"The Lost Continent RP" Faction and Military index

In this thread we will keep track of all current factions (Player and AI) as well as all military units created for that faction. We will also discuss the rules and regulations to your military here.
So first thing, will be the player's faction sheet.
Faction Name:
Land: (Biome in which your faction lives)
Government Type: (who’s leading your nation)
Capital: (Name of your biggest city)
People: (Who lives in your nation)
Architecture: (Describe the building style in your nation)
History: (What's your nation like, what does it produce, what kind of food, animals etc.)
Deity: (Optional)(Maybe your people worship a deity, a collective civilization religion? Just a description and brief history of the God(s)/Goddesses)

Followed by any and all information on your military, units, tactics, strengths, weaknesses, generals, anything you can think of that you want to include. This will be the military part of the application.
Unit name: (What is the unit called)
Class: ( Infantry, Cavalry, Ranged, Magic)
Armor type: (Heavy, Medium, Light)
Weapon: (what weapons do they use)
Special: (Does this unit have a special trait or ability, i.e. have wings, breathes fire, etc.)
Pros: (name at least two strengths of this unit)
Cons: (name at least two weaknesses of this unit)
Threat Level: Based on the following options please assign your unit a threat level

  1. Cannon Fodder. These units are the grunts, and are expendable.
  2. Cannon Ball. These units are well trained, well equipped, and are reliable.
  3. Catapult. The upper echelon, top tier equipment, top tier training, nearly unbeatable
  4. Captain. The absolute best of the best. When all else fails, they don’t.
Your military needs to have at least 3 tiers of units.
Example Chart:
Unit NameTLClassTotal NumberPercentage
PikemenBM. Infantry2,00020%
ArchersAL. Ranged1,00010%
KnightsCH. Cavalry2,00020%
LongbowmenBM. Ranged1,50015%
CatapultDH. Ranged1,00010%
Axe menAL. Infantry1,00010%
BlademasterCH. Infantry1,50015%
[TBODY] [/TBODY]
Military set up rules:

  1. D Level units cannot make up more than 15% of your forces
  2. No unit can exceed 45% of your forces
  3. There is no limit on how many unit variations you may have
  4. You are allowed to divide and disperse you troops as please.
  5. All players must station all of their starting troops within their own territory to start
  6. Scout classes are automatically level A
*Note rules may change and will be updated as we go along*
Only the GM and yourself should know how many total troops you have. Once filled out, send it back to me privately.

So how are your military's going to be used in the RP?
Everyone will be given a troop number predetermined by me (TBA). Players will then place all of their available troops within their territory at the start of the RP, however they see fit. No one but me will know where your military is, as I will be keeping a map with current military movements separately. This map will help me keep track of exactly who will engage who.
For example: Lets say the nation A has 5,00 troops set in some hills. Nation B then decides to move their troops through those hills, their destination is past the hills. Now scouts and guard units will give players notice that the army is advancing on their position, but for this, we'll say nation A has no scouts out.
Once The players are set in motion for battle, meaning that 1 unit will intersect the location of another, it will be taken to a battle thread.
In this thread, I will post the setting of the battle, as well as both sides numbers and the opening to the battle sequence. This will be followed by the player intersecting the other players troops, who will make the first move. Given the battlefield, your numbers, your troop balance, and overall military strength, players deicide who wins the battle and how. Ideally I wouldn't be need after the battle setup as it would be up to the players and the story telling to decide the winner of the battle. If players cannot decide between themselves who the winner will be, I will decide the winner based off the stats of your military.
The battle should run as if you were playing out a 1 on 1 fight sequence, telling your move, their objective, their methods, etc only using troops rather than 1 character. This really leaves the quality of battles up to you to build.
Questions, comments, concerns, and ideas are all welcome
*All is subject to change and edits*
 
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I haven't decided whether or not everyone will start with the same amount of troops, as it was a clause in the treaty, which could be fun to play out in the embassy thread, discussing an enforced force limit. Or, I had a list of pre-set numbers attached to the biome you chose before I posted the original thread. This would make it more interesting as you wouldn't know how many troops the other nations are working with so it would add more surprise to battles.

I'm also waiting on the last faction sheet to be posted as well.
 
I haven't decided whether or not everyone will start with the same amount of troops, as it was a clause in the treaty, which could be fun to play out in the embassy thread, discussing an enforced force limit. Or, I had a list of pre-set numbers attached to the biome you chose before I posted the original thread. This would make it more interesting as you wouldn't know how many troops the other nations are working with so it would add more surprise to battles.

I'm also waiting on the last faction sheet to be posted as well.

hmm i got you, may want to convert the info on the general interest board to this forum and show whats taken and whats missing. think we are waiting on axis...?

Well i don't mind waiting so its all good. here's to it. lol hasn't even started and having fun.
 
I got the first 3 tabs done, will do more tomorrow. I'll keep it updated as everyone expands on their military's in depth here. Also any edits to your history, lore, magic, people, etc. I don't want to wait to Long to get started so If It looks like we need to run it with one less person or try and find 1 more person who'd take the river biome, either way I wanna get started asap.
 
This is the final version of my race.

Faction Name:
Dronah Clans
Land: Desert of Ambroxeros
Government Type: A group of many loose clans and a single settlement. There is Abushudor *contains ~240000 citizens, 40% is capable of riding and battle, and ~9000 slaves*, 7 Major Clans *Containing around 25000 - 30000 members, of which 60% is capable of riding and battle* and 28 Minor Clans, *7000-9000 Members of which 55% is capable of riding and battle*
Capital: Abushudor, as every Clan visits the city every year to trade slaves and loot for food, weapons dragons and water. It is protected by three great walls encircling it to protect it's citizens and the Land Sky, manned by elite warriors known as the Water Guard.
People: Dronah
Architecture: The Dronah's structures are rather simple. They are made of wood, bone and leather and are built to be easily deconstructed and reconstructed in but a few minutes to an hour. The exception to this is Abushudor which is a great walled city built with stone, wood and plaster.
History:
The first dances and stories told and taught to the young of the Dronah is first the birth of Ambroxeros. A nameless land that was a deadly and harsh land of wet soil, gnarled trees and waist deep lakes spanning miles upon miles. The Dronah lived in those lands, but the waters made land and resources few so that the many Clans would raid one another in order to take their essentials, but in all the chaos there was relative peace. It wasn't until the earth began to shake and the waters drained when that peace was shattered. The very ground opened swallowing the gnarled trees, water and Dronah alike before closing, stealing them from this world forever. With no water or trees, the land dried up. The wet soil turned into sand and the trees died, save for the ones that existed around what little water remained. With now little left in the land the Clans began to battle on scales like never before.

Days of fighting over what little land there was became wars over what little water that was left. Dozens of Clans would send in their warriors to slaughter each other for days on end only for the living to begin drinking the blood of the dead and dying until a victor was determined and they would drain the oasis until it became as dry as the desert, now known as Ambroxeros. This unending bloodshed is what might have caused the Dragons to appear as at the peak of the Clan Wars, a great shower of sky fire fell upon the desert and from that shower came reptiles of many sorts, ferocious and deadly, who preyed and scavenged from the bodies of the dead Dronah and hunted the living when there were no dead around. Out of desperation, many Clans began to perform ritual combat, sacrificing the victor to the Dragions. This soon became commonplace as it became preferable to sacrifice 5-10 of their own rather lose 20-30 members fighting these creatures. It wasn't until a few clans had the idea to go out and stop these creatures at their source, by finding their nesting grounds and destroying their next generation. Half of these parties had success, but what more a third of these successful parties had a cunning idea. Instead of smashing the eggs and slaying the nestlings, the hunting Dronah instead snatched the eggs and kidnapped the newly hatched creatures to raise as mounts to gain an edge against other tribes. The new Dragons became reliable mounts, while they have the tendency to charge towards enemies without command, they have proved to be a deadly and extremely useful addition to defend from and attack other Clans and Wild Dragons. Decades later all Clans who were unable or refused to accept and adopt their new Dragon companions had all either been wiped out or absorbed by Clans who had. Now the desert of Ambroxeros had become a land of Dragon Riders, where the strongest take from the weak, and the weak are left to be baked by the sun til madness.

After the evolution of their Dragon Mounts, life in Ambroxeros became more peaceful. Clans attacked one another from time to time, but with the use of their mounts for food as they can keep up with giant flocks of desert dwelling flightless birds. Still the Ambroxeros still fought each other for essential goods, primarily water. The crown jewel of Ambroxeros, coveted by all the Dronah clan is a lake, that stretches to the horizon across, with an endless supply of the precious water known as the Land Sky. Clans had gambled everything to take the Land Sky only to lose all to other tribes, who then took the Land Sky for no more then a few days as another Clan comes to take the Land Sky for themselves, at the same time as another Clan and the cycle would repeat. It wasn't until a Clan known as the Angeion led by the young leader Nerito. Nerito was the first to tame a Colossus, a seemingly untamable beast at the time, but he did it. Through a decade of rearing from an egg he did it. With his beast and Clan, Nerito secured the Lake and declared it should be shared between all Clans, with his Clan being the Land Sky's protectors. While some Clans disapproved, Nerito's Colossus, Duris's imposing figure settled most disputes and if that didn't work then his fire would be the final word. Over time the Angeion built a simple wall around the Land Sky and distributed the water fairly. Over the decades the Angeion built up the wall, and created a settlement around the lake which grew and grew until became the city of Abushudor. The Land Sky became a place of importance for the Dronah and the Angeion eventually became the Water Guard who continue to guard the Land Sky, but they had began giving up their water for slaves used in the Marsh Pit for ritual combat to continue to honor the Dragons less they turn on their masters.
Deity: The Dronah have no real deity. Instead they put great amounts of honor and time into their Dragons. So much so that Abushudor has a grand arena which is used to perform acts of ritual combat by trained slaves as they believe that if they do not the Dragons would immediately turn on them.
Military:
When defending their lands, the Dronah uses many ranged hit and run tactics, never giving the enemy time to breath as ranged cavalry attack from all sides and shock cavalry hammer into the enemy with frightening power. On the offensive the Dronah brings out their powerful melee cavalry to hold the enemy in place as their ranged cavalry and shock cavalry circle around to surround the enemy for the butcher ahead.
The Leader of the Water Guard, and said to be the greatest warrior in Ambroxeros.
Name: Alpheos the Guard Captain
Armor Type: Heavy
Weapons: Greatsword, Longbow and x 20 arrows
Special: Inspiring Aura, Can be used on foot or mounted on either a Raptor, Drake, Wyvern, Goliath or Colossus.
Pros: Well Rounded Warrior, Nearby allies become fearless, Strong vs All
Cons: Death results in crippling morale loss, Will never leave a challenge unanswered
Threat Level: Extreme

An old gifted Dronah that had spent her life training all forms of magic known to the Dronah.
Name: Kynna the Sage
Armor Type: Medium
Weapons: Stave and Sword
Special: Has access to all four types of magic, Can be used on foot or mounted on either a Raptor, Drake, and Wyvern, Extra Magic Pool
Pros: Powerful Caster, Versatile, Decent Melee Caster
Cons: Weak vs Dedicated Melee Units, Fights separate from units
Threat Level: Extreme

A famous raider who had mastered the art of Stealth Shock tactics.
Name: Coenus the Bandit
Armor Type: Heavy
Weapons: Spear, Sword and Shield
Special: Can hide himself within units, Has specially trained Raptor, Drake and Wyvern, Boosts Nearby Melee Allies
Pros: Powerful Melee Warrior, Army being commanded can hide themselves for ambushes, Powerful Shock Attacks
Cons: Weak Ranged Attacks, Only able to recruit Raptors, Drakes and Wyvern Units
Threat Level: Extreme
Either the Leader of or a general serving under the Leader of a Clan. A veteran of dozens of engagements and raids, said to be one of the most skilled warriors in the Clan.
Name: Clan General
Armor Type: Heavy
Weapons: Either Sword and Shield, Greatsword, or Longbow
Special: Inspiring Aura
Pros: Well Rounded Warrior, Effective vs All, Very Tanky
Cons: Death results in morale loss, Vulnerable vs Dedicated Spear Units
Threat Level: Very High
There is a saying that all Dronah are champions, if so then a Clan Champion is a Champion among Champions.
Name: Clan Champion
Armor Type: Heavy
Weapons: Either Spear and Shield, Sword and Shield or Greatsword
Special: Inspiring Aura, Effective against enemy heroes
Pros: Powerful melee warrior, Inspires nearby allies, Frightens nearby enemies
Cons: Death results in morale loss, Fights alone
Threat Level: Very High

Normally the Dronah would ride domesticated animals to battle. Dragon Tamers forgo these Dragons and go out to tame the wild variety to great effect.
Name: Dragon Tamer
Armor Type: Heavy
Weapons: Either Spear and Shield, Sword and Shield or Longbow
Special: Strengthens nearby allies, Prevents nearby dragons from going wild
Pros: Powerful support warrior, Powers up nearby allies, Frightens nearby enemies
Cons: Death results in morale loss, Fights alone
Threat Level: Very High
Masters of the earth, the Dronah Land Mage can turn and churn the earth beneath the enemy's feet to inflict wounds and maladies.
Name: Land Mage
Armor Type: Medium
Weapons: Sword, Stave
Special:
Tier 1 Spells:
-Shardstone: Fires off a storm of earth shards that rend and pierce armor.
-Earthen Quake: Cause the ground to shake within a target area, slowing down and frightening enemies.
Tier 2 Spells
-Weight of a Hundred Stones: Causes metal weapons and armor to suddenly weight twice as much as they usually would, weakening and slowing enemies.
-Shield of Rocks: Thousands of weightless stones cover the bodies of allies, giving them more powerful armor.
Tier 3 Spells
-Swords of Stone: Hardens and strengthens the weapons used by melee units, giving them more powerful attacks.
Tier 4 Spells
-Split the earth: Cause the earth to tear open, swallowing up all units beneath it before closing up.
Pros: Powerful Spells, Effective melee spellcaster
Cons: Vulnerable to dedicated melee units, Magic may sometimes backfire and harm caster
Threat Level: Very High

Manipulating the air is a daring feat. If one is not careful they may cause controllable storms or sandstorms, but if used right Air Magic can be used to both aid allies and hinder enemies.
Name: Storm Mage
Armor Type: Medium
Weapons: Stave, Sword
Special:
Tier 1 Spells:
-Force Blast: Fire off a powerful burst of air to force back and damage enemy soldiers.
-Shocking Blades: The weapons of allies become charged with deadly lightning, allowing for attacks punish those with high amounts of armor.
Tier 2 Spells
-Curse of the Dark Wind: Summons a dark wind to blind enemies and prevent them from being able to accurately fire arrows.
-Boon of the Guiding Wind: Summons a guiding wind that guides projectiles towards the enemy.
Tier 3 Spells
-Sphere of Lightning: Creates a ball of lightning that moves randomly across the field that harms and kills anything it comes across.
Tier 4 Spells
-Ruination of the Skies: Cause a horrible thunderstorm which causes deadly lightning bolts to come down and strike the earth.
Pros: Powerful Spells, Effective melee spellcaster
Cons: Vulnerable to dedicated melee units, Magic may sometimes backfire and harm caster
Threat Level: Very High

Arguably the most dangerous of magic, fire magic and the Sun Mages that wield them tend to be unstable, as their magic can deal untold damage to enemies but pose great risk to allies.
Name: Sun Mage
Armor Type: Medium
Weapons: Stave, Sword
Special:
Tier 1 Spells:
-Fireball: Launch a powerful fireball at an enemy unit.
-Flaming Skulls: Fire a series of explosive flaming skulls that home in on a unit.
Tier 2 Spells
-Flame Tornado: Create a fiery tornado that goes in random directions to bring death to the enemy.
-Fiery Cage: A net of flames fly forth to trap and burn ensnared enemies.
Tier 3 Spells
-Rain of Fire: Several streaks of flames fall from the skies to strike the enemy.
Tier 4 Spells:
-Striking of the Sun: A powerful ray of sunlight hits the field, incinerating everything that it touches.
Pros: Powerful Spells, Effective melee spellcaster
Cons: Vulnerable to dedicated melee units, Magic may sometimes backfire and harm caster
Threat Level: Very High

Attune to the Dragons of Ambroxeros, the Dragon Mages are capable of not only buffing up their ally's mounts but also summon the wild creatures of the land to prey upon the enemy.
Name: Dragon Mage
Armor Type: Medium
Weapons: Stave, Sword
Special:
Tier 1 Spells:
-The Black Hawks: Summon forth a flock of black hawks from the skies to begin pecking and scratching at the enemy's eyes and hands, distracting and blinding them.
-The Red Serpents: Summon a plague of red serpents from the earth to bite at and attack the enemy's feet, causing them to slow and poison affected units.
Tier 2 Spells
-The Golden Pelt: The mounts of nearby allies become coated in a shimmering light, granting them protection from enemy attacks.
-The Frenzied Feeding: Allied Cavalry becomes filled with the need to feed and consume the flesh of the enemy. They become faster and more ferocious.
Tier 3 Spells
-Summon Raptors: Summon forth a unit of Feral Raptors from the homelands onto the battlefield.
-Summon Drakes: Summon forth a unit of Feral Drakes from the homelands onto the battlefield.
Tier 4 Spells
-Summon Wyvern: Summon forth a unit of Feral Wyverns from the homelands onto the battlefield.
Pros: Powerful Spells, Effective melee spellcaster
Cons: Vulnerable to dedicated melee units, Magic may sometimes backfire and harm caster
Threat Level: Very High
In times of desperate measures, the slaves held in the prison beneath the Marsh Pit are taken from their cells and are armed with leather and bronze to fight for their masters. They make horrid warriors, and break easily but make excellent arrow fodder.
Name: Slave Mob
Number Per Unit: 200
Armor Type: Light
Weapons: Daggers and bucklers
Special: N/A
Pros: Low upkeep, Large Units, Cheap
Cons: Horrible Fighters, Extremely low morale
Threat Level: Low

The main protectors of the streets of Abushudor, the Water Guard Spearmen are seen as simply militia, but each one are capable of killing an Armored Raptor on foot as well as mounted.
Name: Water Guard Spearmen
Number Per Unit: 120
Armor Type: Medium
Weapons: Spear and Shield, Javelins x 5
Specials: Poisoned Weapons
Pros: Elite Spearmen, High Morale, Trained in urban combat
Cons: Found only in Abushudor, Expensive to field
Threat Level: High

The most elite warriors of the Water Guard, the Honored Greatswords have been personally chosen by the Guard Captain to join the ranks of the Honored Greatsword.
Name: Honored Greatswords
Number Per Unit: 120
Armor Type: Heavy
Weapons: Greatsword
Special: Frenzy, Rallying Cry
Pros: Elite Swordsmen, Unbreakable Morale, Strong vs Infantry, Trained in urban combat
Cons: Found only in Abushudor, Expensive to field, Lacks a shield
Threat Level: Very High
Manning Abushudor's great walls, the Water Guard Archers represent the first line of defense of the great city. They stand vigilant in their duty and will pay whatever cost to keep their city safe.
Name: Water Guard Archers
Number Per Unit: 120
Armor Type: Medium
Weapons: Longbow, Sword, Arrows x 20
Special: Poison Arrows, Heavy Shots, Aimed Shots
Pros: Elite Ranged Units, Decent Melee Archers, High Morale
Cons: Found only in Abushudor, Expensive to field, Lacks a shield
Threat Level: High
Feral Raptors, summoned magically through a Beast Mage. Untrained and undisciplined but they carry a wild ferocity and cunning to them.
Name: Feral Raptors
Number Per Unit: 80
Armor Type: Light
Weapons: Rending Claws, Tearing Teeth
Special: Frenzy
Pros: Keen Senses, Rend Armor, Strong vs Cavalry
Cons: Wild, Needs Mage to summon and control
Threat Level: Low

Feral Drakes, summoned magically through a beast mage. Like Raptors they are untrained and undisciplined, but with the numbers and a poisonous bite, they are a terrifying enemy to face.
Name: Feral Drakes
Number Per Unit: 100
Armor Type: Light
Weapons: Ripping Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Anti-Infantry
Cons: Wild, Needs Mage to summon and control
Threat Level: Low

Feral Wyverns, summoned magicallly though a beast mage. The feral Wyvern are terrors of the skies and a Beast Mage is capable of summoning them to the field through the use of magic.
Name: Feral Wyverns
Number Per Unit: 30
Armor Type: Medium
Weapons: Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flight, Frightening
Cons: Large, Wild, Needs Mage to summon and control
Threat Level: Low
These Dronah ride Drakes into battle. While Drakes are not as fast as Raptors, Drakes make up for this with a poisonous bite, and greater numbers.
Name: Drake Riders
Number Per Unit: 100
Armor Type: Medium
Weapons: Javelins x 5, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Anti-Infantry, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Medium

When a Drake Rider has participated in enough raids, they might gain enough riches to buy or make their own armor and armor for their mount. These Riders are veterans, and are a rank above the average Drake Rider.
Name: Armored Drake Riders
Number Per Unit: 100
Armor Type: Heavy
Weapons:
Javelins x 5, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Anti-Infantry, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: High
Riding Raptors, a swift and ferocious beast, the Raptor Riders ride out with spears and shields to tear apart enemy ranks with a powerful charge. If a charge isn't enough then the Raptor can still rend and tear apart enemies with teeth and claw.
Name: Raptor Riders
Number Per Unit: 80
Armor Type: Medium
Weapons: Long Spear, Sword, Shield, Rending Claws, Tearing Teeth
Special: Frenzy
Pros: Keen Senses, Rend Armor, Strong vs Cavalry
Cons: Desperate Frenzy, Wild
Threat Level: Medium

Wearing armor either bought or looted, the Armored Raptor Riders are veterans of many raids and battles. They have become elite shock warriors for their Clan, with training and armor that far surpass their fresh variants.
Name: Armored Raptor Riders
Number Per Unit: 80
Armor Type: Heavy
Weapons: Long Spear, Sword, Shield, Rending Claws, Tearing Teeth
Special: Frenzy
Pros: Keen Senses, Rend Armor, Strong vs Cavalry
Cons: Desperate Frenzy, Wild
Threat Level: High
In raids, both male and female participate, but since the females are more important as they can produce new warriors for the Clan, they are given the role of Archers on top Raptor Mounts. This doesn't mean they're any less effective however.
Name: Raptor Archers
Number Per Unit: 80
Armor Type: Light
Weapons: Arrows x 20, Longbow, Sword, Rending Claws, Tearing Teeth
Special: Frenzy, Poisoned Arrows, Heavy Shot
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Medium

When a raid ends, the loot is split 30/70, 30% to the Leading Leader and 70% split evenly for the Raiders. This means Raptor Archers can earn enough wealth to armor themselves and their mounts for better protection against enemies.
Name: Armored Raptor Archers
Number Per Unit: 80
Armor Type: Medium
Weapons: Arrows x 20, Longbow, Sword, Rending Claws, Tearing Teeth
Special: Frenzy, Poisoned Arrows, Heavy Shot
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: High
The largest of the domesitcated Dragons raised by the Dronah, these Wyverns are powerful and deadly due to their ability to fly and their short ranged fire breath.
Name: Wyvern Riders
Number Per Unit: 30
Armor Type: Medium
Weapons: Javelins x 15, Long Bow, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flight, Frightening
Cons: Large, Desperate Frenzy, Wild
Threat Level: High

Even the most powerful Wyverns can still be brought down with enough arrows. These Armored Wyverns trade speed for an armored body as well as reinforced Claws for battle.
Name: Armored Wyvern Riders
Number Per Unit: 30
Armor Type: Heavy
Weapons: Javelins x 15, Long Bow, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flight, Frightening
Cons: Large, Desperate Frenzy, Wild
Threat Level: Very High
Considered too large to be domesticated, the Goliaths stand towering over the landscape, eating Cacti and oasis trees. They fear no predator as they are too large to hunt, but they still can devastate entire units with their thick hides, size and bulk.
Name: Goliaths
Number Per Unit: 8
Armor Type: Heavy
Weapons: Javelin x 45, Long Bows, Long Spears, Shields, Crushing Size, Rending Claws
Special: Frenzy
Pros: Frightening, Can fire while moving, Anti-Everything
Cons: Rampage, Wild, Very Large, Rare
Threat Level: Very High

With their thick hide and large size, the Goliaths already pose a terrible threat to enemy armies. These Goliaths are the largest and strongest of their herds and are rewarded with a layer of thick heavy armor to keep them safe from spears, and arrows alike.
Name: Armored Goliaths
Number Per Unit: 8
Armor Type: Very Heavy
Weapons: Javelin x 45, Long Spears, Swords, Shields, Crushing Size, Rending Claws
Special: Frenzy
Pros: Frightening, Can fire while moving, Anti-Everything
Cons: Rampage, Wild, Very Large, Rare
Threat Level: Extreme
The most deadly beast in Ambroxeros, the Colossus match a Goliath in size, but is also covered in thick heavy scales. They can fly and breath a stream of fire from long range, even while flying. These allows them to dominate the skies as well as the land with their rending claws and tearing teeth.
Name: Colossus
Number Per Unit: 1
Armor Type: Very Heavy
Weapons: Javelin x 15, Long Spear, Sword, Shield, Crushing Size, Rending Claws, Tearing Teeth
Special: Fire Breath, Flight
Pros: Frightening, Can fire while moving, Anti-Everything
Cons: Desperate Frenzy, Wild, Very Large, Rare
Threat Level: Extreme
Culture:
Traits: Nomadic, Survivalist, Raiders, Opportunistic, Mercenaries

The Dronah are a loosely unified group of Clans, who are held together by a common land, language and religion. However despite all this, the Clans are all separate entities, who only answer to their own leaders. They base their society around raiding the other lands outside of their desert home. The Dronah do not keep track of their history, at least not in the long term, making anything that had happened after 300 years rather hard to pull up. However they do keep track of important events through songs, stories, and dance. Dancing is the most important method of storytelling to the Dronah as they believe that the spirits of dead Dronah find pleasure in watching their decendents talk of days and nights past through this beautiful art. Dancing has become so important that all females are taught how to do so at an early age.

In Dronah society, as their life revolves around raiding, the Dronah spend their life tending to their Dragons. Clans with the strongest, fastest and most well groomed Dragons will be envied by other Clans and will sometimes be targeted for potential raiding victims. In the Clan, all must be trained to fight, however it is the males who do most of the fighting, though Females will also fight, riding as Archers. Those who do not ride are exiled the Dronah and are not considered Dronah at all, and are left to wander the desert with no food, water or Dragons until they eventually fall to Baked Madness and die.

Males tend to be encouraged to be the hunters, foragers and tamers. Females tend to be encouraged to be mothers, butchers and glass smiths. Both genders are encouraged to be raiders and warriors, but the males tend to be steered more towards melee and shock cavalry while females are steered more towards ranged cavalry. If possible, females are taught how to be warrior mages as it is only female Dronah who are magically incline. Males are unable to gain this trait either at birth or obtain it later in life.
Dronah:
The Dronah are a race of humanoid reptilians. They are sexually dimorphic in nature, with the males being bulkier and a foot taller on average then females. A male standing up straight is roughly 7ft tall, but they have a hunched apperence making them around 6'6ft tall from ground to head. A female stands on average 5'4 ft tall, but they don't have the hunch of the males. The average male Dronah weights about 235-250lbs while the average female weights about 190-220lbs. They both share an average lifespan of 80-95 years, but the oldest Dronah lived around 184 years before dying on natural causes.

The Dronah lifespan is simple. The females lay a clutch of 5 eggs, on average 3 will be viable, while the other on average 2 unhatched eggs will be the first meals of the 3 hatchlings. The Hatchlings are grey in coloration but will gain their color as they grow. Dronah will be either Red, Orange, Yellow, Green, Blue, Purple, Black or White. The colors are random, but can be influenced by the parents. (Ex. A red male and a blue female has a better chance of producing red and blue offspring.) The newly hatched are considered Nestlings and at the age of 10 they begin training in Dragon Riding, and combat with spear, sword, bow, teeth, claws and tail until they reach the age of 17, where they finally reach maturity. Upon reaching 17 the new Dronah adults can now participate in raids and claim a share of whatever loot or tribute the raiders bring back.

In terms of physical traits, the Dronah are covered head to tail in colored scales, with a white underbelly. They have 4 clawed fingers and their feet have four clawed toes, both of which are strong and sharp enough to be used by the Dronah to fight when unarmed. The Male Dronah also have a 3ft long tail, and the females have a 2ft long tail, both of which are rather flexible. They are often tipped with Crystal Glass attachments to turn them into whips like slashing implements. Their final notable physical trait are their retractable frills, whose membrane are the same color as one of the Dronah's parents, are revealed when the Dronah are agitated or in a stressful situation to make themselves seem bigger to potential enemies.

In terms of strength, the male Dronah are tougher and stronger then the average human,but less agile, while the female Dronah are more agile and dexterous then the average but less strong. Their cold blooded nature allows them to slow down their metabolism to a crawl, allowing them to survive weeks without food, but they still require to drink water, around a liter a day. They are also able to regenerate their wounds to a degree, quickly scarring small wounds in a matter of seconds.
 
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Ive got everyone's faction tab up as well as the AI faction and the underworld. The AI faction will not be controlled by anyone specifically, but will be more of a bot, where anyone can take control when needed.
 
Ive got everyone's faction tab up as well as the AI faction and the underworld. The AI faction will not be controlled by anyone specifically, but will be more of a bot, where anyone can take control when needed.

I made a few edits to mine... nothing drastic, just more detail. :x I can leave it as is, though, since you've already made the tab. Sorry :(
 
The tabs will be updated as you give more details on your faction. I encourage you to update it and change it. I just ask you post your edits to the faction here so I can find them quickly.
 
Here is the updated version of my faction :)

Faction Name: Penmico

Land: Tundra (Arctic)

Penmico is an established Matriarchal society; women hold most of the leadership roles in the faction, led by a long-standing Monarchy. However, the Queen is not the sole decision maker. The kingdom has a council that must be consulted for major decisions, and has a set of responsibilities in which they are the sole decision maker. The council holds seven members, men and women, all voted into the job for a term of six years (voting occurs every three years, replacing two members at a time so as not to disrupt the council completely). The council is led by the Princess next in line for the throne as practice for running the kingdom; she can certainly make her opinion known, play devil’s advocate, or point out flaws in decisions but ultimately it is up to the council to decide. Her role often involves keeping the peace of the council members when they disagree, running the vote (if left to their own devices they would argue for days before going to a vote), and other roles that often feel like babysitting a bunch of children.

Capital: Urezzko

The faction is made up of a mixture of humans, elves, and dwarfs. Within the faction, though, most villages and towns are made up solely of one race with the capital being the most diverse and containing the most even mixture of races as well as the highest number of half-breeds. The Royal family is 100% elvish, though.

A majority of buildings, houses, etc is built from stone. Windows are small (smaller than a dwarf child), allow for very little natural light, and are usually covered with wooden shutters that lock; this is meant to prevent snow from entering the buildings when it is coming down. The weather is far too cold for an “open” feel to the buildings. Most buildings are built with a strong, thick, foundation and are built high so that when blizzards come, homes are not buried in the snow for ages. Most, if not all buildings, have a large door in their roofs for the times when their homes are buried.

Completely by accident, or perhaps design, Penmico is guarded by Yeti creatures that live in the mountains. The mountains themselves serve as a natural defense (traveling through the mountains is a dangerous journey even when traveling through the mountain passes, not to mention the weather conditions), but the Yetis that live there are very territorial creatures and passing through the mountains you are bound to run into a few of them. Fully grown they stand at about 8 feet high and 3-4 feet wide. They are strong, powerful, and procreate like hamsters (during mating season they can produce up to two litters in a month). They can present a danger when they wander into the villages as traveling so far away from home gives them anxiety and they start to cause trouble. For the most part, though, they stay in the mountains. Due to their size, they move a little slow and prefer the night to the day. They feed mostly on the deer that roams the mountains.
In addition to the Yeti, there is a Queen’s Gaurd that serves as the actual military. The Queen’s Guard consists of female soldiers participating in their mandatory two-year period of servitude beginning at the age of 18-20. This requirement began sometime during the Great Faction War, or as it was called in Penmico, The Great Famine. Having experienced the harshest winter to date, many civilians lives were lost as were members of the Queen’s Guard. Needing to keep the faction safe, the Queen instituted the mandatory two years of service. After that period is over, soldiers are free to leave the Guard if they wish. Men are encouraged to volunteer at any point beginning at the age of 18 as well, but are not required to serve.

Strengths: They are organized, well practiced, and good. Secluded faction with natural defenses.

Weaknesses: 18-20 year olds make up a large portion of the forces, due to the requirement. This means that they are young (and often arrogant) and there certainly are some who do not agree with the mandatory service. Individually most have been weakened by the famine and harsh winter. Because they’ve been naturally secluded from the rest of the war, the ones tasked with defending the paths into the faction have grown lazy having seen very little action.

Horses, cows, and fish. Lots and lots of fish. They have to have at least one good relation with another faction to maintain trade because it is next to impossible to grow any plant life which means farming? Not an option. There are also deer, but those are left to the Yetis.

There are 2 major religions in Penmico and several minor religions that have yet to make it past the depths of the school basement (which rotates on a daily schedule for meetings).
  1. Isis - The ideal mother and the patroness of nature and magic. She listens to the prayers of the reach and the poor, the mighty and the weak. The winter solstice is a cause for celebration across Penmico; a week long celebration is held in her honor where everyone brings sacrifice of food, wine, and cattle. The truly devoted fast for that week and by Friday there is a huge feast.
  2. Andromeda - The sister of Isis, the two are constantly at odds. Those worshipping Andromeda are typically sceptical of those who worship her sister, Isis. Because of their dueling personalities, her celebration occurs during the summer solstice; it occurs much the same though, with a week long party ending with a large feast. Andromeda represents freedom and the promiscuous.
  3. Yetis - The Yetis are obviously not a deity, but they are worshipped by some due to the protection provided and many participate in sacrifices every moon cycle.
 
Question: in case of my cute little people, they team up with all kind of animals so will you have to either set number for each animal type or divide it into class like light-medium-heavy.

Also, I forgot to add that my bird rider unit have wingsuit in case they have to get off their bird. They can glide a lot long sue to lighter weight as well.

Also, I found a typo in my military section. In the dino corp number 2 (the medium class) section, it's supposed to day "slightly bigger than a human head"

Sorry for the typo
 
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*EDIT Just added some things to my faction page. Nothing important, just some flavor texts, missing words and grammar issues.*
 
Update[d/ing] Faction Page.

Fraction Name: Dalharen L'telanth Ugul Sharorr--Children of the whispered Throne.
Land: Mountains in the north.
Government Type: Theocratic Dynasty.
Capital: L'Charnag Delmah --The Deep Home.

They, Children of the whispering gods, are folk with skin bled to shades of black and blue from the long coexistence of a unique fungi that dwells in their tunnels. Elfish ears that can hear the earth stir, hair while starting out a sickly white often becomes dark yet colorful due to their diets. Long was it since the majority of their people care to venture into the sun, moving only at night when forced to leave their caves. They command unequal night vision at the cost of being nearly blind within the heat of the sun without something to dim its rays. Eyes do give yellow white/greenish sheen reflection when light hits their eyes. Some what equal in a standard human in length but most Telanth are shorter in and around 4-5 feet with 6 feet being a rare encounter.
Spite being shorter in most cases the Telanth are more heavy due to a dense skeleton.

The Telanth coat their dark hides with Tattoos that range in color and shape, flay tattoos that peel a finely cut part of skin away and treated to scar. Both state their placement in the caste system, Theocracy, Marks of approval/disapproval, Knowledge, Magical runes and recognized deeds. To be smooth skinned in adult hood, no tattoos or scars, is often considered ugly and undesirable.

Monetary System is a semi barter system, Exchange of goods both parties value as equal over negations with Gems, Crystals, Rare Stone or anything to do with magic taking prize placement. Gold and silver are some what unimpressive to the Telanth but take interest in copper. Songs and knowledge can be even used as objects of trade.

Apart from the barter there is a standard of trade unit, small blessed stones of a complex nature in shape of ingots and for their small size command an unusual weight. These ingots are called "Note Stones" but often are called by their nick names "Barter bones" and "Ring Chips", names that commit on their finger size and the metal ring that they are often hung from.

Buildings are worked into the tunnels, cave walls and sides of mountains with masterful masonry design to both enforce the building itself and/or the net work of tunnels/cave its apart of. runic icons and statues depicting old stories be it of the faith or those worthy to remember line tunnels length, image of She of the left And He of the right can be found hushed away in nooks. Many buildings have wrought metals lined along them crafted to allow light to gift shape and substance as well as making them enforced, The metal works themselves have had magic runes painstakingly scribed along their face to make them stronger whilst adding a curious texture to them

The official standing military has never been large as much of the persons are in fact an arm of the Theocracy and thus spend their time acting in defense not offensive and as law enforcement, The military forces that are not apart of the religious aspects of the Dalharen L'telanth Ugul Sharorr are all headed by a mage of some sort. They as a whole are not large and have made deathly use of their caves to ward would be invaders, the complex network of tunnels mixed with traps and unpleasant cave elements. Outside their homes of caves make heavy use of traps, poisons, Fungal spores, Ranged weapons such as bows and magic.

Magi: Magic is the gift of heaven, its boon upon the mortal Telanth and demands an exchange of Spoken word, body, flesh and blood. To imbibe energies to stone and steel is the contract, the exchange between gods and the mage, magic is given body, shape and through the eyes of the Telanth--life. This inward mastery of magic robs the mage of outward magic, they can hardly spell spin a spark out of their fingers but instead enchant powerful staves and scrolls, weapons and armor and anything else that can suffer the binding rite. Leading the other caste into battles or operations is normally only one to three within the force, They are well protected and cared for.

All active magic is on a counter of some sort and once used up must under go a lengthy rite to recharge it, after they do so often physically taxed and need rest. Prolonged fights are undesired. Mages are often made brittle or harmed while learning magic, they miss fingers and limbs, blind in one or both eyes, finger nails regrowing from being rooted from the finger and many other problems. Bodies in ruin from the schooling of faith that tells the Telanth of the blessed exchange between magic and Telanth, They must be subjected to the elements they would master as to show they are worthy.All mages have detailed full body tattoos boldly stating what type of magic they use ad their level of mastery.

Tattoos : (This is for other players) The Visual aid to persons who have dealt with the Telanth before and their mages: Fresh mages have only a line like tattoo along their bodies and limbs while more powerful and learned/tested mages have far more complex skin filling tattoos. Pictures/Image: left hand, fist pointing away [you see fingers] A passive type mage, some one that enforces and empowers their troops, A right hand and fist forward [seeing back of hand] is offensive and welds powers to harm others. Many colors and designs but the ones that rank highest or those of the personal guard and religious orders, have tattoos that make their ears black, from the black ink on the ears reaches hands that hide the eyes in a wash of many colors, very beautiful but shows this is some one of extremes.

The power of these enchantments is equal to the prayer, sacrifice and time given to them with military grade war staves and gear needing a massive session of persons to chant and well over twenty plus living beings to be given up.

Should note not all life is equal, folks with more magic, powerful creatures etc reward more power. [numbers are counted as if a Dull farmer is being used for sacrifice] 10 being the minimum, levels of clear difference in power being, 20,40,60,100,250,500,1000+1 special. Power meaning both Charge on stave and level of spell meaning you could have stave with alot of charges with an "ok" spell or a boom stick that fires like two times but does something impressive/useful. Most mages like the middle ground.

Military staves are just 30-60 with some higher ranked/older mages being 80-100. Staves have a chance to break pending on the materials used and spell use, on grounds sacrifices and prays are organized and ready the hardest and longest part of the staves creation is making it pass the insanely high standards of the forging of the stave itself, lesser staves are given or sold to others or bound with more passive spells so they don't break. Passive or rather unoffensive spells need far less to be made.

Staves typically are blessed stone or highly prized metals, both have a mix of stone work or metal binding on them, Crystal and bone glass [forged bone meal] generate the best staves. Feathers, bones and all matter of tick nacks are added to personalized them.

Scrolls are much of the same as above however they are all single use, what the spell is bound to hints to its power--Going from weakest to strongest. Parchment, leather, Stone, Metal, Metal wrought Stone, Crystal/gemstone, Chemical potion, Bone[Usually the skull] wrought with metal/gems, Must be the bones of some one powerful either physically or mentally if not magically. Once the spell is cast it will consumed the object and the caster will have to give it a order, if the object is made poorly or the user is to slow giving a command will over charge and explode or simply fizzle out, less risky for non offensive spells.

Majority of the standing force are these men and women who master the bladebow to protect the mages under charge of their dynasty. Finding a failure in allowing a foe to glance them before they them these warriors stress the fast and sudden attack of a powerful flank only ever breaking their ranged combat only when forced. Their bladebows are enchanted to be enforced allowing for more draw back power and use as a physical weapon should foes get to close, so well crafted are they that many warriors have long used the same one across many generations with no need to mend or "update" them, making for a fine prize for invaders and highly sought after by rogues.

BladeBows: These old and keen tools of war are crafted from the wood like roots of fungi within the cave, the fungus is treated with a unknown element and grown in special environments. the wood is sturdy but only after being once more treated and enforced and blessed stone does it become truly useful. After this, stone and steel are added to make it a weapon for long and close range. Some bows are only blessed stone, under going massive enchantments to make it bend. Weight wise the bow is some what heavier than most but that is in part to it being used both as a bow and as a melee weapon.

Arrows: Crafted from blessed stone with tips designed to cause cruel wounds, often stained in rotted blood, the active decay of filth or even fast growing spores. While arrows can enchanted to do some magical feat it is often not desired as the use of the spell destroys the arrow itself. The arrows are designed to be fitted in their enforced bladebow counter parts making their weight and shape makes them poor in most other bows.

The "turned hand" are the logistics of the army, stealing bodies, persons and anything not bolted down. they make runs for food, construct traps, scout and fill other needs any force may need. Assassins and spy agents branch out from this caste as well.

Their force does very poorly when unable to flee or flank, while they themselves are strong how they fight fails outright when other bodies get to close. Having no heavy hardware to rout walls or castles, cant fight for long periods of time due to a heavy use of ammo-based weapons and spells they must stress sly and under handed tactics to gain an advantage so when fighting some open who refuses to play into traps or can match them in speed and range what they can and cant do become more and more tight. Very long lived but birth rates are low meaning numbers of standing army are always smaller than other armies but often command more experience. Have NO full-heavy armor units.

The Monarch:
Name:
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Under that black place found in the tunnels of earths spine, the mountain that kept us, His hand that held us, Is home to all Telanth. Fathers had fled from the over world--from the flith that plagued it, those heretics that thieved from the gods themselves their gift of magic and the arcane. They who abuse it, waste it with out gifting it flesh to feast--yes, is them that drive the world mad. Yet weep not oh Telanth for he has come, he with ears nipped by She of the left and He of the right, the shuddered murmurs of heavens whisper guide us now, Turn now oh Telanth, your hand, your head, bow ears and shut mind to the lies from false light. He who listened to heavens whisper turned his hand and spankth unto all Telanth "Reach with hand and cup the mountain, flay its flesh with iron tools, let us sink to its heart and home shall be found, peace immortal from the fiends above" Thus they dug. [Song of home, first verse]

The Telanth have lived so long both in tunnels and atop their mountains slopes that how it came to be is now part of the standing faith for them seeding a deep sense of ownership and pride in their home they view is the steadfast protection from the overworld. As war broke out between other powers tunnels were found, cities razed for their resources and mountains side fought over for powerful defensive grounds made them spill out into the overworld and fight off their invaders, they would take a bliss in harvesting the general population even keeping small breeding stocks of what they viewed as the lesser races for sacrificial uses among other things.
In hand with this they would bait raids into their caves and tunnels only to have forces find death at the hands of massive cave spiders, toxic spores and traps of every nature. While they view the overworld races as lesser they do not make the prejudgment for all within that race and believe that any one person of those races may rise to value in the eyes of the Telanth and give them formal invite into their cities to get trade deals or personalized weapons/armor...for a price.

In the days after the great war with the forces of hell itself it seemed spilling out from the cracked earth like blood from a wound, Shocked at it as it culled much of their own forces they fled only to later sign a standing but seemingly empty peace deal as all regained their power. thinking and praying they thought on what they appearance of hell spawn could mean till none other than Qhymareth, the crowned head of the Telanth and listener to heavens whisper. He returned from praying at the sunken alter and proclaimed the hell spawn both rite of worthiness and blade of judgement to those who hear not heavens whisper sent by heaven but has kept the full meaning of this to himself.

She of the Left, He of the Right : Telanths observe the Faith "Vok ulu Venorsh" or simply Venorsh, it teaches that heaven sent its speaking hand to guide them to their home away from the what they they call the overworld [surface of planet] and all beings big and small have in them heaven itself as mana, or soul. By nature souls lust for a body and one must pay respect to it by offering it blood or placing it into an object/body [enchantment] were as to openly cast magic is to use it without the trade of blood/body and thus stealing it. The goddess and god of left and right share the image of passive and aggressive natures, thought and action, honesty and lies. Is said within the womb of a mother they whisper to the child and gift it their boons should the child be able to listen where as those that don't or cant are born meek and uninspired. She of the left is rarely shown in full form and is often a depicted as an open left hand turned knuckles away, when she is shown in full is a muscled beauty with hair reaching pass her rear, nude and welding a staff. He of the right likewise is shown in full body rarely and is seen as a nude male with a muscled and toned welding a bow, seen far more as a closed fist with knuckles facing forward. Each to the side of a person be it male or female whispering in their ears.

Magic runs deep but due to the strangling vice of their zeal has bloomed in single mastery of enchantments upon weapons and armors, objects of all nature and the refinement of metals and stone to be farm ore robust or abnormal pending on their needed use. Much of their magic needs sacrificial elements, be it a blade across the hand or the more extreme--a whole other person. Their faith as inadvertently made the Telanth master the means of stealing life and energy from others to pour it unto themselves or objects harvesting the very core of beings to fuel their madness but such things need massive complex temples, many hymns and many more tools, runes, countless lives and other crafts to turn out a single enchantment.

The nature of defensive magics last till the item is broken or the magic is perverted. Holds only value when touching the naked skin of its wearer and is somewhat vampiric on that persons standing energies while offensive enchantments are imperfect and must be recharged to be used after so many uses with blood/life energies giving up the most.
 
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Question: in case of my cute little people, they team up with all kind of animals so will you have to either set number for each animal type or divide it into class like light-medium-heavy.

Also, I forgot to add that my bird rider unit have wingsuit in case they have to get off their bird. They can glide a lot long sue to lighter weight as well.

Also, I found a typo in my military section. In the dino corp number 2 (the medium class) section, it's supposed to day "slightly bigger than a human head"

Sorry for the typo
So your military incorporates the animal kingdom, which is fine, but for those units you'll need a two part unit sheet. One for the actual type of soldier, and one for the animal/creature they control. If you can find a better way to give information on both the strengths and weaknesses of both the animal and its rider, please tell me but the best I can think of is you'll need a creature form for each type of mounted unit in your arsenal. Which isn't so bad as those dinos will appear in the rest of the world too. If you're still confused fell free to just present what you had in mind an we can just go from there.
 
Oh, alright.
The actual soldier's stats is pretty much the same but just have different equipment, making sheets for them should be easy. I'll try to come up with an easy way to organize the animals too.
 
Unit name: Queen’s Guard
Class: Infantry
Armor type: Medium
Weapon: Spears, and swords.
Special: Dedication
Pros: Volunteered their life for the cause and are willing to die to protect the Queen. Dedicated and committed.
Cons: This group defends the castle and the Queen so their numbers are smaller. They’ve also been suffering through a rough winter with little food and little warmth. This means numbers have dwindled, so has their strength.
Threat Level: Catapult

Unit name: Officers
Class: Infantry
Armor type: Light
Weapon: Swords and batons
Special: n/a
Pros: Young and agile, usually. Well trained.
Cons: Arrogance and lack of wisdom/experience. Also not all were voluntary soldiers
Threat Level: Cannon Fodder

Unit name: Captain
Class: Cavalry
Armor type: Heavy
Weapon: Swords
Special: Dedication
Pros: These receive the best training and have spent their entire lives preparing for this job; they are born into the role (though sometimes someone from the Guard can work their way up to it), so they come from a long line of strong warriors.
Cons: It is an elite group, so their numbers are small and they are reserved for high level importance.
Threat Level: Captain

Unit name: Rangers
Class: Range
Armor type: Light
Weapon: Bow and arrow
Special: n/a
Pros: Good at staying hidden and working from a distance. They are also, usually, a great shot.
Cons: They are terrible at up close combat, avoiding it when possible. They also have a limited supply of arrows.
Threat Level: Cannon Ball

Unit name: Scouts
Class: Range
Armor type: Light
Weapon: Bow and arrow
Special: Spying
Pros: Good at spying, gathering information and not being seen.
Cons: This group are not fighters and they usually work in either as an individual or in groups of 2-3.
Threat Level: Cannon Fodder
 
Units

Unit name: Beast rider

Class: cavalry and ranged.

Armor type: nonexisten

Weapon: crossbow, poison-laced bolts, a long pointy "sword" in case they manage to get close enough, the tip of the sword is a row of small serrated saw teeth and small hooks for damage. Also laced with poison.

Special: depend on the mount. Can perceive the flow of magic and use boost magic.

Pro: potent poison can paralyze victim within a minute or kill them if enough have been apply. Able to tranform into their partner's race temporarily. Able to sense incoming magic with their innate ability.

Con: extremely fragile. Slow without their partner.

Threat level: A

Unit name: (Mount) Canine and feline type. (Wolves, tigers and other similar creatures)
Class: mount.
Armor type: nonexistent.
Weapon: Claws and fangs.
Special: none
Pros: quick on their feet and can maintain a decent speed for a long time. Can also navigate through dense forest easily.
Cons: weak due to the lack of armor and their racial characteristics. Tire quickly if have to run at top speed.
Threat Level: A
____
Unit name: (Mount) Bear type.
Class: Mount.
Armor type: heavy, equipped with iron helmet, iron arm brace and specially made chain vest.
Weapon: claws and fang, large physique.
Special: the rider on top can shoot their bolts from higher elevation make it easier to aim at higher place, combine with their accuracy they can reliable shoot between the opponent's visor gap in their armors. Can be ride by multiple Lixie at simultaneously. (Up to 10 along its back)
Pros: tough armor and hide make them a hardy warrior, it's weight can crush heavily armored man underfoot. Have good stamina.
Cons: relatively slow. Armor don't cover the entire body, especially vulnerable at the rear and face.
Threat Level: B
____
Unit name: (Mount) Velociraptor.
Class: Mont.
Armor type: light, usually only equipped with iron helmet.
Weapon: Fangs.
Special: very strong jaws. Can be ride by multiple Lixie simultaneously.
Pros: extremely fast. Very dangerous in groups. Decent stamina and can run at top speed for several minutes.
Cons: can't turn really well when running at top speed. Long rest period when exhausted.
Threat Level: individually A, C in group of 20 up.
 
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Lerethil Meniod, the People of the Waters​

Faction Name:
Lerethil Meniod, the People of the Waters

Location:
The Riverlands of Elhemoi
The mighty, central river-lands of the continent are home to perhaps the most varied geographical features. From towering mountains in the west, the country changes greatly as it is crossed. There are plenty of swamplands scattered about, with a moderate central forest, and in the south it reaches a sizeable stretch of coastal terrain, much of which is populated by fisherfolk. Most dominant in the area, however, are the two most prominent features the country holds: The Lake of Pel'herin, located in the western reaches of the country, and the massive river the natives call El'moi. These natural features in the land allowed for the people living there to become masters of watercraft in varying sizes, and the large tracts of open land supplied their nights with wondrous skies, from which they gleaned much information of navigation.​

Government Type:
Matrilineal Monarchy

Capital: Pheletheron

People:
The Lerethillan
The people of Lerethil Meniod are tradesmen and craftsmen of all kinds. They ply enough variety of trade, in fact, that while they have ample supplies of many different sorts, they are not exclusive to any one trade arrangement, or reliant on any one supply of material or foodstuff. In practice, they are a people of plenty, and are commonly found acting as traders and guides through the lands that their kingdom holds, for there are fewer roads here than almost anyplace else.​

While many among the Lerethillan people are capable at trading and business, their true mastery of craft comes in the form of navigation and sailing. Because their kingdom lacks many large, defining landmarks save for the river, its tributaries in countless number, and the few large lakes scattered through the land, the people grew to know the heavens such that they would never risk being lost. It was this learning, alongside the skills of manipulating watercraft that led them to become some of the foremost among people for such skills.​

As a people, they tend to be fairly thin and slightly shorter than an average human, allowing them to hide among the reeds and rushes of the rivers and swamplands their kingdom holds. They are not the most hardy of people, but with their palate so varied by their location on the continent, they have been known to be able to eat most things without much issue. Generally jovial, they have been known to take offense to strange things, but they seem very well-connected with the land around them and while not common, they have even been known to use strange magic when needing to defend themselves.

In terms of culture, the Lerethillan are very music-oriented, with a wide variety of wind and percussion instruments as the primary sources of their cultural heritage. While they themselves vary in earthen shades of color, from dark browns up through to pale greens, and rarely even some blue hues, their fashion tends to be more akin to what one might expect of a people so away from the more civilized parts of the world, with more airy and practical clothing taking the lead of over uncomfortable and restrictive attire.​

Architecture:
Simple, but efficient.
Although there are several large ruins within the borders of the kingdom, most of the construction used for the building int he kingdom are more utilitarian than anything, with multi-story building being more of a rarity, at least in the sense of rising above the ground. In terrain where the land is more solid, there are building that, rather than being built upward, have been built into the ground, with only a single level showing above the surface.

Of utmost significane, however, is the fact that the capital of the kingdom was relocated into a city set at the very bottom of Lake Pel'herin, a structure far more ancient than any of the other settlements in the region. Protected by a dome of a clear, unknown material, the city of Pheletheron nestles quietly beneath the waves, accessible by only a few narrow and well-guarded tunnels along the lake's borders. Abandoned by its previous inhabitants an unknown amount of time before, the Lerethillan people rapidly moved within the safe boundaries once they found the city's entrances.
History:

Religion:



I'll be updating this as need be, but for tonight this is all I can put forth.​
 
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