Post by Silvan Elves of Sith'ari on May 5, 2011 20:22:10 GMT -5
Kingdom Name: Silvan Elves of Sith'ari
Kingdom Race:
Elves - Arguably the oldest race on the planet, Elves have watched the world grow and watched the world burn. Magically powerful and cunning, the Elves are a tall and elegant race, known particularly for their pointed ears and patient nature. The Elves are traditionally a race aligned more so with the morality of law and justice, but history has indicated that races of Dark Elves have made themselves known before. Elves have an average lifespan of 700 years.
Kingdom's Race Bonuses & Malus:
Old Kingdoms - Elven Kingdoms start with a single Construct of choice in the capital.
Deliberative - Elves are very slow to decide on all political and military matters.
Race's Natural Predisposition:
Good -- A good natural predisposition means that this race opposed the rise of Varinus and those races that allied with him. Good allied races must be followers of freedom and justice. They have great relations with other good aligned races and are at near war with evil aligned races.
* Orcs and Goblins cannot be Good aligned.
* Halflings must be Good aligned.
Kingdom Size:
Small - A small kingdom has expanded past its capital and established a secondary village. There is a designated path between the capital and the city, but the road may not have been laid and cartographed. There is sufficient space for farming and the like between the city and capital for further expansion as well.
* Has up to one city and the Capital.
Name of the Capital and surrounding Cities (if any):
Ellenwood -- The only settlement in the Sith'ari Wood, Ellenwood resembles both a sizable Silvan city and an overexaggerated assembly of treeshouses, as half of the city is built off the forest floor and around and inside the huge and ancient trees that make up the center of the Ell trees that the Silvan Elves revere. The city is lit by wisps, ancient forest spirits that attach themselves to the trees for mutual protection, which gives the city a calm and steady blue glow. The city itself is marked by huge rope bridges and wooden ramps, carefully cut to exact specification of the Elder. The forest floor is where most of those who inhabit Ellenwood live, inhabiting small wood and leaf huts that lean against the huge roots of the trees. The Majorinee Marketplace also sits on the floor.
Kingdom Government:
Republic - A republic is a form of government in which people or the representatives of the people have ultimate power rather than the power being vested in a monarch or despot. The people or their representatives may elect a leader, but that leader's power derives from the consent of the people.
-- Generates +1 Happiness per city per week.
Name of the Kingdom's Leaders:
Elder Arnae Kille - The oldest Silvan in the Ellenwood. He is 669 years old and a veteran of the War of the Realm. His hair is fair, long and blonde, nearly millenium white. His nose and demeanor are both thin, sharp as a knife. He inhabits the High Realm of Ellenwood, the highest abode in the entire city. He considers himself responsible for maintaining the Ellenwood and ensuring that the Ellenwood stands as a barrier between the Northlands and the Dead Lands for all of eternity.
Head Ranger Jaren Oussea - The Head Ranger of the Ellenwood, he is 293 years old and also a veteran of the War of the Realm. He is a charismatic leader and a skilled shot with the bow, he is also one of the alleged slayers of Varinus, though he himself denies it, many of his fellow rangers say it was Oussea's arrow that felled him. He is rarely seen in Ellenwood, instead sticking to the wilds along the Kurgan and Dead Lands border. He is known for eating rabbit, which is seen as a taboo in Sith'arian culture.
Kingdom's Population Size and Population Growth:
6 Million.
Populations between 5 Million and 15 Million have a Modest birthrate :- Increase of 300,000 every two weeks.
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:
Rule of Law - The government is bound by certain laws or traditions to respect the rights and privileges of its citizens. Respecting these traditions makes for a happier populace and less corruption, but also makes it more difficult to crack down on unrest or criminals.
-- Increases Happiness by 1 per city per week.
-- Courthouses & Town Watches cost 50% less.
Kingdom's Religion Trait:
Free Beliefs - Free religion is the policy of a state which does not mandate which religions its members must adhere to. All religions are welcome, and let the spiritual marketplace decide among them. Though perhaps implemented for more noble reasons, free religion often has the effect of limiting the power of any individual religion. In states with one religion, the people in charge of that religion may wield a great deal of power. States with free religion generally attempt to treat them all equally, ensuring that none can become ultimately dominant.
-- Kingdom gains +1 Cultural Points a week for every Minor Religion and +2 Cultural Points a week for every Major Religion that has at least 20% followers in it's kingdom.
-- Religion does not effect Happiness in the kingdom unless 90% of the kingdom is one religion, than -5 Happiness per week.
Kingdom's Military Trait:
Espionage Network - The Espionage Network gives a Kingdom superior clandestine abilities by formalizing a system of spies, contacts, operatives, and organizers. With specialized training and a complex system, the network's operatives can outperform mere hired thugs or prying ears. In addition, Espionage Networks study ways to extract information from prisoners, and also train their own members and politicians in resisting these methods.
-- Subjects of kingdoms with Espionage Network are more resistant to interrogation.
-- Espionage Activities may now be carried out. Their success is determined by how much Economic Points are spent on them.
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.
Kingdom's Military / Military Spending:
18 Military Points
6 Skirmisher Companies -- 12 Military Points -- 18,000 Skirmishers
3 Warrior Companies -- 6 Military Points -- 9,000 Warriors
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.
Wood-- +2 Economic Points every two weeks.
-- Allows Wood Constructs, siege equipment, and naval units. Cannot be used in underground kingdoms.
+3 Economic Points every two weeks.
Kingdom's Cultural Points:
2 Cultural Points every two weeks.
Kingdom History:
The Silvan Elves of Sith'ari have been around for nearly ten thousand years, they have lasted the ages against the Southlands thanks to the Sith'arian Wood that they inhabit. The huge forests have given them the tactical advantage against much larger enemies, with their much revered Silvan Rangers being the staple of the non-existent Silvan Army.
When Varinus' gained power, the Silvan Elves lended their ears to those who allied against him, sending spies into the Dead Lands to scout his armies, and the Sith'ari promised that they would defend the Sith'arian-Kurgan border, thus blocking a large avenue that Varinus' armies would not be able to use. The Kurgan were stubborn though, and their armies were sent haphazardly into the Sith'arian Wood with reckless abandon. Time and time again Silvan Rangers fought them off, until finally the Kurgan Goblins decided to head through the Dead Lands to assail the Nothlands. They maintained this pseudo-neutrality until the Northland Armies decided to assail into Varinus' lands to remove him from power.
With a combined force of over 300,000, the Silvan Elves offered the Silvan Ellenwood Army that was made up of 8,000 Silvan conscripts and 5,000 Silvan Rangers. They were led by the Jaren Oussea, who was present Varinus' came from his tower to end the war. Many Silvan soldiers present alleged that Jaren's arrow killed Varinus', but to this day few truly knew. Since the war ended, the Silvan Elves have continued patrolling the Sith'arian-Kurgan border, hesitant to think that the Goblins will remain docile.
Kingdom's Location:
ALREADY POSTED.
Kingdom Race:
Elves - Arguably the oldest race on the planet, Elves have watched the world grow and watched the world burn. Magically powerful and cunning, the Elves are a tall and elegant race, known particularly for their pointed ears and patient nature. The Elves are traditionally a race aligned more so with the morality of law and justice, but history has indicated that races of Dark Elves have made themselves known before. Elves have an average lifespan of 700 years.
Kingdom's Race Bonuses & Malus:
Old Kingdoms - Elven Kingdoms start with a single Construct of choice in the capital.
Deliberative - Elves are very slow to decide on all political and military matters.
Race's Natural Predisposition:
Good -- A good natural predisposition means that this race opposed the rise of Varinus and those races that allied with him. Good allied races must be followers of freedom and justice. They have great relations with other good aligned races and are at near war with evil aligned races.
* Orcs and Goblins cannot be Good aligned.
* Halflings must be Good aligned.
Kingdom Size:
Small - A small kingdom has expanded past its capital and established a secondary village. There is a designated path between the capital and the city, but the road may not have been laid and cartographed. There is sufficient space for farming and the like between the city and capital for further expansion as well.
* Has up to one city and the Capital.
Name of the Capital and surrounding Cities (if any):
Ellenwood -- The only settlement in the Sith'ari Wood, Ellenwood resembles both a sizable Silvan city and an overexaggerated assembly of treeshouses, as half of the city is built off the forest floor and around and inside the huge and ancient trees that make up the center of the Ell trees that the Silvan Elves revere. The city is lit by wisps, ancient forest spirits that attach themselves to the trees for mutual protection, which gives the city a calm and steady blue glow. The city itself is marked by huge rope bridges and wooden ramps, carefully cut to exact specification of the Elder. The forest floor is where most of those who inhabit Ellenwood live, inhabiting small wood and leaf huts that lean against the huge roots of the trees. The Majorinee Marketplace also sits on the floor.
Kingdom Government:
Republic - A republic is a form of government in which people or the representatives of the people have ultimate power rather than the power being vested in a monarch or despot. The people or their representatives may elect a leader, but that leader's power derives from the consent of the people.
-- Generates +1 Happiness per city per week.
Name of the Kingdom's Leaders:
Elder Arnae Kille - The oldest Silvan in the Ellenwood. He is 669 years old and a veteran of the War of the Realm. His hair is fair, long and blonde, nearly millenium white. His nose and demeanor are both thin, sharp as a knife. He inhabits the High Realm of Ellenwood, the highest abode in the entire city. He considers himself responsible for maintaining the Ellenwood and ensuring that the Ellenwood stands as a barrier between the Northlands and the Dead Lands for all of eternity.
Head Ranger Jaren Oussea - The Head Ranger of the Ellenwood, he is 293 years old and also a veteran of the War of the Realm. He is a charismatic leader and a skilled shot with the bow, he is also one of the alleged slayers of Varinus, though he himself denies it, many of his fellow rangers say it was Oussea's arrow that felled him. He is rarely seen in Ellenwood, instead sticking to the wilds along the Kurgan and Dead Lands border. He is known for eating rabbit, which is seen as a taboo in Sith'arian culture.
Kingdom's Population Size and Population Growth:
6 Million.
Populations between 5 Million and 15 Million have a Modest birthrate :- Increase of 300,000 every two weeks.
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:
Rule of Law - The government is bound by certain laws or traditions to respect the rights and privileges of its citizens. Respecting these traditions makes for a happier populace and less corruption, but also makes it more difficult to crack down on unrest or criminals.
-- Increases Happiness by 1 per city per week.
-- Courthouses & Town Watches cost 50% less.
Kingdom's Religion Trait:
Free Beliefs - Free religion is the policy of a state which does not mandate which religions its members must adhere to. All religions are welcome, and let the spiritual marketplace decide among them. Though perhaps implemented for more noble reasons, free religion often has the effect of limiting the power of any individual religion. In states with one religion, the people in charge of that religion may wield a great deal of power. States with free religion generally attempt to treat them all equally, ensuring that none can become ultimately dominant.
-- Kingdom gains +1 Cultural Points a week for every Minor Religion and +2 Cultural Points a week for every Major Religion that has at least 20% followers in it's kingdom.
-- Religion does not effect Happiness in the kingdom unless 90% of the kingdom is one religion, than -5 Happiness per week.
Kingdom's Military Trait:
Espionage Network - The Espionage Network gives a Kingdom superior clandestine abilities by formalizing a system of spies, contacts, operatives, and organizers. With specialized training and a complex system, the network's operatives can outperform mere hired thugs or prying ears. In addition, Espionage Networks study ways to extract information from prisoners, and also train their own members and politicians in resisting these methods.
-- Subjects of kingdoms with Espionage Network are more resistant to interrogation.
-- Espionage Activities may now be carried out. Their success is determined by how much Economic Points are spent on them.
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.
Kingdom's Military / Military Spending:
18 Military Points
6 Skirmisher Companies -- 12 Military Points -- 18,000 Skirmishers
3 Warrior Companies -- 6 Military Points -- 9,000 Warriors
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.
Wood-- +2 Economic Points every two weeks.
-- Allows Wood Constructs, siege equipment, and naval units. Cannot be used in underground kingdoms.
+3 Economic Points every two weeks.
Kingdom's Cultural Points:
2 Cultural Points every two weeks.
Kingdom History:
The Silvan Elves of Sith'ari have been around for nearly ten thousand years, they have lasted the ages against the Southlands thanks to the Sith'arian Wood that they inhabit. The huge forests have given them the tactical advantage against much larger enemies, with their much revered Silvan Rangers being the staple of the non-existent Silvan Army.
When Varinus' gained power, the Silvan Elves lended their ears to those who allied against him, sending spies into the Dead Lands to scout his armies, and the Sith'ari promised that they would defend the Sith'arian-Kurgan border, thus blocking a large avenue that Varinus' armies would not be able to use. The Kurgan were stubborn though, and their armies were sent haphazardly into the Sith'arian Wood with reckless abandon. Time and time again Silvan Rangers fought them off, until finally the Kurgan Goblins decided to head through the Dead Lands to assail the Nothlands. They maintained this pseudo-neutrality until the Northland Armies decided to assail into Varinus' lands to remove him from power.
With a combined force of over 300,000, the Silvan Elves offered the Silvan Ellenwood Army that was made up of 8,000 Silvan conscripts and 5,000 Silvan Rangers. They were led by the Jaren Oussea, who was present Varinus' came from his tower to end the war. Many Silvan soldiers present alleged that Jaren's arrow killed Varinus', but to this day few truly knew. Since the war ended, the Silvan Elves have continued patrolling the Sith'arian-Kurgan border, hesitant to think that the Goblins will remain docile.
Kingdom's Location:
ALREADY POSTED.