[Alright you will see a bunch of spoilers below and that is because I might still change things depending on the Update that Theo was mentioning.]1.) Kingdom Name:
Confederacy of Caexi
2.) Race:
- Spoiler:
[Primary] Dark 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. Average lifespan of 30,000 years.
[Seconday] Orcs- Massive green skinned humanoids, orcs are fierce creatures that exist only to wage war. Some say they are corrupted men, some say they are elves distorted by magic, but everyone can agree that an eight foot tall orc with an axe is not to be taken lightly. Orcs are almost entirely incapable of cultivating the powerful effects of magic. Orcs find civilization hard to stomach, but in the long ballets of history, a civilized orc kingdom has often made its way in through one crack or another.
3.) Racial Advantages/Disadvantages:
- Spoiler:
Magically Adept - The Elves are the originators and innovators in the realm of arcana. They have mastered every realm of magic and very few can best their magical prowess.
* Elves may have up to 5 spells to choose from if the trait Arcane Understanding is choosen.
Deliberative - Because the Elves live for so long, their own perception of time is slightly skewed. When Elves must decide, they do so on the terms of their own time and ensure every angle has been thoroughly analyzed. Such meticulousness has cost lives, and even wars as the Elves were so slow to decide the war had already been won or lost.
* Elves are very slow to decide on all political and military matters.
4.) Population:
90,000
5.) Kingdom Scale:
Moderate
Resources:
Foodstuffs - Foodstuffs are staple foods raised in farms as agriculture, or hunted in the forests and on the plains in order to feed the entire population. They are absolutely essential to the livelihood of a kingdom and without it, a kingdom will quickly drop into recession and its people will begin to starve and die at an alarming rate.
* Feeds the entire population.
* Portion of the population will begin to starve if a Moderate or Massive amount is traded away.
* Generates 1 Economic Point a week unless being traded away in a Moderate or Massive amount.
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 away in a Moderate or Massive amount.
* Decreases the price of all land based Military Units except Light Infantry by 1 Military Point.
6.) Name of respective capital & town(s):
Captial: Tysol Caexi
City: Dufang
City: Molol Sharaes
Description of capital, town(s) (fortress(es) if applicable):
- Spoiler:
Tysol Caexi: The capital of the Confederacy was the seat of elven power in the past. The elgant structures are a credit to the elves and their capabilities in working magic to make the elegance of the city from what little stone material found within the kingdom. Tysol Caexi, or Morning Sword in common, lies in the center of the vast plains that stretch across most of the kingdom. The capital has been changed in recent history to also accomidate the orc clans and their broader frames and more destructive natures.
Dufang: Dufang, also known as the Death Fortress, lies along the western border of the Dufang Mountains. Dufang received its nickname for it was here where the revolt of the orcs during the Blood War ended. Dufang had always been a home of the orcs, being close to their beloved mountains and guarding one of the few passable mountain passes through the high elevation Dufang Mountains. While the city was shabby when it came to elvish standards, the elves have helped the orcs in construction.
Molo Sharaes: While most of the population of Caexi lives inland along the Olael os Kar, the Ocean of Grass, the city of Molo Sharaes holds to the dark elves fondness of the sea. Though most elves stick to the inland areas, all elves love the sea. Molo Sharaes is the only trading port within the kingdom with buildings stretching artfully to the sky in elven fashion. This city while splendid in few, boasts a few catapaults ready to defend itself as well as the shipyard for Caexi.
7.) 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.
* NOTE: This government allows the Kingdom to choose up to three races.
* Elves and Dwarves may not be in the same confederacy.
* Lizardmen and Avians may not be in the same confederacy.
Interkingdom Trade - The confederacy can be seen as two or three kingdoms trading between each others at all times as they still maintain a small form of autonomy. Because of this, even without exterior trade agreements the confederacies economy will still grow.
* 5 Economic Points are awarded every week as a base, even without any Trade Agreements or Resource Nodes.
* Natural Resource Nodes do not generate Economic Points unless being traded to other kingdoms.
Unanimity - Unfortunately, for a confederacy to work the interconfederate kingdoms must come together in unanimity to make a decision. Disagreement amongst the smaller kingdoms can lead to an army at only half strength, or an unfinished trade agreement.
* Decisions take longer to make and without 100% unanimity many decisions will require compromise.
* If this government is chosen, you must choose a "Primary Race" for which to receive pros and cons so that you do not receive multiple racial bonuses.
8.) Name of Leader(s) / Deity:
People of Importance:
- Spoiler:
Tysol Mas: Tysol Mas is one of the strongest of the elf lords. As patriarch to House Vojal, Tysol Mas holds a commanding position within the Council of War. The elf lord was and is still a deadly warrior among the soldiers of the empire and his personal power in magic is unmatched. This cold and cunning elf has some considering that he has been claimed by two of the elder gods for the pulsating blue and blood read runes and tribal symbols etched across his battle scarred flesh. Unlike most of of the dark elves, Tysol Mas' black hair is mixed with streaks of platinum and his eyes also share the resemblance.
Lady Morosi: Though most elves tend not to hold lasting relationships because of their long lives, Lady Morosi though has been the wife to Tysol Mas for over five millenia. Like most of the elfish lordlings, Lady Morosi served as general for a time of Caexi's armies proving herself as a capable commander and warrior. Though short in stature compaired to other elves, she holds an amazing beauty that cause her to be sought after by elvish men even though she has a viper's tongue and attitude.
General Shor: The last of the triumvirate within House Vojal is General Shor. The graceful elf beauty is sister to Lady Morosi and shares in her personality. Shor has commanded the armies of Caexi for the last millenium, many soldiers both orc and elf alike call her she-wolf when she isn't around. While having a decent command of magic like all elves, she prefers whip and sword to to keeping people in line.
Bosef he-Huk: Bosef is a scar riddled green monster from the minor clan Huk. Among the orcs, Bosef is a prized chieftain and war leader who is quick to think and quicker to anger. The main reason the Council of War works efficiently between the dark elves and orcs is because main of the orc chieftains look to him for guidance when it comes to decisions.
Dekarian Warsum de-Falin: Warsum is the orc general who works with General Shor when it comes to command of Caexi's legions. Though overall command goes to the elves, the orcs made sure to have the second in command be an orc for the orcs didn't want their own kind to be used as fodder in wars. Warsum is a head strong orc that has developed a keen understanding of waging war from his close association with General Shor.
Laruf he-Burgof: Laruf is a leader within the orc clans and one who plays still plays a prominent part though the years have taken his use as a warrior. This elder orc is the senior shaman among the orc clans and many of their chieftans seek his guidance in dealing with matters within the Council of War. It also isn't an uncommon event to see Laruf at Bosef de-Huk's side within the council chamers.
Council of War: This council is made up of the patriarchs of each clan both major and minor. Though the council is major clans are elvish, the minor orc clans have been given admittance after the end of the Blood War. The two races often argue endlessly when it comes to matters of state, but both agree quickly when it comes to spilling blood just not in which way to go about it.
Prominent Houses and Clans of the Council of War
House Vojal: The oldest and most prestigious of the elf houses, the House Vojal's patriarch holds the most weight within the Council of War among the other elf lords. This elf house has always made its home in Tysol Caexi and throughout the plains surrounding the city. Holding to their view being above the other elf houses, House Vojal holds in reserve its own private military force that only answers to that of the House Patriarch. Throughout its history, House Vojal has contributed many emperors as well as many generals and heroic warriors.
House Aelaelol Kadi: This house resides in the elf city of Molo Sharaes. Though not in as much prestige as House Vojal, House Aelaelol Kadi handles most of the trade in and without of Caexi. The elf lords tend to lie in riches while the lower members of their house handle the day to day operation of the shops. house Aelaelol Kadi also runs the shipyards of Molo Sharaes which produce the elegant elven warships that patrol Shae os Pas Sharaes, Bay of Dark Waters.
House Odol: The horse lords of House Odol run the Olael os Kar. The elves of House Odol have developed the best lineage of horse breeds in the land. Though most of the horses are specifically breed for war on the open plains, House Odol has developed many breeds for every day usage as well. Besides the war horses, House Odol is known for the massive draft breeds that tend the many plantations on the plains.
Clan Huk [-he]: One of the largest of the orc clans, Clan Huk has always been at the forefront of conflicts between orcs and elves. Being the more militaristic of the clans, many of Clan Huk's orcs serve in Caexi's armies. Over the centuries House Vojal and Clan Huk have come into contention with one another for their close proximaty to each other.
Clan Falin [-de]: Though like most orcs, the orcs of Clan Falin are warriors. Where they do tend to differ from the other orc clans is Clan Falin sits at one of the largest iron deposits in Caexi. Being as such, Clan Falin has grown wealthy from the mining of the ore and selling it the various orc and elf smiths around the kingdom. Even with such a unfamiliar condition of trade among orc kind, Clan Falin has grown adepted at such practices having learned their lesson well from the dark elves.
Clan Burgof [-he]: Clan Burgof is one of the smaller clans within the orc people, but holds a great amount of influence. The reason for such influence is because Clan Burgof is where most if not all of the orc shamans come from. They are keepers of the orc history and tradition and many of the elder shamans such as Laruf are sought out for council. Clan Burgof's place as the spiritual guidance of the orc clans is why they hold as much sway as the militant minded Clan Huk.
9.) Kingdom Traits:
National:
Masters of the Realm - The kingdom's people have grown familiar with a certain environment. They know how to live and fight in it better than others, which gives them a concrete advantage.
* May choose one of the following Environments. The Kingdom has improved martial prowess and logistics in that environment, and resources found in this environment provide +1 extra Economic Points. Your Kingdom MUST be at least half within this environment: -- Plains - Masters of the endless green, cavalry fight much more effectively and your people understand the intricacies of the plains biome.
Military:
Great Leadership - The kingdom puts out charismatic and strategic leaders with ease. They are daring, brave, sometimes meticulous. A great leader, even in times where the war is looking sour can pull out a great victory and turn the tide of the war. This is not to say there are not incompetent leaders within the kingdom, but rather to say that the competent ones are much more than that.
* Armies become extremely difficult to route and forced to retreat.
* Enemy armies facing kingdoms armies have lowered morale.
* Increase weekly Cultural Points by 1.
Economic Traits
Serfdom - Serfdom is the enforced labor of serfs on the fields of landowners, in return for protection and the right to work on their leased fields. A kingdom with serfdom always has a viable work force, but they are not always happy. If you need something built, you'll always have a large supply of workers. They own only the clothes on their back and for working on their lords fields they are given food and shelter. Civil unrest is common in serfdoms, but someone not working is very uncommon.
* Generates 1 Economic Points a week per 10,000 citizens a week no matter what.
* All Constructs that are built with resources from inside the kingdom cost 1/3 less.
* Civil unrest is increased.
Social Traits
Martial Tradition - The people of the kingdom have a long tradition with war. They know how to fight, and their history tells the story. Those neighbors around them understand it and are fearful, or at least woe at the thought of negotiating with a people who are so eager to fight, but it matters not for this kingdom. Fighting is what they're good at!
* Greatly increases martial prowess in battle.
* Decreases Cultural Points by 1 a week.
* Can take Prisoners of War. Prisoners of War may be enemy soldiers who have surrendered, or if in enemy territory they can be hostile citizens of an enemy kingdom. Every 500 prisoners taken generate 1 Economic Point.
Weakness:
Opposing Political Factions - A certain group of people are disgusted with whose in power. They are planning something, as they always have. It might start with a public protest, but sooner or later an assassination attempt is very likely. In an Aristocracy, it's the opposing party, in an dictatorship, it's the disgruntled advisers, and in a Theocracy, it's those who disagree with the religion itself.
* Increases the chance of an assassination attempt.
* Increases the chance of rioting during wartime.
Breakdown if Economic/Cultural Points
Foodstuff - 1 [master of realm]
Iron - 1 [master of realm]
Confederacy -5
Serfdom -9
Economic Point Generation - 16 [when resources are trade 19 possible]
Cultural Base - 2
Great Leadership - 1
Martial Tradition - minus 1
Cultural Point Generation - 2
10.) Military:
Available Points: 90 military points
Fields: [Iron Ore - Land based units cost 1 MP less except Light Infantry]
6 Light Infantry Companies [2MP]
10 Heavy Infantry Companies [2MP]
6 Light Calvary Companies [2MP]
10 Heavy Calvary Companies [3MP]
10 Catapults [1MP]
10 Skirmishers [1MP] = 0 MPs Left
12.) History:
- Spoiler:
Tribal Age
The lands of Caexi has a long and bloody through the constant struggle among the elves and orcs. Caexi during this age was made up of many different clans that ranged their territories over the forested and grassland landscape that they called their home. With the hostilities among separate clan and among orcs and elves, the two races grew harder and stronger through the diversity. The clans would fight constant pitched battles for land, resources, and even just for trials of combat to attain honor for themselves. Thus the clans tended to live in isolation of each other unless fighting or basic trade.
This remained the way until the coming of an ambitious elf named Kas Mas of House Vojal. Kas Mas imagined an elvish empire that was united and had spread its reach to the ends of the world. House Vojal was one of the major clans of the fragmented elvish nation, but in Kas Mas’ hands they were a fierce fighting force. At the head of House Vojal warriors, Gar began a systematic conquest of all the clans of elvish Caexi.
Over the next 30 years Kas Mas and House Vojal cut a bloody swath across the land. Orc clans and elvish houses fell to the trained warriors under Kas Mas’s command. Some clans freely joined Kas Mas while most resisted such as elvish and orc tendency was. The clans and houses that resisted were brought to heel after having their forces destroyed or the entire clan was decimated and rebuilt in House Vojal's image and philosophies.
At the end of the 30 year war, which became known as the Ascension War, Kas Mas had the land and the clans and houses in an iron grip. After concentrating his power, Kas Mas proclaimed the formation of the Empire of Caexi [Empire of the Sword]. The idea of an empire hadn’t worked in the past because of the both elvish and orc clans need of attaining honor through battle and their blood thirsty need to fight anyways. What had changed and allowed for the possibility of continued unity from the conquest was two-fold.
First, Kas Mas had changed the individual elvish war parties and orc hordes into a cohesive army after a realization of how effective the orcs and elves could be with the elves knowledge and the orcs savageness. Also a promise of expansion of the Empire which was how every clan felt should be. The second was he turned the dark elves and orcs' nature into a way of keeping order. With the need to fight, it was rather easy to turn the society into one of warriors where there were sanctioned battles. For example, a member of society who had a grievance with another could challenge them to a trial of grievance and fight it out until one was either unconscious or made to submit.
Kas Mas never got to fulfill the promise of expansion. His life was spent molding the clans into a unified empire. The first emperor died of unknown illness, but seeing that the Empire of Caexi was becoming a force to be reckoned with.
Blood Age
The Empire of Caexi grew and prospered over several hundred years under the rules set down by the first emperor. All the emperors that followed Kas Mas saw the effectiveness of the ground work that had been laid out. A problem arose to where each new emperor was an elf. New laws came into effect through each new dynasty that regulated the rights and responsibilities of the orc clans to second class citizens. More and more the orcs lost ground and positions of power, becoming little more than slaves to the more evident elvish empire.
Acts of violence began as orcs began lashing out at the society. Though sometimes simple minded, the orcs had their pride. With each new outbreak, the elven rulership tightened the leash around the orc throats. Eventually this lead to the formation of the Horde. The Horde became a secret group of orc warriors determined to overthrow their elvish masters and take control of the empire for the orcs. The threat of civil war loomed in the horizon with each hostile act taken by the orcs and the elves response to those acts.
The hostilities between orcs and elves continued to rise until late in the age when the elvish emperor destroyed an entire orc clan for speaking out against the empire. The Horde then moved from the shadows to the light and began an open revolt. Once again the lands were split between orcs and elves in a civil war that became known as the Blood War. The Blood War lasted over 200 years with battlefields soaked in blood and bodies. What the orcs lacked in training and quality of weapons, they made up in savageness and numbers.
It came to pass that neither side could gain an advantage and both were decimated in numbers. Even through the slowness of elf decisions and thick skulls of the orcs, both sides realized that the war would not be solved by force of arms. So it came to pass that the patriarchs of the elf clans and the chieftain of the orc clans came together. This first Council of War brought a truce and end to the Blood War. The first Council of War set up a unified nation with the clans governing themselves and each having a representative in the Council of War that would decide on issues concerning the clans as a whole.
Legion Age
After the end of the Blood War and the formation of the Council of War, the Confederacy of Caexi moved into the current age. Caexi achieved great territorial gains, expanding its borders in all directions even while experiencing several defeats at the hands of smaller tribes that joined together against the armies of Caexi. They continued their march even after losing an entire army in the infamous Battle of Solacar Fields with several human tribes.
Caexi recovered from its losses, pulling back to more secure lands. Two years later they continued the expansion, ruthlessly dealing with the human tribes that had defeated them two years before. This expansionist campaign continued for a century which brought the borders of the kingdom to what they are today. The only reason for the cease to the expansion was for the War of Telisar which the Confederacy of Caexi one at great cost to itself.
Much of the kingdom's success was due in part to their powerful cavalry and having mastered a knowledge of combat on the wide grasslands and plains of the continent. The Tysrael Empire who fought the Confederacy of Caexi in the War of Telisar were also masters of the plains. This fact of both kingdoms being so capable fighters on the terrain led the war to become little more than the slugging match for over two centuries until the final battle, the Battle of Palylol.
Now over three centuries later, the Confederacy of Caexi is looking once again to expand its borders. This is in part do to the orcs who are constantly fighting with one another as well as the dark elves. The elf lords of Caexi's elf houses though do see promise and the need to further the resources available to the kingdom. So it is they too are looking toward the horizons of Caexi's borders.
13.) Location: