Difference between revisions of "Arcachon"

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Arcachon}}
 
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<h2>Introduction</h2>
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Arcachon can be a dark realm.  We favor looting over takeovers, and war over peace.  Our Nobles are expected to be ferocious on the battlefield.  We also stress discipline.  Many of the things we accomplish are because our nobles are more highly disciplined, allowing a numerically smaller force (such as ours) to defeat far larger forces (as we did against the combined armies of Arcaea and Ethiala).  We have the natural advantage of defensible coasts.  We boast the largest conclave of Infiltrators on the continent, and they are treated well.  Arcachon is always looking for more Infiltrators.<br>
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Treason is not tolerated, and will be grounds for banishment.  Upon your capture--and you <i>will</i> be caught--you will be summarily executed.  We do not shy away from the executor's axe in this realm.  By following the laws of the land and the orders of your superiors, you can expect a good income, good gains in honor and prestige, and good RP.  If this doesn't sound like the place for you, we're sorry to have wasted your time.  Otherwise, Welcome Clansman!<br>
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<h3>Heirarchy</h3>
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Arcachon is a tribal tyranny masquerading as a theocracy.  We are a theocracy in that the islanders are more spiritual and superstitious than most of the other civilizations, having been culturally and geographically isolated for centuries.  We are a tribal tryanny in the sense that the Pontifex or "Overlord" rules largely on personal strength, acting as an arbiter of disputes between local lords or "Chieftans", who in turn exercise some power over their Knights.  The game's heirarchy system is greatly encouraged in this realm, as it provides a little more depth to realm politics and serves as a good RP device.<br>
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The realm's <u>clan</u> heirarchy, for purposes of disputes, RP, and orders, is as follows:<br>
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<ul>Ruler/Duke => Marquis => Count => Knight</ul>
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Note that no place is made for freemen and unaligned nobles.  This is to encourage participation in the clan heirarchy.  Knights of Local Local Lords answer directly to their Lords <i>and</i> the Duke.  Freemen answer to anyone, including a Knight.  If a Knight has a dispute, it should be settled by his Local Lord.  If the Local Lord cannot settle it, or the problem is with the Local Lord himself, then the Knight's takes the dispute to the Duke.  If the dispute is with the Duke, the Knight goes directly to the Judge.  Many disputes can be settle with a duel of honor, which is encouraged in this realm.  Note that challenging a Lord (Local or Duke) to a duel is effectively treason, unless the Lord agrees to the duel.
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The realm's <u>military</u> heirarchy is as follows:<br>
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<ul>General => Marshal => Battlegroup Commander => Soldier</ul>
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Ideas come from the Ruler, execution is the responsibility of the General.  Conveying those orders and secondary tasks are assigned to the Marshal.  In our realm, we have two battlegroups.  The General leads one, the Marshal the other.  Hence, we are effectively a Commander => Soldier heirarchy.
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<h3>Buildings and Supplies</h3>
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<b>Enlod</b>: Healers, Carts, Seige Engines, Repair, Academy
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<br><b>Soniel</b>: Repair
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<br><b>Itomazh</b>: Banners
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<br><b>Ecsetuah</b>: Banners, Scouts
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<br><b>Mnalnor</b>: Scouts
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<h3>Additional Resources</h3>Please see Dormondt's <i>excellent</i> wiki page (which might bear some rewriting at a future date. ;>) at:<br>http://wiki.battlemaster.org/index.php/Adgharhin_Priesthood

Revision as of 04:43, 14 December 2005

arcachon-banner.png

Arcachon

Introduction

Arcachon can be a dark realm. We favor looting over takeovers, and war over peace. Our Nobles are expected to be ferocious on the battlefield. We also stress discipline. Many of the things we accomplish are because our nobles are more highly disciplined, allowing a numerically smaller force (such as ours) to defeat far larger forces (as we did against the combined armies of Arcaea and Ethiala). We have the natural advantage of defensible coasts. We boast the largest conclave of Infiltrators on the continent, and they are treated well. Arcachon is always looking for more Infiltrators.

Treason is not tolerated, and will be grounds for banishment. Upon your capture--and you will be caught--you will be summarily executed. We do not shy away from the executor's axe in this realm. By following the laws of the land and the orders of your superiors, you can expect a good income, good gains in honor and prestige, and good RP. If this doesn't sound like the place for you, we're sorry to have wasted your time. Otherwise, Welcome Clansman!


Heirarchy

Arcachon is a tribal tyranny masquerading as a theocracy. We are a theocracy in that the islanders are more spiritual and superstitious than most of the other civilizations, having been culturally and geographically isolated for centuries. We are a tribal tryanny in the sense that the Pontifex or "Overlord" rules largely on personal strength, acting as an arbiter of disputes between local lords or "Chieftans", who in turn exercise some power over their Knights. The game's heirarchy system is greatly encouraged in this realm, as it provides a little more depth to realm politics and serves as a good RP device.

The realm's clan heirarchy, for purposes of disputes, RP, and orders, is as follows:

    Ruler/Duke => Marquis => Count => Knight

Note that no place is made for freemen and unaligned nobles. This is to encourage participation in the clan heirarchy. Knights of Local Local Lords answer directly to their Lords and the Duke. Freemen answer to anyone, including a Knight. If a Knight has a dispute, it should be settled by his Local Lord. If the Local Lord cannot settle it, or the problem is with the Local Lord himself, then the Knight's takes the dispute to the Duke. If the dispute is with the Duke, the Knight goes directly to the Judge. Many disputes can be settle with a duel of honor, which is encouraged in this realm. Note that challenging a Lord (Local or Duke) to a duel is effectively treason, unless the Lord agrees to the duel.

The realm's military heirarchy is as follows:

    General => Marshal => Battlegroup Commander => Soldier

Ideas come from the Ruler, execution is the responsibility of the General. Conveying those orders and secondary tasks are assigned to the Marshal. In our realm, we have two battlegroups. The General leads one, the Marshal the other. Hence, we are effectively a Commander => Soldier heirarchy.


Buildings and Supplies

Enlod: Healers, Carts, Seige Engines, Repair, Academy
Soniel: Repair
Itomazh: Banners
Ecsetuah: Banners, Scouts
Mnalnor: Scouts


Additional Resources

Please see Dormondt's excellent wiki page (which might bear some rewriting at a future date. ;>) at:
http://wiki.battlemaster.org/index.php/Adgharhin_Priesthood