Landscapes and Factions
It will be simple, as it always is.
On the planet Istaire there is a giant continent known as Rist. Rist is so large that it along covers forty percent of the surface of the planet. For the most part it is round, another ten percent of the surface of the planet being small islands.
About half of the continent of Rist is covered in mountains that are formed in three very long ranges. One directly down the center, dividing the two factions, and ranges covering much of the coastline.
The in between the moutain ranges of the coast and center are two vastly different landscapes.
In the West there are many plains and rolling hills. The temperature is stable for most of the year, and out of the ten months one has a bit of snowfall. Arable lands produce good harvests year after year, and rivers provide good irrigation to keep crop levels up.
East of the central range is a different story. Most of the land is arid desert, with patches of swamps here and there that are rife with disease. There is water, but all of it lies in the swamps or deep under the sands. At night it gets to near freezing, and the day is scorching hot.
On each side there is one faction, with many subsets in each. In the West there is the Aqku, wielders of magic, and very religious people. In the East are the Maqku, and while conditions are harsh, there are a great number of resources that make it powerful without relying on magic.
Time to be more indepth. First, the Aqku.
The Aqku
The Aqku are the magic wielders, as said, but only those deeply devout to their God are able to wield. Additionally, they must be chosen, and while a great many are, ten percent of the population, those that aren't, but still wish to be near that power go the way of the knight. It takes many years for an Aqku to become a knight, but those that do have the source of magic intwined with them. It basically gives them special bonuses, but they don't have direct control over it.
The Aqku are a very close knit community type all throughout their lands. For the most part they are led by the priesthood, but many knights hold political power, too. Wealth is nothing something that is heavily concentrated in any one area, either. There are a few lands near the mountains where a great number of gems are mined, but these areas are only slightly better off then a lot of the rest of the faction.
Now for an attempt at doing technical stats:
Knight level- Players show courage in the face of danger, a love of ones brother, and self sacrifice for God. Those players that start from the bottom with these convictions can reach Knighthood
Levels to become a knight: Foot soldier > Lieutenant > Cavalry > Squire > Knight
Foot soldier is the starting pad to become a knight. They have minor training, usually ambition, and are on the bottom of the heap pile and pretty much have no power.
For those foot soldiers that rise above, the rank of Lieutenant becomes available. They mostly just relay commands from the cavalry, who run most smaller battles.
Cavalry are for Lieutenats that don't die after a few battles, basically. To get to Squire is a little bit more difficult. At the earliest, a Knight will choose a squire once every three years. For becoming a squire, you must have the convictions of a knight, but must also be trusted by one to become their squire. After two solid years of training and questing, the squire becomes a knight.
For the Priests, the road is somewhat the same, though at the comparable squire/knight level, there is no need for having a higher up train. Power comes from within, and strength in reverance to God.
Levels to get to the highest order of the Priesthood goes as follows: Orderly > Preacher > Monk > Deacon > Bishop > Pious
Orderlies are those that wish to gain entrance to the church. They are the main healers with what power they are given, and after time spent in the field, begin to learn the powers of morale.
Preachers are the moral boosters, they rally the troops and offer words of advice in private.
Monks spend a year away in a monestary, gaining knowledge from old texts, and spending that year without saying a word.
When a monk has completed their stay, they come back to the church they were from and are granted the rank of Deacon. They have slightly more power, and can harm the enemy from afar.
Bishops have greater power, but more so in the political influence that they weild. They are the think tank people for a Pious, crafting public initiatives and like the preachers rallying the troops, but on a larger scale.
Pious are Bishops who replace a Pious after they die, a Bishop become a Pious after a unanimous vote is taken by the Bishops within their respective county. Each faction is split into individual states, which each are then divided into counties. Each county has one Pious who is the head of that county.
Logically each state should have its own Pious of sorts, but the people choose knights, generally, for these positions. Every few years the heads of state and their entourage gather and discuss national policy.
The Maqku
The Maqku are a non-magic society with future aspirations much akin to the way the world was during the industrial revolution. They've got trains, a good knowledge of explosives and poisons, and barons everywhere controlling the lowest of society ruthlessly. The only reason the populus puts up with all this is because while most are held down, there is still the chance to grow out of the gutter and into high society.
Power comes through the assassin class, which has all the political power. The soldiers hold the military power, but only to be directed by the assassin class.
Assassins follow this path: Chemist > Covert Operative > Senior Operative > Beaurocrat > Politician
Chemists aren't fully devoted to the science, not entirely. Chemistry is a front for gathering operatives, which a lot of the populus knows. Even if a person isn't chosen for being an operative, the chemist can still make a living by working on fuels for locomotives, explosives for the military, or working on new ways to progress the Maqku nations.
For those that are chosen, covert operatives is the first step to political power. They're kept scurried away for the most part, and are used by higher ups to get things done, but after a time they forment contacts and in time become a senior operative.
Senior operatives usually move quickly into becoming a beaurocrat. The work is often tedious, but most of the paper work is done by the gutter people in society that have some literary skills. At this level they're mostly looking to become a politician, which is where open power is.
At the politician level, the assassin class holds everything under control. Although an election is needed to get a politician into power, they're mostly shams organized by senior operatives and carried out by covert operatives.
The soldier ladder goes as follows: Foot Soldier > Sniper > Engineer > Mobile Infantry > Colonel > General
Foot soldiers generally join in their mid to late teens in an effort to get out of the gutter. The pay isn't the best but it's generally better then what's out there in the private sector.
Snipers for the most part don't actually have sniper rifles. Some do, but this level of the soldier mostly have just gotten proficient enough with their weapon to have good accuracy, and survive longer then the foot soldier.
Engineers are soldiers with above intelligence. After they've been in the field a while and get noticed by superiors, they're set on track for working with rail guns and cannons.
Mobile infantry are for engineers of a trustworthy nature, and have the ability to lead. On most battlefields there's generally a few mobile infantry units, and beyond directing the troops, they have the ability to be very devestating to the enemy.
Colonels aren't as much on the battlefield as the mobile infantry, but still play a major part. Smaller skirmashes are directed by colonels, and those with the sharpest minds become generals.
Generals control the progression of the war. Since war with the Aqku is eternal, generals are always in demand. They have the training to get down in the trenches when need be, but their skills are better suited directing in the theatre.
|Daniel
On the planet Istaire there is a giant continent known as Rist. Rist is so large that it along covers forty percent of the surface of the planet. For the most part it is round, another ten percent of the surface of the planet being small islands.
About half of the continent of Rist is covered in mountains that are formed in three very long ranges. One directly down the center, dividing the two factions, and ranges covering much of the coastline.
The in between the moutain ranges of the coast and center are two vastly different landscapes.
In the West there are many plains and rolling hills. The temperature is stable for most of the year, and out of the ten months one has a bit of snowfall. Arable lands produce good harvests year after year, and rivers provide good irrigation to keep crop levels up.
East of the central range is a different story. Most of the land is arid desert, with patches of swamps here and there that are rife with disease. There is water, but all of it lies in the swamps or deep under the sands. At night it gets to near freezing, and the day is scorching hot.
On each side there is one faction, with many subsets in each. In the West there is the Aqku, wielders of magic, and very religious people. In the East are the Maqku, and while conditions are harsh, there are a great number of resources that make it powerful without relying on magic.
Time to be more indepth. First, the Aqku.
The Aqku
The Aqku are the magic wielders, as said, but only those deeply devout to their God are able to wield. Additionally, they must be chosen, and while a great many are, ten percent of the population, those that aren't, but still wish to be near that power go the way of the knight. It takes many years for an Aqku to become a knight, but those that do have the source of magic intwined with them. It basically gives them special bonuses, but they don't have direct control over it.
The Aqku are a very close knit community type all throughout their lands. For the most part they are led by the priesthood, but many knights hold political power, too. Wealth is nothing something that is heavily concentrated in any one area, either. There are a few lands near the mountains where a great number of gems are mined, but these areas are only slightly better off then a lot of the rest of the faction.
Now for an attempt at doing technical stats:
Knight level- Players show courage in the face of danger, a love of ones brother, and self sacrifice for God. Those players that start from the bottom with these convictions can reach Knighthood
Levels to become a knight: Foot soldier > Lieutenant > Cavalry > Squire > Knight
Foot soldier is the starting pad to become a knight. They have minor training, usually ambition, and are on the bottom of the heap pile and pretty much have no power.
For those foot soldiers that rise above, the rank of Lieutenant becomes available. They mostly just relay commands from the cavalry, who run most smaller battles.
Cavalry are for Lieutenats that don't die after a few battles, basically. To get to Squire is a little bit more difficult. At the earliest, a Knight will choose a squire once every three years. For becoming a squire, you must have the convictions of a knight, but must also be trusted by one to become their squire. After two solid years of training and questing, the squire becomes a knight.
For the Priests, the road is somewhat the same, though at the comparable squire/knight level, there is no need for having a higher up train. Power comes from within, and strength in reverance to God.
Levels to get to the highest order of the Priesthood goes as follows: Orderly > Preacher > Monk > Deacon > Bishop > Pious
Orderlies are those that wish to gain entrance to the church. They are the main healers with what power they are given, and after time spent in the field, begin to learn the powers of morale.
Preachers are the moral boosters, they rally the troops and offer words of advice in private.
Monks spend a year away in a monestary, gaining knowledge from old texts, and spending that year without saying a word.
When a monk has completed their stay, they come back to the church they were from and are granted the rank of Deacon. They have slightly more power, and can harm the enemy from afar.
Bishops have greater power, but more so in the political influence that they weild. They are the think tank people for a Pious, crafting public initiatives and like the preachers rallying the troops, but on a larger scale.
Pious are Bishops who replace a Pious after they die, a Bishop become a Pious after a unanimous vote is taken by the Bishops within their respective county. Each faction is split into individual states, which each are then divided into counties. Each county has one Pious who is the head of that county.
Logically each state should have its own Pious of sorts, but the people choose knights, generally, for these positions. Every few years the heads of state and their entourage gather and discuss national policy.
The Maqku
The Maqku are a non-magic society with future aspirations much akin to the way the world was during the industrial revolution. They've got trains, a good knowledge of explosives and poisons, and barons everywhere controlling the lowest of society ruthlessly. The only reason the populus puts up with all this is because while most are held down, there is still the chance to grow out of the gutter and into high society.
Power comes through the assassin class, which has all the political power. The soldiers hold the military power, but only to be directed by the assassin class.
Assassins follow this path: Chemist > Covert Operative > Senior Operative > Beaurocrat > Politician
Chemists aren't fully devoted to the science, not entirely. Chemistry is a front for gathering operatives, which a lot of the populus knows. Even if a person isn't chosen for being an operative, the chemist can still make a living by working on fuels for locomotives, explosives for the military, or working on new ways to progress the Maqku nations.
For those that are chosen, covert operatives is the first step to political power. They're kept scurried away for the most part, and are used by higher ups to get things done, but after a time they forment contacts and in time become a senior operative.
Senior operatives usually move quickly into becoming a beaurocrat. The work is often tedious, but most of the paper work is done by the gutter people in society that have some literary skills. At this level they're mostly looking to become a politician, which is where open power is.
At the politician level, the assassin class holds everything under control. Although an election is needed to get a politician into power, they're mostly shams organized by senior operatives and carried out by covert operatives.
The soldier ladder goes as follows: Foot Soldier > Sniper > Engineer > Mobile Infantry > Colonel > General
Foot soldiers generally join in their mid to late teens in an effort to get out of the gutter. The pay isn't the best but it's generally better then what's out there in the private sector.
Snipers for the most part don't actually have sniper rifles. Some do, but this level of the soldier mostly have just gotten proficient enough with their weapon to have good accuracy, and survive longer then the foot soldier.
Engineers are soldiers with above intelligence. After they've been in the field a while and get noticed by superiors, they're set on track for working with rail guns and cannons.
Mobile infantry are for engineers of a trustworthy nature, and have the ability to lead. On most battlefields there's generally a few mobile infantry units, and beyond directing the troops, they have the ability to be very devestating to the enemy.
Colonels aren't as much on the battlefield as the mobile infantry, but still play a major part. Smaller skirmashes are directed by colonels, and those with the sharpest minds become generals.
Generals control the progression of the war. Since war with the Aqku is eternal, generals are always in demand. They have the training to get down in the trenches when need be, but their skills are better suited directing in the theatre.
|Daniel
0 Comments:
Post a Comment
<< Home