Post by Khyr Valmarn on Feb 20, 2017 18:54:54 GMT
NAME: Saemoor
KINGDOM AT A GLANCE: Dwarves and Halflings living symbiotically in a nation ruled by a council. There is equality between the two races, and equal expectations for both as well.
SIZE AND LOCATION: Medium
WEALTH: Medium, with the continent in a less than stable condition, iron ore exports, steel ingot exports, and food exports are at an all-time high. Due to the same, however, spending on maintaining the nation’s defenses is also at an all-time high.
STABILITY: High, the nation is ruled by a council and warded by a standing army.
DANGER TO TRAVELERS: Low within the Dwarven realms, as access is limited to the main surface entrance and highly patrolled lower entrances. Medium within the Halfling realms, as the open fields and forests are harder to keep patrolled.
FORM OF GOVERNMENT: Council containing Lord General Hardrog Halfoot (Halfling Fighter), Lord Arcanist Lamdria of Suldmunt (Human Wizard), Lord Master Tomas Gormson (Dwarven Rogue/Artisan), Lord Guilder Artemis Tenderfoot (Halfling Druid), and the Lord Archon Thorik Steelhand (Dwarven Investigator).
-Lord General: Oversees all military matters for the realm. This includes the standing army and the constabulary. He details defense of the land (consulting the Lord Arcanist) under his own purview, but needs to get council approval before any offensive action.
-Lord Arcanist: Oversees all matters of magic for the realm, as well as the education system within the realm. Within her purview is overseeing magical defenses (in consultancy with the Lord General), education for children, and assisting the other members of the council with magical matters.
-Lord Master: Oversees all of the crafting guilds, from armorers to clothiers, weapons smiths to bankers (they make money). Within his purview is the apprenticeship programs of the realm, with the aid of the Lord Guilder and the Lord Arcanist. His office also sets prices for exporting crafts to the rest of the continent, though it requires council approval.
-Lord Guilder: Oversees the agricultural guilds, including those who grow herbs and staple crops, as well as those that ranch animals for meat and other products. She also oversees the apprenticeship program with the Lord Guilder and the Lord
Arcanist, and sets prices for any export of materials and food grown by her guilds, with council approval.
-Lord Archon: Oversees the Constabulary (with the Lord General) and the judicial system. His office reviews all cases and hands down any appeals or orders to negate a sentence, with council approval. He also sets the standards for any courts across the realm.
FREEDOM AND OPPRESSION: There are few hard and fast laws in the realm, as the philosophy seems to be “Give them the rope to hang themselves.” This leads to a large amount of freedoms, with the hard and fast rule that the peace must be kept. Crimes such as theft, murder, assault, and other instances where a person infringes upon another person similarly are
still considered crimes. Crimes, like those listed above, are dealt with quite harshly. Archons of the judiciary are given broad
leeway of sentencing a convicted criminal, able to tailor judgements to each specific instance.
COMMON SPECIES: Dwarves and Halflings are the predominant races, and most buildings are built for their statures. There are a smattering of other races, with Humans being the predominant minority.
MILITARY FOCUS: The communities that make up the realm offer different foci for the military, typically breaking down into three areas, Halfling units, Dwarven units, and Magic units.
Dwarven units are noted for heavy armor, heavy weapons, and a reliance on engineering.
Dwarven Infantry
Dwarven Knight
Dwarven Engineer
-Dwarven Infantry: By far the most common type of Dwarven unit, these soldiers are outfitted with heavy armor, heavy crossbows, and poleaxes. They are deployed in phalanxes and are trained to work as a cohesive unit.
-Dwarven Knights: These soldiers are similar to the Dwarven Infantry, except that their armor is custom made, and they wield custom made weapons fitting to their preferences. They are trained in small unit tactics, as well as leading larger units such as the phalanxes of Dwarven Infantry.
-Dwarven Engineers: Heavily armored engineers stay behind the units of Infantry and Knights to provide both direct and indirect fire. These engineers are masters at crafting and fielding various siege weapons. The most common unit is the ballista, but everything from catapults to mangonels can be fielded depending on the situation. For personal defense, Engineers carry hammers and shields.
Almost diametrically opposed to the Dwarven units, Halfling units tend to have lighter armor and a reliance on stealth.
Halfling Ranger
-Halfling Slingers: The most common unit of Halflings are the Slingers. These diminutive ranged soldiers wield slings to throw various types of sling stones. From the standard bullet to enchanted bullets, these units are versatile. They typically wear very light armor, and rely on using stealth to get into advantageous positions.
-Halfling Rangers: The Rangers of the small folk are not known well for anything, and they like to keep it that way.
Part military scout, and part glorified woodsmen, the Rangers are elite ranged soldiers trained in stealth and espionage. The intel they provide can do as much or more damage to an enemy as their Halfling Shortbows. The Shortbows they wield are designed following an ancient art that has been kept within the bowyer families of Saemoor, and make for devastatingly
accurate and deadly fire despite their size. Aside from the bows, they are typically equipped with custom made equipment similar to light chain or studded leather, and all have specially crafted cloaks that allow them to blend with their surroundings better.
-Halfling Saboteurs: Combining Dwarven Engineering and Halfling stealth, the saboteurs are one of the most secretive units of Saemoor’s military. These soldiers are trained for deep infiltration, and can identify weaknesses to relay to Rangers in the
field. They are also trained to be able to hinder the enemy from behind enemy lines and get away undetected. They aren’t equipped with any standard equipment, instead picking out their own equipment for each mission.
Magic units are those that utilize the small amount of magic within the realm for the good of all.
All mages residing within Saemoor understand that they can be drafted to its defense.
-Druids: Most common around the Halfling settlements and fringes of the realm, the
druids of Saemoor aid the agricultural guilds in times of peace, and can bring
the power of nature to bear in times of war.
-Mages: Most common in the capital city, Saemoor’s mages see to the defense of
the realm from arcane threats. They are
often trained to be generalists, with a slight emphasis on illusion magic. They are often paired with specially trained
units that know how to defend mages and work with them on the offensive.
-Dragons: The best kept secret of Saemoor is the colony of dragons that live
within their borders. The forges of
Saemoor’s capital are fired from the breath of Earth Wyrms, while the realm
itself is patrolled by families of green and silver dragons. In the direst of circumstances, the Council
can call upon the aid of these dragons to defend the realm.
TECHNOLOGY: Late Medieval
PLAYER CONTROLLED: Yes