generic image
Processing...
  • Games
  • Catalog
  • Develop
  • Robux
  • Search in Players
  • Search in Games
  • Search in Catalog
  • Search in Groups
  • Search in Library
  • Log In
  • Sign Up
  • Games
  • Catalog
  • Develop
  • Robux
   
ROBLOX Forum » Role-Playing
Home Search
 

Re: Rise of a Kingdom 3 [Political, Strategic]

Previous Thread :: Next Thread 
Quilboar is not online. Quilboar
Joined: 17 May 2010
Total Posts: 18911
21 Feb 2012 12:17 AM
Welcome to Skazia! A land where feudalist lords and great kings and emperors thrive! Wars, banditry and plunder rendered the world rather conflict and corruption-ridden, but as long as you're a blue-blood and have an entire army at your disposal, you have the chance of finding glory and vast wealth in the land. Lead your nation to prosperity if you can! Explore new lands and manage your kingdom. Make your regime glorious. Coordinate your strategies carefully, as a wrong move may lead to devastating defeat. Be careful, there are many other powerful men out there squabbling for dominance as well.

Lead your kingdom! Lead it even through struggle and hard times, M'Lord!

__________________________________
BASIC RULES, NOTES AND TIPS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-You could say that I am the dictator of this roleplay. What I say goes.
-This is fantasy medieval/renaissance.
-You do not choose the starting soldiers, population, land or cities you have. I do.
-Magic is not allowed, sorry. Basic fantasy races however, are.
-Your country CANNOT be from real life. Your country can be BASED off of a medieval nation.
-Guns are not allowed, cannons are.
-Nope, can't be from video games either.
-Democratic, republican, etc. nations. Only monarchies and a bunch of different types of autocracies are allowed. If you want to have a non-monarchic gov, ask.
-You make decisions, and I will choose the outcome.
-If you make a stupid choice and your economy crashes, or your army gets butchered, it's not my fault.
-I may disable joiners after a bit. Ask before joining if you are not sure.
-Sometimes I will use dice to determine an outcome
-READ ALL OF THE STUFF. (or you'll fail)
__________________________________
KNOWN LANDS AND REGIONS:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Ah, you're wondering where you kingdom lies? Well, there are some known regions where it may be. There are four different Continents known, but there may be others!

SCARLENN: Scarlenn is a large Continent where the majority of the temperate and mountainous kingdoms lie. Further north, tundra, snow and mountains are found often. Further south, more farmland, forests and light hills appear. Scarlenn is island-like and extremely large, just like the other two. It would take one month of sailing to reach Deasico, and three months to reach Zernoth.

NORTHERN DEASICO: Deasico is split into two areas, the grassland region and the desert region. In Northern Deasico, there is the grassland region. The grassland is a place for horses and nations to thrive on the plains. The grassland is a smaller compared to Southern Deasico, but it can still support many countries. For both Deasican continents, it would take about one month sailing to reach Scarlenn, and two months to reach Zernoth.

SOUTHERN DEASICO: Southern Deasico is a dry desert region where Sultanates and other desert nations live, work and fight. Oases support villages and towns, while nations that are near the salty coast can create ships and sail to new worlds, as well as obtain vast quantities of fish.

ZERNOTH: Ahah! You can't really create a kingdom here, ya see. The jungle's too thick! Still, you may colonize this place. Zernoth is Continent with massive jungles and rainforests, with many isolated tribes and perhaps some aboriginal empires that you have never discovered yet. Some nations may try sending ships out to obtain resources here, but the ship rides are long and treacherous. It takes two months to reach Deasico, and three to reach Scarlenn.
__________________________________
GENERAL INFO
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

REPORTS: You can ask for a report on anything in your country. For example you can ask for a report on foreign relations or supplies.

NPC KINGDOMS: NPC kingdoms are created sometimes by me. NPC kingdoms are almost nearly impossible to befriend, and events going on in that kingdom are not shown.

CHARACTER SWITCHING: Events that occur and most other matters in your kingdom are typically managed by the leader. But sometimes, you will take part in an event with a different character. For example, in battles, you are usually an anonymous military officer, because the king would probably not take part in a dangerous operation. Sometimes you will be given the chance to take part with another character in a minor event in order to obtain a boost or bonus.

TECHNOLOGY: Medieval and Renaissance technology. Every kind of medieval weapon is allowed, along with cannons and mortars. Guns are not allowed. Use crossbows!

RACES AND CREATURES: I'm going to make this quick. This is to show what races are allowed, and which ones are not. You can suggest a race, but humans are the recommended species for your kingdom. Races CANNOT have any kind of magic or strange ability, like flying, breathing underwater, etc.

Allowed:

-Humans + Subspecies
-Elves + Subspecies
-Dwarves
-Orcs (Not tribal)

Not Allowed:

-Goblins (Can only be secondary race)
-Ogres
-Demons & Undead
-Human/Animal hybrids (They can be treated as mindless animals)
-Elemental people
-Dragons
------

SEASONS: The seasons rotate every 5 pages.

Summer: Summer is when the weather is hot and crops grow their best. When Summer arrives, happiness increases.

Autumn: Autumn is when the leaves fall from the trees and it starts getting frosty. Crops can still be grown.

Winter: Winter is when snow falls on the temperate and mountain regions, chills all of the others. Citizens tend to become unhappy when Winter arrives. Crops cannot be grown in this season.

Spring: Spring is the time when the snow begins to melt and the animals generally start to give birth to their young. Crops can be grown.
__________________________________
THINGS TO WORRY ABOUT: POLITICS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

VASSALS AND FEUDALISM: You can choose to be a feudalist kingdom if you want. Feudalism is where you give lands to your companion Lords, and they will manage them for you. You can also order these lords around though, and they will help you in wars with their own private armies. Be careful though, sometimes they will quarrel and maybe break away from the kingdom if you manage your vassals horribly. If you start to hate one of your vassals, you can always kill him if you want, or strip him of an office, but the other lords may become more cautious and nervous. If you decide to not be feudalist, then you will have to manage the entire country yourself. You can make it exactly the way you want it to be, but it can be a bit more difficult if other people aren't helping out.

FOREIGN RELATIONS: Other countries start off neutral to you. Alliances mean trade and military assistance. War can cause misery for both sides, but occasionally a fighting kingdom will benefit.

IMPERIALISM: It is possible to discover new Continents and colonize them. Claiming new lands may lead to the discovery of new resources and farmland. As multiple kingdoms squabble to lap up territory, wars may start. Conflict between new factions or aboriginals may occur.

__________________________________
THINGS TO WORRY ABOUT: THE ECONOMY
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

BASIC ECONOMY INFO: Most kingdoms’ economies have raw materials produced in villages and small towns, and then are sold or made into more useful items in large towns and cities. Kingdoms can set up trade routes with other kingdoms as well. Lords tend to tax foreign traders for coming in.

COMPANIES AND MONOPOLIES: Rich merchants can set monopolize certain luxuries in an area and form companies. Although companies are run by wealthy traders, you still have the ability to tax them. Multiple companies can be in your country, and there can be some grudges and alliances between them. Be careful, they may fight over resources.

TAXATION: This is quite simple. Rents are collected from the peasants and townfolk, and tariffs are gained from collecting money from traders. High taxes allow you to obtain more money, but at the price of people hating you. Low taxes make people happy and more rich, but you won't be getting much money.

[Tax Levels]

Tyrannical Tax Rate
High Tax Rate
Average Tax Rate
Low Tax Rate


SUPPLIES: Supplies! It’s what keeps your little country going smoothly. Running out of some kinds of supplies is a simple annoyance, but depleting other types can be catastrophic.

[Supply Types]

-Food
-Lumber
-Stone
-Iron and Steel
-Gold and Silver [Obtaining this automatically makes you gain money.]
-Arms and Armour
-Luxuries [Increases happiness]
-Alcohol [Also increases happiness]

[Supply Amounts]

Massive Supply
Large Supply
Good Supply
Average Supply
Meagre Supply
Low Supply
Very Low Supply
------

BANDITRY AND CRIME: An economic problem which can require the military to solve it. There are two types of criminals: City Criminals and Brigands or Bandits.

[City Criminals] City criminals can be organized gangs, or just the common mugger or peasant thief in the streets. Crime will rise if the city or town is poor, but rich cities can also be a spot for organized gangs to operate at well. City crime can be remedied by beefing up law enforcement and setting examples to the public by dealing out some executions.

[Brigands and Bandits] You need actual soldiers to deal with bandits. Bandits hide away from others in the wilderness. Bandits can raid small villages and towns and disrupt economies, making them a pain. Peasants will quickly turn brigand if they are too poor, or feel that they are not cared about. In battle, bandits are usually equipped with simple peasant armour, and wield spears, bows and blades. They usually do not have horses.
------


SANITATION: Disease can ravage many different towns and villages. An area with a sick populace will obviously not function properly. Major disease outbreaks can occur, and many people can die, soldier and civilian. Major disease outbreaks can require quarantining in certain areas. Disease is less common in rich and well maintained places.

[Levels of Sanitation]

Populace is Clean
Populace is Healthy
Populace is Sick
Populace is Dying
------


LUXURY PREFERANCE: Some nations view some things to be luxuries, while others don't. For example, desert fruit is common in Deasico, but can be viewed as very exotic to a person in Scarlenn.

__________________________________
THINGS TO WORRY ABOUT: WONDERS AND BUILDINGS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


WONDERS AND MONUMENTS: Wonders are massive structures which grant large boosts depending on its purpose. There is a limit to two wonders that you can possibly have. No matter the purpose, wonders will make citizens happy. You don't start the game with any wonders, you create them later on. You also can't just create one for the bonuses; there has to be an actual roleplay reason to why it was created.

[Wonder Types]

Military Wonders [Combat boost. Troops fight harder the closer they to the Wonder. Also grants increased military morale]

Economic Wonders [Economic boost. Increased gold and chance of finding resources and luxuries]

Spiritual Wonders [Boosts to sanitation and grants extra citizen happiness.]

Order Wonders [Reduces crime and religious conflict. Town Guards in battle are better equipped]
------
WONDER SHEET:

Name of Wonder:
Why it was created:
Wonder Type:
Description:
Materials:
------

SPECIAL BUILDINGS: You can create a building with a special purpose. If you want to create one, then you must fill out a sheet. Special buildings can be created at any time, as long as you have the resources and money to construct it. You don't need to have sheets for basic buildings like houses.

Name:
Purpose:
Materials:

_________________________________
THINGS TO WORRY ABOUT: CULTURE AND CITIZEN HAPPINESS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

CITIZEN HAPPINESS: There are a bunch of things which cause stress for citizens, and also a bunch of things that will satisfy them as well. High taxes, war, crime, corruption, famine and disease can make them unhappy. Low taxes, luxuries, alcohol, religion and freedoms can make cause them to become happy. Happy citizens are not likely to rebel, and tend to just work harder. Unhappy citizens will become restless and may turn bandit or revolt.

[Citizen Happiness Levels]

Citizens are Loyal
Citizens are Happy
Citizens are Satisfied
Citizens are Content
Citizens are Disgruntled
Citizens are Unhappy
Citizens are Miserable
------

CIVIL DISORDER: Civil disorder is when the populace of a city becomes unhappy. Well, unhappy enough to cause riots, strikes and other bad things usually due to poor management. Civil disorder halts all actions in the town it is in, and may damage the city buildings and improvements. It not exactly a rebellion, but it is not rare for it to turn into one. It can be remedied by giving the citizens what they want, or punishing them with stocks, gallows and the like. Using violence will most likely only make the next Civil Disorder outbreak more extreme.

RELIGION: Religion is common in Skazia, with many different people believing in different things. Having clergy preach can increase happiness, but religion can also cause problems like conflict, discrimination and supposed witchcraft. Crusades and wars may be fought over religion.

LANGUAGES: Languages are the tongue nations speak. There are many kinds of languages.

-Plainspeak
-Dersertspeak
-Northern Scarlennian
-Southern Scarlennian
-Barbarian Language
-Oldspeak [Old language. Scholars who study history may learn this]

__________________________________
THINGS TO WORRY ABOUT: MANAGING YOUR ARMY
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

SOLDIER TYPES: There are different kinds of branches soldiers can be in. They are listed below. Sometimes combinations can be made.

[Infantry] Infantry are the backbone of most armies. They tend to be conscripted peasant regulars who fight hand-to-hand in combat and act as military policemen as well.

[Ranged] Crossbowmen, archers, javelin-throwers etc. They tend to stay behind and fire in volleys at the order of officers. They make awful melee-fighters, but they are deadly when using their favourite weapons.

[Cavalry] Cavalrymen either ride horses or Deasican Camels. Cavalry move fast, and can act as scouts or deadly chargers.

[Artillery/Siege] Catapults, cannons, battle wagons and trebuchets. A siege piece is considered worthless if the people manning it are killed, or if it is destroyed completely.

[Naval Units] Yes, they're here! Ships are used for escorting trading ships, carrying infantry and supplies and also just wrecking enemy coastal towns. They can be equipped with archers, cannons, mangonels and plenty of other deadly weapons. Only coastal nations can create ships.
------

MORALE: Similar to Citizen Happiness, but for soldiers. Morale is what keeps your soldiers from not ditching you. A battalion with high morale means their troops will likely not desert them or retreat. High morale also gives a small combat bonus.

[Morale Levels]

Morale is Excellent
Morale is High
Morale is Good
Morale is Average
Morale is Falling
Morale is Low
Morale is Terrible
------

DEPLOYMENT: If you decide to send troops to an area, it may take time for them to arrive, depending on whether it is by boat, horse or foot. It may take several posts for a military party to arrive to an area.

DESERTION: When troops are showered with blood and suffer major trauma, or if they are just pansies, they will flee their battalion. Sometimes retreaters in battle will not return. You will usually need to punish those who desert, but how severe the consequences are is your decision.

CASUALTIES: There are different ways troops can get slaughtered. See below.

Killed: This is obvious. The soldiers who are labelled under this were killed in combat. They’re dead. End of story.

Died Out Of Combat: "DOOC" soldiers are usually the victims of disease, drought or famine while on the march. Try to keep your soldiers healthy, and this won't be a problem.

Wounded: The men labelled under this are wounded. This decreases their combat efficiency and can disable them from battle temporarily. If a battle is won, then all of the wounded men on the losing side become prisoners.

Missing: In the heat of battle men will get lost. If a troop becomes missing, it is unknown if he was killed, wounded, retreated or deserted until he, or what is left of him, is found.

Retreated: Retreating is different from desertion, but you can punish men for this anyways. Men who retreat run away from the battle temporarily, but will rejoin your army later on, although it may not be the same battalion. If you start to lose the battle, people will retreat en-masse. After retreaters make it away from the battle if it is lost, they will head to the nearest friendly camp. Retreaters tend to become missing or even deserters.

Deserted: Sometimes retreating men will not return to their captains. They will scramble about and try to avoid rejoining a battalion. You will usually need to punish men for this. Deserters will occasionally form rogue units and go bandit, but they will usually try fleeing to civilian areas to avoid capture.

Captured: When troops begin to surrender. Men will surrender or retreat when a battle is being lost, and in large numbers. Executing captured men is simple, but it can lower your troop morale.
-----

RANKS: Soldiers can achieve certain ranks. The higher the rank, the less likely they are to retreat or get killed. The ranks are usually like this, although you can expand them for a soldier if you'd like.

Recruit > Regular > Veteran > Elite
-----

OCCUPUTATION: When you claim a certain territory by force, you have the option of destroying everything and looting it, or occupying it. When you occupy a territory, everybody in it become your subjects. They will all start off with low spirits, though. You will usually need to station soldiers in an occupied area to keep order.
_______________________________
THINGS TO WORRY ABOUT: MILITARY THREATS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

WAR: Sometimes random events will happen that may cause sides to become disgruntled and perhaps cause war. War can be ended by either a truce or if one side triumphs over the other. Truces can only be made 7 pages after a war begins.

REBELLIONS: Rebellions are not that tough military-wise unless it gets out of hand, but it can destroy towns and cause the deaths of many civilians, especially if it is caused be a traitor. The rebels tend to reside in towns or camps around your territory, and they are former citizens of one of your towns and villages. Killing them can easily remove them, since they are basically government-hating peasants wielding pitchforks and spears, but you'd be pretty much killing your former workers, but it still sets an example to the others. It is possible to make them rejoin you, but it would take a bit of persuading.

BARBARIANS: Barbarians are basically very dangerous bandits. They tend to use hill fortresses as a base, and smaller villages surround them. Barbarians are tough fighters, evenly matched with army regulars. Barbarians may occupy your villages or raid lightly defended cities. Some barbarians are hirable as mercenaries, but they usually speak a different tongue than most, so it can be hard. Barbarian clans will severely wreck economies and happiness, but also have a pesky military threat as well. They will use hit-and-run tactics on larger war parties, but can also completely decimate smaller warbands.

SEA BRIGANDS: Sea Brigands are the bandits of the sea. They will sail around in ships and destroy unescorted trading ships and lone military vessels. They are usually not too well equipped with firepower, but the decks are still filled with bloodthirsty peasant outlaws read to board.

HOSTILE ABORIGINALS: Some people just don't like it when you take over their land. Their equipment, way of life and tactics are usually not known until you find them. Hostile natives will terrorize undefended colonies, and it is usually hard to assemble an army in a colonial area to face them.
________________________________

=~~~~~~~~~~~~~~~~~~~~~~=
...................SHEETS...................
=~~~~~~~~~~~~~~~~~~~~~~=

LEADER/SECONDARY LEADER SHEET (no need to be too descriptive)

Name:
Title: (King, Queen, Emperor, Sultan etc.)
Appearance:
Personality:
Bio:
Other:

COUNTRY INFO

Country Name:
System of Government:
Continent: (Zernoth not available. Match country with the Cnt. you think is best.)
General Description:
History:
Feudalism?: (Yes or no)
Language: (Make it fit the region)
Religion:
Primary Race:
Coastal?:
Other:

RELIGION SHEET

Name:
Monotheism or Polytheism: (Monotheism: One god-Polytheism: Multiple Gods)
Deity(s):
Beliefs and Practises:
Other:

MILITARY SHEET

Commander-In-Chief:
Generals:
Conscription Requirements:

MILITARY UNIT SHEET:

Infantry

Soldier Name:
Description:
Equipment:
Divisions:
Ranks:

Ranged

Soldier Name:
Description:
Equipment:
Divisions:
Ranks:

Cavalry

Soldier Name:
Description:
Equipment:
Divisions:
Ranks:

Artillery/Siege

Name:
Type:
Description:

Naval Unit

Name:
Description:
Weapons: (What does it have for defense?)
Purpose: (Transport or Battle)
Report Abuse
scrin445 is not online. scrin445
Joined: 10 May 2011
Total Posts: 3955
21 Feb 2012 02:35 AM
Name: Tala White
Title: Wonderer
Appearance: Has pure white hair, aqua-like eyes and little pale skin. She often wears a green singlet, trimmed with goldish yellow. Her pants are made from crown-leaves and weaved to be a bit visible
Personality: Adventurous, brave and doesn't give up for any challenge.
Bio: Tala was born from the royal family of the crystal half elves.
Other:

COUNTRY INFO

Country Name: Zernoth
System of Government: Imperialism
Continent: (Zernoth not available. Match country with the Cnt. you think is best.)
General Description:
History:
Feudalism?: (Yes or no)
Language: Oldspeak and Plainspeak
Religion:
Primary Race: Half elf
Coastal?:
Other:

RELIGION SHEET

Name:
Monotheism or Polytheism: (Monotheism: One god-Polytheism: Multiple Gods)
Deity(s):
Beliefs and Practises:
Other:

MILITARY SHEET

Commander-In-Chief:
Generals:
Conscription Requirements:

MILITARY UNIT SHEET:

Infantry

Soldier Name:
Description:
Equipment:
Divisions:
Ranks:

Ranged

Soldier Name:
Description:
Equipment:
Divisions:
Ranks:

Cavalry

Soldier Name:
Description:
Equipment:
Divisions:
Ranks:

Artillery/Siege

Name:
Type:
Description:

Naval Unit

Name: Titan Eagle
Description: Titan Eagle was made by the half elves for exploring the lands far from thier home, Northen Deasican at the grasslands
Weapons: It has 3 ballisters, 1 at the front and 2 at the back.
Purpose: Transport

I will do the rest of this, but for now, I need information on the blank and some written areas.
Report Abuse
Quilboar is not online. Quilboar
Joined: 17 May 2010
Total Posts: 18911
21 Feb 2012 02:38 AM
[Not accepted until it is filled out, sorry. Btw, imperialism is a policy, not a system of government.]
Report Abuse
scrin445 is not online. scrin445
Joined: 10 May 2011
Total Posts: 3955
21 Feb 2012 02:56 AM
(And the rest of the blank?)
Report Abuse
Sigurdcrozov is not online. Sigurdcrozov
Top 25 Poster
Joined: 06 Dec 2008
Total Posts: 42613
21 Feb 2012 03:16 AM
Name: Rex V
Title: King.
Appearance: Rex stands at 6'5. and is a broad, powerfully built person. His skin is dark green, and his black hair is clean, but unkempt.
Personality: Rex is a selfless ruler, though a stubborn and pragmatic one. He is not above using deception for the greater good.
Bio: Rex is the fifth in a line of kings.
Other: All kings of Terra Bellatorum have their name replaced with 'Rex' upon being instated. This is done to metaphorically detach the new King from himself, so that his focus is upon the people.

COUNTRY INFO

Country Name: Terra Bellatorum
System of Government: Monarchy.
Continent: Northern Deasico.
General Description: The people of Terra Bellatorum, or simply 'Terra', are a practical and hardy people. They do not often celebrate, but are content with their Spartan way of life.

Terra Bellatorum favors quality over quantity, with their small numbers of soldiers usually being very well equipped. They do not spread very far from their cities, but instead fortify the area heavily, with all villages having a small militia of recruits under a captain.

History: Terra Bellatorum was originally a single tribe, and the weakest in their area; Terra Bellatorum, unlike the other tribes in the area, did not possess horses, let alone riders. They were put at a severe disadvantage against the other tribes, to the point where they were almost pressed to extinction.

However, the people of Terra Bellatorum found their salvation not in the mastery of horses, but rather in their love for weaponry and warfare. Terra Bellatorum came to arm it's warriors with immensely long spears, and armored them in several layers of crude hide. Though this would have been somewhat ineffective against horse archers, none of the other tribes in the area had such riders.

A chain reaction was started: The need for armor and arms lead to the need for even better armor and arms, which eventually lead to forging, which required the tribe to settle down, which lead to villages, then towns, and then cities interconnected by well guarded roads. The other tribes were exterminated or driven away.

Feudalism?: No.
Language: Elfish (Basically, Latin), adopted from a now destroyed, smaller empire.
Religion: Telum
Primary Race: Orcs.
Coastal?: No.
Other: N/A

RELIGION SHEET

Name: Telum
Monotheism or Polytheism: N/A, see below.
Deity(s): None.
Beliefs and Practices: Telum is the belief that the greatest strength is one's battle prowess. Telum favors warriors and soldiers (Though the latter more, as discipline is held high), and practitioners believe that the greatest warriors live on after death as spirits, their minds eternally contained within paradise as they see it. However, Telum also enforces the belief that the strength of the many outweighs the strength of one, and thus enforces teamwork.

Before battle, practitioners of Telum speak litanies of battle to their weapons. The holy building of Telum is the Barracks, and the holy symbol is weaponry of any kind.

Those who go AWOL are seen as shamed forever and, when caught, are usually left with a very specific scar as a reminder and a warning. Murder, according to Telum, should always be punished with death, as the killing of a fellow weakens the whole.

Other: N/A

MILITARY SHEET

Commander-In-Chief: Rex.
Generals: None, at the moment.
Conscription Requirements: All individuals of any gender and any ag/e (that is considered adult) are welcome, but are only fielded once discipline and physical prowess have both been (METAPHORICALLY) whipped into them. Conscription is done rarely, for the people of Terra Bellatorum believe that willing warriors are more valuable than forced warriors.

MILITARY UNIT SHEET:

Infantry

Soldier Name: Bellum Filii
Description: Bellum Filii, or 'War Sons', are the backbone of the Terra Bellatorum army. They are formed from the largest and strongest of those recruited, or simply those that have shown themselves exceptionally capable in melee combat.
Equipment: Heavy iron armor, steel pikes, kite shield (kept on the back until needed), flanged mace (Kept on hip until needed).
Divisions: 3, titled 'Unum', 'Duo', and 'Ternio'.
Ranks: New Son/Newson (Recruit/Basic), Bloodied (Veteran), Warborn (Elite/Captain).

Ranged

Soldier Name: Bellum Hamus
Description: Bellum Hamus, or 'War Talons', make up the ranged section of the Terra Bellatorum army. They take great pride in their weapons, and tend to consider bows inferior. They are usually Orcs who have shown themselves to have a sharp eye.
Equipment: Light iron armor, Arbalest, Steel Bolts, onehanded cleaver (Kept on belt until needed), buckler (Attached to wrist).
Divisions: They are separated equally amongst the 3 Infantry divisions.
Ranks: Ungula (Claw(Recruit/Basic)), Ala (Wing(Veteran)), Venator (Hunter(Elite/Captain)).

Cavalry

Soldier Name: Bellum Vigil
Description: Bellum Vigil, or 'War Watchers', are the scouts of the Terra Bellatorum army, as well as the flankers and harassers. They are usually pulled from the smaller recruited Orcs, as well as the more agile ones.
Equipment: Leather armor, iron lance, kite shield, flanged mace (Kept on belt as backup weapon).
Divisions: They are in their own separate division from the other forces, titled 'Quattuor'.
Ranks: Eques (Rider(Recruit/Basic)), Pressor (Chaser(Veteran)), Sicarius (Killer(Elite/Captain)).

Artillery/Siege

Name: Ballista.
Type: Artillery/Siege.
Description: Ballistas are a favorite weapon of Terra Bellatorum, and are most often used in the defense of their cities, rather than on the warpath.

((Hurray for stereotypical warrior race Orcs with a touch of Uruk-Hai.)

((Also, feel free to use the 'tribes of driven away horsemen' thing later as an event or something.)
Report Abuse
Sigurdcrozov is not online. Sigurdcrozov
Top 25 Poster
Joined: 06 Dec 2008
Total Posts: 42613
21 Feb 2012 03:17 AM
((By the way, I left Rex's biography empty because he hasn't really done much as a king yet.)
Report Abuse
Quilboar is not online. Quilboar
Joined: 17 May 2010
Total Posts: 18911
21 Feb 2012 04:12 AM
(Good to have you with us, Sigurd.)

-Terra Bellatorum-

You have a large spot of land in the North Deasican Continent, roughly taking up about one fifth of the entire amount of land there. Your land holds 14 major cities, including the capital.

Taxes have automatically been set to average, but it is changeable.

Sanitation is average, and the people are content. Crime level is medium. There is an average amount of city criminals, and a low amount of countryside marauders.

Military strength is Good, and the troops are generally footman-ranked, but many are also veterans as well.

Food: Large
Lumber: Good
Stone: Good
Arms and Armour: Good
Iron: Meagre
Luxuries: Low (Your nations pref) Good (Possible other nation's pref)
Alcohol: Average
General Wealth: Good
------
Report Abuse
Sigurdcrozov is not online. Sigurdcrozov
Top 25 Poster
Joined: 06 Dec 2008
Total Posts: 42613
21 Feb 2012 04:23 AM
Danke.

Right, let's get to it.

Rex takes quick notice the meager supply of iron. He is quick to order that the area around the cities be examined for possible veins.

He also takes note of the crime level. Thus, he decrees that those who turn in people who they know are criminals are to be rewarded, both physically and spiritually; In turning in those who would dishonor their brothers with criminal actions, they have shown themselves to honor the practices of Telum, and thus are more likely to ascend. As for physically, they will be rewarded with a small amount of currency, but large enough to pay for meals for a few days.

Report on what criminals profit off of? What illegal things do they primarily do in Terra Bellatorum? For example: What do they sell on the black market?
Report Abuse
Quilboar is not online. Quilboar
Joined: 17 May 2010
Total Posts: 18911
21 Feb 2012 04:32 AM
[May create NPC soon]

-Terra Bellatorum-

Several surveyors and scouts are sent out to look for iron.

Criminals in the cities tend to make money off of selling certain spirits which were made illegal before Rex V. They also sometimes will sell "Spell dust", another common narcotic. It seems that most organized gangs tend to have mixed orc and human members in them, and are benefiting greatly by peddling their illegal goods.
Report Abuse
Quilboar is not online. Quilboar
Joined: 17 May 2010
Total Posts: 18911
21 Feb 2012 04:37 AM
(Scrin, I don't think you've read everything. It would make more sense if you finished reading the info)
Report Abuse
Sigurdcrozov is not online. Sigurdcrozov
Top 25 Poster
Joined: 06 Dec 2008
Total Posts: 42613
21 Feb 2012 04:40 AM
Make these good legal. Make them cheaper than the average on the black market, but still fairly expensive. Only those with licenses given by the administration force of Terra Bellatorum may sell these goods. Why bother going to untrustworthy gangs when you can go to the government to get these items, and somewhat cheaper as well?

Make it illegal to sell these things without proper warning of any negative effects they might have upon the users.

Also decree that those who are already illegally selling these goods MUST step forward if they wish to continue selling. They and their families will be investigated thoroughly for any other crimes, however.

Have all licenses to sell be recorded by the administration, so that fraud is harder.

Ask our advisers what they think of this plan before enacting it.

To prepare for these laws, have the militia reinforced. Two guards will be on every other street. The closest other two guards will be watching the guards on the other streets for any signs of bribery or shameful conduct.
Report Abuse
Sigurdcrozov is not online. Sigurdcrozov
Top 25 Poster
Joined: 06 Dec 2008
Total Posts: 42613
21 Feb 2012 04:42 AM
Oh, also:

The price upon these items must remain solid. Any attempts to raise prices to keep your addicts paying higher and higher will be met with lashing and, if it persists, death.
Report Abuse
Quilboar is not online. Quilboar
Joined: 17 May 2010
Total Posts: 18911
21 Feb 2012 04:48 AM
-Terra Bellatorum-

One of the advisors asks what form the license would come in. A scroll or slip?

You spend and extra 500 gold beefing up defenses and organizing this law. Citizens become slightly disgruntled after the law is in place, but city crime is nearly nonexistant now.
Report Abuse
Sigurdcrozov is not online. Sigurdcrozov
Top 25 Poster
Joined: 06 Dec 2008
Total Posts: 42613
21 Feb 2012 04:57 AM
Scroll.

((So how good was my solution, in your opinion? I just kinda thought it up on the spot.)

Report on search for iron veins?

Report on neighboring lands? Do we know of any nearby empires, or tribes?

((Also, to visualize how I was thinking Orc soldiers and such would tend to look like, look up 'Uruk Hai Pikemen', and basically that. Not including their backup mace and shield, of course.

Because hurray for Iron obsession.)
Report Abuse
kamikaze123 is not online. kamikaze123
Joined: 17 Sep 2009
Total Posts: 3206
21 Feb 2012 05:10 AM
( Can I still join? )
Report Abuse
Quilboar is not online. Quilboar
Joined: 17 May 2010
Total Posts: 18911
21 Feb 2012 05:16 AM
(You can join)

(Not too bad of an idea, I was thinking of it when I made the event, and btw, I've seen Lord of ze rings xD)

-Tella Bellatorum-

Iron search still in process.

Not much iss known neighbouring lands yet. Unable to obtain info at the moment.

(NOTE: THE STARTING SEASON IS SUMMER)

Report Abuse
kamikaze123 is not online. kamikaze123
Joined: 17 Sep 2009
Total Posts: 3206
21 Feb 2012 05:21 AM
((Joining, then.))

((Oh, if this is Renaissance period, can we make crude models of a 'Flyer'? If not, then, oh well. And, can we make more than one kind of something, for example, two Artillery types? Thanks.))
Report Abuse
Quilboar is not online. Quilboar
Joined: 17 May 2010
Total Posts: 18911
21 Feb 2012 05:27 AM
(Flyers? Oh, yes. You can make multiple types of soldiers from the same branch. Swordsmen, Spearmen, Macemen can all be infantry.)
Report Abuse
Sigurdcrozov is not online. Sigurdcrozov
Top 25 Poster
Joined: 06 Dec 2008
Total Posts: 42613
21 Feb 2012 05:27 AM
((Excellent.)

Begin training the troops. All will undergo very heavy physical exercise, as well as exercise and training aimed at whatever class of soldier they may be (Such as melee combat exercises, shooting practice, and standard reaction time training for all).

Enforce this training as the words of the Telum: Strength through arms and the arms of your war brothers.
Report Abuse
kamikaze123 is not online. kamikaze123
Joined: 17 Sep 2009
Total Posts: 3206
21 Feb 2012 05:37 AM
((Can I not put in the Religion? I feel a little disrespectful doing so. I suppose you already know why.))
Report Abuse
Sigurdcrozov is not online. Sigurdcrozov
Top 25 Poster
Joined: 06 Dec 2008
Total Posts: 42613
21 Feb 2012 05:47 AM
((Why would it be disrespectful?)
Report Abuse
CapRex213 is not online. CapRex213
Joined: 14 Mar 2009
Total Posts: 15981
21 Feb 2012 05:50 AM
((Reserve a spot for me.))
Report Abuse
kamikaze123 is not online. kamikaze123
Joined: 17 Sep 2009
Total Posts: 3206
21 Feb 2012 06:09 AM
lEADER/SECONDARY LEADER SHEET

Name: Elias de Franco the IV

Title: King

Appearance: His usual clothes are those of a peasant's. Rather than wear the king's robes, he places it only in his throne.

Personality: A kind, yet frank man. He is talkative, laughs always, but is serious when needed to.

Bio: Born as a farmer's son, he grew up serving the army, then later being the king himself. Some people call him the 'King of the Mass', due to because they respect and love him.

Other:

COUNTRY INFO

Country Name: Virate

System of Government: Democracy

Continent: Scarlenn

General Description: Rather peaceful, Virate is rich in trees. Caves surround it, making it also rich in ore. It is located in a valley, where it resides peacefully, for now.

History: Virate has endured tyrants and great leaders. Three years ago, Virate was in a war with a fellow elf kingdom, on which Virate was victorious. Other wars, however, it has lost, making it look weak.

Feudalism?: No.

Language: English.

Religion: Christianity.(Please, refrain from asking why.)
Primary Race: Human.
Coastal?: No.
Other:

RELIGION SHEET

Name: Christianity.

Monotheism or Polytheism: Monotheism

Deity(s): Only one God.

Beliefs and Practises: Prayer, and church fellowships. Belief, I believe you know.

Other: I had no other choice, but I decided to make it a little like England.

MILITARY SHEET

Commander-In-Chief: Julius de Lucci, cousin of de Franco.

Generals: None at the moment.

Conscription Requirements: Adults, mostly males, are allowed to fight for the king. They must be disciplined and religious as their father had taught them. Weak men are to be trained before they can fight for the king.

MILITARY UNIT SHEET:

Infantry

Soldier Name: Spearmen

Description: Spearmen, although known to most, are trained very differently in Virate. Trained to strike as one, they are alert, disciplined, and strong fighters. They are the main warriors of Virate, sent to fight in skirmishes.

Equipment: A long spear, a shield, and a sword for back-up.
Divisions: The Majesty's Side and The Arms of the People.

Ranks: Recruit, Secondary, Veteran, Elite, and Prime. Prime is the king's men.


Infantry

Soldier Name: Knights

Description: The king's greatest soldiers. Anyone who has gained the king's trust is enlisted as a knight, which is, stronger and more trained. Knights are always the last to be released during a battle.

Equipment: A longsword, and a kite-shield.

Divisions: The Majesty's Side and The Arms of the People.

Ranks:Prime. They are rather advanced than Spearmen.


Ranged

Soldier Name: Crossbowman

Description: Rather fierce and quick in shooting, Crossbowmen are trained to fight behind Spearmen. Their crossbows fire like an eagle, devouring its prey rapidly.

Equipment: A crossbow, and a knife.

Divisions: The Wall's Defense and The Majesty's Side.

Ranks: Recruit, Veteran, and Elite.



Cavalry

Soldier Name: Lanceman

Description: The Lancemen are trained with horses, anyone who is in this needs to be trained and must have a deep bond with his horse. They ram enemies at the fight.

Equipment: A lance, and a sword. Their horses are speed.

Divisions: The Winds of Virate.

Ranks: The same with Crossbowmen.


Artillery/Siege

Name: The Flyers

Type: Transportation/Siege

Description: The Flyer is equipped with two ballistas on its wings, rather shooting and flying at the same time. It is used for transport by the most trained archers of Virate. Only a few, including de Lucci, can use this.


Naval Unit

Name: The Wyvern

Description: It has a dragon for a masthead. It's size is medium, and pretty light. Nothing much to say about it.

Weapons: Cannons, only small ones.
Purpose: For battle, although it is used to transport soldiers from one place to another.


(( More may be coming later. I suppose. ))
Report Abuse
kamikaze123 is not online. kamikaze123
Joined: 17 Sep 2009
Total Posts: 3206
21 Feb 2012 06:10 AM

(( Nevermind, Sig. Although I just used Christianity as a religion. Is that allowed? ))
Report Abuse
Sigurdcrozov is not online. Sigurdcrozov
Top 25 Poster
Joined: 06 Dec 2008
Total Posts: 42613
21 Feb 2012 06:39 AM
((The common Ballista weighs around 500 pounds.

The Flyer holds 2 of them and is still capable of flight? In the renaissance period and while carrying people?

Also, I really am curious about why it would have been disrespectful, anyway.)
Report Abuse
Previous Thread :: Next Thread 
Page 1 of 1
 
 
ROBLOX Forum » Role-Playing
   
 
   
  • About Us
  • Jobs
  • Blog
  • Parents
  • Help
  • Terms
  • Privacy

©2017 Roblox Corporation. Roblox, the Roblox logo, Robux, Bloxy, and Powering Imagination are among our registered and unregistered trademarks in the U.S. and other countries.



Progress
Starting Roblox...
Connecting to Players...
R R

Roblox is now loading. Get ready to play!

R R

You're moments away from getting into the game!

Click here for help

Check Remember my choice and click Launch Application in the dialog box above to join games faster in the future!

Gameplay sponsored by:
Loading 0% - Starting game...
Get more with Builders Club! Join Builders Club
Choose Your Avatar
I have an account
generic image