Post by Tribes of Kurgan on May 6, 2011 9:34:43 GMT -5
Kingdom Name:
Tribes of Kurgan
Kingdom Race:
Goblins - Standing about as tall as halflings, Goblins are grey skinned humanoids that are characterized by their high pitched voices and pointed ears. They are naturally frail but fierce fighters, and they can be cunning in warfare. History has shown them to be an aggressive race but good natured goblins are not an impossibility in the world. Goblins have an average lifespan of 45 years.
Kingdom's Race Bonuses & Malus:
Mountain Prone - Goblin Kingdoms may be built Underground or Above Ground. One must be chosen.
Unable Riders - Goblins cannot purchase native Heavy Cavalry.
[Aboveground]
Race's Natural Predisposition:
Evil -- an evil natural predisposition means that this race was for or allied with Varinus during his rise to power. They stood with him, and either fought alongside him or supplied him with men and weapons of war in which to fight. Evil have great relations with other evil races and are at near war with good aligned races.
* Elves and Dwarves cannot be evil aligned.
* Drow must be evil aligned.
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):-- (Please give a detailed description of the kingdom and it's cities).
Capital city of Kazerak- The Capital of Kazerak is a sprawling place with close to five million inhabitants choking it's streets. Here the Mad King holds court and it shows how much Azag's mind has slipped. Strange architecture is everywhere in the city, from it's twisting streets to the building's that jut skyward. All a series of decrees issued by Azag over a century of building. Despite this, Kazerak remains one if it's most beautiful if not bizarre cities.
Arat- The city of Arat located deep within the heart land of the Kurgan Tribe Land, is a city that belches smoke and fire. It is here where the forge works are located, where weapons for the army are churned out by the thousands. It also retains significant mineral deposits which has helped it become such an important manufacturing basin.
Ragos- The city of Ragos is located directly on the border with Sith'ari and resembles more of a fortress down than an actual living, breathing city. It is frequently used as a base of operation by the Goblin armies for their raids across the border and into the Great Forest.
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:-- (Please give a detailed description).
King Azag- King Azag is practically a God amongst the goblin folk. He is a staggering 120 years old, and served alongside the legendary Varinius in his War of the Realm's and was one of his most trusted General's. He is also renowned for being a gifted sorcerer despite the fact that no magic wielders exist amongst the goblin folk. Yet time has warped the mind, Azag has become extremely paranoid and orders frequent executions of so called conspirators and has lead aggressive campaigns against it's neighbors whom sided against the sorcerer more than a century ago. This refusal to compromise with it's immediate neighbors has lead to long wars with each the Elven folk that continue to this day. The reason why he has survived for so long has remained a mystery, though some wonder if it has to do with the strange ring on his finger that is imbued with power. It is also said that the King never sleeps, though whether this is Goblin legend or reality is not known. Despite his autocratic rule, the tribal nature of the Goblin Kingdom mean's he must share power with each head of the Goblin clans.
Artifacts Worn: Band of Fohsi
Warlord Skag- Warlord Skag is one of the few to survive the frequent purges that wrack the Kingdom. The General has been Azag's right hand man for twenty years. He represents the Mordric clan on the council, despite the fact that he is approaching the end of his life Skag has shown no signs of mental state deteriorating though he as grown physically frail. However, it is often a Goblin's mind that remains his most powerful weapon.
Denar Gutstab- Representing the Nightrunner clan in the Ogliarchy, Gutstab is one of the most ruthless Goblin's in the Kurgan Lands. It is said that he killed his own father and eight brothers through assassination and trial of battle to become Nightrunner's representative to the Council.
Oghren Necksnapper- Necksnapper is something of a lesser legend amongst the Goblin's. He re-mastered the lost art of taming Giants, something not seen since the days of Varnius and the Elf War's. He is the leader of the Wyrm Wood Clan and as a result holds immense power due to his affinity with taming the Giants and turning them against Kurgan's enemies.
Kingdom's Population Size and Population Growth:
25 million
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.
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:
Advanced Training - The kingdom has given more time and training to a certain type of soldiery. It may be the Light Cavalry, used for scouting and quick flanking types, or it may be the Light Infantry have had their training and equipment bolstered so that they may go head to head with other kingdoms Heavy Infantry, but all the surrounding kingdoms understand that these well trained units are a symbol of national heritage.
-- One type of Military Unit is always considered Elite in a single category: Morale, Discipline, March.
Swordsmen-Discipline
Kingdom's Kingdom Trait:
Call of the Wild - Trolls, Dragon's, Giants, and monsters of all kind's might be the stuff of legend in neighboring countries but in this nation the thing's that go bump in the night are often all too real. This nation has become infested with creatures that should belong in a story book. While these beasts are a hazard, this nation has managed to turn it into an advantage by taming some of them..and adding them to it's war machine.
* Kingdom may select one of the following: Cave Trolls, Dragons, Giants, Dire Animals, Ents, Harpies, Naga, Dire Spiders or Wyverns.
* The selected unit can than be purchased for use as a mercenary unit.
Giant
Kingdom's Military / Military Spending:
50 MP
5 skirmisher regiments-8 MP
4 swordsmen regiments (elite)- 12 MP
4 spearmen regiments- 16 MP
2 skirmisher regiments- 6 MP
MP expended: 42
Remaining: 8
Kingdom's Resource Nodes / Economy:
Foodstuffs
-- Required by all kingdoms.
-- +1 Economic Points every two weeks.
-- Every Additional resource node adds +200,000 population increase.
Iron Ore
-- +2 Economic Points every two weeks.
-- Allows 20 Military Companies per node.
Total Node Generation: 3 EP
Tax Rate of 7: 11 EP total
-- (You have two, one is Foodstuffs and the other is your choice. List them both).
-- (Also please list how many Economic Points they're generating for you).
-- (Also please list how many Economic Points your kingdom is generating altogether).
Kingdom's Cultural Points:
2
Kingdom History:
Pre-Varnius:
The Tribes of Kurgan are a disunited loose collection of Goblin tribes, each fighting the other for the territory that has become known as the Badlands to outsiders. Each Goblin self proclaimed King controls a small fiefdom, ruled by a warband. The short life span of goblin's had meant that many of these warlords were unable to either consolidate or hold sway over the goblin population for longer than a generation. The result was that a warlord would rise to power, die, only to have the members of his clan fighting to replace him. It was a cycle that would repeat for hundreds of years until the sorcerer first began his push out of the Dead Land's. The Kurgan would be one of the first nations to be affected and after a short but futile fight be one of the first to join him.
War of the Realm's:
Varinius marches swiftly through Kurgan lands, destroying the tribes who stand against him and using their dead reanimated corpses to add to the swelling ranks of his army. Only one Goblin warlord resists him, his name is Azag and he uses the common threat of Varinius to bind the Goblin's under his hand. He used bloody guerilla tactics to slow the sorcerer's advance through his nation to a crawl but in the end, the hordes of the wizard are too many. Azag is defeated at the Battle of the Black Water when his army is trapped, cornered, and forced to take a stand. Despite the fact that he is defeated, Azag is offered one last chance to save his life and his tribe. Swear allegiance and join Varinius in life, with his life intact or join him as a rotting corpse amongst his horde of the undead. Azag gladly chooses the former. The next few years are spent building up the Goblin horde and replacing the casualties Varinius has wrought. By the time Varinius is ready, the population of the Goblin's has tripled and thousands of warriors have flocked to Azag's banner. Varinius crowns Azag King of the Kurgan, it's first...and currently still only King.
Azag remains at Varinuses side for many of his campaigns and it is troops under his command that have been blamed for countless atrocities in human and Elven lore so much so that the human's gave Azag a new name. Azag the Slaughterer. The Kurgan Tribal Lands expand by threefold as the Goblin's swallow up several Kingdom's in their path and cleanse them of their former inhabitants. However, with the war in his twilight era Varinius ordered Azag to return back to the tribal lands and begin war against the Elven folk on each of the tribes borders whom up until that point had remained neutral. It was said amongst the Goblin folk that in the end, Varinius mind had grown strange, and he was making tactical mistakes. Regardless, Azag followed orders and began a two pronged invasion of Sith'ari elves and that of the Ainrii. With his forces split, the Kurgan fight a brutal two front war and Azag is forced to oversee much of it. The campaign in Sithi'ari is slow, tedious, and the advance grows to a crawl. The Elve's use guerilla tactics to ambush and slaughter his men before they can even see where they are. Azag is forced to abandon the invasion of Sithi'ari lands but as one last gesture of revenge burns down much of the Great Forest that the Sith'ari elves inhabit. Meanwhile, the Kurgan after a lightning campaign through Ainrii lands are defeated in a series of bloody battles as winter closes in and they become trapped in the Ainrii heartland. The Goblin's are forced out and the Ainrii follow them. However, in the Goblin homeland resistance is fanatical and Azag now can muster all of his forces. The Elven invasion grinds to a halt and with the death of Varinius a year later they withdraw.
Post Varinius:
It is said that Azag wept when he heard the news of his master's death and then promptly ordered the execution of five thousand captured Elven prisoners in his honor. Azag was not present at the final battle that saw his overlord slain. The King's personality even takes a darker turn when he comes across a strange ring imbued with magical power. His policies towards the Elve's which had already been driven by hatred for them become's even more war like with the Kurgan and the Elve's of both nations fighting a series of bloody skirmishes on it's borders. Thus far, the Kurgan have yet to stir from their homeland, though nothing is ever certain with the Mad King on the throne.
Kingdom's Location:
Already placed