ChelonianCommander
Strength of Steel, Will of Iron
As for the manoeuvrability, you ever watch Treasure Planet?
Yes. Missed opportunity Disney.
As for the manoeuvrability, you ever watch Treasure Planet?
Faction Name: Sarmin
Faction Adjective: Sarmites
National Symbol: A ring of thirteen stars, with a rising falcon in the center is the national symbol, though each noble house bears it's own heraldry.
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Succession: The previous leader declares an heir. Traditionally this is the favorite son, though other choices have been made, such as powerful generals, brothers, etc. In the event the king dies without naming an heir, the houses sort it out themselves to name a new king. The event is usually a bloody affair.
Government: Monarchy
Slavery: While technically forbidden, the practice is employed by some noble houses, though the practice is kept quiet.
Culture: The Sarmites waged a long, defensive battle in their homeland, and fought for their living space inch by inch. They are a strong people, though the national mood often seems to be perpetually grim. Within the nobility, due to the somewhat odd method of succession, as well as the constant external, infighting, scheming, and treachery are rife.
Religion: There is no defined god or pantheon among the Sarmites, and they instead dedicate themselves to ideals, such as Strength, Triumph, Justice, etc. Ancestor worship is also a common practice.
Agriculture: Wheat, potato, cabbage, and onion are the main crops they farm. Hardy crops that grow well in ill climates are particularly well suited. Animal agriculture is generally limited to pig, sheep, and cow, with horses also raised, though eaten rarely, as the military usually uses them. Most farmers are controlled through the noble houses, though some houses control few farmers at all. Taxes are generally levied in crops, which are in turn either sold, stored, or put towards feeding the armies.
Population: ~532,000
Magical Affinity: >0.5%.
Magic: Magic is painfully rare, though it's integral in society. Mages in society are manufacturers and builders. Moving great blocks of stone, and molding metal like clay with artful precision, mages are the builders of society. From weapons to buildings, the majority of the items produced by the empire, and all of the quality ones, are created by mages. Generally, mages are treated with some degree of reverence by the population, but to the noble houses, they are another tool, another resource, and another bargaining chip. Some are treated with wealth and riches for their labors, while others are enslaved.
Class Demographic: ~1% Noblity
~11% Standing Military
~14% Craftsmen and skilled workers
~74% commoners
Species Demographic: 98% Human, 2% Miscellaneous
Faction Strengths: You Can Have Your Quantity - Between weapons, food, armor, and horses, the army and cities all are well equipped.
And Quality Too! - The buildings, armor, weapons, and tools of the Sarmites are all of the utmost quality.
Forged In Conflict - The faction is used to war, and long, perpetual battles are nothing new. They have withstood assassinations and the torching of cities.
Faction Weaknesses: Your Own Worst Enemy - The nobility is highly divided and competitive. If the empire is a giant, each noble faction controls a limb, and they are constantly stabbing themselves.
Built Upon the Shoulders of the Few - Each mage is responsible for a huge portion of the empire's production, and each one's loss is felt sorely.
History: Originally a rebellion of a nameless noble from his castle upon a peninsula, he, and his descendants over the generations, waged a slow, grinding war against a tyrant king, claiming the empire for himself. Sarmin, as the empire became to be known, expanded, slowly and methodically against its neighbors. The empire only came to a rest shortly before its forced migration, and many of those currently in power in the nobility are veterans from the final wars.
Military: Ultra-heavy shock troopers and and overloaded cannons and guns. The power of Sarmite metallurgy allows for incredibly strong and relatively light materials, leaving their soldiers practically walking tanks. Cannons and guns are capable of being loaded with more explosive and higher quantities of powder, capable of damaging even their own extreme fortifications and armor.
Military Might: A standing army controlled by the noble houses numbers around 55,000 individuals. The population is readily levied, however, and those numbers can swell many times over with irregulars.
Military Strength: Unstoppable Force - Military advances made by the Sarmites are hard to stop. Slow, but carrying a tremendous amount of momentum, the heavily armed and armored soldiers are incredibly difficult to deal with.
Immovable Object - Walls and fortifications can be erected in a matter of weeks, faster than any conventional building strategies could muster. Ground assault is perilously difficult, and even ordinary raiding can be a pain.
Oversupplied - Between the armor, weapons, and large amount of crops produced, even the conscripts are generally better armored and fed than the regulars of some other nations.
Military Weakness: Head of the Snake - The competing houses often sabatoge each other, and getting all thirteen houses to cooperate can be excruciatingly difficult. If pushed onto the defensive, however, the factions will usually put aside their differences for the sake of survival.
Tortoise Tactics - Move slowly, hit hard. More than one battle has been lost due to being outflanked by a much faster force, and the military is slower to respond, and rarely raids its opponents with military regulars.
Faction Leader: Kallum Deathmantle
Overview: Descended from the original ancestors lineage, Kallum beleives in ensuring the survival of his people at all costs, and laying the groundwork for future generations. He is willing to do anything, make any compromise to ensure the survival of his people. However, he is old, and while magic has kept his body young, he has yet to name an heir, leaving factions scrambling for his favor. He fights with the exodites solely for survival.
Species: Human
Gender: Male
Personality: Kallum, a veteran of many wars, of both men and politics, is patient and cynical, and bears a deep streak of morbid humor.
Appearance: While appearing middle aged with silver hair, Kallum is reaching the end of his life. His deep blue eyes, serious, strong features and assortment of battle scars give him a regal and commanding air.
Profile: Inheriting his father's throne during a time of war, Kallum quickly became affiliated with the intricacies of politics as he led his house's armies to battle in the field. He fathered two sons and a daughter, and by the time they came of age, the exodus had already completed. He sees rebuilding his empire as the greatest challenge he faces yet.
Houses, leaders, and brief descriptions:
Deathmantle: Kallum Deathmantle: Ruling house. Responsible for a large portion of the empire's mages, around 30-40%.
Tellanauch: Reeves Tellanauch: A lesser faction. Controls a fair portion of the empire's farming.
Thaym: Alya Thaym: The only house with a female ruler. They are known as the most scheming and old roots. They hide their resources and reserves well.
Magyar: Ars Magyar: A controller of a smaller portion of the empire's mages, around 10-20%. High popularity with commoners due to their kindness
Hrall: Asmos Hrall: The Hrall house controls a large portion of the military might. Their military might is the strongest of the houses.
Lizarin: Illyum Lizarin: A child duke. Very unremarkable duekdom otherwise, though several factions look to prey upon their weakness.
Vill: Kayn Vill: The newest house, with their foundations in banking. Known for scheming almost as much as house Thaym.
Jauntik: Sillard Jauntik: A house absolutely decimated by the exodus. With most of their resources in mining, they are a ghost of their former glory.
Xarn: Akrius Xarn: A lesser faction. Specializes in farming.
Zennulth: Yaul Zennulth: The Zennulths are known for their inventive scientists, and experiment readily with other houses mages, as they possess few.
Drell: Norn Drell: Another decimated house, though not as poorly as the Jauntiks. Deathly loyal to the Deathmantle House.
Lightmantle: The second oldest house. They claim themselves as the true children of the empire's founder.
I like your sheet, but the big thing however is that the Exodites do not have gunpowder weaponry. You can have tons or heavy armor and metal weapons and such, but no gun powder weaponry. The Exodites primarily have more magic and higher populations as their main advantage. Any gunpowder, cannons and guns you have need to be stolen from the enemy, and as a result would be scarce.
Just putting out there, I'm interested, can't make a sheet atm though.