City States of Oshmar: Greenskin Invasion

Year 2133 O.K (Oshmarian Kingdom)
[ ] = 1 Week
[x] = Current week
13 Weeks per season.
Game week ends at 18:00 every two days.
Spring
[ ] - [ ] - [ ] - [ ] -[ ] - [ ] -[ ] - [ ] - [ ] - [ ] -[ ] - [ ] - [ ]
Summer
[ ] - [ ] - [ ] - [ ] -[ ] - [ ] - [ ] - [ ] -[ ] - [ ] -[ ] - [X] - [ ]
Autumn
[ ] - [ ] - [ ] - [ ] -[ ] - [ ] - [ ] - [ ] -[ ] - [ ] -[ ] - [ ] - [ ]
Winter
[ ] - [ ] - [ ] - [ ] -[ ] - [ ] - [ ] - [ ] -[ ] - [ ] -[ ] - [ ] - [ ]
Region Number: 1
Region Name: S'laaeth.
Region Type: Desert
Race: Unclaimed
Player: The Nexerus
Region Number: 2
Region Type: Highlands
Race: Unclaimed
Player: UltikanaRe
Region Number: 3
Region Type: Heavily Forested
Race: Unclaimed
Player: Unclaimed
Region Number: 4
Region Type: Jungle
Race: Unclaimed
Player: Unclaimed
Region Number: 5
Region Type: Vast Grasslands
Race: Unclaimed
Player: Unclaimed
Region Number: 6
Region Type: Mountainous
Race: Unclaimed
Player: Lone Wanderer
Region Number: 7
Region Type: Marshland
Race: Unclaimed
Player: LokiLeo789
Region Number: 8
Region Name: Mudort
Region Type: Vast Grasslands
Race: Dwarves of the Plains
Player: Gendarme
Region Number: 9
Region Type: River Basin
Race: Unclaimed
Player: Unclaimed
Region Number: 10
Region Type: Cove/Coastal Focused
Race: Unclaimed
Player: Unclaimed
Region Number: 11
Region Type: Marshland
Race: Unclaimed
Player: Unclaimed
The Story
The island nation of Oshmar has long been a shattered land of rival city states, vying with each other over the remains of a long dead kingdom from which they were spawned.
At its peak, Oshmar was a maritime super power and a global hub of scholarly excellence. Her technology was unrivalled, and her peoples stood ahead of the rest in their comforts and security. Its colonies, spanning the globe, created a monopoly on resources that no other nation could compete with, and for several centuries, her place as the world’s undisputed military power was beyond question.
Oshmar’s strength had always been in its diversity of cultures, for she was not one Kingdom, but many. Dating back for thousands of years, the island had been inhabited by many kinds of peoples, who had arrived there when the seas were low, and when the land was plenty. This natural boiling pot of culture blessed Oshmar with a rare regional trait: racial unity. Each species played to their strengths, furthering the island’s cause for the greater good, until eventually they came to dominate the globe
But racial unity is, and always will be, a weak bridge on which to base a nation.
The Elven King, Elser Highsun III, was fist to touch the forbidden fruit of theoretical genetics. As the Elfkin were immortal, and by right of a long life, were superior warriors to many of Oshmar’s other races, he surmised that they were the true rulers of Oshmar. His arguments were backed up by the number of Elves at court, who again by the right of a long life, had held their positions for centuries. Meanwhile, the mortal races lagged behind in positions of power and military prestige.
Still, the other races took the slight without incident. There had been fallings out before over misguided words and unwise gestures, and this would be no different.
Except it wasn’t.
As the years went by, and Elser Highsun’s reign continued unimpeded, the Elf King began to slowly reform the nation. Gradually, mortal races became second-class citizens, denied the rights earned for them by the Oshmarian Constitution. Soon, questions were raised about Elser’s right to the throne of Oshmar, when he represented just one of many races. These questions were met with subtle violence, as one by one, critical speakers fell victim to accidents. A slip there, a trip here; a bit of bad pork, or perhaps a bad fever.
One by one, they all became silent.
A century passed, and the Elves of Oshmar were the undisputed masters of the island – and the world. They were fast becoming worshipped as Gods, and operated with impunity from the beautiful strongholds dotted across the island. An Elf soldier was more likely to command an army of mortals, than fight in the front lines; an Elf merchant more likely to sign the contracts, than seek them. Riches flowed in one direction, as did the glory, and soon King Elser had surrounded himself with jealous hatred.
The Culling came quickly and suddenly. In the summer of 1921OK (Oshmarian Kingdom), the Orcs of Oshmar, led by their beloved Warlord, Gardul Yellowfang, assaulted several of the Elven strongholds on the island. Elves caught outside of their high walls were put mercilessly to the sword; the other races, confused at first by the violence, rose up and joined the opposing sides of a quickly forming civil war – though they did not realise it at the time.
The civil war was a brief affair, lasting only weeks, and which saw the brutal extermination of the Oshmarian Elves. With King Elser’s demise at the hands of Gardul’s patchwork legions, came a new era of stability under his tyrannical first of military rule. Oshmar was reorganised, but only slightly; the Orcs soon replaced the Elves as the island’s leaders.
Forty three years to the day of King Elser’s death, and a second civil war was launched. This time, it was every race pitched against Gardul’s Orcs. Gardul however, had forseen this possibility, and his armies were ready. Oshmar burned for five years, and all the while, her colonies revolted or were absorbed by foreign empires. The island’s time as a global super power had come to its end.
Gardul was defeated and killed, but his sons were able to take to ships, and with the rest of their kind they sailed eastwards to safety. A broken Oshmar watched their departure, and then turned away from the world.
For a century more, Oshmar never regained its peace, nor its unity. The races, suspicious of each other, and slighted by the events of history, were unwilling to be led by anyone but themselves. Confined to city states, the Kingdom fractured into lesser entities, and these entities fought long and pointless skirmishes with each other for decades.
Meanwhile, Oshmar’s former enemies, who in all the bloodshed had been forgotten, were regrouping.
Across the Thousand Mile Sea, Grakam Greyhem, great-great grandson to Gardul Yellowfang, had gotten himself drunk on the stories of his peoples’ past. Having established himself as emperor of the East Lands, he had a hundred nations united under his banner. Oshmar had found its replacement.
Guided by his vanity, Grakam sought to claim Oshmar as the jewel of his empire, and in honour of his mighty ancestor. He felt that such a victory would assure his name in the tomes of history, and his many advisors agreed.
And so, on a warm summer morning, Grakam set forth from the East Lands with over a thousand ships, and three million warriors. It was a force not seen since the glory years of Oshmar, and it was assembled for one purpose: the island’s destruction. All the races that denied his ancestral inheritance of the world’s crown would be purged, their names struck from the histories.
You are the leader of one of these races.
The Orcs of Gardul, and the East Lands
The Orcs of Gardul, Grakam's home kingdom in the East Lands, and named after the very man that tore Oshmar asunder, are a hardy race of warriors. They prize battle above all else, and had they not, then it is unlikely Gardul's sons would have conqueored the East Lands so easily with their diminished strength.
Having arrived on the continent with mere thousands, the Orcs of Oshmar made quick work of the recently liberated Oshmarian colonies nearby. The peoples of these colonies were promptly forced into slavery, therefore augmenting the Orc war machine with a free work force and much needed auxiliaries. From this small beginning, Gardul's sons took their tribes, and spread in every direction.
The East Lands, reeling from centuries of warfare with Oshmar, and colonial occupations, was in little condition to withstand the quickly growing cancer that was the Orcs. Wars were waged, but lasted months and not years, and nations quickly crumbled in the face of an experienced, organised and blood thirsty enemy. Indeed, within the first three decades of the Orc's coming, a third of the East Lands were in their possession. More conquered nations provided more slaves, and soon the Orc army was a horde larger than any of the remaining nations could muster.
Concerned that the slaves, as numerous as they were, would turn on the Orcs, Grakam's father, and by then King of Gardul, ordered the "Blood Fade", a social initiative aimed at boosting the invader's population with loyal species. This naturally included the merging of Orcish blood with any race deemed appropriate, and within a few more decades, the Kingdom of Gardul controlled the entirety of the East Lands.
Much like Oshmar in its former years, the East Lands have been united, albeit bloodily, under a single banner. Multitudes of races serve their Emperor, Grakam Greyhem, whose power is supreme. Together they form the world's deadliest fighting force, and once Oshmar falls, it is likely the rest of the free nations will follow.
The Grey Fleet
The Grey Fleet, named both in honour of its leader, and after the dull sails possessed by many of its ships, is a mighty force the world hasn't seen in a thousand years. Even in Oshmar's height, her combined maritime forces would have only just surpassed Grakam's terrifying arrangement of floating fortresses in terms of combat strength and tonnage.
Rank upon rank of iron-clad monstrosities slowly crawl their way across the rough seas; tens of thousands of slaves ply their trade at the oars. The fleet stretches north and south for as far as the eye can see, and some of it has yet to leave the East Lands. It is truly a fleet like no other.
Inside their dark hulls, dine the warriors of Gardul Yellowfang's legacy. Hundreds of thousands of them, all Orc to some degree, but all equally deadly. They sharpen their blades, practice their drills (for as much as the deck space allows, anyhow), beat their drums and drink to their future glory. Each day brings them closer, and as the sun sets on Oshmar, many are left with the grave conclusion that for the island, the end is nigh.
Augmenting this impressive Orcish invasion force, are hundreds and thousands of Grakam's slaves. Crudely equipped, and lacking in skill, these East Lands auxiliaries are never the less a potent force. Offered freedom for time served, and death for failure, the enslaved species fight like savage animals for the right to survive. For them, the conquest of Oshmar is another depressing footnote in the history of their peoples, and like their fathers before them, they rise to the challenge of the meat grinder, that they may win their battles, and earn their freedom. A slim hope indeed, but a hope all the same.
Mechanics
Time: 48 hour real life time period = 1 in game week. This 48 hour period may be fast-forwarded, if all players have had a chance to post.
There will be a season display at the head of the rp, with boxes. The box with the X is the current week in play.
Movement: As a rule of thumb, an army can travel across one region per turn.
Battle Resolving: Freeform resolution, however the GM has a battle-system that he'll crack out if he suspects god modding.
The battle system will also be used to resolve any player vs player action, should any arise. In this instance, both players must state and agree their force strengths, the quality of their soldiers, the battlefield and their tactics. The GM will then adjust the force modifiers, depending on this information, and the rolling will begin.
NPC City States: NPC City States should be considered Allies, and will be under control of the GM as far as their military forces are concerned. However, players are free to do whatever they want with them, beyond controlling their armies. This includes invading them - a scenario in which the GM will respond by detailing the NPC's retaliatory actions, if any.
Raising Armies: Armies take time. A few hundred here, a few thousand there, and we wont have any problems. However, if I see someone raising 50,000 professional soldiers in the space of an in-game week, and dispatching them across the realm, I'll step in.
If raising a new army, allow time for it to be raised. I'd say an in-game week per 10,000 as a general rule of thumb to go by.
Navies: A navy, depending on the ships, could likely move 200 miles a day. Times that by 7, and you have 1,400 miles. Use the little "500 miles" line on the map to work out roughly how long it'll take for your fleet to get somewhere.
Raising navies is not as easy as raising armies. The ships must be built first, after all. Consider allowing an in-game week to pass per 6 medium ships. This may appear unrealistic to some (a tad quick), but I see no sense in people waiting literal years for their fleets to be ready.
Rules
- Adhere to the established mechanics.
- If a player does something you find is contradictory to the mechanics, I'd rather you raise it with myself, or a Co-GM if there is one, rather than yell it out in the OOC.
- Be reasonable in all areas of this RP. Constant wins, successes and other positives will draw my attention.
- Show maturity at all times. Childish actions will garner childish responses, and I can be one Hell of a kid If I want to be.
- If you feel you could improve everyone's experience of the RP, yell it out in the OOC at any time, or contact me.
Oshmar City State Entry Sheet
City State
Race
- Male Appearances: : (If applicable)
- Female Appearances: (If applicable)
- Male Lifespan: (If applicable)
- Female Lifespan: (If applicable)
Military
- Berserkers: Berserkers are drawn from the primitive tribes dwelling on the city's outskirts. They are a ferocious bunch, with deep beliefs in ancient warrior customs. Typically they wear no armour, and run into battle naked, however their flesh is covered in coloured war markings from head to toe. They use large swords and axes, and hurl themselves at their victims in a rage.
- 39 Galleys, armed with balistas and capable of carrying a hundred men. They form the navy's core in battle.
- 92 skiffs, lightly armed but quick. Used for harrying manouvers and to screen the advance of the galleys.
Visual Description of City: Arguis is a very large city that is located in the middle of Areguila, and extends to the coast. It is surrounded by high Iron and concrete walls that glem lightly under the rays of the sun. Arguis's architecture is mostly comprised of domes, spires and statues of there gods. Its buildings and markets are built on water and on the shore lines of the marshlands. Its homes and business are built attached to one another, limiting the possibility's for alleyways. Due to its many ship supporting wetlands, the city can use them for easily accessible trade routes to the sea. The city shows of a considerable about of docks and ports to the north side of the city toward the ocean.
City Population:
City's Defences: Arguis is well guarded city but does not have many defenses. It features a large Iron and concrete wall that surrounds the entire city. It uses its marsh land scape to its advantage, using them as routes for trade straight to the ocean and uses its enemy's inexperience against it them, allowing there enemy's to sink or drown in its wetlands. Forts a sprinkled around the region were Orc Shamans use water dwelling beasts to attack enemies before they can get lose to a city. Three are stationed around Arguis, one to the North east about 235 miles away, one to the south about 170 miles away, and one to the west, about 75 miles away. They users an assortment of beasts to defend them, anything from aerial beast, to water dwellers, to simple land beasts, making it even harder to get close.
City's Food Stores: Arguis relies on the sea for its main source of food, but the waters inside the city could support the city for a long time due to its abundance in fisheries. With its abundance in Orc made habitats for amphibians and aquatic mammals give them a very long lasting and constant food supply.
City's Garrison Capacity:
City's Main Industries: Areguila is well known for its prowess in warfare and magic. Its magical advancements have surpassed may nations especially in warfare. By limiting the amount of men needed o the battle field. This is a very compelling commodity in may regions that are about to smell the scent of war. By trading its many texts on magic practices to other countries, it thrives, but it does not revel all of there secrets. Areguila is also famous for its abundance in underwater delicacies such as frogs and many other under water mammals that is demanded for all over the world.
City's Government: Arguis is a republic lead by a group of elected members called the Zize. The Zize is sort of like a council, and each council member runs something in the region. An examples of this would be the Commanding General of the army, would be a member of the Zize. If a decision wants to be made, a pleblesite is held and the people vote on which decision they see is best, and the Zize read over it, and either pass it or deny it depending on the view of the people or the scope of the ever changing situation at hand.
List of Towns: Argis is the only metropolis in Areguila due to the amount of work it took to even build the city. But there are 2 other fairly lard cities to the north and to the south. There are small cities that are dotted around the landscape, most and centered around the forts.
Regela- Large city to the North
Zamin- Large city to the South
Zalden- Small fort city
Demiz- Small fort city
Siaex- Small fort city
Lemin- Small fort city
Zizwar- Small fort city
Kaneu- Small fort city
Keaunu- Small fort city
Xehant- Small fort city
Razen- Small fort city
Artticas- Small fort city
MoonHeart- Small fort city
RACE
Race Name: Uri
Race Leader: High Commander of Areguila
Lactousa
Race Leader Physical Description: Lactousa is a tall man with light green skin. He has no hair and he had a large skull cap on the back of his head. He has a defined chin and 6 eyes, 3 one each side, that is normal for there people. He has decorated with many medals and wears a light black body armor all the time.
Race Leader Significant Traits: This is the only man in all of Areguila that can control up to 14 beasts with ease and not lose his mind.
Race Physical Description: The Uri are a race of bipedal, plant-like humanoid people. They poses some of the same bodily functions that humans do, the only thing that is different is the shape of there skulls and there reproductive system. Both Male and female Uri have a fairly large skull cap on the back of there heads and they have very defined chins. Uri's usually grow to a height of 7'0 to 7'9" in adult hood. Both male and females have 6 eyes, 3 on both sides.
Male Appearances: Males have similar body structure to male humans. They are build like humans but there skulls are slightly larger than female skulls and there chins not as pointy but a bit more rounded. Males have darker tinted skin.
Female Appearances: Female are built similarly to human females. They have breasts and there skulls are smaller that male skulls and there chins much more sharper. Females have lighter tinted skin colors.
Use of Magic: The Uri utilize summoning magic. By utilizing special scrolls with ancient summoning chants, they can summon beast from all over the regions to fight for them. Most Uri Shamans can control and summon up to 2 beasts. Once summoned these beasts share a special connection to there Shaman. They feel what the summoner fell and the summoner feels that the beats feels.
Not all Uri can utilize magic, if a civilian is caught using magic they will be sent to a Military Academy to be trained and drafted. 2 in 5 Uri can use magic.
Life Span: One life cycle- 40 to 59 years.
Full cycle- 159 to 200
Male Lifespan: All the same unless killed.
Female Lifespan: All the same unless killed.
Reproduction Rate: The Uri are both asexual and sexual reproducers, but asexual reproduction is not used to create offspring. The Uri have a life span of about 50 years, but through there form of asexual reproduction they can increase there life spans if they want to. The Uri have the ability to be reborn, it is some what complicated, the Uri use there asexual capabilities to create a seed, that seed has a has DNA encrypted in it. It is then planted in soil and the Uri himself is buried underground near or next to the seed.(There are incubation facilities for this) After about a month the see sprouts and its roots take hold of the buried Uri's body, then, information, memories, and all important bodily organs are mapped and blueprinted. Then above ground is a sprout were a large but thin bubble is growing, this is were the knew body of the Uri is grown. After a year the body is fully grown and the Uri steps out of the bubble, unfortunately not all of the memories are transferred, and there can be some blank spots in there memory. An Uri can only use this 4 time, if used more than once they will lose al memory of who there were and will become a Ghost. This reproductive ability allows them to live for about 200 hundred years, doubling there life spans.
If an Uri wishes have children, they have the ability to reproduce sexually with an Uri of the opposite sex. A seed is produced and is planted into the ground, it eventually sprouts and the baby Uri is grown inside the bubble. Once the baby has completed growing enough to go out in to the outside world, the parents are there to take the new born Uri.
Society: Arguilla is Republic/Democracy led by a council of 7 called The Gira. Each leader runs something in that country, for example, one leader may me the Commander Of Defense, he would be the council. Leaders are cycled out and then new leader add elected and put into the council. The Gira propose new ideas and vote on the 3 or 4 that are the best, and hold a plebiscite, and look at the data, the pass laws based on it.
History: Welcome, path followers of Banos. You have all participated in the Crowning Ceremony, and you have made you decision. You choose to follow the path of was, THE PATH OF BANOS!"
"Cadets, you are a new generation of Banos followers. But there were generations before who, who paved the way for future generations. Now you will pave the way also. I will now tell you the story of our people, a story only told to the followers of Banos and Yasegal know of."
5000 years ago our people were a group of waring tribes. All tribes were fighting for control over our planet. This went on for years years until one man stood up and united all the tribes. That was was the first follower, he was the first and and only follower of Atticus, Arguis Garun. He unified the all tribes, he set up cites for all to live in. He created a place for all Uri to live in peace and tranquility. It has been 4000 years since Arguis was officially founded, since then we have invented and innovatived, and enjoyed the fruits of our labor."
Young men and woman, this is your history. You are Uri, you are the followers of Banos, you are the protectors of of the Arguillain System. Make us proud!"
Religion: The Uri are an ever changing people, they are a people that wish to follow in the foot steps of there gods. The Uri believe in many different deities, mainly 5. The first is Atticus, the god of gods. They believe that he created there worlds with the help of the goddess of life and nature, Zirin. The third is Banos, the only god that is alive right now. Banos is the god of war, and the god they give patronage to the most. The forth is Yasegal , the god of knowledge, this is the second most known god in there world, he is the one who granted them all the technological advancements that they have today. And last is Gin, the goddess of death, a feared goddess but well known one also, they accept her judgment of death without complaint.
The Uri are constantly looking for ways to innovate, enlarge, or fight things. The Uri believe that knowledge and combat goes hand in hand, they teach there children in the ways of fighting but also encourage them to peruse higher knowledge. Those that are scientists, solders or politicians are highly regarded, they follow the path of their gods and that is a honor. Following that path of a god was a choice that was made at the age of 18 during the Crowning Ceremony. BY choosing a god to follow the effectively follow the path that there god is lord over, a man or woman that wishes to become a doctor or nurse would follow the path a Rea, the goddess of medicine and fertility. Once a path is chosen, they cannot change there minds.
Significant Racial Traits: But what really set the Uri apart from other races is there ability to use photosynthesis. This allows them to live with out foods for years on end if they wish to. Photosynthesis happens subconsciously for the Uri, they could be simply walking down the street at be performing photosynthesis without anyone knowing. The suns energy is converted into nutrients in the Uri's bodies. But the Uri no not always photosynthesis to survive, they have foods that they can survive off of and convert into nutrients in there bodies, unfortunately it may not be as satisfying of filling as sunlight.
Seafaring Capabilities: Uri have ships but do not always use them, it is only used for trade. The Uri utilize Seafaring Beasts to travel. Sometimes riding on the beasts back or in it's mouth.