[hider= Major WIP, Horns of Harnia] Horns of Harnia (Major WIP) THE HOST -Holy City Benefactor: (If applicable) -Original Primary Objective: destroy the darkness -Original Secondary Objectives: Reclaim Harnia -Host Size: 205,000 -Unique Trait #1: The duality of the army and its wide range of option in a battle allow for flexible planning and quick mid battle alternating plans to secure victories -Unique Trait #2: (Created by me, mostly to reduce min-maxing) -Unique Flaw #1 The size of the army cause it to be slow marching, as well as increasing its resource consumption greatly -Unique Flaw #2 (Created by me, mostly to reduce min-maxing) PATRONAGE & GEOGRAPHIC -Host Map: (Place founding location, current objectives, former objectives, current position of Host and the route it has so far taken from its founding location) -Founding Location: Harnia -Patron Realms: -Host Headquarters Location: -Major Host Strongholds: -Buildings of Interest: RACIAL -Majority Race: Harnian Minotaur -Majority Race Appearance: Large thick muscled beasts, with heavy hooves on twisted human-bull legs and a matching bull skull complete with thick horns. -Majority Race Traits: Large and extremely strong with high pain tolerance and martial ease on the battlefield, they are as if cavalry and heavy infantry had a baby. -Majority Race Flaws: While they are extremely fast and sure footed, they perform poorly in mud due to their weight and size. Also, they require large amounts of nutrients, are stubborn, and easily angered -Minority Races: Human -Minority Race Apearance(s): Us -Minority Race Traits: Standard, highly adaptable -Minority Race Flaws: Standard RELIGION & MAGIC -Host Religion (Note: If the Host is of the religious crusader variety, it is suggested to use one of the major religions, otherwise the host would have inadequate funding to launch) -Holy Relics In Possession: -Holy Sites Under Control: (Requires either land or donations from patrons) -Hosts Magical Arsenal: (Common magic forms used by host magic users) MILITARY -Total Military Size: 205,000 -Military Details (Unit Types and distribution of numbers) 115,000 Harnian minotaurs: These beastly men are fugitives from their long lost land, and will fight horn and tooth until either Harnia is reclaimed, or they all lay cold and dead. They wear little armor on their thick hides but instead carry amazing offensive weapons of large proportions (Think Danish axe, gottentags, big crushing weapons) 90,000 Humans 50,000 Archers (Think longbowmen armed with side axes and hammers incase of a line break) 20,000 Infantry (Chain and gambit, polearms) 10,000 Heavy infantry (Men at arms, large kite shields and sharp thrusting and cutting swords with partial plate on chain) 10,000 Mounted Knights (Intricate articulated metal suits, riding shields, knightly sword and lances) LEADERSHIP DRAMATIS PERSONAE -Host Leaders: Darmckin Graggle: Warlord of the Harnian minotaurs and last of the great chiefs. Works jointly with the human leaders. Frederick Vertin: Human general, works closely with Darmckin. -Host Religious Head (Note: Typically a direct underling of religions overall leader) -Persons of Interest wip HEROIC DRAMATIS PERSONAE -Insert heroes here wip CULTURAL -History of the Host: After the destruction of Harnia by the hands of the dark forces, the surviving minotaurs rallied under Darmckin and prepared for a (suicidal) counter attack. The minotaurs were interrupted by offers of help from one of the holy cities, promising the return of their land for help in crusading against the darkness. Darmckin was convinced that without first crusading against the evil and bringing light to the centre of the storm, reclaiming any land would be impossible and hard to handle even if so. After this quick persuasion the minotaurs needed little more incentive to accept the help at the cost of the new objective. (WIP) -Relations (This is very important for hosts as hosts have to pass through realms) -Customs and Traditions (Cultural quirks of the host) [/hider]