Might be interesting in creating a nation of "Angels" who use artificial structures to channel magic, armies are small in number but well equipt. Would that be acceptable?
Might be interesting in creating a nation of "Angels" who use artificial structures to channel magic, armies are small in number but well equipt. Would that be acceptable?
Honestly I need more details to make a final judgement but I'm reminded of the Eldar. Personally I'd say try to do something where your army's weakness isn't quite as much size based since a 1000 v 1000 fight is a lot more interesting and epic than something like a 100 v 1000.
Honestly I need more details to make a final judgement but I'm reminded of the Eldar. Personally I'd say try to do something where your army's weakness isn't quite as much size based since a 1000 v 1000 fight is a lot more interesting and epic than something like a 100 v 1000.
100 vs 1000 can be epic, but its different, I was thinking of perhaps having Human soldiers as well, The angels being elites. I was actually thinking of the angels as being something like eldar in terms of the whole soulstone thing. Angels are the souls of some forgotten race, the bodies are something like golems.
If These guys dont really fit the roleplay, I have another different idea involving a nation that got subverted by Devils, but the devils fucked things up and are trying to fix things. armies of psychotic berserkers that the Devils dont really know what to do with so they send them to other countries.
If These guys dont really fit the roleplay, I have another different idea involving a nation that got subverted by Devils, but the devils fucked things up and are trying to fix things. armies of psychotic berserkers that the Devils dont really know what to do with so they send them to other countries.
I kinda like this idea, its sorta like Khorne Berserkers with a twist. My only question is that (for both of these ideas) how are you going to make them seem more real in terms of their goals? What is it that the Angels want/gain from fighting everyone else and why can't the Devils just undo their magics on the berserkers?
I kinda like this idea, its sorta like Khorne Berserkers with a twist. My only question is that (for both of these ideas) how are you going to make them seem more real in terms of their goals? What is it that the Angels want/gain from fighting everyone else and why can't the Devils just undo their magics on the berserkers?
For the angels: The angels believe that other races need guidance, many of them are willing to use force to achieve this goal. The Devils Just want souls to feed the psychic realm and seek to gain influence in as much of the world as possible. The devils prefer infiltration and subterfuge when possible. The Devils cant undo what they did with magic, they fucked something up and a large portion of a countries population is psychotic (mass harvesting of the portion of the souls that the devils like best leaves a broken mind behind) or was rendered braindead from complete soul extraction, the braindead tend to die pretty quickly. They cant "Undo" the magic just like we cant "undo" chernobyl, They can work on cleaning up the mess but those people are still psychotic.
The human members of the nation would be composed of: Gibbering Lunatics who have had parts of the soul stripped away and the rest of the soul unstable Soulless husks being kept alive to serve as vessels for devils at a later time Mildly Psychotic Individuals who were effected by the disaster, but didnt have the souls taken out, just fractured a little bit. Zealots who are humans who managed to keep their soul from infernal snacking with a strong faith in a deity, they still have mental fracturing though and have been manipulated into serving the infernal masters. The Cured: an experiment by devils to fix some of the damage they had done to the cattle/humans souls stiched back together but are always a little off, often serve to the needs of the psychotic masses.
For the angels: The angels believe that other races need guidance, many of them are willing to use force to achieve this goal. The Devils Just want souls to feed the psychic realm and seek to gain influence in as much of the world as possible. The devils prefer infiltration and subterfuge when possible. The Devils cant undo what they did with magic, they fucked something up and a large portion of a countries population is psychotic (mass harvesting of the portion of the souls that the devils like best leaves a broken mind behind) or was rendered braindead from complete soul extraction, the braindead tend to die pretty quickly. They cant "Undo" the magic just like we cant "undo" chernobyl, They can work on cleaning up the mess but those people are still psychotic.
The human members of the nation would be composed of: Gibbering Lunatics who have had parts of the soul stripped away and the rest of the soul unstable Soulless husks being kept alive to serve as vessels for devils at a later time Mildly Psychotic Individuals who were effected by the disaster, but didnt have the souls taken out, just fractured a little bit. Zealots who are humans who managed to keep their soul from infernal snacking with a strong faith in a deity, they still have mental fracturing though and have been manipulated into serving the infernal masters. The Cured: an experiment by devils to fix some of the damage they had done to the cattle/humans souls stiched back together but are always a little off, often serve to the needs of the psychotic masses.
So you intend to have a faction that is both Angel and Demon? No offence but that sounds like a good old fashioned war just to yourself. Maybe something more in line with sentient first, magical later, type race?
So you intend to have a faction that is both Angel and Demon? No offence but that sounds like a good old fashioned war just to yourself. Maybe something more in line with sentient first, magical later, type race?
No these are two seperate ideas, Completely unrelated. Im choosing between one or the other. And devils, not demons. though demons will be involved too, but they are considered vermin.
No these are two seperate ideas, Completely unrelated. Im choosing between one or the other. And devils, not demons. though demons will be involved too, but they are considered vermin.
The only true difference being if you believe in Christian inspired hell or not... Devils and Angels would hardly be considered such a thing to other races. I suppose what I am suggesting is that you make it more in line with the War Hammer concept. The idea of Golems is far more likely to scare a Skaven than an Angel.
The only true difference being if you believe in Christian inspired hell or not... Devils and Angels would hardly be considered such a thing to other races. I suppose what I am suggesting is that you make it more in line with the War Hammer concept. The idea of Golems is far more likely to scare a Skaven than an Angel.
I might call them something other than angels, but angels is just the main inspiration. they arent necessarily from the religions of any of the other races. perhaps they appear in a few species myths but these myths probably are more myth than fact.
As for the Devils, thats just a name im using for them and what some other races might call them (though feel free to call them whatever is appropriate for your race) The other races probably couldnt tell the difference between the "Devils" and the "Demons" anyway as they both can cause unusual behavior.
I might call them something other than angels, but angels is just the main inspiration. they arent necessarily from the religions of any of the other races. perhaps they appear in a few species myths but these myths probably are more myth than fact.
As for the Devils, thats just a name im using for them and what some other races might call them (though feel free to call them whatever is appropriate for your race) The other races probably couldnt tell the difference between the "Devils" and the "Demons" anyway as they both can cause unusual behavior.
Alright, I'm curious to see what you come up with!
The Empire of Rhune is a nation of Humans who have, through the necessity to survive, turned themselves into an army with a nation. The young are raised from birth to fight in the Great Orruk War. The war to preserve the human species. Beset on all borders, and even from within, by enemies, the people of Rhune are a tough and hardy race that have made it their goal to die with honour, in the service of their nation and of the Emperor. No enemy is to great. Ever eager to strengthen their forces they stand shoulder to shoulder with their allies and send armies far afield when needed. These are a desperate people who believe that only through bloody sacrifice, will they be able to save their homeland and the world beyond their borders.
Geography
The Imperial City, Ruarden (Shown Above), during the Great Orruk Siege. This is the seat of the Emperor and his power in the world. Sprawling above the Lake of Stars, this massive city is perhaps one of the largest and greatest in the world. Its population is beyond count and it produces many of the Empires greatest soldiers.
From the ocean to the Worlds End Mountains, the Empire spans across a vast landscape of mountains, rushing rivers, deep canyons, and glacier fed lakes. Mountain peaks thrust high into the air while the valleys below them are thick with rich soil and lush vegetation that provides ample growing season and life to the Empire. Rivers run swiftly to lakes filled with great fish and the ocean teems with life. The Mountains themselves are thick with resources needed for the Imperial war machine and the trees are alive with silk worms that allow even the poorest of the Empire to cloth themselves in comfort.
The climate is temperate in the valleys for much of the year, though winters are brief they can be harsh. Heavy rains are frequent in the north of the country. The south on the other hand is dry and almost desert like. Horses are a common sight in the Empire, along with several other beasts, some of which have been pressed into the service of the Empire.
History
The Empire of Rhune has been in existence since the creation of the Race of Men. What began as a collection of tribes grew into warring city-states and then, at last, into one Empire. In the beginning they were nothing but a savage race clinging to the edges of great lakes and the ocean, or dotted along the banks of the great Western Rivers. Then came The Teacher, Rhaetia. She taught the savages the way of the Warrior and the true pursuit of perfection through meditation and inner peace.
Above all, Rhaetia favoured one woman. Kyhena. This woman, feared by all for her fighting abilities was chosen to be the first Warrior Emperess of the Rhune people. She took up her sword in the name of Rhaetia and within her own lifetime she united the tribes.
So began the reign of the Kyhena Family Line. They have ruled for the thousand years since that day, warring, fighting, manipulating, assassinating, always battling, to raise their people to be the greatest Empire the world has ever seen. They have fought with every species to walk the planet and consider none their equal. They have learned from their enemies as humans, highly adaptable race that they are, are want to do.
They have waged war with the Elves, the Orruks, the Dwarves, even their fellow Humans, and they absorbed their knowledge. They have imitated their enemies and built a massive well armed and armoured Imperial Army. Despite their short life span they seek to be masters of all things through practice, prayer, and a sense of inner harmony achieved through meditation. They are the Rhune. They are the Chosen.
There was a time when the Race of Rhune was very nearly wiped from the face of the Earth in the Great Orruk War. The Orruks, long a powerful and industrious race, waged war upon the Empire and two hundred years ago they fought their way to the gates of Ruarden. Only through great loss of life, including the Emperor, were the Orruks driven back.
Government
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The Rhune are ruled by a Warrior Empress, the 32nd of her name. She rules by divine mandate handed down by the living god, Rhaetia. She is a fearsome warrior and battle leader, renowned for her fighting skill. It is said no weapon can pierce her armour and she is protected from the magic of her enemies by the Hand of Rhaetia herself.
Race Description
The Rhune are a race of humans.
Culture
The Empire of Rhune is a nation of hard working and hard fighting humans. They worship The Teacher, Rhaetia, with a ruthless devotion and draw much of their power in his name. Ever since their war with the Orruks they have learned to build impressive fortresses and cities that would aw any who visit them.
When it comes to day to day work and skills, the Rhune tend to be good at most, but master one completely. All can fight if called upon but the soldiers of the realm are numerous and skilled at their trade.
Like many other human nations, the Rhune are numerous and breed quickly. Already the losses they suffered at the hands of the Orruks some two hundred years ago have been made up and a new army prepares to march to war.
Economy/Industry
The Rhune have found all they need within their borders to survive. Having said that, there are certainly higher grade items to be found in other regions of the world. Human smiths, using materials mined by the Dwarves, smith some of the finest weapons and armour in the known world. Trade with their Dwarven allies is brisk in any manner of items.
Magic
Magic in Rhune comes from two major sources. The first, like any other race, is drawn from the world around the Magic user and comes in the form of mages. As humans are not restricted in their creed to any particular vein of Magic, Mages of any type can be found.
More focused however, and possibly more dangerous, is the Will of Rhaetia. Her will is done by chosen men, the Warrior Priests of Rhune. These men, trained from a young age, are the living weapons of the Goddess on earth and can call down her power to aid them and their allies in battle.
The Lore of Light is an interesting mix of augment spells, with a couple of magic missiles and a hex for good measure. Exorcism, the Lore Attribute, makes the magic missiles more dangerous against Undead and Daemons, which is obviously highly situational – great if you happen to be facing these enemies, but otherwise useless. However, the magic missiles are probably not the reason you would choose the Lore anyway.
Name: Shem’s Burning Gaze Lore: Lore of Light Type: Offensive Short Description: It’s a basic, Flaming magic missile. Of course, if your target happens to be a Daemon or Undead unit, the damage you put out will be considerable.
Name: Pha’s Protection Lore: Lore of Light Type: Defensive Buff Short Description: A basic augment spell, making it more difficult for an enemy to hit the unit it has been cast upon.
Name: The Speed of Light Lore: Lore of Light Type: Offensive Buff Short Description: A higher level spell that grants greater speed to the unit it is cast upon, allowing them to strike faster than their enemy.
Name: Light of Battle Lore: Lore of Light Type: Offensive Buff Short Description: A higher level spell that renders a unit unbreakable. This means they will not retreat, which can both win a battle, or lead to the units destruction.
Name: Net of Amyntok Lore: Lore of Light Type: Offensive Spell Short Description: This spell renders an enemy unit unable to charge your own troops.
Name: Banishment Lore: Lore of Light Type: Offensive Spell Short Description: An upgraded magic missile that can banish demons or undead from the battlefield.
Name: Birona’s Timewarp Lore: Lore of Light Type: Offensive Spell Short Description: A top level spell that requires plenty of Mana but can not only make a unit faster, but stronger as well, thereby rendering a potential battle decidedly in the users favour.
Military
The Rhune Military is highly trained, well armed, and in huge numbers. They operate siege equipment similar to the Orruks and rely on natural allies within their borders to provide heavy hitting support. It is not uncommon to find Ogres, Giants, and other great beasts in their ranks.
Human armies are highly versatile and while the majority of the soldiers are of the common fighting stock (Tier 2) the Empire relies heavily on technology to even the playing field, so to speak. They are highly organized and in large numbers, which gives them a heavy advantage over their enemies.
However, they are Human. They are given to fatigue, fear, hunger, and disease. Imperial Armies are not fast moving when in full formation and have consistently been forced to wait for the supply train to catch up to them. They're physically weaker than most of their opponents and rely on close formations to try and make up the difference. Many of the core units of the army can be given to fear or retreat if their leadership is killed or wounded.
Core Units
Name: Musketeers Type: Infantry (Ranged) Tier: Tier 2 Category: Light Short Description: Lightly armed but highly mobile, Musketeers are armed with muskets and assorted hand weapons.
Name: Pikemen Type: Infantry (Melee) Tier: Tier 2 Category: Medium Short Description: Armed with medium armour, sixteen foot pikes, and assorted hand weapons.
Name: Pistoleer Type: Infantry (Melee/Ranged) Tier: Tier 2 Category: Medium Short Description: Armed with medium armour, musket, six pistols and assorted hand weapons.
Name: Greatswords Type: Infantry (Melee) Tier: Tier 3 Category: Medium Short Description: Armed with heavy armour, and two handed swords.
Name: Grenadiers Type: Infantry (Melee/Ranged) Tier: Tier 3 Category: Medium Short Description: Armed with medium armour, rifles, and assorted hand weapons. These highly soldiers also carry mobile metal shields that can be planted to protect them while they reload.
Name: Engineers Type: Infantry (Siege/Support) Tier: Tier 4 Category: Light Short Description: The Engineers carry short swords, daggers, and a whole lot of explosives. This unit acts to support the main military body through building fortifications, bridges, gun emplacements, and, when needed, to blow up enemy structures.
Speciality Units
Name: Swordmasters of Rhune Type: Infantry (Melee) Tier: Tier 3 Category: Heavy Short Description: Wearing heavy armour and carrying two-handed swords imbued with regeneration charms, these are a true heavy hitting unit.
Name: Star Guard Type: Infantry (Melee) Tier: Tier 4 Category: Heavy Short Description: Wearing heavy armour, carrying assorted hand weapons, and a tower shield. This unit is highly magical and the elite of Rhune's ground units.
Name: Daughters of Rhaetia Type: Markswoman (Melee/Ranged) Tier: Tier 4 Category: Light Short Description: Wearing light armour, carrying magically imbued rifles, two pistols, sword and dagger. This unit is highly magical, female only, and the elite ranged unit of Rhune.
Name: Warrior Priests of Rhune Type: Heavy Infantry (Melee/Magical) Tier: Tier 4 Category: Heavy Short Description: Warrior Priests of Rhune always wear heavy armour and carry a hand two handed mace or hammer. They call upon the Will of Rhaetia to imbue themselves and nearby allies with power.
Name: The Heavies Type: Cavalry (Melee) Tier: Tier 3 Category: Heavy Short Description: Mounted on large horses, this unit carries lances, assorted hand weapons, two pistols, and large shields.
Name: Gryphon Rider Type: Cavalry (Melee/Ranged/Air) Tier: Tier 4 Category: Heavy Short Description: Mounted on Gryphons, this unit carries lances, assorted hand weapons and longbows.
Name: Giants Type: Infantry (Melee/Ranged) Tier: Tier 4 Category: Heavy Short Description: These massive creatures, humanoid in appearance, come from the deepest mountains controlled by the empire. Armed with any assortment of hand weapons or giant ranged weapons. Many wear armour and some are covered head to toe, making them a formidable enemy indeed.
Name: Cannon Type: Siege (Ranged) Tier: Tier 3 Category: Medium Short Description: This weapon is devastating against individual units, buildings, and monsters. It can fire solid shot or exploding shells that shatter the heaviest armour.
Name: Great Cannon Type: Siege (Ranged) Tier: Tier 4 Category: Heavy Short Description: This weapon is devastating against large units, and buildings. It can fire solid shot or exploding shells that shatter the heaviest armour.
Name: Puckle Gun Type: Infantry (Ranged Support) Tier: Tier 4 Category: Light Short Description: The Pickle Gun is a muzzle loaded gun with seven barrels, firing a 2 pound musket type ball. They are deployed in conjunction with infantry to provide close fire support.
Name: Steamtank Type: Siege (Ranged) Tier: Tier 4 Category: Haevy Short Description: The Steamtank is the pinnacle of Imperial technology. It is a mobile turret on top of a wheeled chassis driven by a steam engine. The turret mounts a cannon inside of it.
Name: Human Mage Type: Mage (Ranged Magic) Tier: Tier 2-4 Category: Light Short Description: These mages are either well versed in the Lore of Life or the Lore of Light. They are poor melee fighters.
Hero Units
Name: Kyhena of Rhune Position: Empress of Rhune Mount: Summoned Horse Powers: The Empress wears armour and carries weapon imbued with runes of regeneration, and fire damage. A powerful mage in her own right she summons an eight legged horse. When mounted she and horse both appear to grow in size. Short Bio/Personality: The Empress is well liked and supported by her people. She is a renowned military commander and fighter, rumoured to have killed thousands of enemy soldiers on her own.
Name: Arch Lector Sadaos Position: Grand Master of the Hand of Rhaetia Mount: None Powers: Arch Lector Sadaos is perhaps the most magically powerful person in the Empire. As the direct link between Rhaetia and the people of Rhune he can call upon her powers to aid him in battle. He is responsible for the training of the Warrior Priests of Rhune. Short Bio/Personality: WIP
The Empire of Yore is an Absolute Imperial Diarchy that has stood the test of time and warded off countless raids and incursions from beastmen and Orruk alike. Without any accurate records to constitute the founding of this vast, imperial realm of mankind, the Empire of Yore gains it's influence amongst the other human nations due to it's vast empire, resources, military, treasure, and most importantly from time immemorial. As such the citizens of the Empire are credulous, proud, nationalistic, and traditionalistic, with only nobles and high-ranking officials understanding the importance of progressivism needed to further their goals of maintaining human dominance.
Geography
The Empire of Yore is an incredibly expansive nation, however as far as legends tell, it was once nothing but a small city-state. Over time, the Empire of Yore has thus expanded, from City-state to Kingdom; Kingdom to Empire. throughout the course of this process, the Empire has annexed, assimilated, and conquered vast swaths of land, some of which only fairy tales may bring justice.
Within the lands of the Empire there're the vast forests of Vhal, situated on top of the mountain Khan, south of the river Mhaine and the Imperial Capital of Türmstadt, forests where beasts of mythos come to life and roam amongst the forests which extend high, high into the sky to reach out and touch the clouds. It's also home to the majestic Imperial Palace on the peak of the Mountain Khan, home to the senior family members of the Imperial Diarchs. Further south beyond that, to the Thaerian Penninsula, lies flatlands which extend for miles, full of cities and castles and forts of various families and nobility. The Royal Woods, forests of unspeakable beauty, lie here and bloom pink, red, and purple leafs when the sun is the brightest.
To the North and West of the river Mhaine lie the lands beyond the Yore heartlands; here the provinces of Thaermark, Volkstadt, Febenreich, and Ãœsterlandt lie, each governed by an Imperial Cardinal (also refered to as a Paramount). The provinces of the Empire of Yore are large enough to each be considered an Empire, and act with extreme autonomy due to the size of the Empire itself (but still answer to the two Emperors of the Empire), with the Diarchs governing the Yorite Heartlands around the Thaerian Penninsula.
Provincial Information
Thaermark's Capital is the City of Müriche, a vast mercantile city which acts as the main hub for all commerce within the Empire. Here vast markets, companies, guilds, and socities gather to trade, barter, and buy new wares. Müriche is also home to the second largest harbour of the Empire. Whilst mostly used to dock merchant vessels, there's also an exclusively military zone capable of fitting 25 Bannerships of the largest size. Such ships are mostly used for the naval transportation of troops for the standing army of the Empire.
Beyond Müriche are the vast farmlands of Thaermark with sprawling cities interwoven by a highly complex network of roads and pathways through fields and farmland. These flatlands mimic those of the Thaerian Penninsula, but are far more expansive in size. Therefore, the standing military of the Empire uses these lands extensively in military practices and mock battles. There're no forests in Thaermark, most of them having been cut down to supply the province and the prosperous trade of the province. Mostly constructed quaries are being built, supplying mostly the army, but also the markets of Müriche.
Volkstadt, the neighbouring province of Thaermark, is a very fictitous country with high mountains, expansive forests, mist, and active wildlife. Whilst the coastlines of Volkstadt are full of sprawling cities, villages, and farmland, the further towards the north one journies the further from civilization you go. Volkstadt's capital city, Volkstadt, lies in this wilderness. Volkstadt is an incredibly large city. Accompanied by high walls and impressive defenses, this fortress city is the only settlement capable of surviving in the wilderness of the province of Volkstadt.
Serving as the main supplier of ore, minerals, and building material in the entire Empire, the city of Volkstadt is detrimental to the economic and military survival of the Empire. Therefore the city of Volkstadt sees an enormous amount of bandit raids, brigand attacks, and even tribal incursions from the Volkstadt province's wilderness. With no desire to see the supply of minerals, marble, stone, and other building materials fall, the Diarchs and the Imperial Cardinal both have a vested military interest in the defense of the largest mines of the Empire.
Febenreich is most commonly known throughout the world for being the Empire's largest supplier of crafts, weapons and arms, and recruits for the standing Imperial Army. Filled with Highlands, Febenreich is also home to the best military and civil academies of the Empire, with only the Royal Academy of Türmstadt challenging this legacy. The cities of Febenreich are rich in culture, well kept, and encourage sociality. As the home of the brightest scholars of the Empire, Febenreich's Imperial Cardinal has invested heavily in public forums, plazas, and places to encourage debate, discussion, and interaction between his citizens.
This is mostly to encourage the idea of progressivism amongst the common folk that is mostly uniformally agreed upon by the high-ranking to be ideal. Febenreich is the most progressive and forward thinking province of the Empire and acts as a center for all mankind to discuss and educate themselves in the most prestigeful and effective manner on the continent by using locations like, for example, the Library of Time Immemorial, the oldest and largest library of the Empire.
Ãœsterlandt, funnily enough, lies far from the east of the Empire, and instead is the western-most imperial province to date. As such, Ãœsterlandt has been plagued by raiders, beastmen, and other animalia sacking it's villages and looting it's cities. Only in recent times have countermeasures finally taken root, and an imperial garrison constructed. With a standing military presence in Ãœsterlandt, the thriving logging- and hunting industry of the region can finally take off.
As thanks for assisting their local problem, the Diarchs are highly approved of in the imperial province, and the Imperial Cardinal was decorated with the Medal of Exceptional Statesmanship, an imperial decoration granted to skillful Imperial Knight-Barons, Lord-Counts, Knightgraves, Archdukes, and Cardinals in remarks of their servitude. Although this was probably to satisfy the province and the ego of their Imperial Cardinal, because there is no doubt that Ãœsterlandt is the least important imperial province of the Empire.
History
War has long been in the story of The Empire of Yore, in fact, it saw it's founding in the greatest war of it's history. There once lived a race known only today as the Kabal, they ruled the lands of mortal men with iron fists, using their far superior magics to enslave and dominate the minds of mankind. We saw them as rulers, overlords, Gods. However, no ruler rules forever, and therefore these immortal terrors of the world would inevitably come to see their thrones usurped from under them. That was the hope of all slaves of the Kabal shared, a united front of which all could agree. It would take years, and hope would come to slowly run out before a man capable of defeating them would rise, but he did rise, and he did unite man. Prabat Valakyr was his name, or so he proclaimed. He united all men under slavery of the Kabal, and forged a grand rebellion against their masters.
The Kabal saw a century long conflict with the humans which, initially, they thought little of. The defeat of the Kabal were found in their arrogance, for when mankind finally reached to upper spires of the Kabals' strongholds, they found nothing but pride and disbelief upon the faces of these ember warriors. When invading the Royal Quarters of the Kabal royalty it would later be revealed to Prabat Valakyr that the Kabal were once Warriors of the Sun, cursed with arrogance, to have later fallen from grace, and turned their radiant bodies into ember and then ash.
Prabat Valakyr, together with his most loyal lieutenants, orchestrated the founding of several nations of man. These allied nations would maintain each others' realms, engage in trade, and see to it that no man would fall as lowly as the Kabal. Prabat Valakyr, as the leader of the rebellion, was urged by his lieutenants, to forge his own Empire from within the husk of the Ember towers and black spires of the Kabals' heartlands. He accepted the request and founded the Empire of Yore, a nation which would stand against arrogance for eternity.
Throughout the many millenia of which the Empire has stood, maintained, it has seen cataclysmic battles and wars. Beastmen and Norscan tribes wrecking havoc, only to later incite rebellion within otherwise fair kingdoms. It has maintained the realms of continental mankind through sheer determination and willpower, it's rulers growing ever younger thanks to the stress of losing and gaining ground on the daily.
The initial millenia of the Empire of Yore were incredibly tumultuous, with supposed static realm borders being far more dynamic than any map maker could deal with. However, with several massive wars against beastmen, Norscan, Elven, and various other mainland continental races, the races of man claimed prevelance over the central continent, and borders became rigid, settlements became permanent, and people dared to venture into otherwise wild lands. With the immortal battle between the Beastmen of the continents and man growing ever slower, peace becomes more prevalent.
It was at this time when The Empire of Yore would expand far into the west as the first nation of man to reach towards western lands where, for the longest time, people believed that the world would end. The Empire expanded thanks to intrigue and explorer's curiosity. The nation became far more large than any other kingdom of man before it, reaching from the now Yorite Heartlands far into the western lands of the Worlds End Mountains.
So expansive was the Empire that the current Emperor at the time, Tybathon Prabat Valakyr, had an incredibly difficult time maintaining the Empire of Yore. As such, he orchestrated the divide of the Empire of Yore into two lesser Empires, each administrating their own realms and their own populations.
It was propserous for a long time, but the cultural divide became all the more prevalent and nationalists had become far more active in the west as the wealth didn't seem to circulate thanks to the power hunger of Emperor Styrius Prabat Valakyr, the Leacher, the Mad Emperor, the Imperial Travesty. His corruption was unending, his investment in women otherwordly, and his desire to rule the Empire nonexistant. It created a permanent divide that would, ultimately, escalate upon his death at the hands of his wife, Empress Kyhena.
Whilst the effects of the divide were massive, and the insuing civil war massive, the blessed warriors of Yore fought long and rigorously against the technologically superior Rhunemen of the west whom they'd once call allies. As former battle-brothers waged their swords for their respective Empires, the blood became ever richer and the fields ever bloodier.
The war would ensue for an entire century with no clear winner at hand, and only through the diplomatic pride of the Thebas lineage of the Prabat Valakyr bloodline did the Eastern Empire of Yore see peace with it's former pseudo-vassal.
Skip forwards for almost yet another millenia of Yorite history and peace has been maintained with the Empire of Rhune and the respective rulers stand closer to each other than ever before, as they try to maintain vigilance for humankind in a world where otherwordly concerns take presedence. As such the Empire of Yore is a battle-tested Empire with a capable army having fought Norscans at the northern most extents of their Human allies, and Beastmen tribes all across the forested continent. However, it still remains rather quiet and peaceful compared to the Empire of Rhune to the western-most continent, although the two allies stand as a united bulwark against the horrors of the south.
Government
The Empire of Yore is governed by Absolute Imperial Diarchy; ruled by two Emperors, with equal, absolute power over the Empire and it's subjects. Each Diarch has the ability to veto the respective Diarch in their decisions or commands, with debates taking place within the Forum of the Immortal Sun situated in the center of Türmstadt. In the event of a veto, each Diarch must immediately race towards the Forum of the Sun, otherwise they're subject to summary execution at the hands of their royal guards, the Order of Soldiers of the Phoenix Immortal (In case of Emperor Plutaros Theba Prabat Valakyr) and the Immortal Order of the Divine Favour of the Sun Goddess (In the case of Emperor Khaar Ubalyz Prabat Valakyr).
Whilst technically the Diarchs are supposed to rule the nation, since the entire Empire is under their submission, they're free to do whatever they wish. As such, a tradition has been set to create Imperial Provinces, five, whereas the Diarchs each rule the Yorite Heartlands, and thereby appoint loyal Imperial Cardinals to maintain and take care of their given province. This system was de facto for several thousand years, although only recently has a de jure law been made and enforced to maintain this system.
The Empire is a Feudal nation, and as such operates with titles and nobility, granting certain people land in exchange for various services. Knight-Barons, Lord-Counts, Knightgraves, Archdukes, and Imperial Cardinals representing the typical Baron, Count, Duke, King, Emperor titles, with the Diarchs acting as the Emperor of Emperors with power to remove anyone and everyone from any given ministry, title, or office should they have an acceptable reason for doing so.
Diarchs are chosen out of the most capable offspring of the two branch-families of the original Valakyr royal bloodline. Due to the country being incredibly polarised between the two Emperors and their families, the two branch-families of the Valakyr bloodline refrain from wedding people outside of their respective families, leading their offspring to have quite the personalities, especially inevitable Emperors.
As such the Diarchs are each chosen by their individual branch family's imperial guard. The Imperial Guard of each selected Emperor is also allowed to summarily execute their ruler should they behave inappropriate in reference to The Empire's wellbeing. If this were to occure, the Grandmaster will be selected as a Temporary Diarch, taking over all elected titles of the fallen Diarch until another generation is ready to be selected. This also occures should an Imperial Diarch fall in battle.
Culture
When a country has existed as long as this one, people tend to become at least a little bit prideful as to who they are and what their roll is in the world. As for the case of the people of Yore, Yorites are incredibly proud folk, and are more than happy to make it known to the world. With the common person's ego being the size of the moon, even High Elves will find a hard time to overwhelm a Yorite's pride, stubborness, and braggy attitude. This behaviour seems to disappear the further up the ladder of the hierachy of the Empire you come, with each Diarch often times being incredibly humble, at least outwardly, and acting with compassion, understanding, wisdom, and logic to fuel the welfare of the Empire.
Whilst the longevity of the Empire is nothing but pride fuel for those who have no obligations, the longevity of the Empire and the pressure it gives those who have to rule it's many facets is incredibly humbling, maybe even frightening. As such ambition within the upper echelons are often low, and more focused on maintaining the status quo more than making daring attempts to reform or conquer.
Places like Febenreich are rather exempt from all those aspects, as it's a center for culture from all over the Empire, and far beyond it as well, reaching even the furthest of mankind's realms to desire learning in this prestigeful academic paradise. Prior Emperors realized this, and started to educate all officials exclusively in Febenreich. The result lead to the next generation of officials being more modern, ambitious, and open minded (as opposed to the close-minded, traditionalist officals of the generations prior).
This developement expanded under the reign of Emperor Maldavian Ubalyz Prabat Valakyr, who founded the Royal Valakyrian Academy within the heart of Türmstadt. Today it surrounds the massive Forum of the Sun and acts as the most prestigeful institution in the Empire, if not the entire human world. As a result, this generation of Diarchs are much alike their fellow next-generation officials, simply more cunning, knowledgeable, and intelligent.
Economy/Industry
The Empire is a large economic powerhouse with vast access to exotic ores, minerals, crops, materials, and crafts exclusive only to the mediterranean lands of which they inhabit and the skills that their craftsmen have developed. As such, they thrive off of healthy trade with sensible societies regardless of faith or ethnicity. The Empire of Yore has built up their trade empire over countless milennia of turmoil and golden ages; civil war and prosperity. The result is an Empire that acts as a hub for most human nations to interact with each other within the many trade cities of the Empire, most specifically those of Thaermark. Thanks to this trade and economic focus companies from all acrossthe continent are moving into the various trade centers of the Empire, benefiting both the Empire's military and general economic welfare.
Magic
The Academies of the Empire teach spells of various lores, mostly elemental. Although never those of the undead, whom are considered sacrilege to the Divine Favour of Life granted upon man by the Sun Goddess Saelos. However, there're some lores exclusive to that of the Royal Bloodline, the Lore of the Sun, in the case of the Ubalyz Prabat Valakyr Bloodline, and the Lore of the Heavens, in the case of the Theba Prabat Valakyr Bloodline. Originally, the Prabat Valakyr Bloodline had access to the two of these lores, however at some unknown point the blood was mixed, and the family branched.
Name: Fireball Lore: Lore of Fire Type: Offensive; Single Targeted. Short Description: The Mage conjours a fireball from the Aether and then hurls it at an opponent; a sufficiently powerful mage is capable of controlling the Fireball enroute to it's target, and maintain it's manifestation after a target has been hit in forms of immolation.
Name: Hydrokinesis Lore: Lore of Water Type: Offensive, Single Target, AOE, Buff, Support. Short Description: Through connection with the Aether, a mage is capable of interacting and shaping water to suit ones needs. This can mean anything from using water's healing attributes to cleanse a target of evil, or to use water to drown evil itself. Sufficiently powerful mages are capable of using Hydrokinesis to manipulate and maintain two, or more, seperate instances of manipulation.
Name: Change Lore: Lore of the Elements Type: Offensive, Support, AOE, Single Target. Short Description: By harnessing ones connection with the Aether to connect with the Terra, mages are capable of manipulating earth in all manners of concievable and inconievable ways. Anything from making a tower of small sand shards to ripping out, and then hurling pieces of bedrock at your opponents. Sufficient mages are able to maintain several instances of manipulation, as well as manipulate larger pieces of land.
Name: Destruction Lore: Lore of Storm Type: Offensive, AOE. Short Description: By forcing a connection between the Aether and the Terra, mages are capable of conjuring destructive bursts of energy refered to as lightning. Whilst the nature between these bursts of energy and actual lightning is rather extensive, they look alike, and is thus easier to refer to. These bursts of energy can be increased or decreased given sufficient prowess of the Lore, however the difficulty of this branch of the Lore of Storm, that being the brute force used to connect Aether and Terra to produce a violent reaction, leads to enormous destruction should it be done by an incapable practitioner.
Name: Aetherial Storm Lore: Lore of Storm Type: Offensive, AOE. Short Description: By forcing a connection between the Aether, the Terra, and the Aero, mages are capable of conjuring massive storms amongst the clouds that can affect an entire battlefield. Whilst this spell is rather unreliable, as multiple connections between the Aether and the physical world will result in instability, the storm (should it not disappear entirely) will lash out at the closest thing to it, using these bursts of Aetherial energy to incinerate anyone caught in it's path.
Name: Sun Made Manifest Lore: Lore of the Sun (Divine Lore) Type: Buff. Short Description: The spell Sun Made Manifest works by forging a direct connection between the Ipsum, the Aether, and the Sol. Through this direct connection the Sun Goddess Saelos, Bride of Khaar Ubalyz Prabat Valakyr, blesses her beloved with the ability to banish the wicked through the might of the Sun. Otherwise, if someone sufficient of the Ubalyz Prabat Valakyr bloodline summoned this spell, they would conjure a great ray of Sunlight to burn the wicked within a certain static radius.
Name: Ye Shall Bow Lore: Lore of the Heavens (Divine Lore) Type: Debuff, Buff, Offensive. Short Description: By conjuring the Aero, The Terra, The Aether, and the Ipsum within oneself, those skilled in magic of the Thebas Prabat Ubalyz bloodline may enforce their will upon others through the might of storms, Earthquakes, and Will within a certain radius around themselves. Proficiency extends this radius.
Military
The standing Imperial Army is one of impressive capacity, numbering beyond the multi-millions as patriotic recruits line up amongst even the smallest of recruiting stations. With the army well supplied by the innumerable amounts of equipment and weaponry found within circualtion in the Empire, the Military is also supplied with well educated commanders and officers from the finest Fedenreich academies. As such the military is orderly, well supplied, well equipped, loyal, obedient, albeit often times physically weak in comparison to other races, with few exceptions.
The Yorite Imperial Warmachine has seen countless bloody battles with other human forces, mostly insurectionists and seperatists of allied nations, which have lasted for years, decades, and even centuries in few cases. Whilst they're skilled in combating fellow humans, the Imperial Army is far less testing in combating other, more beastly races. Beastmen are the mainstay of humanity's threat amongst the mainland continent, and the shores of the Empire are occupied with Orruk raiding parties, however other threats are thus far highly untested against, with the mainstay of attacks going against the Empire of Rhune to the far west.
+ Well Equipped + Experienced Officers + Good Moral - Weak Physique - Lackluster Grunts - Lacking Ranged Units
Name: Yorite Militiamen Tier: Tier 1. Type: Infantry. Short Description: The Yorite Militiamen are simple farmers, commoners, and low-born nobles who gathered up arms in defense of the Empire in times of great strife when there were no one else that could, equipped with lackluster arms and armour, the Yorite Militiamen make up their forces mostly of mixed experienced troops to provide a rather balanced amount of fighting power.
Name: Ãœsterlandt Hunters' Legionaires Tier: Tier 1. Type: Light Shock Infantry. Short Description: The Hunters' Legion is a band of Ãœsterlandt hunters all gathered into one guild known as the Hunters' Legion. Legionaires of the legion are supplied with rudimentary arms and armour, and are allowed to have their animal companion to accompany their company in hunts and potential battles. Whilst skilled, the Hunters' Legionaires are capable swordsmen, bowmen, and hunters, only falling short on the equipment provided to them.
Name: Imperial Recruits. Tier: Tier 1. Type: Light Infantry. Short Description: The Imperial Recruits are bands of recently recruited warriors, often directly from local garrisons, gathered to fight on the battlefield either in desperation, or to acquire experience the one true way. Whilst Imperial Recruits are often resolute and loyal, not knowing any different, they lack the ability or experience to effectively defeat their opponents, even when they may fight to the death to dispose of them.
Name: Imperial Soldiers. Tier: Tier 2. Type: Medium Infantry. Short Description: The Imperial Soldiers are recently recruited warriors of the standing Imperial Army, often times trained with both bow and arrow, as well as sword and shield, most recruits adapt better to the latter option as opposed to the prior. Imperial Soldiers are often orderly, but due to their nature, do not fight with the same ferocity or resolve of that of veteran soldiers. As such, Imperial officers tend to lead these units from the front, as opposed to a more advantageous position in the back. Imperial Soldiers not using the bow and arrow, alternate between Spear and shield, and sword and shield, within their units.
Name: Imperial Soldiers (Bow & Arrow). Tier: Tier 2. Type: Medium Infantry. Short Description: The Imperial Soldiers are recently recruited warriors of the standing Imperial Army, often times trained with both bow and arrow, as well as sword and shield, most recruits adapt better to the latter option as opposed to the prior. Imperial Soldiers are often orderly, but due to their nature, do not fight with the same ferocity or resolve of that of veteran soldiers. As such, Imperial officers tend to lead these units from the front, as opposed to a more advantageous position in the back.
Name: Imperial Freeknights. Tier: Tier 2. Type: Heavy Infantry. Short Description: The Imperial Freeknights are a band of knights serving the standing imperial army without any land, titles, or positions to their name. Freeknights are often times knights banished from the personal service of their host families, forced to roam the world under the mantle of a lordless servant. Many knights grow tired of thise farce, seeing their skills wasted in their pursuit for a new liege, therefore they join the army, and use their skills to serve the Empire in whatever ways they need to. Freeknights are equipped with either sword and shield, or sword and spear, with units alternating equally between the two.
Name: Mounted Imperial Gladiators. Tier: Tier 2. Type: Medium Shock Cavalry. Short Description: The Imperial Gladiators are the common term for the basic cavalry unit amongst the Empire, most notably known for it's fast shock and awe tactics, the Gladiators are actually extinguished Freeknights granted their own Thaerian Hrodger to ride into battle. The Thaerian Hrodger is the fastest, largest, and strognest of all Hrodgers throughout the Empire, and as such acts as the perfect mount for its soldiers.
Name: Imperial Knights Tier: Tier 2. Type: Heavy Infantry. Short Description: Imperial Knights are warriors of all walks of life, sworn to service under the official banner of the Empire of Yore. Often times exceptional and veteran fighters, Imperial Knights are also the ideal personification of human values and prowess, challenging the very fabric of what a man can become. These exceptional warriors take up arms with Swords and shields, as well as Spears and shields with a ratio of 1:1 in a typical unit.
Name: Sunblessed Imperial Knights. Tier: Tier 3. Type: Heavy Shock Infantry. Short Description: The Sunblessed Imperial Knights are renowned and extinguished knights and freeknights alike who've served the Empire for their entire lives that, when fallen, they rise up reborn under the grace of the Sun, empowered with the Sun's holy radiance to once more continue the fight against the wicked with their sunlaced swords and empowered shields.
Name: Imperial Custodians Tier: Tier 3. Type: Heavy Cavalry. Short Description: Imperial Custodians are the epitome of Imperial mobile cavalry, by using doemsticated Volkstadt Phaerons, mighty beasts equipped with wings capable of propelling them forwards at speeds unbeknownst to other cavalry units, and claws more than able to rip enemies apart. The Imperial Custodians themselves, whilst equipped with runic Lances and Shields, are still equipped with swords should they ever need to dismount.
Name: Imperial Custodians (Dismounted). Tier: Tier 3. Type: Heavy Infantry. Short Description: Imperial Custodians are the epitome of Imperial mobile cavalry, however sometimes the need comes where they need to drop their lances and take up sword to fight off the enemies of the Empire, should this happen, there is still not much to fear, for Imperial Custodians are some of the finest human soldiers known to man, being able to subdue multiple opponents all the whilst keeping their sectors cleared.
Name: Venerated Imperial Archers. Tier: Tier 3. Type: Heavy Ranged Infantry. Short Description: Some Imperial archers reach a point where their body will simply not tolerate anymore, however, there're even fewer who manage to cross that barrier, and thereby make themselves deserving of the title of Venerated Archers. When this barrier is surpassed, Archers of any kind will be granted the exact same equipment, arms and armour, and privileges as those of their fellow Venerated Archers. All the Empire asks of in return is to use their unfathomable prowess.
Name: Venerated Imperial Soldiers. Tier: Tier 3. Type: Heavy Shock Infantry. Short Description: Much like their fellows with bow and arrow, there comes a point where every soldier, should he survive, becomes a veteran of the battlefield and capable combatant beyond equal. Not because he is strong, but because he is battle smart, capable, logical, and brutish against his enemies; compassionate against his equales; brotherly towards his fellow soldiers in arms. Those who've survived campaigns and conquests are always granted the title of Venerated Imperial Soldier, and it gives the same privileges of the bowed variant.
Name: Imperial Champions. Tier: Tier 3. Type: Winged Shock Infantry. Short Description: Imperial Champions are men and women whose deeds have been recognized by the Sun Goddess Saelos, and granted the privilege of ascendancy beyond what means to be human. These warriors of the Sun Goddess are often times incredibly devoted, but also caring, compassionate, sympathetic, and otherwise loving towards one another, and their fellow man. Whilst these Champions of Man fight with their strenght of sword and shield at hand, they also live as equals within the gates of the Imperial Capital.
Name: Order of Soldiers of the Phoenix Immortal. Tier: Tier 4. Type: Heavy Shock Infantry Short Description: Warriors of the Order of Soldiers of the Phoenix Immortal are some of the most legendary knights of the Empire. Blessed, by Saelos in the image of the Phoenix Immortal, with undeath, the Patron-guard of the Thebas Prabat Valakyr bloodline have yet to know defeat. Having lived for such a long time, and through many generations of diarchs, the soldiers of the Phoenix Immortal are so old that their flesh is mummified, but they still retain their strenght through magic blessed unto their flesh by the Phoenix. The Warriors of the Order of Soldiers of the Phoenix Immortal are characterized by their aetherial hook along their upper shoulder pad, this is a direct connection with the Aether and gives them the appearance of a one-winged angel. The Warriors of the Phoenix Immortal prefer sword and shield, but due to their condition, no weapon is without grace should the need arise, even taking up arms with their hands has occured with surprising effectiveness.
Name: Immortal Order of the Divine Favour of the Sun Goddess. Tier: Tier 4. Type: Large Heavy Shock Infantry Short Description: The Immortal Order of the Divine Favour of the Sun Goddess is a recently established Order taking over the ancient role of the Order of Umbraen, a long since fallen Diarch. The Immortal Order was created by Khaar Ubalyz Prabat Valakyr to show the world the favours he'd recieved by the Sun Goddess Saelos, it is proper to mention that at the time of the Order's creation Khaar was not yet wed to Saelos. Warriors of the most extinguished qualities and renown were granted the titles of a Knight of the Immortal Order and blessed by the sun directly to forever bask in it's grandeur. With their blessing, warriors of the Immortal Order were granted the Lore of Light, making the capable of utilizing the Sun's radiance to eradicate evil on a level only a demi-god would be capable of. Whilst consisting only of 10 humansized demigods, 10 is far more than enough when they're winged with the rays of the Sun and capable of devastating the enemy with bolts of light.
Name: Plutaros Theba Prabat Valakyr/Plutaros of the Moon.
Position: Supreme Imperial Diarch of the Yorite Heartlands and all of the Empire of Yore, Patron Leader of Ãœsterlandt and Volkstadt, Grand Strategos of the Standing Imperial Army.
Powers: The Duo Emperors of the Empire of Yore have been exceptional even amongst millenia of documentation, as such both Plutaros and Khaar are incredibly skillful of mind and tact. The clear superior in terms of intellect, however, is Plutaros. Clearly overshadowed by his exceptional equal Khaar, Plutaros is of no way incapable on his own, acting as the supreme strategist of the Army, his mind is capable of incredible feats which his demigod body is able to enforce. Blessed by the Phoenix Immortal, he has acquired the same biological immortality as those of his patron guard, but stands as a clearly superior warrior in battle. Plutaros specializes in leadership and battles with a commanding manner so as to break the moral of his enemies with terror, employing brutish tactics in battle.
Short Bio/Personality: Born to the Thebas Lineage of the Prabat Valakyr bloodline, Plutaros was quick to make his mark on the world. As first shown in his rapid desire to brutalize colonial insects in the gardens of the Imperial Palace, but soon after in the Imperial Academies where he quickly gained renown as a capable mathematician and linguist. As he grew so did his talents, by the age of 20 he was already overshadowing his equals with the shades of mountains, having written and read an exceptional number of books on strategy, culture, mathematics, and philosophy which marveled even the most skilled masters in each craft. At the age of 25 he was taken under the wing of Pyron Manda, a renowned professor within the Academies of Febenreich. By 28 he had finished his education and was thereafter assigned to the military by request of his family hierarchs as an officer. He quickly adapted, and adapted well, having completed his first operation by 29 as a commander.
By 34 he was a general, and 35 he was granted the title of Grand Strategos in the Imperial War Council. When he was 36 his father had fallen, and the cycle of the Diarch Selection had once again initiated. He was a clear superior to his siblings who seemed to suffer everything from narcolepsy to the occational seizure. Having suffered no such illments himself, he was the only logical choice for the Thebas legacy. 20 years later, when he was 56, having been woken in the dead of night, Plutaros recieved a visitor.
It was the Phoenix of tales long since passed, the beast which had yet to be sighted for two thousand years prior. He was caught up in a state of awe, unable to notice how the magnificent beast sitting at his window stared right at him. Suddenly, as if a bolt, the Phoenix Immortal flew at him and then disappeared, when in contact with his body, in a cloud of flame followed by ash and ember. His body began to light up, his veins embewed with the fire of the Immortal bird. His body grew in size to the point where his room felt more like a small cage than the room of an Imperial Diarch.
With his Patron-guardsmen outside, they informed him of his condition with their millenia worth of wisdom and knowledge. They welcomed him into their ranks as a brother, and had crafted an armour piece which fit his new giant-esque size, dwarfing those even of the Immortal Order of the Divine Favour of the Sun Goddess.
It would take many years before he'd accepted his new self, and many more years to build a proper habitat to house his new form. He had built a new palace, The Palace-Citadel of the Moon, where we would henceforth live in solitude, secluded from all but his patron-guard. He continues to rule the realm from there, and has seen to it that the War Council takes place within his halls, they respectfully comply.
Name: Khaar Ubalyz Prabat Valakyr/Khaar, Husband of the Sun.
Position: Supreme Imperial Diarch of the Yorite Heartlands and all of the Empire of Yore, Patron Leader of Febenreich and Thaermark, Grand Tacticos of the Standing Imperial Army.
Powers: Khaar Ubalyz Prabat Valakyr has always been the more venerated, respected, and battle capable of the two Diarchs. Without mind for his equal Plutaros' jealousy, he retains his prestige by maintaining a confident Empire and a proud people whilst still keeping the aristocratic principle of progressiveness to heart, implementing whatever reform he can with as little drawbacks as possible. His skills are highly Statesmanship dependent, but thanks to his skills as a mortal warrior on the battlefield, when engaged to the Sun Goddes Saelos, he was granted "Godhood" and is now worshipped within the Church of the Sun as the embodiment of Saelos.
This title of "God-Emperor" does not only grant him the majority of the population in popularity vote, but also makes him far more skillful in combat. Equiped with the Armour of the Sun forged by Saelos in her infatuation with him, he accepted it respectfully when she first appeared to him within his personal chambers. Now married to the Sun Goddess, his armour takes shape in the likes of an Archangel, and compliment the colours and abilities of his personal guard.
Short Bio/Personality: Khaar Ubalyz Prabat Valakyr was, upon his birth, a normal child who suffered from nothing too severe regarding the nature of his family, much like Plutaros. However, whilst not intellectually superior, he was prone to physical ability quite rapidly, and showed extreme prowess in fencing classes within the Imperial Palace.
His father saw this prowess as a blessing and quickly shoved him in the direction of military and statesman education. By 18 he completed his education and was now fully equipped with the proper background to become a ruler in proper Ubalyz spirit. He joined up with the army in respect of a promise made with his friend Pondus Korpyr, and quickly showed his prowess. Recruiters were awed at his skills and, without realizing his background, put him up in a Custodian position, far outranking his best friend.
It would take no fewer than seven days before his father realized this and had the recruiter executed and a new position suited for his son, that of a General. Khaar enjoyed his new position, and showed incredible battle tact when engaging the enemy, using unconventional and revolutionary battle tactics and doctrines to win against his enemies with as few loses as possible.
He was appointed the title of Diarch at 22, following an extreme debate with his brother Kontor Ubalyz Prabat Valakyr regarding the role of culture in the realm of the Empire. He won, barely, by acknowledging the importance of cultural heritage as a weapon to not only fuel the pockets of the Empire, but also it's prestige and stability.
At the night of being granted the title of Diarch together with his equal, Plutaros, he was visited by a rather strange anomaly. He woke up, disturbed, and huddled back in his bed. He did not, however, feel freightened of fearful of this bright light at the other end of his room, slowly edging forwards towards his bed. The encounter was quickly cut short, however, when his Guard came in to check up on him. He argued that he'd seen a ray of light zooming into the Diarch's chambers.
Awestruck, Khaar had no reply but to lie, stating that the Guard must've seen something, and that he was woken up by his running up the stairs. It would take several weeks before the next randevouz with this light entity, at which Khaar felt more familiar with it during the next encounter. He engaged it in conversation, and it reluctantly complied by using the voice of his maid, Heina. Khaar was fine with this mimicry, as he'd always found her voice soothing and calming. They'd spend the night together, engaged in conversations, only parting ways when the sun was just about to show it's first rays of light upon the night sky.
The next day they'd continue, and this would continue for many months after, only really escalating several years after the coronation. When Plutaros had returned from his campaign in Ãœsterlandt he demanded to recieve command of all the Empire for but a month, stating that he wanted a personal check on the state of the Empire. Khaar had always been a compassionate man, and complied without any disagreements. He knew that Plutaros was eager to show his skills, wanting fame and glory that Khaar had already acquired in his many years in the military.
He'd come to discuss this with the light entity. He made his opinions and emotions clear, puttign them out in the open where no other person had ever seen them. He showed his fear of losing the Empire, of damning it for eternity ever onwards. That was when the entity made itself shown in proper form, taking on the appearance of the most beautiful, majestic, and elegant woman any man had ever described or witnessed. Her body was pale, seemingly luminesscent in the night. She embraced him as he sobbed, his eyes too preoccupied to actually notice the transformation thanks to his hands covering them. The woman was silent, for the most part, and only ever uttered her voice after a long silence of compassion and empathy. When she spoke, it was like the sound of a million rainbows, like an orchestra of uncomparable beauty. He glanced up, suddenly, and laced his eyes with the beauty of the woman before him.
For some unknown reason he knew who she was, she was the Goddes Saelos, The Sun itself. He felt his body rejuvenate, and he felt the dripping nose dry and his tears evaporate. Reason, purpose filled his head, and he was struck by ambitions which no man could've previous had before him. He embraced Saelos, thanking her compassion. Their embrace would last silently until just before the lights of the sun's rays would show, as per the usual, but the silence was not truly mute, it was full of emotion and understanding.
It would take many more months before she would show herself again, at a point where Khaar had already completed his ambitions, and finally began to turn lonely and cold. He had established the Immortal Order in Saelos' honour, reformed the lands and crafted an all-time increase in industry and economic growth, the Khaarite Golden Age had commenced at the great envy of his equal, Plutaros. When she revealed herself to him in the dead of night as Saelos, his eyes teared and his body reached out for her. He realized how much she meant to him, and declared his love for the Goddess. Upon blushing in return, she accepted, and declared her own feelings for the man.
She revealed that no man before him had captivated her more, none had proven themselves so capable and yet compassionate to his brothers and friends. She said that, when she had met him the first time, it was after many years of contemplation. She said it was love at first sight, and in reply Khaar grew increasingly humble as she continued on. His face redder than fire itself. They continued talking for hours thereafter, to the point where the night itself was far longer than recorded history.
Their latest encounter concluded with Khaar declaring that, if he would succeed in his Grand Campaign against the Seperatist forces of four neighbour human nations, he'd openly declare his love for her upon the Forum of the Sun in the largest parade known to the Empire, and Man. She blushed and disappeared, allowing the sun's rays to pierce the seemingly everlong night sky.
And so it went, that upon his success twelve years later, he declared with all his heart, he told his story, and his love for Saelos. He publicly declared, at the top of his lungs, that he wished to wed her and thereby becoming her Husband. When the sun darkened, eclipsed by the moon on this midday thuesday, Saelos made herself known to man in physical form, standing besides Khaar, and accepting his proposal. Upon their kiss, sealing their vows, his veins were empowered, and "godhood" was granted unto him. The public, jawless after the debaucle, awestruck after witnessing this encounter, could do nothing but cheer. They cheered until they couldn't cheer any more, at which point they clapped their hands.
It remains publicly unknown if they continue to meet, but Khaar simply blushes at the notion.
Okay, time to look over everyone's stuff, gimme a bit this will take a while.
@Lauder You are good although the lack of ariel units isn't what I'd consider a "weakness" persay. Don't quote me on that, I might do some mucking around with that idea later. Still though, good sheet, Grimgor would be proud ya grot. You've honestly got the format spot on.
@TemplarKnight07 I like your overall sheet, feels like Skaven without being direct carbon copies. I will say that I'd prefer if you use something close to the formats in the NS Guide though for the NS overall and the units. As for magic, I'd like it you at least gave us a bit more detail on what kind of notMagic poisons the rats use; modify the spell format or even just give a list with short descriptions for each. Again, not having flying units might not be a "weakness" but that's something I'll look into.
@RisenDead Good sheet overall, very pretty. Not going to harp on your army formatting too much since it reminds me of the actual Warhammer Army Books/Codexes but two thing I do want to point out is a lack a Tier 1 units and the Gatling Gun. The lack of T1 units isn't honestly something too concerned with given that you do kinda explain it the rest of your sheet, just something I wanted to point out. The gatling gun is of a far greater concern simply because it doesn't make much technological sense.
Gatling guns require case ammunition as well as fairly complex loading mechanisms. If you could produce everything you need for a gatling gun, you could easily field a civil war-era army. It goes without saying that something that can fire as fast as a gatling gun in Warhammer with few drawbacks could easily overpower most armies. I do want to know about something else however, in your bit about Riflemen, it saws Archers in your description, I'll take that as a typo but something else, are they Riflemen or are the Musketeers/Handgunners since those are two distinctly different things.
Again, minor thing but it would be nice if you had a short list of pros and cons of your army just for everyone to see.
@Supreme Commander First thing I'd like to mention is Yore's magic; you got a whole bunch of spells from a whole bunch of different lores. While personally I'd prefer if people stuck to one or two Lores, if everyone else finds nothing else with it then I'll also accept it and quit being a bitch about it. Other than that its just minor formatting things and the strengths and weakness list that you really need to work on.
Overall, I'm impressed with what everyone's done so far! Keep it up!
Done and done. Removed the Gatling gun, replaced it with Pickle Guns (Close Infantry support) and I forgot Steamtanks, so they're in there as well.
Also added pros and cons. Pros mostly being their tech, cons mostly being racial disadvantages, like they're human, and given to being sick, scared, hungry, etc. Which are pretty massive issues on a long campaign.
@Lauder On the map I am going to push our borders together to absorb that space between us. You good with that?