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 United Tribes of Ejrahk

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Mille Sessau
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Posts : 567
Join date : 2011-02-18

United Tribes of Ejrahk Empty
PostSubject: United Tribes of Ejrahk   United Tribes of Ejrahk Icon_minitimeWed Apr 13, 2011 10:09 pm

United Tribes of Ejrahk

Kingdom Race:
1. 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. Average lifespan of 70 years.
Strength of Men - Humans have increased fighting prowess against non-Human races.
Natural Diplomats - All Trade Agreements generate +1 Economic Point per Resource being traded to another kingdom.

Easily Corrupted - Human leaders are easily corrupted or bribed.
Disunity - Increases chance of Heretics and civil wars occurring.

Kingdom Size: Massive

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 pilgramages of worship. As such its numbers fluxuate 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.
-- Generates +5 Economic Points as a baseline.
-- Decrease of -3 Cultural Point per week.
-- NOTE: This government allows the Kingdom to choose up to three races.
-- Lizardmen and Avians may not be in the same confederacy.
-Theocracy

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 fourty years. Covered in scars and tattooes, 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 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. Still, her people were proud, and happy to convert others into their ways.
They dwelt in the current kingdom of Ezria then, where their patron avatar of their god was abundant (the cougar). As one of the factions who hated the birdmen of Ezria, they gleefully participated in the wars that eventually saw them disgraced and pushed into the west. It was a time of confusion and despair, but through the words of their current leader, Hroskek, they staked out and claimed a land for their own. Hroskek, a descendant of Ydrek, journeyed to the place known now as Kresh and set down an altar in a cave. The place is now a sprawling town.
It was in this land that perhaps Ejrahk found its true calling, through they never stopped missing or forgetting their former sacred places and altars among the mountains. The area they fled and occupied were rolling foothills and some plains. As such they never settled, sticking to the tradition of roaming. Cattle, goats, and sheep are their primary foodsource, 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.
Their numbers grew to the point where tribes formed and split, and interfought. War never has completely broken out, for the words of Chalava warn against her children seperating from each other. However, blood spilt in combat is honor, and so skirmishes and blood fueds 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, prowress 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. Appoximately 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.
In the last century, a reluctant peace of sorts has been waged among the Ezrians and Ejrahk. Several tribes of Ejrahk have been accepting roles in a mercanary capacity from the birdmen. While several tribes dislike the idea, there is no doubt that it is an excellent way to spread the mandates and glory of Chalava and so it passes the approval of the high priest and Ej'Matria.
Current Ejrahk politics remain simple. Coastal tribes have mastered the art of creating their version of boats, and with them came an influx of fish into the diets of their people. Rehal and Graal roam with their tribe. Tension slowly builds as the pair age, with it coming the time for a new priest and Matria to step into power. Rehal has started to call for new diplomacy with the birdmen, rather than simply raid and anger them. Her mission is met with mixed results, but she remains determined to open a path to regain their lost sacred places.

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.
-- Capital starts with a Marketplace and a Shrine.

Labor Civic

* 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 1,500 per week.
-- Maximum of 2 Constructs per city can be built within the kingdom.

Legal Civic

* Social Freedoms - As a trait, freedom generally means that no class of society is subservient to another, and that all are equally subject to the laws. I can't own you, and you can't take my wife from me simply because you're the king's son-in-law. Free societies are generally more successful than non-free states, as the free people often feel that they have more of a stake in their country's success or failure.
-- +1 Happiness per Luxury Resource in the kingdom or entering the kingdom per week.
-- Increases population growth by 800.

Religion Civic

* 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% less Cultural Points.

Military Civic

* 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.

Light Cavalry - Movement

Population: 107,700 (Plus +700 a week) ( +1,500 Tribalism ) ( +800 Social Freedoms ) = ( +3,000 a week )

Happiness: 165/300 (+2) (+2 for Hero)

Religion: Ejhrakian Monotheism ( 70% / 0% Growth )

Military Points: 281

Economic Points: 15 (Plus 7 per week) (+1 for Tradehall) (+1 Racial Trait)

Cultural Points: 9 (Plus 6 Per Week)

Tribal Military

20 Light Cavalry Regiments
-- (6,000 Human Light Cavalry)

5 Skirmisher Regiments [Iron]
-- (1,500 Human Skirmishers)

20 Skirmisher Regiments
-- (6,000 Human Skirmishers)

10 Spearmen Regiments
-- (3,000 Human Spearmen)


LIMITS

Iron:
5/15.

Wood:
0/0.

Horses:
20/25.

Resources

  • Horses - Horses have and will always been an absolutely essential crutch to warfare. Without access to the domesticated horse, cavalry cannot be called into action. This resource allows you to utilize and purchase Cavalry units.
    * Generates 2 Economic Point a week unless being traded.
    * Allows the purchase of Cavalry units.
    * For every ONE Horse Resource Node, you can support 20 Cavalry units.

  • Rare Goods - Rare goods are hard to find items that are very valuable in the market setting. They include but are not limited to; furs, jewels, spices and mithril.
    * If starting with this resource, you MUST choose one of the sub-types.
    * All Rare Goods continue to generate Cultural Points unless being traded.
    * Rare Goods Sub-Types.
    -- Furs: Generate 1 Economic Point and 4 Cultural Points per week unless being traded.

  • Iron Ore - Iron Ore is a versatile mineral that is primarily used in the creation of weapons for war. Iron Ore deposits have to be mined to be utilized.
    * Generates 2 Economic Points a week unless being traded.
    * For every ONE Iron Resource Node, you can support 10 Swordsman Companies.


Constructs

Town Watch - The Town Watch acts as a miniature barracks of sorts where militia are raised to help with lawlessness in the town. Generates +1 Happiness for the city it is built in. For each Town Watch built, a single Warrior Company will raise up if the town is attacked. Maximum of 2 per city.

Marketplace - The Marketplace is where trade can flourish for a kingdom. For every Luxury Resource the kingdom has access to (whether inside the kingdom, or importing it) in the kingdom, the Marketplace generates +1 Economic Point. Maximum of 1 per city.

Trade Agreements

Empire of Ezria
-- Trading 10 Iron for 5 Word. (-1 EP, +1 EP)
-- Allowed Trade Hall to be built in Kresh. (+1 EP)
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