):
-- Hizir (Capital): City of Pirate Captains and the Capital of the Pirate Kingdom of Farsaan. The city is nothing more then a huge port, massive docks and moorings lining the natural harbor that it was founded in. The city is raised in large tiers that have been built from the remains of ships and other salvaged materials. The higher you go, the higher in society you are with the Sultan and his Viziers living in the highest parts of the city. The lowest tier is the Slave Stalls where vendors ply their wares, selling anything from an elf to an orc to the highest bidder. One of the most well visited places in the city is the fighting pit where risk takers can throw their money away by betting on fights between slaves and gladiators. The city is situated on the largest of the two main islands of the chain across from the smaller of the two.
--Oruc': Oruc', like it's sister city of Hizir, is a large port city. The city was founded by early explorers on the island directly off the coast from Sith'ari lands. Unlike it's sister city however, Oruc' does not flaunt it's existence, built in a sea cave formed from eons of erosion. The city is a dank place but is also home to the largest slaver ports in all of Al'Mamlaka Farsaan. Even before a slave ship passes on to Hizir it must pass it's cargo through Oruc' or risk having it's slave stock massacred for fear of the spread of disease. Due to this the Captains of of Oruc' have great power, capable of controlling the slave trade if they truly wanted to.
-- Ghazi: Ghazi is an influential trade port on the third largest island of the Chain, just south of the main islands. For centuries Ghazi has served as a staging point for raids and a safe haven for Captains in need of a harbor. To those who don't know the way it is a treacherous one, the Island surrounded by many reefs and sand bars, threatening to beach or damage ships that don't know the way. A myth pervades in the Islands that Ghazi was once home to Spirits and the ghostly fog that appears around the island is in fact the spirits warding away those who threaten their island.
Kingdom Government:
Oligarchy - Oligarchy is a form of government in which a small segment of society has all of the power. Power might be held by a specific family or tribe, or people of a certain religion or from a special caste. Usually the rich or militaristically imbued are the ones with the power. Some oligarchies can be good in nature, though this is rare.
-- Military Units fighting in Home territory fight as Veteran -- High Morale.
Name of the Kingdom's Leaders:
Sultan Halim Abdul al'Raafi -- Sultan of Al'Mamlaka Farsaan and Admiral of the Fleet. The current Sultan of Farsaan is the fifth son of the late Sultan Hakim Abdul al'Adheem. He gained his power through multiple accidents that were never linked to anyone in specific. By the time he was nineteen however, all his Older brothers lay with his father at the bottom of the ocean as their ancestors did before them. For all the rumors that abound around the young Sultan none argue that he is a fair and wise ruler, especially for one of his age, well known for showing mercy to those whom thought their life forfeit.
Kingdom's Population Size and Population Growth:
16 Million (16,000,000)
+150,000
Kingdom's Labor Trait:
Slavery - The kingdom has legally funded the institute of slavery within its borders. Slaves can be of the same race of the kingdom, or another race. Slavery allows for the freemen of the kingdom to work and if they need to, fight. This has allowed for increased economic growth as well as possible military growth during wartime. However, other kingdoms that don't condone slavery look down upon this kingdom for its barbaric institutes.
-- All Constructs have their prices decreased by 30% (rounded up).
-- Decreases Happiness by -3 Points per city per week.
Kingdom's Legal Trait:
Taxation - The kingdom has decided that it can vary the level of taxation upon its citizens. The economy can flux and the taxation rate can be adjusted to ensure the people are kept happy. When the taxation rate increases, the revenue of the kingdom increases but the unrest within the kingdom increases as people make less and less for themselves.
-- Taxation Rate: Anywhere from 0 to 10.
-- For every level of taxation past 7, a decrease of 2 Happiness points a week occurs.
-- For every level of taxation of 6 or below, an increase of 2 Happiness point a week occurs.
(Taxation set at 6)
Kingdom's Religion Trait:
Local Beliefs - Local Beliefs are ancient and old religions, whether polytheistic or monotheistic that have stood the test of time and been passed down through the ages, most likely through storytelling and in some rare cases with scripture. Minor Religions have the added boost that people can accept a Minor Religion much easier than a Major Religion which might have a huge pantheon of Gods and hundreds of new rituals to learn. People can take on local beliefs without having to change the greater things in life.
-- Kingdom will have a Minor Religion that starts at 35% of the kingdoms population. Your kingdom's capital will be that Minor Religion's capital.
-- +2 Happiness Points for every Natural Resource Node your kingdom possesses.
Kingdom's Military Trait:
Military Tactics - The kingdom has developed certain tactics that are above the norm, they give the kingdom an edge in time of war. There are a multitude of different choices but the kingdom has honed and perfected only a handful of these strategies.
-- Ambush - Ambush allows the kingdom to deploy a few regiments of Light Infantry in a position that will conceal them to the point of being unable to be located by enemy scouts and forces. When the time is right, they may ambush the enemy and inflict high casualties upon them.
-- Scorched Earth - This trait can be used either in enemy or native lands, but the effect is same. All vegetation is destroyed, and if discovered, natural resource nodes can be temporarily destroyed. If used in enemy territory, this will substantially hamper their ability to sustain themselves, and if used in native territory, will substantially slow the enemies movement.
Kingdom's Kingdom Trait:
High Natural Resources - The kingdom has luckily been established in an area that is already rich with resources. It may have been intentional or just the luck of the draw, but the kingdom won't have to do as much exploring, as they've already established whatever industry they have in the kingdom which puts them one step ahead of those kingdoms around them.
* Kingdom is allowed to start with 3 Natural Resource Nodes. One must still be Foodstuffs resource.
* Chance of finding new resources within the borders of the kingdom greatly decline.
Kingdom's Military / Military Spending:
-- 48 MP Total
-- 5 Spearmen - 15 MP
-- 5 Swordsmens (Iron) - 15 MP
-- 5 Bireme - 15 MP
-- 1 Transport - 3 MP
-- 0 MP Left over
Kingdom's Resource Nodes / Economy:
-- Foodstuff (+1 EP)
-- Wood (+2 EP)
-- Iron (+2 EP)
-- +5 EP every two weeks.
Kingdom's Cultural Points:
-- +2 CP (Baseline)
-- +6 CP (Local Beliefs)
-- +8 CP every two weeks.
Kingdom History:
-- The founding of Al'Mamlaka Farsaan started a millennium ago, well before the rise of the Witch known as Varinus to the rest of the world rose to power. Before then the Pirate States were loose conglomerate of Island City-States that generally were isolationists to the rest of their Chain and the world. As time progressed their purpose changed from simple farmers to raiders and corsairs. The reason for this is believed to be the scarcity of resources other than wood and iron which seem to be the only resources on the Island chain. For whatever reason, the Island Chain of Farsaan changed drastically, it's once serene volcanic hills now dotted with the baleful light of pyres that represent one of the piratical townships. As the balance of power began to tip and large tribe based on the main islands began to spread out and conquer all the other's in the region. At an extremely fast rate the rest of the islands were subjugated by the tribe which formed the basics of what Al'Mamlaka Farsaan would become. A Sultan King was put in place whom would be advised by the greatest sea captains of the Islands so that all tribes could be instrumental in decisions for everyone of the Islands knew you were only as good as your fleet was. Soon the Islands became perfectly synced and united and began raids on the many races of the mainlands. Eventually their favorite target for slave raids were the Goblins of the Kurgan Tribes but anything would suffice. During the Witch War, as the Farsaan Islanders termed it, they stood idly by, raiding weakened towns and generally causing havoc to both sides. Later in the violence several of the greater Captains offered their services to the forces of good, promising to aid them as they found the Arch Witch threatened their way of life. In fact, the Gorgon Corsairs of the Sultan himself were present at the final battle for Varinus' tower. Since then the Islanders have settled back into their life of raiding and slavery, content to pillage the nations of the world as they have for centuries.
Kingdom's Location: