[hider=The Uruk Empire - WIP][h1][b][color=fff200]THE URUK EMPIRE[/color][/b][/h1][img]https://cdn.discordapp.com/attachments/366623976509800459/368010905583353858/Uruk_flag.jpg[/img] [h3][color=fff200][b]NATION OVERVIEW[/b][/color][/h3][color=fff200][b]NATION NAME:[/b][/color] Khagnuzg'Uruk (Uruk Lands of the Khagn, often translated as The Uruk Empire) [color=fff200][b]GOVERNMENT:[/b][/color] Imperial Parliamentary Monarchy [color=fff200][b]RULER:[/b][/color] Khagn (equivalent of the Emperor), Kri-Vizaarz (equivalent of Prime Minister) [color=fff200][b]PRIMARY SPECIES:[/b][/color] Urk/Ork/Orc (either spelling is fine, albeit Urk is the most correct) [color=fff200][b]PRIMARY RELIGION:[/b][/color] Dorzai (believes in the god Zot and remembers its first herald Kudarsh) [color=fff200][b]POPULATION:[/b][/color] 388,690,528 (last census data) The Uruk Empire is large nation occupying the central portion of Narrev. It's known for its warlike ork inhabitants. It arguably has the largest continental army in all of Narrev yet owns a disproportionately slim influence over the seas. Its complex politics and constant wars make the Uruk lag behind technologically the other great powers but they're making a steady effort to modernize. [h3][color=fff200][b]HISTORY OVERVIEW[/b][/color][/h3] Lacking record-keeping methods the early history of the orks is shrouded in mystery. It's known that orkish tribes were scattered around the central Narrevian steppes before even the Common Era. Their resilience and warlike qualities eventually caught the eye of the steadily expanding Kratorian Empire which captured them and initiated a long breeding program to create a slave race of soldiers fit to their needs. The Uruk soon became their feared shock troop on the continent. They were powerful, disciplined, relentless and loyal. They revered the Semideum as physical deities who could never do wrong and followed them blindly regardless of what they were told. Their official name became the Ordus, a mutation of the Kratorian word meaning "rank, file" or also meaning "order, command". Both meanings fit the Uruk well. Orkish culture remained but drastically altered to reflect Kratorian beliefs and their overall status in society. Yet the glory of the Kratorian Empire was about to take a sharp turn. In the Common Era Year 1448 the Empire spread far and wide, almost covering the entire Narrevian continent, it was only natural they'd turn for Etresna. Lytonius as the Empire's herald visited Etresna, demanding their prompt capitulation. It was a moment of arrogance and outright ignorance, product of time when no one could stop the Empire. On the other hand Etresna idolized valor and could never agree to bow without a fight. Insulted with the demands Lytonius was tried and later brutally murdered in response. Shocked and infuriated the Kratorian Empire hastily declared war on Etresna and legions of men, orks, demigods and other races marched up against the comparatively tiny nation. Arrogant and unprepared for what's to come Kratorian Army completely fell for Etresna's scorched earth tactics and guerilla attacks. The seemingly swift war turned into a meat grinder of attrition, slaying millions and killing numerous Semideum in the process. Experiencing failure for the first time, the Uruk's faith in the Semideum wavered. With many of their masters dead they rose up and their rampage engulfed most of Narrev in flames. The uprising of the Ordos was sudden yet relatively spontaneous. While the orks took over most of the mainland the territory was split between numerous warlords. Great cities burned and many of Kratoria's accomplishments met this new age of ruin. With their numbers, military knowledge and natural-born ferocity the entire continent was defined by the orcish wars. [To be continued...] [h3][color=fff200][b]GEOGRAPHIC OVERVIEW[/b][/color][/h3] [color=fff200][b]TERRITORY CLAIM:[/b][/color][hider=HUGE MAP][img]https://cdn.discordapp.com/attachments/367901460408827927/468904413491101720/DulceetDecorumestMapAltbiggerbutteeny.png[/img] [/hider] [h3][color=fff200][b]CULTURAL OVERVIEW[/b][/color][/h3] There are three main social layers within the Empire. Ushatar, Shara and Snaga. Ushatar are orks who descended from the original Uruk culture, Shara are the free people of lesser orks or other races while Snaga are the enslaved population. The law applies differently between these three groups and their various interactions. Uruk's laws in general are strict, precise and applies everywhere within the Empire. On the other hand Uruk laws are not everything and provinces have considerable degree of autonomy. Uruk laws were revolutionary at the time but their structure is nowadays in the age of centralized states could be more of a hindrance. As descendants of their warlord ancestors the Ushatar are the unofficial ruling class within Uruk. Among them you can distinguish 3 castes, each with different social status and upbringing. Pashtar are what most people recognize as the "Ushatar": Strong and militaristic. They are born for battle and high quality troops or the low ranking officers are generally selected from them. Dathuurz are warrior aristocracy usually capable of tracing back their lineage to various famous warlords. They are born leaders and aside from their military skills they take pride in the purity of their bloodline and take this matter dead seriously. Lastly you have the Laguurz, a caste of shamans who did not abandon their traditions. They are religious polyhistor offering their guidance in faith, record-keeping and sharing their wealth of knowledge with those who are worthy to it. Laguurz also have families with long spellcasting tradition and their influence in magic research is quite noticeable. [hider=Urkim - Orcs][img]http://movieholichub.com/wp-content/uploads/2015/11/Warcraft-Movie-Details-04.jpg[/img] The Urk (plural: Urkim), also commonly referred as orks/orcs, are a powerful race dominating central Narrev. They are the primary members of the group colloquially referred as Greenskins. While considered a race in terms of physical attributes they sport a wide variety. Generally though they are taller than humans with way higher muscle development and characteristic green or brownish green skin tone. Uruks can be massive with the average Ushatar weighing 200-250 kilograms (~ 400-500 pounds) and physical might to match. Orcs have a high metabolism and consume more food at average to maintain their activities. They are also naturally more inclined to aggression, a typical Greenskin trait. [to be continued..] [/hider] [h3][color=fff200][b]TECHNOLOGICAL OVERVIEW[/b][/color][/h3] Uruk is an unique combination of antiquated and modern as it's yet to benefit in full from the industrial revolution. Rural populations at times live in borderline medieval societies while cities are very similar to the standards of the civilized world. Lacking large sea routes the center of Uruk development are connected by railroads. In spite of its size the density of rail lines almost approaches that of the other major powers. Uruk has a number of academies with some earning international fame. Urukian technology is known for its ruggedness, relative simplicity and raw power. The so-called "Orc-Steel" (Oflsong) is well-known for its toughness and consistent quality even if at the cost of extra weight. In contrast orkish industry faces issues at producing fine machinery at large scale. With their struggling economy and prior investment in steam engines this resulted in Uruk being far slower at adopting internal combustion engines. Almost all orcish vehicles rely on steam instead of gasoline with aircraft being a major exception. [hider=Somekeless Gunpowder - Karikabuum]Shortened as Kabuum (or Kaboom) it is an Uruk variation of the smokeless gunpowder derived from Etresna's gun balm. The mixture is at least three times stronger than black gunpowder, generates far less smoke and it doesn't clog up gun barrels like its predecessor. Orcish Kaboom utilizes plant derived components and the main process is simple enough to be accomplished in rural establishments, allowing widescale and cheap production immediately. On the other hand it suffers a bit in terms of strength to compounds used by other countries and the insufficient quality control can be also troublesome. This is partially why Uruk has preference for high-caliber guns, that and their obsession with stopping power. More than small arms the Karikabuum derived explosives at average 20% less energetic than standard TNT, enough that newer shells utilize entirely different material as filler. Ordinance is mostly unaffected and the quality of the gun tubes makes more of a difference. Aside from these the Uruk also have a tradition for rocketry and they developed a variation of Karikabuum to keep them viable even in the 20th century. [hider=Development History]Struggling economically and behind in sciences the Uruk had a hard time during the 19th century. With the invention of dynamite and guncotton the nations began the race to develop smokeless gunpowder, the next leap in firearms development. Backwards as they were the Uruk Empire was expected to be left behind even further. Soon Etresna succeeded in creating the gun balm, a stable smokeless powder thanks to the legendary chemist and weapon designer Firahl Davariskk. Being a growing industrial giant her recipe soon gotten patented and produced by many of Etresna's allies. Employed in the late stages in the last war the Uruk experienced first hand the dreadful power of Etremaden's machineguns and was intent on acquiring this power for themselves. Using espionage the Uruk stole the patent and their chemists spent over two years to develop an alternative, Karikabuum. The process was eerily similar yet the compounds utilized were different. Davariskk sued the Uruk for infringing her patent yet after years of feud she lost the case. At the same time she received severe backlash for providing "savages" with the keys to modern weaponry.[/hider][/hider][hider=Orcish Steel - Oflsong] Translate as "strong iron" Oflsong is an orcish variation of steel using extreme temperatures and their native resources. Oflsong is made from Hokur (meteoric nickel-iron ore) mixed with high temperature melt of Guratur (mysterious superheavy ore) and then undergoing rolling and heat treatment. Oflsong is known for its great strength and fairly good consistency. Objects made from the so-called "Orcish Steel" are known to be rather durable. On the other hand Oflsong is about 50% heavier than common steel which of course has an effect on performance. Naturally, Oflsong is a bit pricey even in Uruk so there are cheaper alternatives more commonly found where strength isn't a concern, they are collectively referred as Dong (weak steel). [/hider] [h3][color=fff200][b]MAGIC OVERVIEW[/b][/color][/h3] While never particularly amazing in this field Uruk has a long tradition of magical practices. This is strongly tied to their shaman caste and in particular the Laguurz. Those who receive official papers for spellcasting rights are colloquially referred as the Duushuurz. One problem for Uruk's magic research is exactly their attachment to the religious shaman caste which puts most of their effort in the development of their own branch of magic rather than gathering knowledge from a wider scope. While other schools of magic are known and even analyzed it is always in the view of how to improve shamanistic magic through them. It does mean most spellcasters know little aside from shamanistic magic which limits their options. For example the Uruk never developed spellcannons nor uses spellpowered engines. Shamanistic magic itself centers on the knowledge of the elements and the use of nature spirits. With the world depleted of magic it is the shamans' belief that the spirits flowing through the world only retracted to the secret folds of reality, content to watch. Whether this theory is correct we have no way to confirm but at least the shamans believe they can still communicate with them. By contacting the spirits shamans can ask them to send avatars of their being to manifest within the magical crystals. Other schools outside of Uruk teach that the shamans create artificial spirits from the crystal's magic which then cast spells by their own volition. Whichever is actually true the result is the same, shamans make spirits inhabit the crystal to cast spells rather than turning the magic directly for spellcasting like other schools. This is of course inefficient use of the already sparse magic power albeit with the side benefit of more complex uses. Although when you add up the wilful nature of the inhabiting spirits most magic users consider shamanism too bothersome to be practical. Instruments that use spirits are referred as charms, talismans or totems. Charms are constantly active and can have various effect, usually of beneficial nature. Talismans are magic tools that allow invoking the spirits for spells. Totems are the closest to spell engines of other nations as they have a spirit doing a specific task, albeit they are just as often function akin to larger charms. Aside from the shamanistic magic, Laguurz also made decent advances in the field of alchemy. More importantly they have their own special form of communication using charm-papers and their own limited reserves of power. Depending on the sophistication of the charm paper it might only be capable of making simple signals like color changes up to even displaying entire sentences. Nobody knows when the orcs developed charm-papers but some theorize they existed even before them serving the Kratorian Empire. [h3][color=fff200][b]ECONOMICAL OVERVIEW[/b][/color][/h3] Uruk economy is under central control with only limited private enterprises. Larger industries are generally under the authority of the Khagn, even if in just name. The government obviously also prioritizes war materials over civilian goods. Combined with the lackluster industrial development compared to their neighbor this means the Uruk mostly focus on internal trade and being a tariff state between multiple international land routes. Uruk products otherwise have a hard time to compete with others which does set back their economy. Uruk does have a few ports but barring the naval docks of Ogbed they have little shipbuilding activity. Rather than sea routes Uruk put high emphasis on the development of their railworks, connecting the entirety of the empire. Off the rails though the situation is less optimal with the main form of transportation being animal-drawn carts and wagons. Although steam powered vehicles are widespread, especially for jobs that require more power like bulk transport or farm equipment. Gasoline and diesel powered vehicles are relatively rare, though. Uruk lacks the industry to build high-quality engines in huge quantities so aside from Grazob Motors Co. in the capital and a few tiny companies the only option for automobiles is to import them from foreign countries. On the other hand motorbikes enjoy a strange popularity, both import models and locally produced ones. Bikes made for orcs are usually made in the empire and in order to account for the weakness of import engines they use two of them. There are a limited number of bikes made entirely in Uruk, engine and all. Airplanes are rare in civilian use, the imperial administration turns what few planes they could get for transport and mailing duties. Of course if they aren't given outright to the military.[hider=Pictures] [hider=Orcish Locomotive] [img]https://images-ext-1.discordapp.net/external/LHHVDygmE9m8LOgKQOuKdmJl3V6juwPP1QrlOMwAFPQ/https/orig00.deviantart.net/78a2/f/2011/237/a/e/locomotive_by_luancatori-d47ufs6.gif[/img] [/hider][hider=Steam Trucks] [img]https://upload.wikimedia.org/wikipedia/commons/thumb/3/3c/Alley_%26_McLellan_steam_wagon_%28Army_Service_Corps_Training%2C_Mechanical_Transport%2C_1911%29.jpg/330px-Alley_%26_McLellan_steam_wagon_%28Army_Service_Corps_Training%2C_Mechanical_Transport%2C_1911%29.jpg[/img] [img]http://l7.alamy.com/zooms/b5e7c19c9e754ee6adae754718fcbdc8/foden-steam-truck-circa-1921-dhjx1t.jpg[/img] [/hider][hider=Steam Wagon] [img]http://www.tanks-encyclopedia.com/wp-content/uploads/2016/12/ww1-uberlandwagen-supply-vehicle.jpg[/img] [/hider][hider=Motorbike] [img]http://wow.zamimg.com/uploads/screenshots/small/457951.jpg[/img] [/hider][hider=Automobiles] [img]https://s-media-cache-ak0.pinimg.com/originals/64/6e/72/646e72d1bff657d7521f9fe0dfdfb9f7.jpg[/img] [img]https://www.grandprixmodels.com/images/fullsize/816a6711-0baa-4b47-b7f3-cfaef939c325.jpg[/img] [/hider][hider=Airplane][img]https://img01.deviantart.net/cb68/i/2011/136/9/1/steampunk_plane_by_trigueirojr-d3gh9zx.jpg[/img] [img]http://www.aresgames.eu/wp/wp-content/uploads/2015/03/700x_Handley-Page_O400.jpg[/img] [/hider] [/hider] [h3][color=fff200][b]MILITARY OVERVIEW[/b][/color][/h3] The Ushatar forms the core of the Uruk military, practicing warfare and the tradition of warg riding from youth. They are learning how to fight from their parents and private teachers and upon the age of 13 they are sent to the military academy. This very much reflects the culture of knights in other nations. Ushatar are classically the officers and cavalry while the Shara does the grunt and logistics work. Snaga are not considered worthy of military duties nor wise to allow them to take arms thus they are almost entirely excluded from the military. In spite of the inherent caste system the military is overall a meritocratic organization where rank means more than status. Uruk troops are ferocious yet also highly disciplined. Punishment for misbehaving soldiers could be brutal and the leadership commands through rank, fear and a mixed sense of respect. Camaraderie is extremely valued and since ancient ages members of the same unit shared tent and were encouraged to work as a group. Aside from the imperial troop, which currently on average readiness numbers 12 million, they also have various defense forces created by the local governments and tribal lords. Outside of war the Uruk military is also important for maintaining public order and performing punitive raids against provinces that refuse bowing to the Khagn's will. Raids against neighboring countries are also common, using these occasions to keep their troops combat ready while also spreading fear to the borders. Doctrine wise the Uruk mostly follows the trends of Narrev, albeit with a strong preference for rapid strikes with mobile light forces before the main army mows down the rest. In this sense their warg riding cavalry still finds a lot of employment.[hider=Uruk Organization Units] Shok,Shokim = Team (meaning "mate", "brother at arms", those who closely work together) Kadar, Kadari = Squad (literally means "tent" as they share the same tent together) Zajar, Zajari = Platoon (originates from "campfire" as these groups tended to share the same fire) Rothar, Rothari = Company (originates from the word "circle", implying a circle of camps) Kutoz, Kutozari = Battalion (means "garrison" and in the past such organizations often held forts) Tuf, Tufri = Regiment (the word classically means "horde" and has a long tradition of military use) Madhu, Madhuz = Division (shortening of the term Madhuurz'tuf meaning "Big Horde") Bajrak, Bajrim = Army, Corps (archaic word for "tribe" and orcish army groups can get quite familiar) Ushtarak, Ushtarim = Theater Force (Ushtarak is otherwise an archaic word for "army") [/hider] [color=fff200][b]Infantry[/b][/color] Like every army in Narrev the orcs also rely on infantry as their main fighting force. Gijuurz is the name reserved for common infantryman which means "blooders", a word that does not seem to have a meaning until put into context. Infantry has the job to kill and to be killed on the battlefield with blood figuratively being their common currency. They are also connected by the blood and form something of a kinship in the process. As such in a sense Gijuurz can both mean "cannon fodder" and "blood brother", a respectful and dismissive term at the same time. Uruk infantry is known for their strong bonds, discipline and feared for their ferocity. What nobody associates the orcish troops with is marksmanship, all because of their doctrine. Uruk does not strive to make their infantry excellent shots, they are excellent soldiers. They are reasonably accurate up to 200 meters but once bullet drop and wind effects get in the way their lack of skill shows. In general orcish infantry won't even bother shooting targets from 500 or more meters, it would be just a waste of munition. Instead they are taught to rely on their support teams to bridge that gap by machinegun fire, rocket barrages or actual marksmen. Speaking of which every platoon has a marksman, a medicine man and a shaman. The latter two traces back to Uruk customs for shamans tending the camps and giving both their knowledge and religious support. They also keep records of the unit's deeds, less like a report and more as their personal tales. [hider=Common Infantry Equipment] [hider=Kalluurz model 1881 - Rifle] [img]https://vignette.wikia.nocookie.net/finalfantasy/images/f/f1/Betelgeuse-ffxii.png/revision/latest?cb=20130703144226[/img] Standard pattern orcish rifle using the new and powerful 12.6x42mm cartridge with Karikabuum smokeless powder. It's built sturdy and almost unwieldy for non-orcs. Bad mouths call it a rifle-club than a proper weapon because of its weigh and brutish nature. Perhaps in response to this the Inruurz 1880 (carbine variant, pictured above) has a large blade section for assault, supposedly to add recoil mass while also serving as a melee and trench tool. The sheer appearance of the weapon also have a known psychological effect which is well valued by the Uruk. The weapon has a 9 round internal 3x3 magazine which can be reloaded by 3-round stripper clips. Unlike other rifles Orcish guns also use a simplified straight pull bolt-action which coupled with the heavy cartridge makes it difficult to operate for weaker races. For orcs though the mechanism is simple to manufacture and can be reliably operated even during cold or mud. The 1.26cm Ugaur, or".496 Orcish" as called by others, is a relatively stumpy load with less velocity than common cartridges. The standard load are softpoint bullets which have dreadful effects on humans upon hit and also effective at fighting particularly large creatures. This is of course part of the Uruk doctrine on psychological warfare, intended to scare the enemy out of their wits in fear of getting shot by these. [/hider][hider=Rothuurz model 1880 - Revolver][img]https://i.pinimg.com/originals/a1/51/03/a15103bc36ac2dca4f71ac2cc84eb886.jpg[/img] Kapuurz is the general Orcish term for pistols while Rothuurz specifically means revolver.The lack of precise tools make semi-automatic pistols a sorts of luxury item within the Empire and as such revolvers dominate. Rothuurz 1892 is a standardized and compact handgun issued for officers and anyone who could afford it. The weapon is chambered in 1.32cm Kapuan (.520 Savage for export markets) with dimensions of 13.2x33mm. The standard round uses a superheavy 30-gram softpoint bullet with the muzzle velocity of 320m/s (when fired from a 4" barrel, it could reach 400m/s otherwise). It has fearsome stopping power but also a tremendous kick which makes it unwieldy in the hands of weaker races. Even for an orc the weapon is made for measured shots rather than emptying the cylinder at wild abandon. Technical terms wise the Rothuurz 1880 is a 5-shot single action revolver with a short 4-inch barrel. It is designed for power, simplicity and easy portability. They are generally crude and hardly a collector's item but they do the job just fine. [/hider][hider=Kordh - Orcish Saber][img]https://orig00.deviantart.net/1891/f/2010/122/1/4/langes_messer_by_odinblades.jpg[/img] Kordh is a traditional Orcish sword design originating from the 16th century. It's essentially a more bulky saber made for orcish strength and were mostly preferred by cavalry. When sabers rose in popularity the orc embraced the Kordh further and it became a common weapon of defense to nearly all soldiers. Nowadays swords are no longer issued to regular troops (albeit they often acquire them regardless). On the other hand officers are required to carry swords and they can buy one like the above pictured Kam-Kordh 1879 which was designed to be cheap yet enduring using simple but effective methods. The sword has a knife handle and blade made of Olfsong. Cavalry also use Kordh type swords which are considerably longer and lack anything but the most basic guard. Due to their toughness and the power behind an orc's swing these swords can at times hack through even armor or chop people in half. These swords are rightfully feared.[/hider] [b]Special Weapons:[/b] [hider=Ma'kall 1891 - Revolver Machinegun][img]https://i.pinimg.com/474x/a0/a6/67/a0a66710c5e1b78bf996cdf459d9386a--war-machine-machine-guns.jpg[/img] Crank-operated belt chain fed revolver gun chambered for the new 1.26cm Ugaur ammunition. While the Uruk aren't alien to automatic guns their industry still struggles to create the fine machinery required for them at large scale. Added up with its reliability issues compared to their corps of skilled crank-machinegun operators means the Uruk didn't adopt Maxim-style guns at wide scale. Ma'kall 1901 isn't the first machinegun to utilize the new round, either. It was preceded by the Ma'kall 1880 which used top-fed magazines akin to the old Gatlings. With the invention of belt-feed these weapons were rendered obsolete, though. As such they rebuilt the old guns and switched the production for the new Ma'kall 1891s. As said these weapons use revolving chambers with a single barrel instead of the Gatling's revolving barrels. This technically strains the barrel more but water cooling mechanisms can solve that. The weapon uses non-disintegrating chain-belts to feed 1.26cm Ugaur ammunition. Due to this mechanism and being cartridged for larger munitions the orcish "machineguns" weight considerably more than usual, albeit it doesn't deter the orcs. The weapon has a light and heavy variant. The heavy variant is mounted on wheeled carriages and tripods and issued on the regimental level with 4 guns forming the machinegun platoon. The light variant is shorter and occasionally even without the water jacket that has disc-shaped pouch for a small 50-round ammunition belt. Every company can have one "light" machinegun team albeit these are often combined on the battalion level for higher coordination. Thanks to their cheapness the Ma'kall is quite numerous in issue and Uruk often has more guns than the enemy. On the other hand their crank-driven machineguns tend to have low rate of fire and can fatigue the users much faster than gas-operated weaponry found in other nations. [/hider][hider=Roth'kal 1884 - Gatling Gun][img]http://www.allworldwars.com/image/086/GatlingGun01.jpg[/img] While revolver guns performed admirably the issues of overheating remained a concern. As such for divisional level the Uruk army still relies on gatlings. Called as the Roth'kal 1884 it served as a testbed for multiple innovations later seen in the 1891 model revolver machineguns. It fires the 1.26cm Ugaur munition and sports rails for a telescopic sight in case of long range suppressive fire. As divisional guns the Roth'kal is almost always mounted on modified light artillery carriages and they accept belt-fed munitions. Roth'kal 1897 like its predecessors are effectively treated as artillery and staffed by an entire squad. Due to having multiple people, fatigue for cranking the guns is rarely an issue and the mechanism is modified to allow a separate person to spin it than the one operating the gun. Roth'kal 1897s are also semi-frequently equipped with mantlets to protect against incoming bullets or artillery splinters. [/hider][hider=Kaluurz 1888 Shoflag - Sniper Rifle] [img]https://78.media.tumblr.com/96808886eca68d3e0a0bc22e32adc294/tumblr_inline_oavmxkeRxE1qapn73_540.jpg[/img] New production rifle made for precise shooting. Shoflaguurz in the past were given model 1880 rifles but those proved too crude for the job. The 1888 model takes inspirations from rifles from other countries, especially the Sidara and Etremaden types. For the sake of logistics the gun uses the same 1.26cm Ugaur cartridges albeit it has the capacity to accept longer cases for future special rounds. The rifle sports a more complex toggle lock mechanism which allows quicker pulls with less vibrations, increasing both rate of fire and second shot accuracy.Length-wise the model 1888 is somewhere between the rifle and carbine versions of the M1888 for easier portability. Its internal magazine also only accepts a single 3-round stripper clip, albeit as well-practiced shooters a Shoflaguurz can reload within seconds while keeping an eye on target. The Shoflag variant has a rail along with the standard iron sight to accept telescopic sights. Scopes are not always issued to platoon level marksmen and this forces them to rely on the iron sight which thanks to the Etremaden inspirations is actually fairly decent. A stark contrast with the rudimentary sights offered for model 1880 rifles. [/hider][hider=Kamab'Karijak - Portable Rocket][img]https://i.pinimg.com/564x/51/07/31/510731e3d234da2868967dd0a7e5fe52.jpg[/img] Translates as "foot rocket", a light 6cm diameter class rocket used in 3-stand batteries at the company level. Their maximum range is in the excess of 3 kilometers albeit this is only used for saturation fire at large scale battles. More often the rockets are ranged for 500-1000 meters where their relative inaccuracy is more manageable. That being said even with the new Karikabuum based solid rocket propellants the Karijak are not precision artillery. Instead they rely on the volume of fire with 3 teams rapidly launching 3-9 rockets each within a minute, depending on conditions. Of course this comes at no surprise that a company could run out of rockets fairly quick and as such they try to rely on them sparingly. Each rocket costs more than a common orcish rifle so misuse is not tolerated. Regardless their utility is unquestionable and the whizz of the approaching rockets has quite the effect on the enemy morale. [/hider][hider=Kamab'Ghashkudhuurz - Infantry Flamethrower (still prototype)][img]https://ww1weapons3.weebly.com/uploads/4/3/5/6/43564701/6235216.jpg?300[/img] Flamethrower currently in just development, designed for portability by a single infantryman on the march. It's a heavily simplified design unlike carts and warg mounted variants which have yet to be used at wide scale. Like its predecessors the weapon has separate tanks for fuel and propelling agent. Compared to the larger variants the infantry version would have considerably less capacity, only enough for 15 seconds of continuous fire and at a reduced range of about 15 meters instead of 30. Regardless the weapon should work well in assaulting trenches and fortifications, or at least hoped as such by the high command. When fully issued, every assault company can own at least one flamethrower troop. [/hider] [/hider] [color=fff200][b]Cavalry[/b][/color] Since its birth as a nation or even before Uruk always prided themselves on their warg cavalry. They have long traditions of breeding and taming wargs, treating them almost like family members. By the modern era of course these traditions are slowly eroding while animal power is becoming more and more expensive in comparison to machines. In spite of this, most Ushatar families retained their cavalry traditions and they form the core of the Uruk mobile forces along with their large retinue. Wargs are also essential as beasts of burden, be it carrying supplies or towing artillery. While steam trucks and tractors are slowly spreading when off the rails the chief method of transport are still wargs and various contraptions towed by them. As for the cavalry, the new age also inspires the Uruk government to experiment with motorized measures. Motorbikes in particular are gaining popularity with dozens of regiments centered on them. [hider=Warg][img]https://pp.userapi.com/c631523/v631523511/24f9e/NA-enqdA3Zc.jpg[/img] While horses aren't particularly rare and compete with them for civilian use the military almost exclusively rely on wargs for both cavalry and transport purposes. These are wolf-like omnivorous mammals with ferocious looks, good endurance and impressive sprinting speed. They can eat almost anything including grass, feed, fruits, meat or even corpses on the battlefield. Wargs were essential for the tactics of the raiding orcs who often roamed the lands without any supplies and the Uruk are still fond of them. Their fearsome appearance and overall ferocity also makes them fit for their doctrine even if the days of the cavalry are steadily vanning. Taming wargs is difficult and they pose more dangers than horses yet for cultural reasons they are quite commonly found within the Uruk Empire. [/hider][hider=Military Motorbikes][img]https://vignette.wikia.nocookie.net/warhammer40k/images/1/12/Zhardsnark_%27da_Rippa%27.jpg/revision/latest?cb=20140717052925[/img] Orcish motorbikes are large, loud and comparatively powerful. They're often driven by not one but two motorbike engines and preferably on large wheels. In part this is due to the inherent weight difference between humans and orcs but also since the Uruk considers motorbikes the continuation of their cavalry traditions. Consequently they want a vehicle that can be packed full of equipment and be capable of crossing rough terrain. In regards to the latter as suspension technology has yet to mature the orcs are constantly dissatisfied with. As such most Uruk strategists don't believe in bikes completely replacing wargs anytime soon. Another interesting feature of bikes is the inclusion of sidecars. While this further limits the vehicle to roads it allows mounting far more equipment along with an extra passenger. There are efforts to use machineguns mounted on sidecars. [/hider][hider=Kalroth - Steam Wheels][img]https://vignette.wikia.nocookie.net/warhammerfb/images/4/4b/Doomwheel.png[/img] One of the newest products of Uruk weapons development fielded just recently.They are basally a giant wheel each propelled by steam power and steered by a smaller wheel at the back. Kaltrothari are experimental vehicles trying to push the orcish cavalry tactics into the 20th century. The two-man contraption is equipped with a steam-spun revolver gun and has numerous spikes and blade protrusions both for psychological effect and added shock factor during charges. The wooden wheel backed with metal reinforcements is resilient enough to cross rough terrain. Yet the Kalroth is an awkward contraption with numerous issues. For example it needs periscopes and numerous other aids in order to just see straight. In spite of that the Uruk claim their Kalroth will have excellent off-road mobility superior to regular bikes, although obviously lacking in speed when traversing paved roads. [/hider] [hider=Armored Trains][img]http://landships.info/landships/railway_articles/images/Zaamurets_2.jpg[/img] Uruk Empire controls a huge expanse of land, too large to be covered on foot. With minor uprisings all too common the Uruk chose to turn their railway transports for war. Armored trains are akin to gunboats on rails, mounting small artillery in turrets along with machinegun ports with the entire body covered in armor sufficient to shrug off small arms or shell splinters. Armored Trains have various components, the one shown in the picture is the gun car for direct defense. Each car also has its own auxiliary engine, making them self-propelled when necessary or assist in the train's load. These trains can of course also tow railway artillery, carry troops or transport war goods closer to the front without the vulnerability of regular trains. [/hider][hider=Railway Dreadnought][img]https://dncache-mauganscorp.netdna-ssl.com/thumbseg/574/574593-bigthumbnail.jpg[/img] Secret military project enabling the transportation of huge amount of goods with a locomotive almost akin to a dreadnought. The train is still development and requires two parallel railways to travel. This is obviously costly to build and even with the full plans they don't expect to drive this monstrosity anywhere but between priority lines. The project itself might be even too ambitious and has numerous cost overruns. Regardless the leadership is impressed enough with the idea to keep the funding. [/hider] [color=fff200][b]Artillery[/b][/color] Uruk never neglected the role of artillery and until the 19th century they were among the leaders on the continent. During the last century though the Uruk were always playing catch-up and nowadays their tubes are considered inferior to the guns employed by Etresna or Rotteburg. While lacking in quality they do make up with quantity and especially in terms of lighter artillery they have no shortages. Rocketry is also an unique face of the orcish artillery, light rocket units are even assigned on the company level. Light artillery in general makes use of wargs for transport and the so-called "warg artillery" is still a popular doctrine within the Empire. Advances to maps, signals and mathematics also help. Forward observers and map makers are the key elements of the new indirect fire based artillery. Uruk doctrine puts more emphasis on mobility and thus for most engagements light artillery is all they could employ. During prolonged battles or preparing for sieges they might deploy heavy artillery. These are either towed by steam wagons but more commonly disassembled into parts and carried by wargs warg carts prior to setting them up. A relatively innovative portion of Uruk heavy artillery are their collection of railway guns. These elongated train cars house some of the greatest artillery pieces the Uruk have ever made, comparable to their coastal defense batteries. Indeed, at least some of them are originating from naval projects. [hider=Notable Artillery] [b]Gajarkal 4cm 1890[/b] - First intended as a replacement of outdated rifled falconets for the cavalry in the end it proved unsatisfactory due to its weak explosive content. Regardless they are issued to Ogres as standard rifle who keep producing them in large numbers. Ogres also made a few modifications to better serve as a personal rifle. The new variant is at times even referred as 4cm Vagun'Kal (40mm giant rifle) to further set it apart from the original artillery. Some cavalry units still use the 4cm Gajarkal but generally the 7cm guns replaced them. [b]Gajarkal 7cm 1892[/b] - Comparable to mountain guns of other nations the Gajarkal is used by cavalry and mountain troops. The weapon can be disassembled for easier portability and compared to most mountain guns it has a longer barrel and higher shell velocity. [b]Bubartas 7cm 1881[/b] - Light howitzer used by cavalry and for situations where field howitzers are too cumbersome. Consequently their performance is inferior to the mainline howitzers of most armies and the current shells are known to carry too little shrapnel. [b]Bubartas 10cm 1901[/b] - New type of field howitzer rapidly phasing out the old 1881 models. Unlike its predecessor it's lighter with a recoil mechanism and without the requirement to disassemble them into two parts for transport. [b]Bahud 10cm 1880[/b] - Classic mortar mounted on an old type carriage, firing 10cm shells. [b]Bahud 15cm 1881[/b] - Heavy mortar developed around the same time as its lighter counterpart. [b]Bubartas 15cm 1899[/b] - Heavy howitzer nowadays called up on divisional level. [b]Strigzuurz 15cm 1904[/b] - Heavy artillery used for long range bombardment, although few in number. [b]Bahud 25cm 1901[/b] - Superheavy mortar used for sieges. [b]Strigzuurz 20cm 1910[/b] - Superheavy cannon still in the testing phases, meant to better bridge the gap between Uruk and Etremaden artillery. [b]Bubartas 30cm 1900[/b] - Siege howitzer made to break fortifications. While adopted for a while most military strategists feel it unnecessary and unfit for the Uruk method of mobility warfare. As such they are only produced in very limited numbers. [b]Sha'bartuurz 45cm 1908 "Gothmog"[/b] - Superheavy howitzer made to destroy fortifications, just out of the testing phase. It weighs 50 tons and requires half a day of assembly on the field but its capability to fire shells in nearly the 1-ton range makes it a terrifying weapon. [/hider][hider=Karijak - Rockets] Technology with roots dating to times of the old Far West, before the Segon Dynasty came into power. Karijak are related to ancient rockets, using lower grade gunpowder as solid propellant. The Uruk adopted rockets early and kept them as staple element of their artillery ever since then. Over the centuries karijak underwent many changes yet their essential way of use is the same. Unlike ordinance the rockets are known for "soft" launch which means they can be fired from very light platforms. This allows the Uruk to maintain their mobility while still having the ability to lay down artillery fire. Rockets can have decent explosive payload and respectable range but the ammunition they use is always much larger thus limiting the stockpiles. Another issue is their accuracy, rockets are incapable of the same precision as modern gun tubes so in order to have any sorts of effectiveness they need to be fired in large numbers at once. On the other hand rockets can also easily lay down massive barrages within a short time while conventional artillery struggles with it. Karijak didn't replace gun based artillery for the Uruk but became a fine complement to it. Aside from standard explosive and fragmentation warheads the Uruk also has some unique types. Smoke and flare variants see utility while special incendiary warheads are used against dug in positions. One of the most unusual element of Uruk rocketry is the VrasKragor ("Killfang") which is a Talisman-induced enchantment, imbuing warheads with a frenzied fire spirit to seek out nothing but destruction. This results in the rocket steering itself during the terminal phases to a limited degree, seeking out the largest concentration of lives it could find. Of course the fire spirit has no concept of military value nor it can determine if its destructive effects are guaranteed to take out its foes. In addition the spirit has no friends and if aimed wrongly it could easily strike your own troops. Regardless the imbued rockets have more acceptable accuracy albeit at relatively high cost as of course this relies on Uruk's magic resources. [b]Common Types of Rocketry:[/b] - [i]Kamab'Karijak[/i] - 6cm rockets made in staggering numbers and used to support infantry. - [i]Karijak'Strigz[/i] - 9cm rockets made to supplement field howitzers. - [i]Karijak'Ros[/i] - 12cm rockets fit for destroying moderate fortifications and usually having longer range performance (depends on the amount of propellant and chosen fin design). - [i]Sha'Karijak[/i] - Rockets of varying size but usually above 15cm diameter meant for sieges, comparable to superheavy guns in destructive performance. [hider=Ia'Karijak - Balloon Artillery] Cooperation between the Artillery and Balloon Corps, technically belonging to both. It consists of a scaffolding, rocket battery equipment and 4-8 observation balloons. After the setup the balloons lift up the scaffolding along with the artillery crew and anchored to a fixed position, effectively becoming a large kite balloon contraption. Thanks to its altitude which is often in the excess of 1000m it enabled the Uruk to lob rockets at greater ranges, preferably outranging their opponents. In addition the balloons are in theory invulnerable to counter battery fire. That being said the system is cumbersome and of course vulnerable to enemy aircraft. Effective communication also require a telegram wire which can further add to the setup time and costs. All in all balloon artillery is a niche tactic only effective in specific situations. As a newly developed doctrine the adoption of balloons for extended artillery support is only in its beginning stages. [/hider]. . [/hider][hider=Railway Artillery][img]https://hattonsimages.blob.core.windows.net/products/hr6069_2.jpg[/img] Train cars repurposed to house artillery. While locomotives are essential to transport large guns the difference here is that these don't require to leave the train and instead they form a weapon system by themselves. Railway artillery are known for their mobility and relatively quick capability to deploy. On the other hand they are obviously limited to railways. There are numerous variants to the idea involving cars with multiple medium artillery pieces, rocket artillery but most popularly it uses a single long tube heavy artillery (as pictured above). The latter has the advantage of range (best within the Uruk Empire) but with the issue of the gun being incapable of turning. The solution was (as pictured) to build specialized railways to move the entire vehicle to position which worked out perfectly. While relatively costly the advantage of having long range artillery is not lost to the Uruk. [/hider] [color=fff200][b]Air Force[/b][/color] Given their dated technology and economical problems you might be surprised to learn that Uruk does have an air force. If anything Uruk has a long history of balloon corps for recon and observation and maintain a fair number of these. Blimps are essential for mapping and observation of enemy troops. In contrast their adoption of airplanes was... troubled, to say the least. Uruk recognizes the value of aircraft but currently lacks the industry and skilled labor to produce them in large scale. Uruk does posses biplanes which usually do recon and messaging duties but they also have an experimental squadron of modified planes specializing to hunt down enemy balloon observers.[hider=Air Force Terms][b]Iandur[/b] - Balloon [b]Iandar[/b] - Airship [b]Ia'Karijak[/b] - Balloon mounted rocket battery (see artillery) [b]Krora[/b] - Airplane [b]Shun'Flatuurz[/b] - Biplane [b]Ia'Etuurz[/b] - Balloon Hunter (plane role) [/hider] [color=fff200][b]Navy[/b][/color] As a mostly landlocked nation the orcs never had a formidable naval force. That being said it doesn't mean they didn't try naval invasions before and given the present geopolitics the fear of the Etremaden and Cethosi navy did inspire them to modernize. Uruk navy due to its tight budget currently has only two objectives. First being coastal defense against a potential naval invader and second being the patrol of their territorial rivers, special notion to Kukulum (Ruby River) which crosses the Empire. As such most Uruk ships are not rated for open sea warfare and they generally focus on small vessels. Torpedo boats and mine warfare are particularly attractive while monitor class vessels tend to be the common "warship" to the Uruk fleet. Uruk is in the possession of only one dreadnought, built by their Kyrennosi vassals. [h2][color=fff200][b]Traits[/b][/color][/h2] - [b]War Masters - Positive Trait:[/b] Uruk is a warlike nation built on conquests. Military prowess is at the forefront and they have a long tradition of warriors. While far from having the best troops or the most advanced military the Uruk government excels at recruitment of soldiers, procuring equipment and supplying them with adequate logistics. Thanks to this they can afford a huge yet highly disciplined army that dwarfs most nations. - [b]Greenskin Genes - Mixed Trait:[/b]Greenskins or orcoids are a diverse mashup of races sharing similar outward characteristics and a particular list of genes. The strange part about greenskins comes up when they interbreed with other races, almost invariably siring another greenskin. Over the millennia the greenskins spread through the continent and now form a sizeable portion of the population, only ever growing. This and their reputation of savagery often makes them targets of prejudice. - [b]Shamanism - Mixed Trait:[/b] Uruk practices the ancient orcish spellcraft and religion known as shamanism. They believe in nature spirits who belong to either of the four elemental categories and skilled shamans are known to be calling up their aid. Shamanism is nuanced and works indirectly through the acts of "spirits". This makes shamanistic magic less predictable but capable of more complex deeds. While Uruk studies other forms of magic the government and the public only accepts shamanism which somewhat hinders their magical development. - [b]Foreign Stockholders - Mixed Trait:[/b] Uruk is a poor but rapidly developing nation with lots of promise. That and the existing alliance systems made the empire's industries quite attractive to certain investors like those from Sidara and Faenaria. This pumps money into the otherwise weak economy of the empire to further improve their technology and industry yet on the other hand it also means foreign powers can have strange influence over Uruk. [/hider] [hider=Rolls] [h3][u][b][color=fff200]THE URUK EMPIRE[/color][/b][/u][/h3]20 (18+2) - Your nation is the cream of the crop, and up to a quarter of the globe is under your command. Vast lands are yours to command. 11 (10+1) - Tech - Your nation is a mix of antiquated and modern, as modernization efforts are in full swing. 20 - Army Size - A worryingly large amount of your population is active-duty military. It is maintained year-round, and seems almost infinite. 5 (2+3) - Your economy is weak, and is teetering on a recession 12 (11+1) - Production - Your nation is somewhat majority industrial, with decent resource exploitation. 5 (2+3) - Navy Size - You have a tiny navy. It is largely simple merchant vessels. 7 (9-2) - Airforce Size - You have a few biplanes. 12 (13-1) - Magic - Your nation is above average. 14 (16-2) - Mobilization Ability - It takes a month to mobilize. [/hider]