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Regarding city states, I think the same number of holds in a smaller territory, so that players can stick a few holds together as the city itself, and then have a few outlying holds in the cities hinterland.

For conquest I think 100% of output is probably too much as well. A hold under military occupation shouldn't be as productive as one that is free. It also seems to me pretty reasonable that going around subjugating holds by force is going to leave you with a bunch of potential rebels. Of course that could all depend on the IC circumstances surrounding the events.
 
I agree with Mongoose, 100% output for a conquered state is too much. Perhaps 75% or something similar, to show the natural lack of willingness for the subjugated to give their goods to their conquerors.
 
Right cause they would be a different ethnicity, government type (possibly) and even religion, any of those alone cause instability combined would cause serious issues. Could you have it become 100% after a certain time frame? essentially like in eu3 waiting for provinces to core or in CKII immediately after you conquer a place you have a penalty for being a new administration.
 
100% is way too much, and I'd allow the winner to choose what they want to do. People who want a long term income/stability can set the amount of taxes they get to like 25%, while people who want quick cash can make it like 90% though this will hurt the people and taxes causing a -% to income every year. Also I don't think winners of wars should get any or barely any income in the turn after conquest unless they are very mean and decide to pillage in which case they should get 1 lump sum of money.
 
And here is just an early stage of the number cruncher, so far it allows for creating entities, setting them up in hierarchies and adding modifiers. It supports loading a map and also placing the entities on the map. Unfortunately I haven't made it possible to move the entities as of yet. Currently it supports only one icon for all entities but that will be fixed as well fairly soon. Later text and highlighting will also be added on the map so you can see what is what on the map easier.

As you can see much more is to come but this is what I have achieved so far.

http://www.groogy.se/NumberCruncher.rar

NOTE: Fixed the problem where it couldn't start, was a hiccup at my computer making the jar file not be properly accessible.
 
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Okay, so I think we can say that city states will be the same stat-wise as regular kingdoms.

I am hearing 25% to 75% as far as tax income from occupied holds, so lets meet in the middle and say 50%. One year ingame, 4 turns, income raises from 0 to 25%. After two years, 8 turns income raises to 50%.
 
Okay, so I think we can say that city states will be the same stat-wise as regular kingdoms.

I am hearing 25% to 75% as far as tax income from occupied holds, so lets meet in the middle and say 50%. One year ingame, 4 turns, income raises from 0 to 25%. After two years, 8 turns income raises to 50%.

Perhaps we could make special exceptions for holds that have been conquered a very long time? Say, a kingdom conquers another's hold two turns into the game, I'm not sure it makes sense to only have 50% income fifty or so turns into the game. Maybe after an additional five years (20 turns) income could go up to 75%. It probably makes sense to stay there as a max.
 
Magic in the Order of Romat

“Magic is a means to expedite what can be done naturally, with the simplicity of the task and elements of nature there as multipliers, so it stands to reason that the more difficult the action is in nature the harder it would be for he that would quicken it.” Romnus Varnusky hospitaller.

The Order of Romat tends to be view the mystical as a direct offense against god, based on a general paranoia that someone would use the arcane for false miracles and turn the flock astray. At least this is the general assumption by outsiders, as with all things it is more complex. The Order of Romat does have a negative view of magic in general, but not because of a fear that it will lead people away from God. The worry is that the power would be abused and used to cause strife and sin, just as all forms of power are viewed. Burning at the stake is simply common punishment for a sadistic abuse of power.

The Order’s main objective has and always will be to convert people to their faith. In a weird paradox the intense intolerance toward those of other faiths has made them extremely accepting of people of differing social classes and ethnicities, so long as they follow the teachings of the prophet. So long as the person uses their powers for “good” and is of the faith they have nothing to worry about.

Healing or Restoration magic, as the Order of Romat terms it, is the most common in the lands under the control of the Heidelbergensis people. There are some noticeable differences between these magi and those of other nations. First and foremost is the approach to magical theory. They view magic as trait gifted to them by God, one that should never be abused and so devote its use to helping others. The other approach is that it is nothing more than influencing the elements of nature, so when used the powers merely quicken the natural process, such as healing. The advancement of medicine is also a major part of their theories, believing that they should conserve God’s gift for emergencies rather than use it for every occasion. If child scrapped their knee it is preferred to disinfect the wound and let it heal naturally than heal it in a few seconds with the wave of a hand. This has made these magi more forward thinking in terms of medical science.

The other main difference is the jurisdiction in society. The healers are known as Hospitallers, and often form buildings to house and care for the sick and injured throughout the lands of the Order. The Hospitallers serve the priesthood giving up worldly possessions and devoting their lives to God and helping others, but they also serve the military as medics and physicians. Other priests serve as well acting as physicians, confessing soldiers and giving last rights. The difference is the Hospitallers are trained for combat situations, they can be seen charging into battle along with the rest of the Order’s military to fight “heathens”. This gives the priesthood a military arm of its own and the Grandmaster extra soldiers that who can also heal the injured on the spot, increasing the army’s survivability.
 
Here's an unnecessary complication: would a nomadic faction be possible? A Khal of Khals would make life more interesting.

Actually I had an idea for a nomadic flotilla of sea-people. Possibly some sort of fish-people, or turtle men.
 
Army of the Czardom of Russkiya

Pikemen (Infantry)

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An average Russkiyan pikeman.

The most common unit in a Russkiyan army after the reforms of Ivan the Unifier is the pikeman. The sheer versatility of the pikeman has made it universally loved by Russkiyan military commanders who have found that it has multiple battlefield advantages, foremost among those being the utter lack of training required to effectively use the pike. Thus the mass of Russkiyan armies can be easily called up when required and does not drain the treasury with the requirement of maintaining a large standing army. The pikemen played an important role in the unification of Russkiya under the Nikolaevich dynasty as the rest of the Russkiyan lords disdained the use of the pike in favor of more traditional Russkiyan forces primarily composed of the Boyar, who shall be discussed in more detail later. These soldiers are also armed with a traditional Russkiyan saber to allow the soldiers to defend themselves if the pike wall formation is broken.

Javelinmen (Ranged)

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An average Russkiyan javelinmen.

During the military reforms of Ivan the Unifier, the Czar saw the need for an unmounted ranged unit. However, the traditional composite bow of the Russkiyan people is generally considered too complicated to be used by conscripted peasantry. At the time the longbow was seen as a strange foreign weapon and had only been seen by a few Russkiyans, so Czar Ivan created the first ever javelin armed units. These units were armed with a small shield, a traditional saber, and large quiver of usually about 15 javelins. These units are seen as a necessary but dishonorable part of the Russkiyan army and they are the least common of all the Russkiyan units.

Boyars (Cavalry)

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Three Boyars, one of them unmounted.

The Boyars are the traditional noble cavalry of the Russkiyan people. They used to serve as the undeniable majority of Russkiyan military forces, this being shown in their equipment. Every boyar carries a traditional saber and a composite bow, and spears are also incredibly common among the Boyars. Because of this the Boyars are used as shock troops and mounted archers, this also causes javelinmen to be seen as a somewhat trivial and exceptionally low-class unit, something that the pikemen are not subjected to as their use cannot be fulfilled by the Boyars. The Boyars are solely recruited from the traditional nobility of the land and they will not suffer peasantry joining their ranks.

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Two groups of Boyars clash during the Unification Wars.

Streltsy (Mage)

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Streltsy firing on Boyars during one of the Boyar Revolts against Czar Ivan's reforms.

The Streltsy are the strangest of all the Russkiyan military units to foreigners. The Streltsy carry a musket and a bardiche, the latter being a form of polearm. The Streltsy thus use their bardiche as a stand for their firearm and when engaged in melee combat they will drop their musket and use the bardiche as their weapon. The use of muskets are a terrifying and powerful weapon against their enemies and is generally seen as the Russkiyan and traditional Ortodovskyan response to magic. The Streltsy were used by Czar Ivan to cement his power over the Boyars that opposed his land and military reforms. The Streltsy are seen as the most honorable position in the military and is the highest honor a peasant can achieve. Certain elite Streltsy units also serve as the Royal Guard for the Nikolaevich family and the Czar. It is no secret among the Russkiyan people that of all the people in high political positions 3/4 of them served in the Streltsy and the other quarter were either Boyars or traditional nobles that did not fight in wars. The Streltsy are also the main siege force of the Russkiyans because of their possession of cannons which are only used in siege situations as they are far too immobile to be used effectively in battle.

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A Boyar general commanding Streltsy during a siege.
 

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The Grand Military of The Empire of Falseteni
((Yes, I have decided on an official name.))

Centurion(Pikemen+Elite Units)

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Centurions make up the Officers and the bulk of the Royalty in the Empire of Falseteni. Many are proven commanders, likely earning their ranks through merit and experience. However, as in all medieval societies (especially such as this one) many young men are thrust into high-ranking positions without a clue for strategy or tactics. While many Centurions are officers, they are also Elite Veterans, making them excellent shock soldiers who know the ways of war. However, there is a fatal flaw in which this tactic is used, for if the vanguard is broken the rest of the army will likely lose much moral (as seen in the past) if they are not organized properly. The average Centurion is armoured in glorious armour, lined with gold(or other precious metals) and some of the wealthier or higher-ranking officers are usually armoured in a custom suit of plate often embroidered with precious gems. They carry huge lances, and are carried by Warhorses bred for one purpose: battle. The huge beast are so rowdy, its almost impossible to sit upon them without armour.



Legionnaire(Infantry/Mostly Calvary)

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Legionnaire's are professional Soldiers, who make up most of the Military of Falseteni. Refined through countless centuries, the way in which war was waged has always stood on the back's of the hard-Legionnaires. Their simple identity however is fundamentally entirely different then much other forces. Every Legionnarie has three horses to accompany him on campaigns, not as large as the centurion's own, but they are slightly larger then regular horses. Their armour comes from the numerous mines around Falseteni, a special alloy that is much stronger then steel, however it is of the same weight, slowing regular Legionnaires if on foot. Many commanders however prefer to keep them as purely cavalry however. The average Legionnaire is not enlisted, and have gone to popular wide-spread military academies placed along the country and urban centers. Praised for their obedience and unflinching loyalty, any legionnaire would rather die then switch or flee against his officer's orders.


Trebuchet(Ranged)

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Trebuchet's are very widespread around encampments and regular supply lines, even portable ones are carried for battle. Every soldier usually carries a crossbow, so not formal unit has been tasked as pure-archery, as the high-command sees it as usually weak and for the cowardly, preferring to fight army-to-army. However, this close-mindedness is stemmed from the ancient tribal-like fighting of the kings of old, who only battled with swords in their hands and horses under their feet. Trebuchet's are primarily made of wood, except in the capital of Falseteni, where they are made of pure steel.

Druid(Mage)

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The druids, the rarest of any unit(whether they be exclusive to that legion or no) in the Military of Falseteni. They are usually revered as social betters, leading figures in society. Their powers are used for keeping the all-spring climate of Falseteni at optimal levels and terraforming any land for 'living' use. Their culture has been entwined with the Empire for a milennia, and isn't looking on stopping anytime soon, the primary religion revolves around the Pantheon that the original druid created to enlighten all the 'lesser' mortals. Their magic includes controlling nature, healing/protection shields, and using their very essence as concentrated aura blast. Their powers have been used and praised thoroughly in the Empire's long history, even now at least one Elder-Druid is placed in each Legion, being an top adviser too the Commander of the legion.
 
I am just curious, has much progress been made on the stats of the troops?
 
Since army composition is the new Fad...


Personal Army of Helene of Dacaii

Dacaian Hoplites (Infantry)
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Hoplites in Phalanx Formation

Pre-Conquest, the Hoplites were the principle form of warfare between the city states, as many families lacked control of a population large enough to create a substantial levy or standing army. Most battles were small scale skirmishes on a pre-determined battlefield, with no cavalry elements and archers generally being left at home to watch the walls when the garrison were away. These Hoplites paid for their own armour and so often were made of the nobility or the wealthier members of the middle class. They were generally well trained, had good discipline and were considered hardy frontline troops.

Since Helene's seizing of Dacaii, several reforms were made to the structure of the Hoplites. As the average Hoplite was a member of the Dacaian nobility, there were immediate issues with recruitment - most nobility had either fled, were in direct opposition to Helene or were a part of the petty nobility who had not yet accumulated the wealth or clout to become proper Hoplites. To bypass this issue, Helene had Hoplites be equipped by her own treasury rather than by themselves and allowed the peasantry to serve in the army as heavy infantry. While seen as an affront to Dacaian tradition, few were brave or foolish enough to protest. A noticeable shift in army composition happened, instead of made of the urban elite it was largely recruited from the rural peasantry - though there was a small reduction in reliability these new Hoplites were far more loyal and fearless than those of old. They were also far easier to corrupt with Helene's powers than the magic savvy nobility, and were quickly charmed into obedience. Officially, the Hoplites of Helene's army are called the "Archanaii Household Guard", though they do not technically act as the Guard of Helene.

Their main role in combat under Helene is to pin down the enemy force as spearmen, allowing the enemy to be flanked by the more terrifying of the Dacaian force - the gigantic spiders. They also act as a hard counter to enemy cavalry, easily putting a stop in a lancer's charge using their Phalanx formation which is imitated by fellow spearmen the world over.

Mercenary Archers (Ranged)
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Hired Mercenaries in service of House Archanaii

As archery was considered a rarity in Dacaian society (hunters mainly used javelins, and hunting wild game for food was very uncommon), ranged warriors rarely came into use during warfare. When Dacaii was conquered, it was obvious that this was a problem that needed to be rectified should Helene ever need to fight against foreign armies, which at the time of her conquest was very likely. Mercenary archers were therefore hired in the place of a general archer levy, often hiring those from overseas that have little affiliation with those Helene seeks to fight. Though they have the same issues that usually accompany hired fighters, they are more or less made loyal by Helene's corruptive magic - turnaround is often high and very few desert. They are often kept separate from the Dacaian forces while marching and resting, and are often considered a separate army that happens to be commanded by the same leaders.

Recruits come from far and wide, often cannot initially speak Dacaian except for the common combat orders, and are from a wide range of races. It is not uncommon to see races that in other cases despise each other fighting side-by-side under Helene's banner. Another curious feature is that women are also accepted into the Archers, and can sometimes be seen as a way for independently-minded daughters to escape an arranged marriage or as a way of entering military service for noblewomen that are martially minded.


Widely feared, horrifying to the average footman who oppose them, the Giant Spiders make up the shock troops of Helene's forces. While the enemy is pinned by Hoplites, the spiders appear on the enemy flanks and crush any opposition in their path. Though some enemies consider a spider a kill to be proud of and boast about, on the field such dreams of glory quickly dissipate. They tower over most men, and make short work of those improperly equipped for fighting them.

Their fangs, large enough to pierce metal, are rarely used as their main weapon, instead choosing to kill with their legs by crushing a soldier with brute force. When the bite is used the venom does not instantly kill - it instead paralyses the foe for later consumption, often asphyxiating it's victim (though some remain conscious through the whole process). Another, more atrocious, method of fighting is to spit digestive enzymes, usually used to digest trapped pray, onto a foe. Though unable to burn through metal, it will liquefy leather, cloth or bare flesh. The victim will then usually be consumed in their liquefied state, so long as the spider survives the battle. Enemy cavalry are notoriously weak against them, as riders are taken from their mounts with ease and the horses themselves lack the mobility of their eight legged adversaries.

Not all that are paralyzed by spiders are eaten, however, a large portion of the survivors are wrapped in silk and taken as prisoners. This is another benefit of using the spiders - there is a possibility of taking many of the captured enemy as hostages, and so Helene can negotiate better terms of peace by holding the captured enemy to ransom.

However, despite the impact they have on morale, the spiders do have specific weaknesses. Firstly, heavily armoured troops enjoy protection from most of their attacks, allowing them to get close enough to make a killing blow - so long as they are not out maneuvered. Secondly, a long pike or spear is a natural counter to cavalry, and is no different to the spiders - polearms are able to strike the creatures without allowing them to come close enough to attack. Finally, fire is their greatest weakness. Wise commanders will order archers to light their arrows, or order mages to use pyromancy. Rarely, a mage can also attempt to take control of a spider for themselves, though through attempting to challenge Helene's powers the spider will often die in the attempt.

Titanic Spiders (Mage)
(for the sake of fairness, 5 "titans" will be represented as 50 normal mages ingame)
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The Largest of Helene's Brood

Whilst the 2nd and 3rd generation of spiders make up the cavalry portion of the Dacaian army, the 1st have grown to such a size that they cannot be used as their smaller brethren are. Larger than elephants, they easily break through the front lines, crush mortal men in their footsteps and can take on most things they can encounter with ease. They fight in the same manner that the smaller spiders do, but are far more effective and rip through steel like paper. Their venom is also more powerful, in most doses it will liquefy the insides of it's victim (when watered down, it can be used as a hallucinogen, though is incredibly dangerous to non-magic users), which is later consumed by the Titanic Spider.

Though it has similar weaknesses to the smaller spiders, it would be impossible for a single soldier to fight them in the manner they would for a "mere" giant spider due to their size. It instead takes a co-ordinated effort by several to take one down, often by either using siege equipment or by attacking it's legs. Another tactic which proved to be briefly successful during the Night of Silk is to send riders with rope around its legs, eventually tying it up and forcing it to trip. On a final note, as they are usually the largest thing on the battlefield they will attract the attention of anything with a ranged weapon or magic, and so will take the bulk of any arrow volley.

Nonetheless, they are incredibly effective in battle and take significant effort to defeat. Only the most hardened of warriors working together can dispatch them, and only a very powerful mage could take them on in single combat.




(also, since some don't want to use magic in their armies, could Mages be renamed to "Special units" or something similar for simplicity's sake?)
 
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Order of Romat's Military

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The Order is renowned for their knights, armored terrors that have gone through rigorous eight year training programs, teaching them to be loyal, skilled, disciplined and intelligent soldiers. Only the best trainees become knights. Their basic outfit is padded chainmail with a great helm and tunic, showing a cross or tribal sigils. Their weapon is a bastard sword along with a variation of the heater shield.

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Comprised of the non-heidelbergensis population is the levy. Light infantry who carry a round shield, shortsword and a thrusting spear. They were leather armor to protect their chest, bracers for their wrists, leg guards along with an open faced helmet to protect the dome of the head. Not as intimidating in appearance, or highly trained.

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Not all heidelergensis become knights, many are simply footmen. They are armored like the levy and their weapons vary from war pick, axe, war hammer and long sword, with a rounded shield for defense. Being heidelbergensis these troops are required to go through an eight year training program as well.

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The ranks of the archer regiments are the most varied in that heidel and non heidelbergensis form the ranks. They are lightly armored, usually with just wear leather or scale mail vest and arrow brace. They carry a composite bow and arrows with a simple triangular tip. These troops also have round shield and a slew of melee weapons, depending on what the individual can afford.

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The order also possesses a rather skilled mage class, called hospitallers. These troops actually belong to the priesthood, rather than the armed forces under the grandmaster. These priests are trained in a similar fashion to the knights and are garbed the same. The difference is that they use magic specifically healing powers to help reduce casualties on the front line. Because they are priests they also accept confession, before last rites and have a strong background in medical knowledge, to combine with their magic.

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While the Order uses a variety of siege weapons (battering rams, siege towers, trebuchets and onagars) the preferred one is the torsion catapult. Easier to transport than the other ones while still acting the part of artillery in open field battles. This device fires spears and rocks up to 1300 feet at 100 miles per hour on average.

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The navy is a far simpler design; it is comprised of galley ship of varying sizes. The smallest ship carries fifty men and can be used to ram into enemy ships to sink them. Larger versions have sails to help carry the ship when the wind is to its back. The ships are adequate for deep sea travel but are best used in coastal waters, yet they are unable to traverse most rivers.

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Finally are the castles, these intimidating structures are placed in strategic locations all over the Order lands. Most castles are well developed forts with a large stone structure in the center surrounded by walls. Some on the other hand have a nest of walls, gates, troop quarters and even towns within them. In fact every major settlement in the core Order lands has a castle in the center of it, often mixed with a monastery (to show how blended religion and war are in the society).
 
I'll go with the crowd and post my troop ideas though none are final.

The Garou

Sellsword- Infantry

Human Form
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Wolf Form
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The bread and butter of the Garou, the sellswords are exactly what they sound like mercenaries. They boast no set uniform or weapon though they prefer light garb so to not constrict if they need to transform and large axes or swords which even in human form they can wield easily due to their immense strength. Before battles they can usually be seen licking or spitting on their blades as their saliva contains a toxin which if it finds its away into a creature it'll cause its blood to stop clotting. In Wolf form they cast aside their weapons and use their toxic claws and teeth. In human form they utilize their enhanced strength, stamina, speed, and senses to overcome enemies. However they are susceptible to most weapons especially those made out of silver, which if any gets into their blood causes their advanced healing factor to turn on them causes their bodies to breakdown rapidly.

Ranger- Ranged

Human Form
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Wolf Form
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The Sellswords were born and bred for battle but the Rangers were born for the hunt and are driven by wanderlust. Organized in corps these are essentially the backbone of the Garou's information network. They can act as expeditionary forces, monster slayers, cartographers, treasure hunters, and bounty hunters.

Cavalry- None​


Mage- Seer

Human Form
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The Garou have a natural resistance to magic due to their curse but this is a double edged blade as it also keeps them from utilizing magic energy themselves. Though there is away to circumvent this, open into a contract with a god or devil, trading away your lycanthropy for immense magical prowess. Few of these individuals exist as the ritual is very dangerous and is also frowned upon though this is not to say they are outcasts as they are generally accepted and act as battle mages for the Mercenary companies with four or five in each company.

I may expand on this more but for now its just a rough idea, also please know my race is gonna be 99% warriors though they're mercenaries so they won't be expansionists or invaders. They will work for or against them though (leaning towards against currently as I'm thinking of making the wolves a way for players to be able to create civs focused on trade or science, essneitally protecting/aiding them in invasions from more aggressive civs like say giant man eating spiders...)
 
Would a merpeople kingdom be ok? I'm thinking my 'Army' could only attack other players navies, and I'd be unable to conquer land, though obviously I could blockade them. I could be placed in any ocean area at a tropical latitude.

Concept:

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Undersea Kingdom of Merumikki

The Meru people are an aquatic species. Their torsos and heads are essentially the same as terrestrial humans, but below the waist they have tails like a dolphin. Contrary to popular belief, they breathe air, but can go hours between surfacing for breath. They can survive on land, but obviously can only move clumsily and in general prefer the sea. Their economy is based on cultivation of underwater plants, and domesticated sea animals. They trade in pearls and also salvage shipwrecks for valuables. Their main settlement is Coaruru, the Coral Citadel. Built on a broad coral reef, Coaruru's spires extend above the surface into towers and docks for receiving above surface visitors.

Meru's relations with surface dwellers are mixed. By nature they have little in common with them and most Meru live their lives without ever meeting any. But they are also inquisitive and curious people, and have been known to watch or even visit ships as they pass through their waters. Some accuse Meru maidens of luring sailors onto rocks and reefs to cause shipwrecks. The Meru reply by saying it is not their fault if the sailors are too distracted to pay attention to their business. Meru will also sometimes rescue shipwrecked sailors and deposit them on dry land.

Military:

Orcaphracts: (Elite Cavalry)

Orcaphracts are the knights of the sea. They fight in shining scale armor, harnessed to similarly armored killer whales. They are typically armed with a harpoon and sword.

Harpoonists: (ranged)

Harponists are hunters who are lightly armored and armed with harpoons. Often they will 'ride' into battle harnessed to swift dolphins, and can spear an unwary sailor as their mounts leap into the air.

Guards (finfantry)

Guards are melee soldiers in the service of the King of the Sea. Their main duty is keeping the peace and enforcing the Sea King's will. In battle they form phalanxes with their long sharp tridents and shields.

Sirens (mages): Sirens are Murwomen who cast magic using their beautiful songs. They are primarily skilled in water based magic. They have been known to summon storms, whirlpools, and other nautical perils.
 
(essneitally protecting/aiding them in invasions from more aggressive civs like say giant man eating spiders...)

I think we all need to take a step back and stop assuming the horrifying race of super-spiders are out to get us.


(finfantry)

It's plain to sea you only made your race so you could fish for puns, it might be clear waters for now but eventually it'll run dry.
 
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It's plain to sea you only made your race so you could fish for puns, it might be clear waters for now but eventually it'll run dry.

Now whose making the puns?
 
Military of the Kossith (Name change probable)​

Infantry- The Ashaad

The Ashaad are the primary forces of the Antaam, The Kossithian Army. Standing 9 feet tall, clad in heavy armor, using heavy swords and axes, they are each comparable to several human warriors. (Represented by each unit being composed of 100 soldiers rather than 500)

Ranged- The Taarbas

The Taarbas are more lightly armored than the Ashaad and primarily use large spears (Kakrias) as their weapon, which they throw. Each Taarbas carries two Kakrias, as well as a short sword. They are considered the lowest part of the army, but necessity demands their existence. (Comprised of 250 men rather than 500)

'Cavalry'- The Beresaad

While not cavalry in the traditional sense, the Beresaad act as the scouts for the Antaam, and are trained to move at high speeds, though not to the extent of horses. The Beresaad are however the most elite of the army when it comes to melee combat. While less armored than the Ashaad, the Beresaad are masters of many weapons and strike with incredible speed. (100 men)

Mage/Special- The Gaatlock

The newest addition to the Antaam, the Gaatlock use large gunpowder weapons, firing high caliber rounds to tear apart enemy ranks. these troops are experimental, and as such short in number and expensive to maintain, however they are also extremely effective and powerful. (100 men)