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Old January 10th, 2005, 11:13 PM

brianeyci brianeyci is offline
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Default Re: OT: Mystic Wars: The Boardwar Part 1

Kingdom Name: Republic of Elantris
Ruler: Two consuls elected annually from the plebian masses and nobility, elections to be held this year as the current ruler was assassinated.
Heirs: None, Republic with reigns of power held by the Senate and the two consuls who serve for several years. Separation of powers is fundamental to their society, and there is much bureaucracy and wrangling before any decision. A charter of rights protects the common man, although the noble classes still wield the true power in society.
Major Species: Humans
Minor Species: Elves, Dwarves, Halflings, Half-Orcs
Population: 40,000
Gold: 0 - Elantria will be collecting tax this upcoming season to refill its coffers.

Troops:

Republican Citizen (Peasent 10/200) : Never before has the Republic had such a dire need that they must call on the average citizen to defend the homeland -- nevertheless, should Elantris be invaded, the Consuls and the Senate have the power to call on the citizenry...

Republican Conscript (Light Infantry +1 17/100) : Raised in times of war, the equivalent of well-armed militia, the Republic's "reserve" force, currently 1760 in full combat readiness.

Dwarven Axemen (Medium Infantry -3 14/100) : The Republic occasionally hires mercenaries. Most of these come from the Dwarven foothills of Ironside. Although plentiful, the Dwarves hardly substitute for a standing army, and their barbarian self-glorism cannot even equal the Republic's lowliest conscripts. They are mostly used as "brute squads". There are a hundred dwarven axemen, mostly used as police on Elantria's roads.

Republican Legionnaire (Heavy Infantry 30/100) : The Republic's standing army is made up of highly trained, highly motivated legionnaires. Armed with a short sword, a large square shield and banded armor, they are the Republic's first and Last line of defense. Currently the Republic fields two thousand legionnaries.

Skirmishers (Light Skirmishers +2 14/50) : The Republic's skirmishers are used in battle to throw spears at charging enemies. Their spears are soft and have a special point designed to make it impossible to pull out the spear from a shield -- or a body. There are five hundred skirmishers in the Republican army.

Elven Scouts (Light Calvary +1 34/60) : The Republic's scouting arm is made up of low Elves who long ago moved into Elantris seeking refuge from an unknown evil. The condition of their settlement was that they provide an amount of elvish bred horses. The Elves, loathe to give their mounts to foreigners, instead opted to join the Republic's forces. There are four hundred Elven scouts in the Republican army.

# of Cities: The capital Elantris, the Dwarven foothills of Ironside, and the Elven settlement of Q'solth

Special Units :

Republican Engineer Corps : A unit of a hundred highly trained soldiers, masons, engineers and artisans. The Republican Engineer Corps supplements the normal standing army and is responsible for the planning and construction of aquaducts, cities, roads and monuments. These are not the actual labourers, but the intellectuals and officers who direct whoever is placed under them to construct wonders. In times of war, they are responsible for maintaining and constructing siege equipment, ballista, catapults, traps and fortifications. Villagers are usually glad to see them, for they measurably increase quality of life.
+4 Construct Fortification Skill
+2 Construct City Skill
+2 Construct Siege Weapons Skill
+2 Construct Artillery
+2 Morale Boost to locals

Republican High Guard (Heavy Infantry) : These are the Republic's most powerful infantry units, armed with Dwarven plate mail and Elven sword steel. Unlike the Republican Legionnaire, they are dressed in purple, signifying their connection with the royal family.
+2 Armor
+2 Weapons

Advantages:

+6 Heavy Infantry Skills - Republican Armies are unparalleled in their discipline and motivation. Their legionnaires fight in formation using their deadly short swords and interlocking shields. When on the march, each night they stop to construct a highly fortified camp. Republican armies also have superior battlefield tactics, such as locking their shields together and putting their shields above their heads in a "tortoise" formation. Republican generals study Elvish, Dwarvish, Orcish and Human history, and are well versed in both maneuver warfare and attrition warfare. A tale among Elantrians is that once, a famous general caught one of his soldiers without armor on digging a trench. When asked why he was unarmored, the soldier replied that it was easier without the armor, after which the general drew his sword and cut the man's head off.

+5 Communication and Trade
The Republic is crisscrossed by highly maintained roads. Distances and locations are marked on signPosts. There are resting houses at regular intervals for messengers to switch horses and ride at full speed. Their roads are also highly defended, for if an invader were to enter Elantris, he could take advantage of the road network and spread swiftly. This means that bandits and pirates are non-existent on Elantrian patrolled roads.

+5 Gold Income : Elantris is an incredibly rich society with gold coming in from the Ironside mountains mined by the Dwarves. Add to this the Elantrian famed road network, and Elantrian tax incomes are greatly increased.

+4 Diplomacy Skill : Elantris always relies on its diplomatic prowress rather than force capabilities, despite its formidable military. The military is often at odds with the nobility, the former who prefer a more aggressive approach to dealing with other states, the latter who believe in maintaining the status quo and thus engaging in trade and peace talks. Only time will tell which side gains power.

Disadvantages:
-7 Heavy Calvary Skill : Heavy Calvary is practically an unknown concept in Elantria, and they have yet to master the stirrup, the saddle (their Elvish scouts ride bareback) or the lance.
-5 Archery Skill : Ranged weapons too are practically unknown, and bows are still drawn to the chest and utterly despised by the military despite being favored by the Elvish minority.
-2 Naval Skill : Elantrians are not close to any major bodies of water, and thus the idea of naval warfare or transport is unknown to them.
-2 Bureaucracy : Laws and changes in codes of conduct must pass through many barriers before being accepted, the price one pays for a government which separates powers.
-4 Magic Skill : Magic is treated in Elantria as a fable, and children are taught to grow up disbelieving in wizards and witches. Education focuses on debate, science, physical fitness and Languages.

Brian
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