Keep in mind we're basing it on renaissance Italy.
Flag:
Doesn't need to be an image...can just be a description.
Brief Description & Tier:
Keep in mind "Brief". There's a whole rest of your NS, this is just a logline. Also put what tier your faction is here.
Ambition:
What does your faction want? The largest faction you could possibly have is still a small state under threat by giant empires...world domination isn't an option. Are you run by a wizard seeking enlightenment? A prince seeking vengeance? Or perhaps you just want to survive? All up to you.
Government Type:
Claim:
Use the map. If you don't have a tier 1 faction, just put down your estates if you're tier 2. Tier 1 should also put down the locations of their estates. For tier 3...just tell us where you are.
History:
Go brief, go long. Do what you think is necessary for us to have a proper feel of what you're trying to present. Make sure to talk to other players and your friendly GMs to make sure your properly aligned with the lore and worldbuilding so far.
Military:
Alright, this is another complicated gamified part. So basically, you've gotta rank your different parts of your military. You have the following aspects: -Infantry -Ranged (guns, crossbows, mid-ranged spellcasters) -Navy -Artillery (cannons, catapults, long ranged spellcasters) -Shock Troops (Heavy beast units, giants, guerillas) -Cavalry (horsemen, light beast units)
Take each of them and sort one each into the following (keep in mind that ranking should equal quality times quantity...you can have three amazing cannons and therefore have D tier artillery, or a horde of regular-sized ants and have D Tier infantry):
-S Tier: Best of the best. Unparalled across Evorin. -A Tier: Really, really good. Still a staple of your army. -B Tier: Good. Holds their own. Reliable, but unable to win battles on its own. -C Tier: Slightly below average. A useful part of your army, but by no means a staple. -D Tier: Bad. Unreliable. Might come in handy in a clinch, but not a meaningful part of your planning. -F Tier: Either nonexistant or downright embarrassing.
At the cost of 6 Wealth, you can bring any aspect up a single tier in-game. Anyways, in the sheet, while sorting it, also give us descriptions of your military. Unit types, equipment, etc. Hey, it's an NRP, what can I say?
Demographics:
Races, religions, cultures. Talk with other players, as well as your gms. We're also gonna keep a database of races currently in use.
Agents:
Now here's where I wanna see some effort! Tell us all about your characters. They're what's gonna drive the story forward.
Estates:
Estates should have specific names, aside from Businesses. But tell us their stories. The place they hold in their community. Yada yada yada.
Forces:
As discussed above. Feel free to give as much detail to your forces as you want. When first submitting a sheet, you just need to put their sizes, but please keep track of your Preparations down the line.
Relations:
Diplomatic situation. Talk with folks! Figure out where you're at with other factions. Maybe even with rivals within your own faction. You should also talk about your relationship with the major empires at play in Evorin.
GM-controlled "NPCs". Note that these sheets are not examples of good nation sheets. They're just functional for in-game use.
Rudel
Flag:
Two crimson eagles, talons locked in combat above a black background.
Brief Description & Tier:
Tier 1. Formerly a merchant republic, now ruled by a despotic authoritarian titling himself "Dread Prince". The most powerful of all the Evorinian states.
Ambition:
To unify Evorin and create a powerful state capable of rivaling the Great Empires.
Government Type:
Absolute despotism, ruled by the Dread Prince Vittorio di Piro.
History:
Rudel was once a thriving Merchant republic, governed from its capital city, the massive, island-borne Rudel. Rudel, seeking expansion to the mainland in the past few decades, began to hire Condottieri to conduct their military affairs. One of these Condottieri was Vittorio di Piro.
Vittorio di Piro was a soldier mentored under Istanio Castarlono, former Dictator of Montserri. After Castarlono's assassination, di Piro took a contingent of his loyalists and served Rudel as Condottieri. He eventually began buying out the rest of the mercenary companies until he had a monolopoly, at which point he performed a coup of Rudel and disintigrated the power of its noble families. He took on the title of Dread Prince, and since then, the Dread Prince Vittorio has launched a campaign of conquest around Evorin.
More recently, he was approached by the Heir of Castarlono, who sought aid in claiming their position as Dictator of Montserri. He agreed, and is now waging a war against Montserri, besieging the titular city for the last couple years.
Military:
S-Tier - Artillery: Dread Prince Vittorio is well-known for the use of what he calls the 'Wall of Stone and Iron'...continual volleys of cannonry that prevent the enemy from forming formations. He maintains massive cannon units meant to pummel enemies into submission long before melee is engaged. A-Tier - Ranged: Despite himself formerly a mercenary, the Dread Prince has instituted a professional army, a staple of which is his arquebusiers. Relying on his cannon to elicit charges out of enemy formations, once they're charging, his arquebuses and crossbows whittle down the enemy line before they can reach his army. B-Tier - Melee Infantry: For whatever's left of an enemy army after his volleys of cannon and shot, he maintains a standard line of pikes and halberds. C-Tier - Navy: With their largest and most profitable province being an island, Rudel of course requires a decent army to keep its state in-tact, but the fact is that the Dread Prince is a poor admiral, and relies singularly on land conquest. The Rudelian Navy is maintained to prevent piracy, allow the transport of troops, and protect its mercantile interests, but lacks offensive capability. D-Tier - Cavalry: Rudel's cavalry, mostly lightly-armed cuirassiers, are primarily used to chase down routing enemies and scouting enemy positions. Aside from that, the Dread Prince doesn't see much use in them. F-Tier - Shock: Rudel's army is almost entirely composed of human regulars. Barely any magical troops, no beast troops.
Agents:
DYNASTIC AGENTS Dread Prince Vittorio di Piro - Level 2 General, Level 1 Statesman STATE AGENTS Colonnello Bruno Muratore - Level 2 Champion, Level 1 General Carlo de Colonia - Level 1 Polymath Elisa de Colonia - Level 1 Statesman
Estates:
DYNASTIC ESTATES: Ramora, Fortress: Level 1 Stronghold Locani, Fishing Village: Level 1 Settlement Art Dealer: Level 1 Shop Public Arsenal: Level 1 Institution STATE ESTATES: The Palace of Mirrors: Level 2 Palace Porto Rudel: Level 1 Port Gunsmith: Level 2 Workshop Old Rudel, City Center: Level 1 Settlement
Forces:
Grand Army de Rudel Army, Size 7. Location: Rudel Embedded: Dread Prince Garrison of Ramora Garrison, Size 1. Location: Ramora Garrison of Old Rudel Garrison, Size 1. Location: Rudel Garrison Fleet of Porto Rudel: Garrison Fleet, Size 1. Location: Porto Rudel Grand Armada de Rudel Fleet, Size 4. Location: Porto Rudel Montserri Liberatory Expedition Army, Size 4. Location: Montserri Siege Preparations: 5 Muratore Brigade Army, Size 2. Location: Rudel Mainland Holdings. Embedded: Colonello Muratore
Relations:
Montserri: Rudel is at war with Montserri, having invaded and is currently besieging the city. Galia: Rudel has cold, tense relations with Galia, as well as all her associated vassals and allies, both of them representing the other's greatest threat regionally. Castarlono Family: Rudel is a patron of the Castarlonos, offering them support in their struggle against Montserri.
Montserri
Flag:
Gold and Aquamarine. Four squares, alternating each color in the foreground and background. Two squares, diagonal from each other, have the image of a rearing stallion. Two others, also diagonal, bear a city on a hill.
Brief Description:
An oligarchic republic on the precipice of losing everything.
Ambition:
To survive and preserve the "Liberty Aquamarine".
Government Type:
Oligarchic Republic, wherein every noble family has land equally proportional and equal powers shared between them. The Consul is selected yearly by a random rotation, and no one family may be selected for consul twice in a decade.
History:
Montserri is ruled under what they call the "Liberty Aquamarine"-all nobles are considered equal, and every family owns equal land with equal right to rule. That said, being a commoner in Montserri...sucks. Hard.
The Castarlono family was well aware of that. A bit over a decade ago, Istanio Castarlono declares himself Tribune, granting himself immeasurable power. He emancipates the commoners and is killed for it, the Castarlonos expelled and their lands split among the noble families.
Now, they've returned, along with a Rudelian invasion. Though Montserri weathers the siege thus far, it's only a matter of time before they crack...or is it?
Military:
S-Tier - Cavalry: The noble families of Montserri still hold true to old codes of chivalry, providing powerful and well disciplined knights who act as lancers and sabre cavalry. Traditionally, the Knights of Montserri alone provided enough deterrent against invaders. It seems this is no longer the case. A-Tier - Shock: Aside from some powerful spellcasters, Montserri's only irregular troops are the Bastardi - noble hooded guerrilla loyalists known for their stealth and skills with blades, especially daggers and longswords. They've been responsible for sneaking supplies into Montserri, allowing for the siege to go on for as long as it has, and have also wreaked havoc on occupying Castarlano and Rudelian troops. They're led by Django the Bastard. B-Tier - Ranged: Garrisoning the city of Montserri is a large mercenary crossbow corps, largely comprised of mercenaries from Liverni and other nearby city-states. The Black Tusks even have some orcs garrisoning the city. Montserri also has their share of arquebusiers, as well as mid-range spellcasters who provide excellent support. C-Tier - Artillery: While its field artillery has been eviscerated in the war with Rudel, the city of Montserri has been outfitted with powerful cannonry in its fortifications. D-Tier - Melee Infantry: Montserri's melee infantry is almost entirely composed of barely armored peasant levees and dismounted knights. Nothing useful or reliable. F-Tier - Navy: The war with Rudel has caused Montserri to largely abandon all naval ambitions. The merchants who remain are forced to fend for themselves.
Agents:
DYNASTIC AGENTS Console Cicero Implianto - Level 2 Statesman Segnora Francesca - Level 1 Champion STATE AGENTS Django the Bastard - Level 1 Infiltrator, Level 1 General, Level 1 Champion General Forzo - Level 2 General
Estates:
DYNASTIC ESTATES: Lamorin, Stables: Level 2 Settlement STATE ESTATES: The Fortifications of Montserri: Level 2 Fortress Embassy: Level 1 Institution
Rudel & Castarlonos: War. All-out fucking war. Galia: Montserri considers turning to Galia for patronage, though fears the loss of autonomy that'd inevitably come with it.
Colonia
Flag:
A Pearl White Dragon clutching a red rose.
Brief Description & Tier:
Tier 1. A theocracy based out of the old Provincial capital, ruled by a hybrid race of giant dragon people.
Ambition:
The same as it's always been...preserve the Horde Undying.
Government Type:
Ruled by a heretical branch of Monism known as the Church of the Horde Undying, which combines the traditional beliefs of dragons and gigants with old Terastrian Monism to produce a syncretic faith based on inner perfection and longevity.
History:
The city of Colonia was once the largest city in all Evorin, as well as the capital of Evorin under the Terastrian Empire. As the Empire collapsed, it was overtaken by Dragons, who dwelled in the hills outside the city and would fly in and ransack it.
A clan of Gigants came to claim the city and went to war with the Dragons, which lasted for around a century, and ended with an unexpected twist; a political marriage between the various Gigant chiefs and the dragons of the hills.
From this union of the Undying came a new people, the Dracogiganti; have Gigant and half Dragon, who continue to rule Colonia to this day. While the descendents of the same chiefs still claim noble houses, and there continue to be pure dragons living in the hills and pure gigants in the city, true power is vested in the Church of the Horde Undying, a religious body created to settle diputes between the Dragons, local Humans, Gigants, and the new Dracogiganti nobles.
Military:
S-Tier - Shock: The shock troops of Colonia come in four powerful forms; the Dracogiganti Knights who combine the armored skin and fire breath of the dragons and the power and might of the gigants, large gigants, flying dragons, and powerful mage-priests. A-Tier - Infantry: Smaller gigants and Dracogiganti captains also serve in large infantry regiments mostly composed of a nationally instituted human militia, mostly armed with halberds and other polearms to form a proper anvil against their shock troops' hammer. B-Tier - Ranged: When so much of your army is extremely large, you trust projectiles a tad bit less. Instead, the ranged troops of Colonia are primarily powerful mages, able to target with more precision than standard volleyers, but their rigorous training comes at the price of quantity. B-Tier - Navy: Colonia maintains an above-standard navy to protect their trade interests. Plus, y'know, dragons. And even some sea serpents. F-Tier - Cavalry & Artillery: Y'know, horses and cannons seem a little silly when you've got dragons.
DYNASTIC ESTATES: Emberni's Challace: Level 1 Palace The Chipped Fang, Tavern: Level 1 Shop STATE ESTATES: The Old City of Colonia: Level 2 Settlement The Basilica of the Horde Undying: Cathedral, Level 2 Institute.
Forces:
Emberni's Flame Army, Size 2. Location: Colonia. Embedded: Arvic Emberni Home Fleet Fleet, Size 2. Location: Colonia Colonia Garrison Arm, Size 6. Location: Colonia. Embedded: Moundsitter Garvin, Malac Sweetmoss, Alazidd
Relations:
Colonia tries to maintain a level of neutrality with all its neighbors. It sends out mercenary companies to keep its military trained, while also walking a dangerous tightrope to preserve its autonomy against much larger empires.
The Sophisticate of Isolopoli
Flag:
Flags are for the stupid and lonely who need stickers and accessories to bring value to their existance.
Brief Description & Tier:
Tier 1. An ancient technocracy that frequently disappears.
Ambition:
Yuck. No.
Government Type:
A technocratic democracy ruled by an academy/council known as the Sophisticate.
History:
Isolopoli was born in the time of the ancients and will die long after whatever you have going on. It is a city of learning; of the arts, sciences, and magic, and for the rare mind who prefers to not learn the difference between the three.
It is hard to find. Even if you take your big boy boat there, you still might not find it. It was around during the Terastrian Empire, that's for sure. And one one point, it was even moderately accessible. And then it...'occulted'. Disappeared from the face of the Farwest. For millenia. But now, it's back. And people seem to not have as much trouble finding it.
Military:
S-Tier - Artillery: Giant magnifying glasses, semi-automatic ballistae that can cause ships to rapidly rot, catapults that fire balls of pure fire...lots of scary stuff. Plus, the colossus. S-Tier - Ranged: The most powerful mages in Evorin and automatons armed with semi-automatic crossbows. S-Tier - Melee Infantry: A giant army of automaton hoplites and legionnares. F-Tier - Navy: People can come and go as they please, it's not the Sophisticate's job to cop the waters. F-Tier - Cavalry: It's a tiny island. Horses would be silly. F-Tier - Shock: How brutish.
Agents:
The Colossus - Level 10 Champion (THEY GET AN EXCEPTION!) The Automatarch - Level 2 General The Sopharch - Level 1 Statesman, Level 1 Archmage, Level 1 Polymath
Estates:
DYNASTIC ESTATES: Hanging Gardens: Level 2 Settlement The Sophisticate: Academy, Level 5 Institution The Fortifications of Isolopoli: Level 2 Stronghold
Forces:
The One they Have: Garrison, Size 10. Location: Isolopoli. Embedded: The Colossus, the Automatarch, the Sopharch
Relations:
No thanks!
The Order of the Sacred Master
Flag:
Two dogs kneeling before a haloed, shining woman. Dogs are brown, woman is gold and white, background is blue.
Brief Description & Tier:
Tier 1. An order of Hemicyon knights dedicated to following the will of their Sacred Master, Penelope.
Ambition:
To follow the will of Penelope, usually by destroying 'aberrations'.
Government Type:
Military Order, ruled by a Grandmaster known as the "Loyal Alpha".
History:
Thousands of years ago, the Hemicyons were created as soldiers of the Primarch Deprivation. They are dog-people, anthropomorphic and canine. A spell was cast on a group of them by the wizard Philius, who, himself almost always traveling, wanted protection for his daughter, Penelope.
The Hemicyons worshipped her as a god-queen, and went about a quest of conquests to destroy anything that might prove a threat to her. It had limited success, but after Penelope died, they believed she ascended into godhood, and continued to worship her, many of them, known as Ears, acting as her prophet.
While Dog Knights became a common sight in Megalia in the early Fourth Throne, it wasn't until the Orkin were birthed by the Dark Lord Malor, who was attempting to turn himself into a fifth Primarch, Upheaval, that the Order of the Sacred Master was finally born. They aided in the destruction of Malor, and now patrol Megalia and the Farwest at large. In Evorin, they claim the Isle of Piro, from which they observe the prison of the Primarch Madness.
Military:
S-Tier - Cavalry: The pride and joy of the Order is the Gryphon knights. The name is misleading, since they only ride Hippogryphs, but still. Dogs on hippogryphs. Pretty scary! A-Tier - Melee Infantry: Hemicyons are masters of pack tactics, and their knights tend to carry large, imposing weapons, covered head to toe in full plate. But there's not a ton of them. B-Tier - Navy: With their faction spanning the Ocular sea, the Order needs to maintain at least a semi-decent navy. They rely almost solely on galleys, with slave-crews staffed with imprisoned Aberations...orcs, gorgons and the like. C-Tier - Artillery: The order posseses high quality artillery. They just aren't great at aiming it. D-Tier - Ranged: The order is dogs. Dogs have bad eyes. They try their best, though. F-Tier - Shock: Shock troops tend to be aberations, and if you didn't know yet, the Order doesn't like those.
Agents:
DYNASTIC AGENTS Loyal Alpha Maximus: Level 1 General, Level 1 Statesman, Level 1 Champion STATE AGENTS Sir Acorn Many-Scent - Level 3 Champion Yellow the Ear - Level 1 Archmage Butter the Tongue - Level 1 Statesman
Estates:
DYNASTIC ESTATES: Montpiri: Gryphon breeding, Level 2 Settlement STATE ESTATES: Castle Lombo: Level 1 Fortress Porto Lombo: Level 1 Port Armory: Level 1 Workshop
Forces:
The Great Pack: Army, Size 6. Location: Isle of Piro. Embedded: Sir Acorn, Yellow the Ear The Water Dogs: Navy, Size 2. Location: Porto Lombo. Lombo Garrison: Garrison, Size 2. Location: Castle Lombo. Embedded: Loyal Alpha Maximus
Tier 2. An Orcish mercenary company recently landed, led by the general Gultar the Stick.
Ambition:
To make coin and advance the position of all Orkin on Evorin.
Government Type:
A mercenary company led by a General. The civilian communities that exist within their estates are governed autonomously, from the human villages to goblin hidings.
Claim:
A castle, castletown, and surrounding hinterland completely within the borders of Clemento.
History:
The Orkin were first born from the hellrot and bog-rocks of Malor's Fleshforge. Malor was a dark wizard and warlord who sought to bring himself to the immortal status of a Primarch, and he would be the Primarch Upheaval. So, he created a hellish army of various shapes and sizes to aid them.
The original Orkin were all male, meant only to be formed in the Fleshforge. They were mindless, cruel, and savage. And while Malor was winning, they were pretty fucking awesome.
The problem came when Malor started losing. He was masterminding everything, and he had an army of mindless beasts, and when he lost them, he had to go all the way back to the Fleshforge and make some more. Wildly inconvenient.
So, he made the Orkin 2.0...some of them had vaginas. And they were all sorts of sizes and shapes. Goblins, the little ones, Orcs, the mid-size ones, and Ogres, who were quite large. They were also a lot smarter than the previous Orkin...he could rely on them for logistical planning, and industry. Working the Fleshforge if needed. And, in the long term, they'd be capable of procreating.
Well, as it turns out, there wouldn't be a long term. The heroes of Megalia unified together under a white wizard and yada yada yada, the flesh forge was destroyed by moss and unicorn tears or whatever shmaltzy nonsense. Also, there was an Orkin mutiny. Yeah, as it turns out, when you give a race of people sentient thought, they start thinking they deserve things. Like salaries, and land, and to not literally thrown into a meat grinder of griffon-riding dog crusaders.
So Malor was defeated, and peace reigned forever more and stuff. That was about 800 years ago.
But the Orkin remained. And they bred. Started families. And they had to adapt. So, if all you were was a roving army, and all your levels of organization are to be a roving army, what do you do? Keep on keepin' on, friend. The Orkin turned to a mix of banditry and mercenary work. The Goblins founded the Hideways, placing invisible communites called Hidings all around the Farwest. Ogres isolated themselves in the far reaches of the wilderness. But Orcs were all bandits and mercenaries.
And that's persisted through today.
Thing is, just like Malor before them, the people who hire Orkin mercenary bands don't tend to...treat them very well. They treat them as disposable, and, without any large institutions to back them up, often are underpayed and underserved. And now, in Evorin, with all these constant wars between rich dudes who mostly just hire mercenaries, it's getting worse than ever.
Gultar isn't from Evorin. He's from Galia, in fact. He was 'Fleshforged' as it were-yeah, it's used as a term now for Orkin born to mercenary parents. And he had all the markings of a great mercenary; big, strong. And large. And very, very strong.
But he was also intelligent, as a child. And deeply perceptive. He saw the world as it was, and as it could be. And the work it would take to move from A to B. And work he did.
First in Evorin, gallivanting around in an Orkin mercenary company. He realized very quickly how sought after the companies were who managed to gather all Orkin groups under their banner...Orcs, Goblins, and Ogres. He became an officer within a bigger company, the Black Tusks, so named because of the Old Orcish tradition of mounting boars heads on pikes as banners.
Yeah, they would cut off a boar's head and mount it on a pike...however rotten the head became would show the merit and age of the company. It was at a time when, well...we talked about how disposable Orcish merc companies tended to be seen. The meat grinder. But the Black Tusks refers to the end goal. When the tusks of the boar are so rotted out that they've gone completely black. A sort of company immortality.
Anyways, he became an officer. He started reforming Orcish tactics, building a training regimen...a regimen so rigorous he became known as "The Stick". And then he left. For Lakhmia, where he would become a REAL officer, in a REAL army. Still leading Orkin, but as a professional soldier.
The Captain of the Black Tusks died, a few years ago. He sent out for Gultar to come back from Lakhmia and succeed him. Gultar the Stick accepted.
Upon his return, he announced a radical change...there would be a massive expansion, and he would not be a Captain. He would be a General, with multiple captains underneath him. The Black Tusks grew, and grew, their profit margins straining the cost of the massive army of Goblins, and Orcs, and Ogres. Not to mention his supreme standard for equipment, itself standardized to maintain the look of a professional army. Nobody knew exactly what he was playing at. What they did know was that clients were playing higher premiums for the Black Tusks, and mortality rates of Orkin soldiers was going down.
And then the empire of Serravun invaded the tiny state of Clemento. They almost beat them, too. Clemento offered massive coffers to the Tusks to come and save them. And Gultar agreed, with a caveat-they wouldn't be paid in gold, but in land. Castle Virno.
The Black Tusks beat Serravun only a few months ago. Now, they control Castle Virno and its surrounding hinterland. They bear a promise to Clemento...they need not pay taxes to the city-state, but if Serravun ever invades again, the Tusks will be ready.
Military:
S TIER - Melee Infantry: The pride and joy of Gultar's army is his infantry line. Disciplined, durable, and fierce, he has trained his Orcs and Goblins to a point of indisputable prowess.
The bread and butter of any orcish army, Gultar himself served as a Shieldbearer before becoming a general. They're good allrounders, meant to accomplish the bulk of melee combat, pushing forward after the pikes in front of them take an initial charge. Their heavy cleavers are able to chop into the weaker points of a suit of plate, and drive dents into the stronger parts.
Skilled and versatile, Glaivemasters wield a variety of polearms to combine reach and powerful heft. While Gultar primarily uses them to defend his flank, they may also be found in a line behind shieldbearers, stabbing in between the column in front of them.
Small and fearless, walls of pikes jut out at the center of Gultar's formation, forming an impassible wall to absorb any charges to the front.
S TIER - Shock: A mix of ogres, battle boars, and goblin guerrilla units, Gultar uses his shock troops to drive apart enemy formations with ease. A terrifying sight to behold.
Huge, hideous creatures, battle boars are the result of hundreds of years of breeding and cursing, causing them to be gigantic and aggressive. They are sent in advance of a charge, heavily plated, to draw fire and cause chaos in an enemy's rank. They are also used in wars of attrition, set loose upon enemy fields to ravage their food supply.
Ogres are gigantic and even more powerful than their frame would suggest. They carry large clubs to smash apart enemy positions, and throw cannon shot to weaken enemy lines. They are used for two primary purposes: one, to strengthen a defensive line and batter down oncoming troops. Two, offensively, to break down an enemy formation before the main infantry onslaught.
Ruffians are vicious guerilla units, using a mix of melee weapons, ranged bows and crossbows, and magic to move behind enemy lines. Aside from their potential in wars of attrition, Gultar relies on them for easy flanking, and, when needed, to take out enemy artillery positions. They exceed in illusion magic, as well as in conjuring pestilence and fog to disrupt enemy lines.
B TIER - Ranged: While the bulk of the Black Tusks' power comes from their skill in melee, ranged infantry has by no means gone ignored. When engaging in standard pike-and-shot, Gultar makes sure that his own ranged troops are capable enough to hold their own before drawing the enemy into close quarters.
As firearms grow more popular in the land of Evorin, Gultar has begun training his troops in their use. Arquebusier units are especially useful when firing from the flank, or when suppressing an oncoming charge.
Often the most novice Orcs in his army, crossbows are the first weapons new recruits are trained on before they're trusted to hold a melee line.
C TIER - Cavalry: Gultar's not super into the Warg Riders. But he keeps them around!
While Warg Riders are a traditional aspect of the Orkin armies, Wargs, though ferocious and bloodthirsty, are unwieldy and hard to control, making charge cycling hard. Gultar still uses them in limited numbers, mounted with riders wielding glaives and two-handed choppers, reserving them for flanking maneuvers and for charging down fleeing enemies.
F TIER - Artillery: Being a mercenary company only recently recieving land, the Black Tusks have been used to being a part of a much larger army, ones in which artillery was provided by someone else. Artillery is heavy and slow moving, and so up until now has been completely eschewed from Gultar's focus. F TIER - Navy: They ain't got no water!
Demographics:
The Tusks themselves are all Orkin; a motley mix of Orcs, Ogres, and Goblins. There are multiple Goblin Hidings, or communities, hidden throughout their claim, including a large one right underneath Castle Virno.
The countryside of Virno, meanwhile, presents the same demographics as the Clementian countryside surrounding it...largely human with a mix of others. There is a definite Gorgon community as well.
Agents:
Gultar the Stick, Level 2 General, Level 1 Champion:
Clemento: Hesitant alliance. A loose relation of vassalage and patronage. Gultar's thrown the weight of the Tusks behind Clementian independence, and now seeks political influence in the thalassocracy to make good on that investment. Serravun: Wary and defensive. No bad blood in business but...there was a whole lot of dwarven blood, and Gultar's not expecting that to be forgotten anytime soon.