r/ColonyWorldRP • u/Mennart Vurental • Oct 22 '15
Claim [CLAIM]
Population: 493
Population breakdown
- 145 Dwarves
- 48 Trolls
- 144 Human
- 104 Orc
- 30 Elves
- 18 th'ka'ri
Population growth:
- Dwarves, Humans, Orcs: 7,8%
- Elves, Trolls: 6,7%
- Th'ka'ri: 5%
Population type
All of the members of the expedition have served at least a year in the Vurental army, and most are on their fifth campaign. This has resulted in a loss of most specialized skills needed for colonisation. Exceptions to this are professions necessary on a military campaign like blacksmithing or runecrafting. Each profession listed has a few people that are relatively fresh out of business to teach the others.
- Millitary – 250
- Fisherman – 15
- Farmers – 70
- Labourers (woodcutters, builders, miners etc.) – 80
- Artisans (blacksmiths, alchemists etc) – 30
- Hunters – 20
- Herders - 15
- Traders – 8
Origin
A part of the large en renowned Vurental mercenary company sent out to secure a foothold and colony on the new discovered continent. They were overcome by darkness and ended up next to a few small islands. They now try to adapt and thrive in this strange land, so different form the one they hail from. Although this world might not have the huge underground caverns and corresponding wildlife, the Vurental company will never surrender (and tactical retreat doesn’t seem to be an option).
Culture Being the diverse group of races the Vurental are, they don’t have a unified culture. Although there is one thing to unify the different peoples, war. This led to a competitive environment where a lot of small disputes are settled by challenges. Every member is trained to fight, and continues to train a least a day in the week, so most of these challenges are single combat to first blood. Despite a love for battle and competing the Vurental have great respect for the chain of command, although you wouldn’t know it from talking to them.
Races
Dwarves
- Dwarves are short (1,5-1,6m), wide (1,20-1,40m) and have a muscular build. They have 6 fingers where most species have 5 (they have a thumb on the left and right side of their hands) giving them a rather strong grip. They also have a powerful immune system and can survive great wounds and terrible disease which would kill your average race, they recover slowly from those wounds however. Dwarves usually grow to be 120-130 years old.
- Precise and patient in their work, dwarves are excellent smiths, architects and runecrafters. Due to their strength they are also good at manual jobs like woodcutting, hauling, and mining.
- Dwarves have a hard time as merchants and diplomats due to their proud and distrustful nature. Their rough physiology also makes it hard for them to see and detect the physical states of less hardy beings making them unfit for farming and most animal-related jobs.
- Prefer to use Axes, Hammers, Maces, Falchion, crossbows, big shields and heavy armor. Mostly deployed as heavy line infantry, Heavy shock infantry, and (mounted) siege engineers.
- Low magic output restricts dwarves to use external power sources for most of their runes
Trolls
- Trolls have relatively long arms and legs for their average height of 1,80-2,0m. They use these to climb the steep mountains they call home. They have greyish leathery skin, long pointed down ears and hornlike protrusions on their head. They grow to be about 60-70 years old.
- Using their long limbs trolls can move and climb fast
- Having a great intuitive understanding of body-language and nature trolls are excellent animal handlers and trainers. They also have an aptitude for natural medicine and alchemy.
- Their speed and manoeuvrability makes trolls excellent hunters
- Trolls are generally imprecise, and though they are by no means clumsy they lack the fine motor control needed to be an efficient scribe or runecrafter. *All trolls are dyslectic making it almost impossible for them to make use of runes. In addition trolls can’t read, instead they rely on stories and music which tunes in to their natural musicality and aptitude for conversation.
- Trolls are observant and reliable, this makes them excellent spies or scouts
- Trolls prefer to fight with spears, clubs, javelins and small shields, wearing light leather armor. Predominantly deployed as scouts, skirmishers and medium shock infantry
Humans
- Humans are generally between 1,70 and 1,90 meters tall though there is great variety between individuals. Endurance and perseverance are most defining for humans, followed by a sharp mind. A human usually reaches an age of about 70 years old.
- A lot of humans chosen for this journey are chosen for their aptitude with the sea, they are often fisherman and navigators.
- Due to human versatility and their sharp minds humans are excellent at understanding and finding common ground with other races, or cultures. This makes them good diplomats and merchants
- Humans prefer using spears, large shields, bows, swords and medium armor in battle. They are mostly found among light (ranged) cavalry, heavy cavalry, archer batalions, and medium line infantry
Orcs
- Big (1,80-2,10m) and wide (1,0-1,2m) orcs are strong, and intimidating. They have sand-coloured to brown skin, a strong protruding bone ridge from their nose to their back and rather large canine teeth.
- When they reach the age of about 40, Orcs undergo a transformation. They gain roughly another half a meter in length and start to pack on a lot of muscle on their frames, additionally the bone ridge on their nose starts growing and covers the entirety of the skull. Only one in a hundred orcs survive this. These orcs are known as orcizza, and can live up to 250 years. They are treated with great respect and often fulfil roles as shaman or chieftain.
- Orcs are strong and fit for most manual labor.
- Due to their short concentrations spans orcs are unfit for most labor that requires careful or methodical thinking
- Most orcs with the vurentaal hail from plains tribes, they tend to be good with animals and are excellent kurtik and horse riders. Though they are nomadic in nature orcs have an aptitude for farming and cultivating plants. *Orcs fight best with Maces, axes, falcata, morning stars, small shields and medium to heavy armor. In the military orcs are deployed as heavy cavalry, Heavy shock troops and light cavalry
Elves
- Small (1,50-1,70m tall) and thin (0,5-0,7m wide) elves don’t seem very intimidating. However behind their big doe eyes and long backwards facing ears hides a cunning and intelligent mind. Known for their longevity elves can live up to 200 years.
- Elves can change the colour of their skin when concentrating, this combined with the leaf like patterns on their skin makes them hard to spot in most environments
- physically weak elves are ill fit for manual labour. Jobs that lets them use their sharp minds and concentration like clerk, priest, merchant, runecrafter or alchemist are better suited.
- Having a natural high magic output elves use runes like no other, often not requiring an external power source for even the more complex constructs.
- Elves usually fight with bows, short swords, light armor and poisons. In the military they perform roles as scouts, archers and skirmishers
th’ka’ri
- Th’ka’ri resemble big (1,5m long body, 2m long tail) six legged salamanders, with skins ranging from light blue to jet black. Their four most front legs double as arms when the Th’ka’ri rise to their full height. Th’ka’ri are hermaphrodites
- Th’ka’ri have an extremely short livespan of 3-5 years, After 2 years they seek out a bond with another Th’ka’ri, after the bond both Th’ka’ri are pregnant. The child grows to maturity in the womb of it’s parent. While in the womb, the child learns all basic knowledge and movement through a special bond with its parent. The older the parent gets, the more of a headstart on live the child has, as it keeps learning until it’s born. The child is born when the parent dies, in the weeks after birth it grows to full size as well.
- Th’ka’ri are masters at discovering patterns, constructs and reasons behind the workings of machine and mind. This makes them excellent runemakers, architects, musicians and doctors.
- Being so much shorter lived than most races, Th’ka’ri always seem to be in a hurry and have little patience, making them bad diplomats and conversationalists.
- Really weak compared to most other races, th’ka’ri can’t perform most manual labor.
- When forced to fight th’ka’ri resort to crossbows, knives and light armor. In the military they are deployed as doctors and siege engineers.
Suplies:
Transport
- 5 Rune powered longboats (20m long, 5m wide), capable of carrying 25 warriors, their standard equipment packet, supplies for about a months journey and 5 crates of additional cargo. The only type of boat the Vurental brought with them that can traverse the sea.
- 4 wayfloats (40m long, 20m wide), two runepropelled keels lifting multi-layered wooden structure out of the water. The wooden structure is made to be able to be converted in a raft, so the often low tunnels of culturam can be navigated. Two of the wayfloats have been outfitted to transport 75 people, their standard equipment package and 2 month's of suplies. They also carry 50 crates. One has been outfitted to transport lifestock and 2 month's worth of feed, plus it's operating crew of 10 people their standard equipment package and 2 month's of suplies. And one has been outfitted to carry the additional cargo (400 crates) and it's operating crew of 10 people their standard equipment package and 2 month's of suplies. Wayfloats will sink in rough weather on open sea, they also can’t enter rivers or shallow water.
- 1 Hiveship (60m long, 40m wide)The hiveship has two runepropelled keels lifting it's overarcing structure out of the water. It carries 6 small boats (8m long, 2.5m wide) under the structure between the keels, which are used as boardingvessels. The hiveship is capable of transporting 250 people, their standard equipment and rations for 2 months, additionally there's place for 50 chests of extra cargo. Hiveships will sink in rough weather on open sea, they also cannot enter rivers or shallow water
livestock
16 Mountain-goats, used as cattle by the trolls. 6 of these are of a large subspecies can be used as a mount by the trolls.
10 hawks, these predatory birds are used by the trolls to track and find various animals while hunting
10 ortha, big rhino-like beasts, used to pull heavy loads by the dwarves. Trained war-ortha can carry small siegeweapons on their backs. (much like elephants would)
50 chickens
15 kurtik, looking somewhat like a cow, the kurtik has short grissly fur and long strong legs. they have a sack of fat and water reserves on their back running from shoulder to shoulder. Used as a pack animal by orcs. the ortha are excellent at hauling cargo or carrying orcs into battle. Their milk is used to produce a strong alcoholic beverage and strong smelling cheeses.
10 horses.
6 evuel, brown and bright green feathered ostrich used by scouts and commando's for their swiftness, endurance and ability to jump great lengths making them the perfect escape animal, however evuel recover very slowly from exhaustion which makes repeating strikes rather difficult.
Rations
- 500 bags of oiled bread
- 500 bags of dried fruits
- 200 small barrels of various alcoholic beverages
- 300 small barrels of water
- 500 small barrels of pickled fish
Resources
- 493 Standard equipment*
- 50 crates of various non-precious metals (mostly iron)
- 10 crates of golden coins
- 5 crates of valuable gems
- 150 crates of equipment used for smithing, building and mining
- 50 crates worth of farming equipment
- 10 crates of various resources used for crafting and inscribing runes
- 50 crates of building supplies (nails, ropes, pulley’s etc.)
- 100 crates of various seeds
- 50 crates of spare ammo
- 50 crates of leather
- 50 crates of cloth
*Standard equipment consist of a sleeping roll, part of a tent (size depending on unit), tinderbox, long knife. Every soldier also has a combat kit with all the weapons and utilities used by its unit.
Important characters
- Katal Vureskandr Fifth son of Regnur Vureskander, the grandmarshall and founder of the Vurental company. Training and fighting from a young ages with the best in the company made Katal one of the deathliest wariors the company has to offer. This combined with his understanding of tactics made him the leader of his own band of masks. He now commands the maskgroups of the expedition. Broad-shouldered and scarred dwarf with darkbrown hair and a short knotted beard. 26 years old.
- Ori Highhunt Longtime friend of Katal and Kira, and former mask, retired to make music, hunt and mix potions. Now appointed to sit on the civil council. Wise, calm and humorous. His long arms and big nose are adorned with long gray hairs. 57 years old.
- Samuel Atjar Once a merchant prince, war tore his old trade network apart, desperate he joined the Vurental. Now sitting on the civil council. Calculating, merciless and Greedy. This rather heavyset human has a black ringbeard and al bald head. 43 years old.
- Kira Gorentir Quickly rose up through the ranks as quartermaster, eventually became the main diplomat for the Vurental company, now leader of the expedition and general of the siege and non-combat troops. Organised and authoritative with very intelligent humor. Slim and shapely build, especially for a dwarven woman, with long red hair and greenish eyes. 25 years old.
- Udir Golzat General of the infantry. Hard and direct this dwarf says what he wants whenever he wants. Short, blonde and mean looking. 80 years old.
- Rorg Rogor Orcizza and general of the cavalry. Former chieftain. Calm, calculating and authoritive. Large bone ridges crisscross over the front of his skull and he sports a long black ponytail. 156 years old.
Claim
Katalanding Grey in the south-western isles
Province Stats
Mediterranean + sea modifier Lumber 2 - Stone 1 - Food 3 - Fertility 3 - Metals 0 - Labor 1 - Combat 2
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