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Orgonian Religious Monarchy

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Orgonian Religious Monarchy Empty Orgonian Religious Monarchy

Post  Karthusin Mon Mar 03, 2014 11:47 pm

Orgonia


Continent: Old World
Location: Orgonian Lowlands

History(1804-...)
Hailing from the lands far to the east, the Orgonians made their first appearance as conquerors. Formerly warmongering and brutal in their advance, the Orgonians met their match in Iveallian lands, where their advance was permanently halted by the great nation. However, after a number of defeats, the monarch - Archaemenid Arkhan Dai Orgon, found it wiser to propose an alliance, rather than carry out further, unsuccessful assaults, when the opponent had the clear advantage. The Orgonian fortifications were strong, but so were the Ivellean, making advancement from either side a difficult task. However, the proposed alliance had terms which the Orgonians, at first, reluctantly obliged. A massive payment, compensation for all the lives lost, and 50% of trade income redirected to Ivellea. This ruined the Orgonian economy, setting them back for 5 years in total. The strict regime the Archaemenid led, however, went by absolute obedience from the peasants and military, with enforcers left and right. Steadily, the Orgonians recovered, and strengthened their relationship with Ivellea with a military alliance against all that may oppose.

Recent
The Ivellean rebellion led to incursions within Orgonian lands as well, with many remnants of the abolished nations rising to oppose the Archaemenid and reclaim what is rightfully theirs - resulting disorder within the nation. This could not be allowed to continue. The military, held strict by the Archaemenid made way for nobody. The rebellions were completely and utterly crushed, with many streetfights. The poorly armed peasants, however, were no match for the well trained and well armed forces of the Orgonian garrisons. The main conspirators were publicly executed after disfiguring torture sessions, that broke the strongest spirits and served to discourage anybody from opposing the Archaemenid again.

The People
The people, despite in complete submission to the Archaemenid, hold believe in him as much as they do Thumei, as according to Religion, the two are bound. Strong-willed, loyal and hardworking, these men and women are the core of the society, taking care of trade, smithing and providing the food supplies needed. Be it an incursion, men of the peasantry themselves will pick up whatever weapon they posses and handle it themselves, rather than call upon the military immediately. Such is the way order is maintained, and one must be on the lookout for any signs of rebellion in order to end it before it has begun. This does not make them bad people, however. A lively company, and good friends, assuming one doesn't speak out too much against their belief. While tolerant, the people of Thumei can become increasingly agitated when provoked.

Map
Spoiler:


Last edited by Karthusin on Sun Jan 21, 2018 4:39 am; edited 12 times in total
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Post  Karthusin Mon Aug 11, 2014 10:56 pm

The Military


Military Strategy:
The overall military strategy of Orgonia is relatively simple. It relies on numerous well-armed and armored regular soldiers, supported by a few elite infantry, siege weapons and their leading wizard(s). While they do not posses the same martial prowess as more infantry powerful factions like Adrila and the Xillidi, they posses exceptional offensive and supportive magical abilities in the presence of their Falobian captains and generals. Their standard troops are equipped decently for all situations and posses moderate weapon expertise with all of their arms. Their armor is sturdy, though not exceptional, relying more on the wards their wizards can provide in order to withstand hits from more powerful opponents. Hammer and Anvil tactics are predominant.

Orgonian's lines will often be stretched in order to cover more ground. This enables them to hold the line with adequate support, despite their thin formations, which can often result in engulfing an enemy and hitting them from all sides or creating a killzone for archers and artillery. Shield walls are a staple of Orgonian armies, which is why most infantry are equipped with either a round or tower shield.

The Falobian wizards incharge of these armies are highly skilled, capable and extremely dangerous in battle, making them priority targets for most enemies. They are also very well protected however. Slaying the wizard may cause the Orgonians to lose morale and try to retreat from the battle if they don't already have the upper hand.

Military Troops:
Orgonian Man-at-Arms:
Spoiler:
The backbone of Orgonian Military, the Man-at-Arms is adequate for most situations and is a solid frontline soldier. Due to the inherent faith of the Orgonian man however, they make up for anything they lack in greater confidence and as such are less likely to retreat from battle, allowing them to perform their primary task of holding the line very well.
Equipment:
- Round/Tower Shield
- Spear
- Curved Longsword/Mace
- A mix of chainmail and padded plate, making them surprisingly resilient for regular foot soldiers. Armor quality is average.

Orgonian Light Archer:
Spoiler:
The common ranged infantry of Orgonian Military, the Light Archer is a mobile lightly armored combatant, specializing in flanking and shooting over the heads of allied soldiers. Should they run out of arrows, they are also equipped with a standard sword and round shield, allowing them to quickly close with the enemy from an advantageous angle.
Equipment:
- Round Shield
- Medium Bow with broadhead and bodkin arrows.
- Curved Longsword
- Scale armor and chainmail give them adequate protection from enemy archers, but leave them wanting against stronger melee combatants.

Heavy Disciple of Thumei ( Orgonian Deity ):
Spoiler:
The fiercest of Orgonian warriors, the heavy disciples are well armed, well armored and skilled in battle. Their faith is unshakable and they will not falter when met with a difficult situation, opting to make a last stand rather than flee from combat. These warriors form the first of the Orgonian Elite and inspire courage in their own ranks whilst dealing in intimidation against the enemy. Their lack of shields makes them vulnerable, though their armor is of excellent quality, compensating for the lack of protection.
Equipment:
- Greataxe or Greatshield
- Backup Curved Longsword
- Quality mesh of plate, chain and scaled armor
- Blessed mask of Thumei encourages believers and frightens non-believers.

Golden Guard Janissaries:
Spoiler:
The Golden Guard Janissaries are the most well-trained warriors Orgonia has to offer, taken from birth to be the best of the best with the most noble of blood and as such they carry the experimental weaponry of the country. Like the disciples, their courage is unshakable and their dedication allows them to momentarily channel the spirit of Thumei in order to bolster their situational awareness and combat prowess to superhuman levels. They are swift and fierce in battle.
Equipment:
- Orgonian-make Long Rifles
- Weapon arsenal for any situation depending on the battlefield:
 - Holy fire twinblade
 - Holy fire longsword
 - Holy fire spear
 - Holy fire mace
- Proficiency in mounted combat, making them the only Orgonian cavalry.

Artillery:
Spoiler:
The Orgonian Artillery is limited but efficient. They use a single cannon type on a swivel, which makes it excellent for firing at fortifications in its primary fire mode, designed to crumble towers and walls whilst at the same time they are capable of adjusting the fire for bombardment in over to shoot over allied troops or obstacles and land devastating hits to the frontline. This does however also require an adjustment to its range, which in its regular configuration is effective up to 500 meters. In order to deliver effective bombardment, the distance is halved to 250 meters, needing the crew to reposition and expose themselves to danger. The man-at-arms incharge of these cannons feel a great sense of purpose and as such will often fight with utter determination to preserve them but that does not mean that they are equipped any better than the rest. Closing the gap with the artillery crews or hitting them with ranged fire and spells is often the best way of dismantling them.

Cannonballs vary between:
- Shrapnel Shot - The cannonball is ideal for taking out large chunks of enemies before battle is joined, due to its large explosion radius. Effective with bombardment.
- Concussion Shot - The cannonball is ideal for bombardment once battle is joined due to its smaller explosion radius, avoiding friendly casualties.
- Wallbreaker Shot - The cannonball is ideal for shooting directly at fortifications, packing greater punch with less explosive filler. Ineffective bombardment against infantry.

The artillery usually carry about 12 shots and can exchange the ammunition types depending on what they will be facing. Once out of ammo, the artillery crew will try and bring the cannons back to the safety of the military camp in order to rearm and resupply. They are taught to dismantle them should they come into risk of being claimed by a greater force.


Last edited by Karthusin on Tue Jan 16, 2018 3:13 am; edited 17 times in total
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Post  Karthusin Sat Feb 20, 2016 10:50 pm

Subjugated Nations:





Bravoria:
Previously one of the larger countries of the old world, the Bravorian monarchy fancied themselves a proud nation, following a code of chivalry, strong in their knightly beliefs. The country itself suffered from much instability with the nobles and knights having personal reign over the peasants through privileges given to them by the King. This not only led to many of said knights and nobility leading separatist campaigns against the Kingdom, but to the full-on rebellions against the regime from the peasants, forced to work day and night in order to pay rightly on taxation day. 

The destabilized rulership made them a prime target for the Orgonian onslaught, with many of the separatists declaring themselves Orgonian vassals when they realized the new threat and joining their fight against the Bravorian Kingdom. In good time the Kingdom was crushed by insurrection and many of the peasants were happy to welcome the new Regime. However, in time, they learned that they cannot integrate into Orgonian society. Bravoria is currently the biggest problem zone of the Orgonian Empire, with turmoil peaking when the rebel leader Georg Kazhovsk began to work actively against the government. 

Even though his rebellions were ultimately subdued, the murder of Governor Delhi Vesmu led to the Archaemenid's control of the territory slipping. Many Orgonian garrisons are present within the land, doing their best to keep the populace under control.


Mau'ab Tribes:
The Mau'ab valley is one of the most fertile zones within all of Orgonia, surrounding a large river that spanned a massive amount of territory until it eventually reached the sea. Many old tribes were centered around it, oftentimes warring among eachother for control of as much land as they could. Failing that they would have to wander the desert wasteland, significantly reducing their odds of survival during the hotter seasons. The tribes, focused mostly on warmongering, led a nomadic lifestyle, moving from place to place and their primary means of survival was animal husbandry. Nowadays they enjoy the benefits of the rich soil, fit for agricultural work.

Thus many of them chose to side with Orgonia when her campaign began and those who opposed were in turn crushed. The Archaemenid rewarded the 3 surviving tribes of Alasiti, Paditi and Mau'dab with lands surrounding their coveted river, though in a way that would ensure their continued peaceful existence - with numerous orgonian garrisons to look after the timely payment of their terms of vassalage. Still, for what it's worth, the tribes seem surprisingly content with their overlord, be it due to religious reasons or other. The area has scarcely required enforcement since being conquered.


State of Concordia:
Concordia was regarded as one of the most beautiful city-nations of her time, spanning a mountainside with the ocean in close proximity. The relatively affluent country housed numerous temples and led an agricultural self-sustaining lifestyle, considered a cultural pinnacle at its time with scholars and novice practitioners of magic  from all over the world coming to acquire their education at it's renown temple-institute. And while its military was always enough to fend off the roaming desert tribes that would attack the outskirts on occasion, the city was not prepared for the much more organized attack of an actual military power. Due to their favorable spot on the map and their vast amount of knowledge, the Archaemenid saw it as a prime target to establishing his rule, the means to which would be to ''rewrite the heresies, written by the false prophets'' that resided there. When, in truth, they merely used Concordia as a means of strengthening their own dogma.

Thus the cultural capital fell, with its many people slaughtered outright. To this day the pillaging of Concordia is widely regarded as one of Orgonia's biggest bloody stains, and partly a reason to many still believing them to be savages regardless of their evolution through the years. But fate has caught up to them in recent times, with a looming curse finally bringing about the rise of something almost terrifying in the formerly brilliant city, with reports of a constant shadow draping the mountainside it stood upon.


Trimont:
A branch of Concordia that splintered early on as an expedition into the unknown, turned into a number of city states. Despite a much greater military focus, the numerous cities remained divided against the oncoming Horde even after the fall of Concordia itself. The first to fall was the city of Trayanus after being breached and promptly sacked within a single night with the element of surprise on the side of Orgonian pillagers.

Second to fall was the city of Paladopulus, which became a merchant branch with tribal mercenaries handling its protections. These mercenaries were infact the Paditi tribesmen, who the Archaemenid instead paid off and they carried off the assault themselves, with minimal interference from the Orgonian core. The city was promptly looted and left in ruins.

The biggest opposition was the 'capital' of Trimont itself, which was sieged for a whole 4 years before its inhabitants began to run out of resources. With large walls surrounding the isolated city, and agricultural fields being somewhat present within it, it could hold out for a considerably long time even against Orgonian siege engines due to its well-trained military contingent and militia. Still, once food shortages became more and more frequent, there was a rebellion on behalf of the citizens, who chose to side with the Archaemenid. The gates were one night opened and the head of the state was soon executed, with the peasants choosing to instead swear to the Archaemenid. The Trimont triangle is, however, a problematic element within current Orgonia, with numerous rebellions rising, being subsequently put down, and rising again year after year. A naturally rebellious population.


Last edited by Karthusin on Tue Jan 16, 2018 2:46 am; edited 3 times in total
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Post  Karthusin Mon Jan 15, 2018 1:01 am

Religion and the people.

The Holy Belief:
The holy belief of Orgonia stems from Concordian lore, simply modified to suit the Archaemenid's purposes. It speaks of a great and benevolent being with the features of man and bird alike called Thumei, a supposed demigod at the height of 40ft, who served as the first shepherd to the humans of the region, granting them knowledge, awareness of their surroundings and assisting them in constructing their first civilizations. In response to these deeds, Thumei was sentenced to eternal damnation by the Gods but his love for humanity remained strong even so, blessing the people who worshipped him with the ability to prosper and overcome any adversity.

Taking this legend, Orgonia has built a society around Thumei's holy qualities. But where they differ from others is their sense of purpose. In the eyes of many, Thumei's deeds are forgotten. The worship of this benevolent demigod has been lost to the ages and should he be forgotten, so too will humanity's progress be damned and their civilization - eventually wiped out, cursed with ignorance. The people of Orgonia, whilst tolerant to the beliefs of their vassal nations, certainly carry a sense of purpose that is not present within other nations heavily reliant on peasantry. Despite immense workloads, the people are jolly, dedicated and see their work as necessary to be rewarded in the afterlife. Similarly, they are generous to those less fortunate and it is not uncommon for Orgonians to welcome homeless strangers in their homes for a night, two or maybe more should they find them in need. The elderly are respected and often valued as the people, who have spent their life and fortune to upholding tribute to Thumei.

And on that matter, a monthly tribute in the name of Thumei is held nationwide. As people work daily without a a day for break inbetween, they celebrate a 5-day long tribute holiday at the end of each month, dedicated to cultural festivity and feasts. All, including strangers, are welcome to join the various festivals which have craftsmen and fieldworkers putting their products on display at reduced prices. In the meantime the government organizes grand feasts that all are welcome to partake in, treating the citizens to breakfast, lunch and dinner at no expense. These are only put off during the dry periods or plague epidemics, but the people are compensated with appropriate weekly breaks as opposed to the monthly tributes.
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Post  Karthusin Mon Jan 15, 2018 1:54 am

Religion and the government:

The Thumelian Council:
The religious institutions all across Orgonia are led by a council of the 10 greatest Falobian wizards in Orgonia. These people are considered to be Thumelian - descendants of the first humans to be granted knowledge by Thumei and as such they inherit the name Falob, based on the first known Orgonian wizard to utilize the Lore of Heavens bestowed upon him by his deity. Around the time of the first Archaemenid, the Falobians mainly took up roles as war advisers and generals but their part in society has since shifted considerably. Now, these wizards practice control over every section of Orgonia. Their reach is far and wide, expressed through lesser Falobian and their apprentices. Their rule extends to:

- The overseeing of religion: This includes Orgonia's native belief as well as that of all the nations under Orgonian rule. Virtually every Falobian needs to be versed in these matters.
- The justice system: Laws within Orgonia are decided by the Thumelians and a sect of Falobin specialize in carrying out justice and resolving conflicts between citizens.
- The military: The military and its structure is as well decided by the Thumelians, with a sect of Falobian specializing in military strategy and tactics making up the command structure of every Orgonian legion.
- The culture: Times and duration of tribute to Thumei and whether it will be held entirely are decided by the Thumelians. A sect of Falobians are tasked with making arrangements and organizing the events that will occur during these tributes.
- The lore: Thumelians hold claim over all magical and religious texts in Orgonia. These are all present within one of the major buildings in the grand capital - The Great Divan, where the Thumelian council is present. A massive building harboring texts from all corners of the world. High-standing ivellean scholars are known to be granted access, as well as select individuals that the Archaemenid grants passage.

The Archaemenid:
The Archaemenid is believed to be a direct descendant of Thumei himself. A being of immeasurable power, the representative head of state and the leader of the Thumelian council. He is believed to have a higher knowledge than anyone else in the world, capable of reaching out to his demigod Father. The Archaemenid is thus worshipped and inspires absolute obedience by his faithful believers. He is in charge of international decisions, having representatives and sometimes personally attending political matters of great importance as well as making a public appearance during the last day of Thumei's tributes in order to speak to the people. The Archaemenid is also in charge of the military and any decisions undertaken by the Thumelian council need to pass approval by him first before they are carried out. The same is true for any changes in the cultural or justice system that the Council has chosen to put forth.

He is believed to possess divine powers, greater than those of any other wizard in the realm whilst at the same time managing to resist the allure and corruption of magic. This divine protection is believed to come from Thumei himself, granting the Archaemenid power over nature itself. His wrath is considered capable of cursing whole nations to death and his blessings are thought to bring prosperity to the most unfortunate of people. All of these beliefs are howevered pushed forth by the Falobian and what the truth is remains largely a mystery, for the divine being has yet to publicly display any one of these abilities.

The Archaemenid resides in his Grand Palace with his elite bodyguards, who answer to him and him alone. A sect of 100 religious warriors forged from birth to attend his every need and provide the last line of defense in dire times. They are unable to leave the palace or partake in regular military matters. They as well only make a public appearance during tributes and those simply extend to guarding the Archaemenid with their lives.

And while it is common to run into harems within Orgonian societies, the Archaemenid himself is pious and may only partake in fathering an heir to continue Thumei's holy lineage. Such may be undertaken as many times as necessary to produce a strong and capable male offspring to take the place of his father. He possesses power over every one of his subjects and may exercise it at will.

Thumelian Guard:
Spoiler:
The royal guards of the Grand Palace, the Thumelian Guards are believed to be the finest warriors that Orgonia has to offer. To that end however, they are firmly rooted within the walls of their station and fulfill one purpose only and that is to serve the Archaemenid. They posses exceptional mastery in any manner of weaponry and bolster the best equipment in all of Orgonia, further enchanted by the Thumelian council in order to deal with any threat. Thus far, the castle has not been breached on their watch.


Last edited by Karthusin on Tue Jan 16, 2018 3:26 am; edited 2 times in total
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Post  Karthusin Mon Jan 15, 2018 11:44 pm

Thumelian Magical Lore of the Heavens:

Divine Falobian Magic:
The widespread magical lore present in Orgonia is practiced by just about every Falobian wizard and it stems directly from their faith, allowing them to practice it with relative safety from the side-effects that most other magical practitioners exercise. This as well makes it extremely difficult to use by those who do not truly hold faith in Thumei. The spells vary in power and effect, and a variety of them are used between the different Falobian sects. This means that while a a Falobian Court Representative might be profoundly experienced in discerning the truth and bringing out honest confessions, he may not at all be briefed in the use of magic on the battlefield and vice versa.

Spoiler:
The wizards often carry ever-burning lanterns with dancing golden flames to serve as their catalysts. Their face is usually concealed by an expressionless silver mask, symbolizing the tranquility of Thumei. This mask will usually wear a frown when carried into battle by the Military Sect in order to instill fear in the enemy of Orgonia.

Sect of Justice:
- Trace clues(Elementary): The wizard has greater situational awareness and may piece together events in clear image based on clues.
- Discern Truth(Intermediate): The wizard calls upon the greater knowledge of Thumei in order to enter a state of enlightenment which will allow them to tell truth from lie.
- Confess(Advanced): The wizard can manipulate the mind into bringing forth an honest confession. Can be resisted by mindful conditioning.
- Condemn(Expert): The wizard may sentence a tainted soul to misfortune, making the rest of their days a series of lifethreatening disasters.

Sect of Culture:
- Calm spirit(Elementary): The wizard may calm a troubled mind and guide it back to a reasonable state of happiness.
- Bolster spirit(Intermediate): The wizard may inspire the spirit of numerous believers, emboldening them with greater determination.
- Invigorate spirit(Advanced): The wizard may inspire the spirit of numerous believers, granting them greater vigor, resistance to fatigue and removing any negative spell effects.
- Strengthen spirit(Expert): The wizard may inspire the spirit of numerous believers, granting them greater physical prowess, fearlessness and returning the will to live. This may allow people to fight through life-threatening sicknesses or wounds.

Sect of Military:
As most military Falobian wizards are placed into leading roles, they are expected to know all of these spells. As such, no ranking apply as they are all considered experts in their craft:

The following spells target single or groups of foes and may be cast by one Falobian wizard:
- Weight of the Condemned: The wizard channels the weights placed upon Thumei by the Gods and places them upon the spirit of a target foe, significantly limiting their physical capabilities. This spell may be resisted by willpower but is unaffected by a character's physical abilities.
- Chains of the Condemned: The wizard channels the bindings placed upon Thumei, putting extreme strain upon a foe's limbs and immobilizing them. This spell may be broken physically under taxing physical pressure.
- Divine Flames of the Gods: The wizard channels the flames that burned Thumei, weaving forth a stream of golden fire that bypasses armor. This fire does not linger in afterburn, but causes significant, life-threatening damage to the body.
- Holy Sandstorm: The wizard channels deadly sands that obstruct the vision, slow movement and may suffocate their foes if they remain buried underneath.

The following spells affect allied believers and may be cast by a single Falobian wizard:
- Divine Ward of Physical Protection: The wizard places a protective ward upon a group of believers, granting them greater physical damage resistance. Inflicted physical strikes will have lesser force and wounding potential, significantly reducing the effectiveness of physical weapons against the warded infantry.
- Divine Ward of Magical Protection: The wizard places a protective ward upon a group of believers, granting them greater magical resistance. This extends to damaging spells and disruptive spells. An incineration spell is reduced to a scorch and spells that drain life force have very little effectiveness.
- Divine Sword of Flame: The wizard empowers the weapons of combatants with golden flames, allowing them to bypass armor and strike at the body underneath, inflicting severe burns.

The following spells require a group of wizards to be cast:
- Divine Flamestorm: The wizards channel forth a massive firestorm of golden flames that may incinerate a large force. These flames do not affect believers but prove devastating to non-believers.
- Divine Restoration: The wizards are able to channel forth a healing stream that can affect numerous believers and restore the spirit and the flesh, allowing soldiers to get back into the fight.
- Divine Ressurection: The wizards are able to temporarily return the souls back from the realm of the dead, restoring physical functions in order to bring them back to the fight for up to 5 minutes.
- Devolve: The wizards are able to temporarily affect the minds of non-believers, stripping away their senses in order to reduce them to a primal state. Those affected will become hostile and go into a frenzy against anyone surrounding them.
- Thumei's Stoneskin: The wizards are able to temporarily turn the skin of believers into that of their holy idol, making them immune to physical attacks and spells alike. Only other divine spells may damage them.

In addition to this most Falobian wizards are capable of using some forms of utility spells present within the other sects, like tracing clues, foresight and spirit emboldening.
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