Commonwealth of Inkland
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- Redcoat
- Posts : 626
Join date : 2009-09-28
Age : 30
Location : Canada
Commonwealth of Inkland
Thu Apr 08, 2010 2:24 pm
The Capua Flag.
- Spoiler:
- The Cross of Arrapatch in the center is an ancient symbol of the House of Speris, which has ruled since time immemorial; the blue field represents the oceans. The white is a heraldic separation.
THE STATE
Nation Name: Inkland
Form of Government: Constitutional Monarchy; the Monarch maintains some power in affairs but is mostly accountable to the Conclave, a legislative body headed by the Magistrate. Laws are the will of this body, but to modify the Basic Code requires a referendum.
Economic Form: Socialism, Infrastructure State
Motto: Right Makes Might
Head of State (Title): Albia II (Queen)
Head of Government (Title): Tolemy Nyras (Magistrate)
Population: ~300,000
Government Spending: Extremely high, as a welfare state.
- Administration -- Paperwork and wages of State employees -- 5%
- Public Infrastructure -- Systems for the betterment and protection of Inklanders -- 30%
- Healthcare -- Healing, medicine, and care for the sick -- 15%
- Education -- Destroying Ignorance for a better tomorrow -- 15%
- Law and Order -- Maintaining the Queen's Peace; police forces and Citizen's Militia -- 10%
- Military -- Destroying the Foreign Peace; armies -- 25%
Available Resources:
- Vast amounts of stone
- Coloured stone
- Quartz
- Veins of metals
- Truesilver ore
- Gem deposits
- Magma pipe
- Mechanical energy harnessed from waterfalls
- Mechanical energy harnessed from the winds
- Lumber from above-surface forested areas
- Farmed surface crops
- Mushrooms farmed underground
- Lumison glowing mushrooms
- Ocean and river fish
- Wild game
- Livestock
- Milk and derivative products
- Willing labourers
- Creative talent
Diplomacy: Maintains generally good standing internationally, and is slow to anger.
Allies: Anumian Empire
Enemies: Trolls, Orcs, Goblins
Trade Routes: Anumian Empire
THE MILITARY
Commander in Chief: Queen Albia II
Commanders: Legates Leon and Nero
Locations: Legion I Defence of the Realm is stationed in Londivm at all times, ready to march to any corner of the empire; Legion II Expeditionary is currently stationed at the Northern Frontier. All cities have Militia garrisons.
Total Number: 11,000 professional soldiers; every citizen over sixteen years is also a militia guardsperson.
Training Quality: Very high; Commonwealth Legionaries are highly disciplined and well-practised in their weapons. Constant warring with the Commonwealth's neighbours ensures that few recruits are green for long.
Motivation: Loyalty by sacred oath to the Monarch and State.
Unit Varieties:
- Spoiler:
- Citizen's Militia -- Light Infantry -- As a common occurance throughout history, the citizens of the Commonwealth have been known to take up arms and fend off enemies by themselves. This is a leftover from the early Colonial days, during which there was no professional military, and is no longer as necessary as before; Inkland, of course, is paranoid, and still trains those of fourteen years in martial pursuits and expects those of sixteen years to respond if a call to arms is announced. This, however, may only happen during an attack on the fortress proper. Every household has short spears, shields, and helmets in reserve; thus, Militia serve as an impromptu phalanx. They are not professional soldiers, and do not maintain that level of discipline; but perhaps there is no better motivator than the defence of your home, family, and children.
- City Watch -- Police and Fire Service -- Though not soldiers per se, the Watch can be a martial presence when necessary. Usually, they are tasked with police duties: enforcing government mandates and generally maintaining public order. When the need strikes, they also serve as firefighters, search and rescue personnel, bodyguards for officials, emergency medics, and disaster relief. Each is equipped with good leather armour, a maul, and a shield, as well as special equipment related to their assignment. They are expected to hold fast in a phalanx when charged, but are not especially good as soldiers; this rarely comes to pass, however, as the respect for these authority figures is extremely strong in Inkland's society.
- Legionary Cohort -- Heavy Infantry -- The Legionary is the standard soldier of the Commonwealth military, a stalwart fighter instilled through his training with untold discipline, courage, and loyalty to the State. They swear allegiance to the Basic Code and the Sovereign Will, not a particular Magistrate or earthly institution. Each Legionary is, aside from a valuable member of an army, also a tough personal fighter, equipped well with a suit of segmentata armour, a maul, and an arm-mounted shield. Their armour and public image has gained them the affectionate nickname of "redshields"; military parades are met with great attendance.
- Legionary First Cohort -- Elite Heavy Infantry -- Those Redshields which display conspicuous bravery, ability, and resilience in combat are admitted to the higher echelons of the Legion--the First Cohort. Bearing the golden Pheonix-standard, they inspire their comrades in battle, improve morale, and provide a tough backbone that any general can rely on in the thick of it. They are equipped similarly to their lower-ranking brothers in arms--it is the Dwarf inside the armour that counts!--but they often do receive the best of what is available at the time. All of them, however, use enchanted arms and armour, and have formidable magic talents of their own. Their helms are decorated with the feathers of the Phoenix.
- Hastati Cohort -- Heavy Spearmen -- The phalanx is a formation of soldiers equipped with long spears, who fight in a tightly compacted group to ward off enemy cavalry (or anything else that happens to be in front of them). Hastati Cohorts are groups of Redshields, of the same ceremonial and institutional importance, equipped with the "hasta", or a spear roughly six feet long, as well as a large shield and full segmentata; deployed in a phalanx formation, they form an impenetrable barrier to direct attack, but should not be left to withstand arrow or bolt volleys. On the attack, they can roll right over opposing infantry, but can not be expected to withstand a flanking manoeuvre. They tend to form the centres of lines to aid with minimizing this weakness, and can be supplemented in this role with stationary tower shields on the defence and marksdwarf support on the attack.
- Pavise Marksdwarves -- Heavy Archers -- An evolution in the strategy employed by Inkland's ranged warriors has resulted in the Pavise Marksdwarf, a curious hybrid of several concepts. For one, a concession was finally made to the diminutive stature of Dwarves, and therefore their shorter arms, resulting in a switch from a conventional bow to what may appear at first to be a comically large crossbow, drawn by its user's Herculean strength. It is far less amusing on the other end of things, as the bolt can very easily pierce steel armour! The weapon's user is protected by a heavy shield mounted on his back (the pavise), allowing him and his unit to defend themselves from volleys by turning away from them when reloading. Drills are held to discipline this unit and improve its firing intervals between volleys; in smaller numbers, they can also be useful as actual marksdwarves, as the crossbow is an accurate weapon when aimed. Bolts can be enchanted by design or when needed by more elite groups of this unit.
- Enigmatus -- Combat Mages -- The number of magic-talented dwarves is great, and so enterprising military thinkers quickly formed magic units in response. The best of Inkland's mages serve in Enigmatus brigades, of which there are four--each comprising fifty men, and each having several deadly talents at their disposal. They are armoured with light truesilver armour, and armed with their wits and mana. Typically, these soldiers are guarded extremely well.
- Mine Cavalry -- Heavy Shock Cavalry -- The cramped interior of the mines, combined with the need for muscle no Dwarf could provide, has resulted in the breeding of the Moria pony. These horses, of particularly short stature and amazing strength, form the basis of conventional Commonwealth cavalry units. Military Moria horses are bred for greater speed than their mining counterparts, and so they and their riders serve as basic cavalry, performing as heavily armoured shock troops. Their riders are equipped with long lances, mauls, shields and full segmentata armour--armour that the horses share. Mine Cavalry are tough and disciplined, able to turn the tide of battle with a single thunderous, indefatigable charge, but slow compared to the cavalry of other nations.
- Fury Cavalry -- Light Cavalry, Special -- Though Dwarves are known worldwide as poor riders of the horse, Inklanders have staunchly refused to give in to their short stature and instead ride tamed Wulves into battle. This gains them some disdain from others, but they serve nobly--and whilst maintaining parity to, and perhaps superiority over, Orcish Warg-riders. Cavalrydwarves are equipped with a maul and shield, using charges and trample attacks at high speed for shock effects and impetus. However, once combat is initiated, the pure savagery of the Wulf comes to the forefront, as the Rider is expected only to prevent friendly-maulings and ensure that the Wulf is kept safe. Lances are totally unnecessary, as the Wulf is too mobile. Warning: this might eat children!
- Arcani -- Political, Light Infantry, Mages, Special -- Irregulars may not be the most disciplined or indoctrinated warriors that can be fielded, but they are sometimes useful for political purposes, or in places where conventional armies are unable to travel, such as marshlands or the mountains. They are guerrillas, serving in sabotage operations, assassinations, and sometimes "public relations"--winning the hearts and minds of other populations. In combat, they serve best in rough terrain, where cover and stealth can be properly used; they are equipped with light, high-quality mythril armour, magic talent, a crossbow, maul, and lead-weighted throwing darts, as well as whatever they can jury-rig or scavenge; these armaments make them fearsome ambush or night troops. They are ruthless, cunning, mobile, and loyal additions to the Legions.
- Hospitallic Order -- Combat Medics -- "Whitecloaks" or "stitch brigades" are responsible for medical aid on the battlefield. Often, they help both sides if possible, assuming the opponent is civilized enough to appreciate this. They are forbidden from fighting, except in self-defence, for this reason; accordingly, they serve far behind the lines, rarely emerging. In civilian life, they serve as disaster relief.
- Citizen's Militia -- Light Infantry -- As a common occurance throughout history, the citizens of the Commonwealth have been known to take up arms and fend off enemies by themselves. This is a leftover from the early Colonial days, during which there was no professional military, and is no longer as necessary as before; Inkland, of course, is paranoid, and still trains those of fourteen years in martial pursuits and expects those of sixteen years to respond if a call to arms is announced. This, however, may only happen during an attack on the fortress proper. Every household has short spears, shields, and helmets in reserve; thus, Militia serve as an impromptu phalanx. They are not professional soldiers, and do not maintain that level of discipline; but perhaps there is no better motivator than the defence of your home, family, and children.
- Luchiaros
- Posts : 494
Join date : 2009-09-28
Age : 28
Location : Noxus
Re: Commonwealth of Inkland
Thu Apr 08, 2010 4:05 pm
[Approved]
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