Post by Jessie on Apr 5, 2012 10:58:36 GMT -5
Kabal City:
Kabal City, formally known as the Dissimulative Capital, is the metropolis of Aedai’s civilization. Constructed by, ran by, and thoroughly occupied by the Dissimulative race, the technology of both the Elves and Dwarfs lie here in a certain harmony, that puts Kabal City in the furthest advances in all technology, from magic harnessing, and that of war.
The City is built into the Aedai’s crust, hundreds of feet into the ground, with the ceiling carved away to reveal the stars above, as well as the clustered woodland that surrounds the missing soil. This was due to the lack of water resources in the Kabal region, and the society required a constant flow of resource if they were to construct a massive city, like itself. This gave birth to the idea of aqueducts, sloping tunnels from the border of Kabal, and allowing the Noyoko Ocean waters flow through a tunnel system that leads to the deepest part of the Kabal City, the Aqueducts. This sewer-like function was quickly backfired by the effect that it drowned the below levels of the City with no outlet, until it busted a hole to the outside via through the soils itself. Building a dam-like structure on the outside of the city, the water did the rest on its own by the pressure eroding away the ground, and making its way through the Aedai land. This formation of water was later named the Rilina River.
Other than the Aqueducts, the Kabal City is leveled onto one main layer, the size of the City roughly 3 kilometers in diameter all the way around, as the civilization is mapped out in a circular degree. The buildings are separated into four different groups: The northern portion representing the alley of bazaar and trade, the southwest portion that of occupational buildings such as the tailors, smithing, and other public resources, and the southeast portion is that of residency, such as homes and schools. The fourth portion is that of Kabal Central, where the Councilmen Court can be found, along with the Kabal City Guard, Kabal’s infantry forces, such as the Imperial Guard & Aerial Host..
The Councilmen Court is a building in which holds the Nine Figures of Kabal’s Democracy. Under these Nine individuals, all Dissimulatives, are Kabal’s laws created, enforced, and dismissed. They are also in charge of of the Kabal City Guard, directing them in motion of where to hit next, when it comes to Conquest and gaining territory.
The city guard of Kabal, one of Aedai's three major city states, is the organization responsible for both the protection and conquest of all territory that the state lays claim to. This military group is volunteer based, and is split into two major divisions, the Imperial Guard and the Aerial Host.
*Advantages: The Kabal Imperial Guard is larger in force than the armies of either of the other city states, and its Aerial Host ensures that Kabal owns the sky in almost every engagement.
*Disadvantages: Its ground forces are significantly less organized than those of the other states, closer to a militia than a true military. Additionaly, they suffer from lack of cavalry.
Imperial Guard
Made up of a multitude of Kabal citizens, the Imperial guard is a loosely militarily organized group of warriors and soldiers, but is really more of a conglomerate of different warriors with different skill sets and abilities. Additionaly, instead of having a separate cavalry unit, those with mounts are simply mixed in with other warriors of the guard. On the one hand, this means that there is always someone capable of carrying out a vital battlefield function at hand. On the other, this means that, to a certain extent, complicated infantry tactics are more difficult for the Imperial guard to pull off in a conflict.
Aerial Host
As the majority of Aedai's Dragons and Drakes live in the Kabal controlled region, the Aerial host is made up of Dragons, Drakes, and in many cases their hominid riders. The host is much more organized as a military unit than the Guard, and is Kabal's major advantage in warfare. While the city state of Liath does employ aerial units to some extent, there are no flying forces in Aedai that match the strength or size of Kabal's Aerial Host. This gives Kabal city air superiority in nearly every conflict, which can often mean the difference between victory or defeat, as their infantry is lacking in many respects when compared to those of the other City States of Aedai.
Liath:
The homeland and birthplace of the Elves, Liath is the least developed in technology compared to the other two cities of Aedai. Remaining wholeheartedly to traditions and that of manual labor, the construction of this so-called city mostly involves that of simple minerals, plenty of wood, and that of the trees themselves. This gives the overall appearance of the city, more of a village, or outpost-like texture than the overwhelming civilization it truly is.
Located in the Urn’per region, Liath’s territory stretches a fair kilometer and some odds, mainly constructed out of wooden buildings ground to roof, or even that of support from the larger trees, carving the trunks into stairways that can lead to either underground, or on to a second level above, supported by clusters of resources. While that of steels and more trustworthy tools are favored in the Capital and that of the Dwarfs, the Elves carry heavy belief that hard work serves further than shortcuts. This makes manual labor between strength and magic the majority in occupational skills, from farming, to tailoring, and even that of their own smithing, using fire magics as a supplementary.
Liath’s is constructed by that of High Rule, in which the High Priestess of Liath, along with her maidens, govern that of the Elves and those alike, who have pledged their allegiance to Liath. This also leads to female Elves having that of higher standards and respect, than the males of the city.
Under the rule of the High Priestess, is also Liath’s military forces, known as the Legion.
The Legion of Liath is the Elven military organization, and one of the three major powers of the continent of Aedai. The Legion is much more heavily organized than the Kabal Imperial Guard, acting much more like a military than a militia. As with Kabal, it is split into two divisions, the Roc mounted Dragoons of the sky, and the Liath Templar of the ground. However, unlike the Kabal Imperials, the Templar are further split between two subdivisions, the the Infantry and the Cavalry.
*Advantages: The Legion of Liath's ground forces are incredibly well disciplined, and are also very well trained, giving them an edge in both combat and executing battlefield tactics. Additionaly, Laith's cavalry is one of the best in the world, able to wreak havoc upon enemy lines.
*Disadvantages: Liath's forces are not extraordinarily large. Additionaly, they lack any real support, as machines are not utilized by the elves, and their airborne units are blatantly underclassed compared to Kabal's own.
Liath Templar
-Templar Infantry: One way in which the Legion of Liath shines is its infantry. Each hunter is well trained in both close and long ranged combat, and groups of warriors are divided into units called centuries. This provides for disciplined, and easily controlled ground forced, allowing for complicated tactics to be executed without flaw on the battlefield. Although not armored particularly well, the infantry utilizes powerful longbows, and razor sharp elvish blades to devastating effect.
-Templar Cavalry: The cavalry of the Elvish Legion is truly unique, as the mounts utilized by the elves vary from rider to rider. One might encounter massive predatory felines, or find a direwolf mounted cavalryman bearing down on them. Regardless of the particulars, unlike most other cavalries, the elvish utilize creatures that can often be as deadly in battle as those who ride them. Cavalrymen spend years focusing on archery and mounted tactics, able to reliably hit targets while moving at incredible speeds.
Liath Dragoons
The most elite of Liath's forces, the dragoons are mounted upon Urn'per's most deadly aerial predator, the Roc. However, even the mighty Roc pales in comparison against the truly intelligent dragons and their bipedal riders, and in most cases in which Liath goes head to head against Kabal, the Dragoons are simply outmatched. However, they are perfect against dwarven armor, as the oversized folklore are perfectly suited to lifting and dropping boulders and other heavy projectiles from very high up. Additionally, their smaller size and lower weight means that hitting the creature is slightly more difficult for Dwarven war machines than it would be to target a Dragon.
Ashight:
Developed into the Mountain Structure known as the Dalak’s Ridge, Ashight is the Dwarf city, found in the Ithofith peninsula. With some of the more advanced machinery constructed by steels and other raw minerals melted together by the coal of the volcanic terrain, it is told that, of the three cities, this one is by far the industrial half. Their hands are the builders of the most industrialized armor, weaponry, and warfare.
On the outside of Ashight, bordering the Enurn’s Coast, there is a quantity powered water mills, built with steel pillars, that not only cycle water resources into the mountain, but as well minimal electricity, that sources itself as friction and steam to power some of the larger products. Unlike the Elves, Dwarfs have neutral feelings to that of manual labor, and find that any shortcut that can be performed properly, is better than working harder for minimal output. Their traditions lie heavily with that of their passion, and their knowledge of sword and shield, being that of the first generation of warriors to exist in the Aedai Realm.
While residence and other occupational forces are divided equally amongst three of the four layers constructed into Dalak’s Ridge, the fourth layer is limited to only that of Royalty to the Dwarven King. Ran in similar aspects of that of a Monarchy, the Dwarven King has the final say in govern aspects that affect Ashight and its’ Conquest. This means that the King also has final say in that of the Dwarven Infantry, Ashight’s equivilant against Kabal’s City Guard and Liath’s Legion.
The Ashight Armed Forces is the smallest of the three military powers of Aedai, but is the best technologically equipped. Their Iron Fleet gives the Dwarved uncontested control of the sea, allowing them to rapidly deploy troops and vehicles despite being blocked from the rest of Aedai by the elves. On the ground, the Ashight Infantry is small, but is supported by the infamous Armored Division, the part of the Ashight Armed Forces that contains all of the most deadly Dwarved war machines.
*Advantages: Control of ocean and ability to bombard coast, powerful war machines.
*Disadvantages: Small number of troops, troops and vehicles must be deployed via ship and cannot move across the land directly, being blocked by the elves of Liath.
Ashight Infantry
Although quite well equipped in terms of arms and armor, and well trained, the Ashight Infantry can muster a fraction of the number of troops as the Kabal Imperial Guard. In any direct engagement, they would suffer due to lack of numbers, but with the support of the long ranged war machines of the Armored Division, they are able to match their enemies in most battles.
Armored Division
The armored division is made up of steam powered vehicles, and the pilots and engineers that work with them. Vehicles range anywhere from destructive artillery cannons, to pneumatic spear launchers, to the destructive steam tanks that frequent the front lines. Without the support of the Armored Division, almost every ground engagement for the Dwarves would be a loss.
Iron Fleet
The Iron Fleet is Ashight's most instrumental war asset. These metal clad vessels, armed with heavy cannon turrets, are not only able to deploy troops and blow enemy ships out of the water, but are able to bombard the coast with massive shells if necessary. The Iron fleet is surprisingly small, being made up of just over forty ships, but this is more than enough to outmatch any other fleet of vessels that occupy the waters of Aedai.
Kabal City, formally known as the Dissimulative Capital, is the metropolis of Aedai’s civilization. Constructed by, ran by, and thoroughly occupied by the Dissimulative race, the technology of both the Elves and Dwarfs lie here in a certain harmony, that puts Kabal City in the furthest advances in all technology, from magic harnessing, and that of war.
The City is built into the Aedai’s crust, hundreds of feet into the ground, with the ceiling carved away to reveal the stars above, as well as the clustered woodland that surrounds the missing soil. This was due to the lack of water resources in the Kabal region, and the society required a constant flow of resource if they were to construct a massive city, like itself. This gave birth to the idea of aqueducts, sloping tunnels from the border of Kabal, and allowing the Noyoko Ocean waters flow through a tunnel system that leads to the deepest part of the Kabal City, the Aqueducts. This sewer-like function was quickly backfired by the effect that it drowned the below levels of the City with no outlet, until it busted a hole to the outside via through the soils itself. Building a dam-like structure on the outside of the city, the water did the rest on its own by the pressure eroding away the ground, and making its way through the Aedai land. This formation of water was later named the Rilina River.
Other than the Aqueducts, the Kabal City is leveled onto one main layer, the size of the City roughly 3 kilometers in diameter all the way around, as the civilization is mapped out in a circular degree. The buildings are separated into four different groups: The northern portion representing the alley of bazaar and trade, the southwest portion that of occupational buildings such as the tailors, smithing, and other public resources, and the southeast portion is that of residency, such as homes and schools. The fourth portion is that of Kabal Central, where the Councilmen Court can be found, along with the Kabal City Guard, Kabal’s infantry forces, such as the Imperial Guard & Aerial Host..
The Councilmen Court is a building in which holds the Nine Figures of Kabal’s Democracy. Under these Nine individuals, all Dissimulatives, are Kabal’s laws created, enforced, and dismissed. They are also in charge of of the Kabal City Guard, directing them in motion of where to hit next, when it comes to Conquest and gaining territory.
Kabal City Guard
The city guard of Kabal, one of Aedai's three major city states, is the organization responsible for both the protection and conquest of all territory that the state lays claim to. This military group is volunteer based, and is split into two major divisions, the Imperial Guard and the Aerial Host.
*Advantages: The Kabal Imperial Guard is larger in force than the armies of either of the other city states, and its Aerial Host ensures that Kabal owns the sky in almost every engagement.
*Disadvantages: Its ground forces are significantly less organized than those of the other states, closer to a militia than a true military. Additionaly, they suffer from lack of cavalry.
Imperial Guard
Made up of a multitude of Kabal citizens, the Imperial guard is a loosely militarily organized group of warriors and soldiers, but is really more of a conglomerate of different warriors with different skill sets and abilities. Additionaly, instead of having a separate cavalry unit, those with mounts are simply mixed in with other warriors of the guard. On the one hand, this means that there is always someone capable of carrying out a vital battlefield function at hand. On the other, this means that, to a certain extent, complicated infantry tactics are more difficult for the Imperial guard to pull off in a conflict.
Aerial Host
As the majority of Aedai's Dragons and Drakes live in the Kabal controlled region, the Aerial host is made up of Dragons, Drakes, and in many cases their hominid riders. The host is much more organized as a military unit than the Guard, and is Kabal's major advantage in warfare. While the city state of Liath does employ aerial units to some extent, there are no flying forces in Aedai that match the strength or size of Kabal's Aerial Host. This gives Kabal city air superiority in nearly every conflict, which can often mean the difference between victory or defeat, as their infantry is lacking in many respects when compared to those of the other City States of Aedai.
Advantages of Kabal Territory:
- Kabal Citizens have right of passage.
- Kabal Citizens retain more / new resources in the markets.
Disadvantages of Kabal Territory:
- Non-Kabal Citizens are easier to attract conflict.
Liath:
The homeland and birthplace of the Elves, Liath is the least developed in technology compared to the other two cities of Aedai. Remaining wholeheartedly to traditions and that of manual labor, the construction of this so-called city mostly involves that of simple minerals, plenty of wood, and that of the trees themselves. This gives the overall appearance of the city, more of a village, or outpost-like texture than the overwhelming civilization it truly is.
Located in the Urn’per region, Liath’s territory stretches a fair kilometer and some odds, mainly constructed out of wooden buildings ground to roof, or even that of support from the larger trees, carving the trunks into stairways that can lead to either underground, or on to a second level above, supported by clusters of resources. While that of steels and more trustworthy tools are favored in the Capital and that of the Dwarfs, the Elves carry heavy belief that hard work serves further than shortcuts. This makes manual labor between strength and magic the majority in occupational skills, from farming, to tailoring, and even that of their own smithing, using fire magics as a supplementary.
Liath’s is constructed by that of High Rule, in which the High Priestess of Liath, along with her maidens, govern that of the Elves and those alike, who have pledged their allegiance to Liath. This also leads to female Elves having that of higher standards and respect, than the males of the city.
Under the rule of the High Priestess, is also Liath’s military forces, known as the Legion.
Legion of Liath
The Legion of Liath is the Elven military organization, and one of the three major powers of the continent of Aedai. The Legion is much more heavily organized than the Kabal Imperial Guard, acting much more like a military than a militia. As with Kabal, it is split into two divisions, the Roc mounted Dragoons of the sky, and the Liath Templar of the ground. However, unlike the Kabal Imperials, the Templar are further split between two subdivisions, the the Infantry and the Cavalry.
*Advantages: The Legion of Liath's ground forces are incredibly well disciplined, and are also very well trained, giving them an edge in both combat and executing battlefield tactics. Additionaly, Laith's cavalry is one of the best in the world, able to wreak havoc upon enemy lines.
*Disadvantages: Liath's forces are not extraordinarily large. Additionaly, they lack any real support, as machines are not utilized by the elves, and their airborne units are blatantly underclassed compared to Kabal's own.
Liath Templar
-Templar Infantry: One way in which the Legion of Liath shines is its infantry. Each hunter is well trained in both close and long ranged combat, and groups of warriors are divided into units called centuries. This provides for disciplined, and easily controlled ground forced, allowing for complicated tactics to be executed without flaw on the battlefield. Although not armored particularly well, the infantry utilizes powerful longbows, and razor sharp elvish blades to devastating effect.
-Templar Cavalry: The cavalry of the Elvish Legion is truly unique, as the mounts utilized by the elves vary from rider to rider. One might encounter massive predatory felines, or find a direwolf mounted cavalryman bearing down on them. Regardless of the particulars, unlike most other cavalries, the elvish utilize creatures that can often be as deadly in battle as those who ride them. Cavalrymen spend years focusing on archery and mounted tactics, able to reliably hit targets while moving at incredible speeds.
Liath Dragoons
The most elite of Liath's forces, the dragoons are mounted upon Urn'per's most deadly aerial predator, the Roc. However, even the mighty Roc pales in comparison against the truly intelligent dragons and their bipedal riders, and in most cases in which Liath goes head to head against Kabal, the Dragoons are simply outmatched. However, they are perfect against dwarven armor, as the oversized folklore are perfectly suited to lifting and dropping boulders and other heavy projectiles from very high up. Additionally, their smaller size and lower weight means that hitting the creature is slightly more difficult for Dwarven war machines than it would be to target a Dragon.
Advantages of Liath Territory:
- Liath Citizens have right of passage.
- Liath Citizens retain more / new resources in the markets.
Disadvantages of Liath Territory:
- Non-Liath Dissimulatives may or may not be allowed passage without conflict.
- Non-Liath Citizens may be escorted throughout territorial grounds, unless provoked into conflict.
Ashight:
Developed into the Mountain Structure known as the Dalak’s Ridge, Ashight is the Dwarf city, found in the Ithofith peninsula. With some of the more advanced machinery constructed by steels and other raw minerals melted together by the coal of the volcanic terrain, it is told that, of the three cities, this one is by far the industrial half. Their hands are the builders of the most industrialized armor, weaponry, and warfare.
On the outside of Ashight, bordering the Enurn’s Coast, there is a quantity powered water mills, built with steel pillars, that not only cycle water resources into the mountain, but as well minimal electricity, that sources itself as friction and steam to power some of the larger products. Unlike the Elves, Dwarfs have neutral feelings to that of manual labor, and find that any shortcut that can be performed properly, is better than working harder for minimal output. Their traditions lie heavily with that of their passion, and their knowledge of sword and shield, being that of the first generation of warriors to exist in the Aedai Realm.
While residence and other occupational forces are divided equally amongst three of the four layers constructed into Dalak’s Ridge, the fourth layer is limited to only that of Royalty to the Dwarven King. Ran in similar aspects of that of a Monarchy, the Dwarven King has the final say in govern aspects that affect Ashight and its’ Conquest. This means that the King also has final say in that of the Dwarven Infantry, Ashight’s equivilant against Kabal’s City Guard and Liath’s Legion.
Ashight Armed Forces
The Ashight Armed Forces is the smallest of the three military powers of Aedai, but is the best technologically equipped. Their Iron Fleet gives the Dwarved uncontested control of the sea, allowing them to rapidly deploy troops and vehicles despite being blocked from the rest of Aedai by the elves. On the ground, the Ashight Infantry is small, but is supported by the infamous Armored Division, the part of the Ashight Armed Forces that contains all of the most deadly Dwarved war machines.
*Advantages: Control of ocean and ability to bombard coast, powerful war machines.
*Disadvantages: Small number of troops, troops and vehicles must be deployed via ship and cannot move across the land directly, being blocked by the elves of Liath.
Ashight Infantry
Although quite well equipped in terms of arms and armor, and well trained, the Ashight Infantry can muster a fraction of the number of troops as the Kabal Imperial Guard. In any direct engagement, they would suffer due to lack of numbers, but with the support of the long ranged war machines of the Armored Division, they are able to match their enemies in most battles.
Armored Division
The armored division is made up of steam powered vehicles, and the pilots and engineers that work with them. Vehicles range anywhere from destructive artillery cannons, to pneumatic spear launchers, to the destructive steam tanks that frequent the front lines. Without the support of the Armored Division, almost every ground engagement for the Dwarves would be a loss.
Iron Fleet
The Iron Fleet is Ashight's most instrumental war asset. These metal clad vessels, armed with heavy cannon turrets, are not only able to deploy troops and blow enemy ships out of the water, but are able to bombard the coast with massive shells if necessary. The Iron fleet is surprisingly small, being made up of just over forty ships, but this is more than enough to outmatch any other fleet of vessels that occupy the waters of Aedai.
Advantages of Ashight Territory:
- Ashight Citizens have right of passage.
- Ashight Citizens retain more / new resources in the markets.
Disadvantages of Ashight Territory:
- Non-Ashight Citizens may be requested a fee to travel through Ashight territory, ranging from raw mineral to currency.