Post by United Tribes of Ejrahk on May 9, 2011 11:42:47 GMT -5
Kingdom Name: United Tribes of Ejrahk
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
Name of the Capital and surrounding Cities (if any):
Kresh- The holy town of the Ejrahk, and the only truly built, permanent settlement within their lands. Kresh houses a sacred altar which has been said to been built by the sacred line of Ydrek himself. It is a place built from wood and stone, nestled into the side of a massive hill. The altar itself is built in an enlarged, natural cave. It is here that many make pilgrimages of worship. As such its numbers fluctuate with time. It is inhabited by the order of priests who have made the ultimate sacrifice for an Ejrahk- the commitment to remain in one place, and forgo wandering to tend the needs of the god and her people. The architecture is old, crude, but sturdy and functional. Pictures of past glories and tales of Chalava are actually inscribed into the side of many of the houses, making it also a rich history for the Ejrahk. There is also what could pass as an old barracks, where the military school is held. All children who show aptitude for fighting are sent here.
Kingdom Government:
Confederacy - A confederacy is a patchwork of states coming together under a shared banner for a single purpose. They have each decided to support eachother financially, militarily and politically to consolidate their power. A confederacy is power in ways of unity and offering multiple views, but it is weak in that disagreements are often common, and full unanimity is required in all decision making.
-- Starts with a Marketplace and a Shrine in the capital city.
Name of the Kingdom's Leaders:
Rehal- The current Ej'Matria, or leader of the Ejrahk. She is ritually tattooed, as all of her people are. She isn't very tall, but her slender whipcord strength makes her a fury on the battlefield. She is intelligent, and her cunning makes her powerful. Rehal is not young, but even though she's near fifty years old none dare challenge her rein. Steeped in the words of Chalava, her main concern is to make sure her people remain spiritual and dedicated. Still, she is aware of a world outside the bloody, harsh doctrines of her culture, and isn't opposed to interacting with them. In times of war she acts as Warchief, and has the ability to rally troops to war.
Graal- The spiritual leader of the Ejrahk. Priests serve a vital role among the lives of the Ejrahk, and their training is in some ways harsher and more terrible than anything a warrior can imagine. Graal is nearing the end of his live, but has served as the spiritual leader of his people for forty years. Covered in scars and tattoos, he is still quick of mind, tongue, and hand. He travels with Rehal no matter where she goes, standing in his sacred duty of advising the Ej'Matria of the wishes of Chalava.
Brakthar and Alia- The Matria and priest pair of leaders in Kresh. Together they manage the holy town, and as such are the closest to second in command as it comes among the Ejrahk.
Gran- The current master of the finishing school and barracks at Kresh. Young for a master at age thirty, it is his job to oversee and take children and make them proud warriors of Chalava. He is the closest thing to a Warleader in Ejrahk, and during periods of war he would be instrumental in mobilizing and leading warriors.
Kingdom's Population Size and Population Growth:
8 million
Kingdom's Labor Trait:
Tribalism - Tribalism is a nomadic way of lifestyle where constructs are built as needed and the people generally do not build things they do not need. A tribal society is known for it's simplicity and how easily things come together. However, during times of crisis many tribesmen do not know what to do as a complex political system is not in place to delegate who is to do what and where to go where. Tribalism however is free from payment, free from loans and debts, free from corruption.
-- Population Increase of +200,000 per week.
-- Maximum of 3 Constructs per city can be built within the kingdom.
Kingdom's Legal Trait:
Citizenship - Citizenship is the policy of a nation that acknowledges that a certain group of people, usually based upon their race or tribe or where they were born, are members of that nation, and as such, deserve a certain amount of protection as well as some rights and privileges, above and beyond those accorded to foreigners. For example, a citizen can often move around the country freely, while a non-citizen may be subject to deportation or imprisonment if discovered by the authorities.
-- Requires only 75% of maximum Happiness for a Golden Age requirement.
-- Marketplaces generate +1 Economic Points per week.
Kingdom's Religion Trait:
Organized Religion - Organized religion is one in which a number of people follow the same religious practices and have the same beliefs. The religion may have priests who intercede with higher powers on behalf of the believers or who set/interpret the religion's rules. There may be a complicated hierarchy of priests and other religious leaders. The religion may have temples or other sanctums in which the people pray and worship. Generally the believers contribute money to support the religion, its priests and buildings. Generally, organized religion is a force of stability within a culture. People who share a religion have something important in common, and although strangers are less likely to murder each other. It can also be quite divisive as well - historically many organized religions have seen other religions as threats or abominations, and more than one war has been fought over whose god is the real God.
-- Kingdom will have a Major Religion that starts at 70% of the kingdoms population. Your kingdom's capital will be that Major Religion's capital.
-- Missionaries cost 50% more.
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.
March
Kingdom's Kingdom Trait:
Master of the Realms - Whether it be on the cold frozen mountain passes, the flat grassy plains, the sweeping sand dunes, this nation has mastered waging war in this environment. Giving them a considerable edge when their country is invaded by foreigners or when they assault a nation sharing similar terrain to their own. These people's have adapted to the terrain, suiting their fighting styles around it to craft the perfect strategy to ensnare and destroy it's enemies.
* Must pick one of the following biomes as your specialty, and your kingdom must primarily be in that biome.
* Forest/Jungle -- Decreases supply chains for enemies marching in your kingdom. Skirmishers have increased combat prowess.
* Desert -- Decreases effects of the desert biome on native troops. All units have increased movement bonuses.
* Plains -- Cavalry have increased combat and movement prowess.
* Tundra -- Decreases effects of the tundra biome on native troops. All units have increased morale fighting in tundra.
* Mountains -- Enemy cavalry can not operate in mountains. Native Cavalry can still operate in Mountains.
Plains
Kingdom's Military / Military Spending:
-- 24
-- 5 Light cavalry - 15 MP
-- 9
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.
Horses
-- +2 Economic Points every two weeks.
-- Allows 20 Cavalry per node.
-- +3
-- +3
Kingdom's Cultural Points:
-- +3 (base of 2 +1 for shrine)
Kingdom History:
The longest reach of the Ejrahk's memory goes back perhaps a thousand years. They started as a small cult dedicating to spreading the word of Chalava through the words of Ydrek, the prophet. Over time the following spread, and became a people as much a religion. The religion and words of Chalava were harsh, demanding sacrifice and hardship in order for the god to be pleased and demons kept at bay. Still, her people were proud, and happy to convert others into their ways. Cattle, goats, and sheep are their primary food source, along with crude cultivation of wild plants and herbs. They are a unanimously mounted people, counting their worth in the ability to ride and the mounts they have. Children learn to sit a mount before they learn to walk, as it's said among the Ejrahk. They are a nomadic people, refusing houses for tents.
Their numbers grew to the point where tribes formed and split, and inter-fought. War never has completely broken out, for the words of Chalava warn against her children separating from each other. However, blood spilled in combat is honor, and so skirmishes and blood feuds are common. As their numbers grew, the need for unified leadership grew as well. In the end a woman, known as Martik, rose up among the people and set into order the government that rules today. An order of women known as the Matria now rule, women chosen for their strength, prowess in combat, and above all spirituality. There is one Matria for each tribe, and the highest ruler is known as the Ej'Matria. Each Matria is paired with a priest of Chalava, where a delicate balance is struck in terms of power and responsibility. Approximately every five years a convention is held among the Matria, where they and their religious leaders commune and discuss tribal concerns. Trade agreements are struck and deals are made.
As their society developed, the tradition of sending children to Kresh came about. All children were taught the Ketar, the sacred fighting dance of Chalava (a sort of martial arts). In what would become Kresh a school opened, the master proclaiming that he would turn none away and all who came to claim mastery would be trained. Those who excelled in the Ketar, the horse, and the bow flocked to this school, where the first organized starts of an army came about. Students learned to work together, and were organized into shells. After achieving mastery they returned to their tribe, and sent their young. Now it stands where all children who show aptitude in combat are sent to Kresh for a period of five to ten years. It's not uncommon to come upon a tribe of Ejrahk completely lacking in the age group of eight to twenty, as they are all at Kresh. It is possible for a warrior to fail at training. These warriors are considered disgraced by Chalava, and can be a point of competition among tribes.
When Varinus rose to power, the Ejrahk did as they always did: endure. They did not view his bloodshed as glorious in the eyes of Chalava, for he raped the land and denied many their fair honor in combat. The land as sacred to them, and so instead of joining him, they condemned this horror as thousands fallen to demons. For weeks they fortified their borders, and prayed and sacrificed for clarity. In the end, the Ejrahk chose their course. This outbreak of demons was not their fault, and not their job to clean up. Already thousands of their kin had fallen in defense of their lands. They would not join the alliance of good, but nor would they tolerate the demons within their land. The Ejrahk sealed their borders, and guarded them zealously. No one was allowed in or out. Still, they took grievous losses and did not make friends among the alliance against him for refusing to commit their armies to the task at hand. Their population was decimated by the demons, until finally Varinus was overthrown and his armies routed. They have not come close to recovering, but they sing songs of that dark time and continue to rebuild.
Kingdom's Location:
imageshack.us/photo/my-images/94/realmoftheknownworld4ej.jpg/
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
Name of the Capital and surrounding Cities (if any):
Kresh- The holy town of the Ejrahk, and the only truly built, permanent settlement within their lands. Kresh houses a sacred altar which has been said to been built by the sacred line of Ydrek himself. It is a place built from wood and stone, nestled into the side of a massive hill. The altar itself is built in an enlarged, natural cave. It is here that many make pilgrimages of worship. As such its numbers fluctuate with time. It is inhabited by the order of priests who have made the ultimate sacrifice for an Ejrahk- the commitment to remain in one place, and forgo wandering to tend the needs of the god and her people. The architecture is old, crude, but sturdy and functional. Pictures of past glories and tales of Chalava are actually inscribed into the side of many of the houses, making it also a rich history for the Ejrahk. There is also what could pass as an old barracks, where the military school is held. All children who show aptitude for fighting are sent here.
Kingdom Government:
Confederacy - A confederacy is a patchwork of states coming together under a shared banner for a single purpose. They have each decided to support eachother financially, militarily and politically to consolidate their power. A confederacy is power in ways of unity and offering multiple views, but it is weak in that disagreements are often common, and full unanimity is required in all decision making.
-- Starts with a Marketplace and a Shrine in the capital city.
Name of the Kingdom's Leaders:
Rehal- The current Ej'Matria, or leader of the Ejrahk. She is ritually tattooed, as all of her people are. She isn't very tall, but her slender whipcord strength makes her a fury on the battlefield. She is intelligent, and her cunning makes her powerful. Rehal is not young, but even though she's near fifty years old none dare challenge her rein. Steeped in the words of Chalava, her main concern is to make sure her people remain spiritual and dedicated. Still, she is aware of a world outside the bloody, harsh doctrines of her culture, and isn't opposed to interacting with them. In times of war she acts as Warchief, and has the ability to rally troops to war.
Graal- The spiritual leader of the Ejrahk. Priests serve a vital role among the lives of the Ejrahk, and their training is in some ways harsher and more terrible than anything a warrior can imagine. Graal is nearing the end of his live, but has served as the spiritual leader of his people for forty years. Covered in scars and tattoos, he is still quick of mind, tongue, and hand. He travels with Rehal no matter where she goes, standing in his sacred duty of advising the Ej'Matria of the wishes of Chalava.
Brakthar and Alia- The Matria and priest pair of leaders in Kresh. Together they manage the holy town, and as such are the closest to second in command as it comes among the Ejrahk.
Gran- The current master of the finishing school and barracks at Kresh. Young for a master at age thirty, it is his job to oversee and take children and make them proud warriors of Chalava. He is the closest thing to a Warleader in Ejrahk, and during periods of war he would be instrumental in mobilizing and leading warriors.
Kingdom's Population Size and Population Growth:
8 million
Kingdom's Labor Trait:
Tribalism - Tribalism is a nomadic way of lifestyle where constructs are built as needed and the people generally do not build things they do not need. A tribal society is known for it's simplicity and how easily things come together. However, during times of crisis many tribesmen do not know what to do as a complex political system is not in place to delegate who is to do what and where to go where. Tribalism however is free from payment, free from loans and debts, free from corruption.
-- Population Increase of +200,000 per week.
-- Maximum of 3 Constructs per city can be built within the kingdom.
Kingdom's Legal Trait:
Citizenship - Citizenship is the policy of a nation that acknowledges that a certain group of people, usually based upon their race or tribe or where they were born, are members of that nation, and as such, deserve a certain amount of protection as well as some rights and privileges, above and beyond those accorded to foreigners. For example, a citizen can often move around the country freely, while a non-citizen may be subject to deportation or imprisonment if discovered by the authorities.
-- Requires only 75% of maximum Happiness for a Golden Age requirement.
-- Marketplaces generate +1 Economic Points per week.
Kingdom's Religion Trait:
Organized Religion - Organized religion is one in which a number of people follow the same religious practices and have the same beliefs. The religion may have priests who intercede with higher powers on behalf of the believers or who set/interpret the religion's rules. There may be a complicated hierarchy of priests and other religious leaders. The religion may have temples or other sanctums in which the people pray and worship. Generally the believers contribute money to support the religion, its priests and buildings. Generally, organized religion is a force of stability within a culture. People who share a religion have something important in common, and although strangers are less likely to murder each other. It can also be quite divisive as well - historically many organized religions have seen other religions as threats or abominations, and more than one war has been fought over whose god is the real God.
-- Kingdom will have a Major Religion that starts at 70% of the kingdoms population. Your kingdom's capital will be that Major Religion's capital.
-- Missionaries cost 50% more.
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.
March
Kingdom's Kingdom Trait:
Master of the Realms - Whether it be on the cold frozen mountain passes, the flat grassy plains, the sweeping sand dunes, this nation has mastered waging war in this environment. Giving them a considerable edge when their country is invaded by foreigners or when they assault a nation sharing similar terrain to their own. These people's have adapted to the terrain, suiting their fighting styles around it to craft the perfect strategy to ensnare and destroy it's enemies.
* Must pick one of the following biomes as your specialty, and your kingdom must primarily be in that biome.
* Forest/Jungle -- Decreases supply chains for enemies marching in your kingdom. Skirmishers have increased combat prowess.
* Desert -- Decreases effects of the desert biome on native troops. All units have increased movement bonuses.
* Plains -- Cavalry have increased combat and movement prowess.
* Tundra -- Decreases effects of the tundra biome on native troops. All units have increased morale fighting in tundra.
* Mountains -- Enemy cavalry can not operate in mountains. Native Cavalry can still operate in Mountains.
Plains
Kingdom's Military / Military Spending:
-- 24
-- 5 Light cavalry - 15 MP
-- 9
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.
Horses
-- +2 Economic Points every two weeks.
-- Allows 20 Cavalry per node.
-- +3
-- +3
Kingdom's Cultural Points:
-- +3 (base of 2 +1 for shrine)
Kingdom History:
The longest reach of the Ejrahk's memory goes back perhaps a thousand years. They started as a small cult dedicating to spreading the word of Chalava through the words of Ydrek, the prophet. Over time the following spread, and became a people as much a religion. The religion and words of Chalava were harsh, demanding sacrifice and hardship in order for the god to be pleased and demons kept at bay. Still, her people were proud, and happy to convert others into their ways. Cattle, goats, and sheep are their primary food source, along with crude cultivation of wild plants and herbs. They are a unanimously mounted people, counting their worth in the ability to ride and the mounts they have. Children learn to sit a mount before they learn to walk, as it's said among the Ejrahk. They are a nomadic people, refusing houses for tents.
Their numbers grew to the point where tribes formed and split, and inter-fought. War never has completely broken out, for the words of Chalava warn against her children separating from each other. However, blood spilled in combat is honor, and so skirmishes and blood feuds are common. As their numbers grew, the need for unified leadership grew as well. In the end a woman, known as Martik, rose up among the people and set into order the government that rules today. An order of women known as the Matria now rule, women chosen for their strength, prowess in combat, and above all spirituality. There is one Matria for each tribe, and the highest ruler is known as the Ej'Matria. Each Matria is paired with a priest of Chalava, where a delicate balance is struck in terms of power and responsibility. Approximately every five years a convention is held among the Matria, where they and their religious leaders commune and discuss tribal concerns. Trade agreements are struck and deals are made.
As their society developed, the tradition of sending children to Kresh came about. All children were taught the Ketar, the sacred fighting dance of Chalava (a sort of martial arts). In what would become Kresh a school opened, the master proclaiming that he would turn none away and all who came to claim mastery would be trained. Those who excelled in the Ketar, the horse, and the bow flocked to this school, where the first organized starts of an army came about. Students learned to work together, and were organized into shells. After achieving mastery they returned to their tribe, and sent their young. Now it stands where all children who show aptitude in combat are sent to Kresh for a period of five to ten years. It's not uncommon to come upon a tribe of Ejrahk completely lacking in the age group of eight to twenty, as they are all at Kresh. It is possible for a warrior to fail at training. These warriors are considered disgraced by Chalava, and can be a point of competition among tribes.
When Varinus rose to power, the Ejrahk did as they always did: endure. They did not view his bloodshed as glorious in the eyes of Chalava, for he raped the land and denied many their fair honor in combat. The land as sacred to them, and so instead of joining him, they condemned this horror as thousands fallen to demons. For weeks they fortified their borders, and prayed and sacrificed for clarity. In the end, the Ejrahk chose their course. This outbreak of demons was not their fault, and not their job to clean up. Already thousands of their kin had fallen in defense of their lands. They would not join the alliance of good, but nor would they tolerate the demons within their land. The Ejrahk sealed their borders, and guarded them zealously. No one was allowed in or out. Still, they took grievous losses and did not make friends among the alliance against him for refusing to commit their armies to the task at hand. Their population was decimated by the demons, until finally Varinus was overthrown and his armies routed. They have not come close to recovering, but they sing songs of that dark time and continue to rebuild.
Kingdom's Location:
imageshack.us/photo/my-images/94/realmoftheknownworld4ej.jpg/