The New Aryan State
05-10-2008, 23:43
Name: The Kingdom of Aldarland
Race: Human
Population: 6,003,298
Language: Aldarish
Capital: Tandham
Head of State: King Ulferth Manecot II
Government: The government of Aldarland is an efficient system based largely around decentralised, semi-feudal law. The Kingdom is divided into twenty counties, each with a council based in the largest town. These county councils are made up of upstanding citizens elected by their peers, and are responsible for the administration of their county through local councils based in individual borough towns. Each county council swears loyalty to the crown, and contributes an alloted number of men and materiel for the immediate defence of the realm.
While not subject to popular law, the role of the nobility in public affairs has been consistently reduced during the last two hundred years, resulting in an almost exclusively military social class. The vast majority of nobles pass through the Tandham College of Arms, creating a very professional officer corps.
History
The city of Tandham was founded approximately nine hundred and four years before the present day, and is traditionally regarded as the start of the national history. Much of Aldarish history is concerned with the constant conflict with the goblin tribes south of the River Sigefford, and with the various Aldarish warlords who fought them. Most famed of these is Heridwold the Great, Duke of Tandham, who lived from 341 to 406 AC. He was responsible for uniting a number of independent Aldarish towns, formerly headed by their own rulers, whom Heridwold bested through personal contests of the mind and body. In the year 370 AC, this motley collection of cities became the Kingdom of Aldarland, and under the leadership of King Heridwold finally destroyed the last great Goblin city north of the Sigefford, Tolorgorz.
King Heridwold expanded the fledgling Kingdom during the remainder of his reign, and barring a few more recent territorial acquisitions, established the modern borders.
Land
Aldarland is mostly covered in plains and gentle, rolling hills. The western and southern portions of the country are for the most part ideal arable land, with good natural irrigation. The east makes for poor farmland and is sparsely populated, save by a few nomadic horse-rearing communities. Towns on the southern frontier are usually fortified, as the goblins south of the River Sigefford have raided Aldarland since before the foundation of the Kingdom.
Economy
The Aldarish economy is very strong, buoyed by the nation's extensive natural resources and strong trading links. A recent centralisation of industry has drawn people to the towns and coasts, creating a moderately affluent middle class of skilled artisans. Chief exports include fish, horses, glass, iron and metalcraft goods ranging from jewellery to full plate harnesses and sophisticated weapons of war.
Military
The military is organised around thirty-two regiments grouped into four regional divisions, equipped and maintained through taxes gathered to the King. Each county council is required by law to have one man in every fifty under their jurisdiction equipped and ready to fight at all times, whose wage is paid from the royal treasury. Each town is also required to maintain a part-time militia force equal to another four men in every fifty, so that in a time of war the militia can quickly be trained to regular standard.
The regular army is very highly trained and well-equipped, though the militia, as a more supplementary force, does not have access to the more modern weaponry available to the Kingdom's armed forces.
In addition, the Army draws a substantial number of mercenaries from the Lofri nomads who inhabit the eastern fringes of the Kingdom. The are employed as medium horse archers, where they can use their deadly recurve bows to great effect in harrassing and delaying actions. To serve in the King's Army is a badge of honour among the Lofri, and only the best are accepted into their ranks.
Given the size of the Kingdom, and the current level of communication, mobilisation of the entire armed forces would likely take between three to six weeks.
King's Army
1st Division, Western Coast
1st, 2nd, 5th, 18th and 19th Regiments of the Line, 3rd, 5th and 12th Cavalry Regiments, 50 guns.
2nd Division, Northern Border
3rd, 8th, 10th, 11th, and 15th Regiments of the Line, 1st, 7th and 9th Cavalry Regiments, 50 guns.
3rd Division, Eastern Plains
6th, 7th, 12th, 17th and 18th Regiments of the Line, 2nd, 6th and 11th Cavalry Regiments, 50 guns.
4th Division, Southern Border
4th, 9th, 13th, 14th and 20th Regiments of the Line, 4th, 8th and 10th Cavalry Regiments, 50 guns.
Regiments of the Line
-1,200 Infantry
-800 Arquebusiers
Cavalry Regiments
-500 Heavy Lancers
-1000 Lofri Horse Archers
Royal Regiment of Artillery
-2,000 Artillerymen serving 200 guns
In total, the King's Army comprises;
24,000 Infantry (http://pds.egloos.com/pds/1/200505/18/32/a0012932_19515095.jpg), equipped with half to full-plate harnesses, of good quality. Each man is issued a halberd, sword and shield, though other weapons may be brought to the field according to preference.
Aldarish swordsmen assault a barricade during the Battle of Cyndburh, 846 AC (http://i3.photobucket.com/albums/y63/Verghastinsel/infantry.jpg)
16,000 Arquebusiers (http://www.companie-of-st-george.ch/images/pictures/gun_shoot.jpg), equipped with pot helm, buckler and side-sword in addition to the primary weapon - the arquebus.
6,000 Heavy Lancers (http://www.onlineartcenter.com/images/DurerKnightDeath&Devil.jpg), professional heavy cavalry drawn from the upper classes. Lancers are equipped with full plate armour of the highest standard, along with shield, sword and lance. Secondary arms, even firearms, are common.
12,000 Lofri Horse Archers (http://img78.imageshack.us/img78/5447/qipchaq012ic.jpg), medium cavalry equipped with brigandine armour, helm and a mace or cavalry axe, as well as a deadly recurve bow. The Lofri commonly carry war spears and circular wooden shields, as these nomad warriors are more than willing to fight at close quarters when pressed.
2,000 Artillerymen (http://farm1.static.flickr.com/243/515181609_b5bfd650b3.jpg), comprising crews trained in the use of blackpowder artillery. Not expected to engage in mêlée, these men are issued only with swords and uniforms.
The Militia consists of the following;
120,000 Militiamen (http://fc30.deviantart.com/fs37/f/2008/256/8/6/15th_century_Germans_March_by_grauritter.jpg), reservists armed with halberds and side-swords. These semi-professionals are given a full helm, gauntlets and breastplate or brigandine armour for protection.
90,000 Crossbowmen (http://fc31.deviantart.com/fs19/f/2007/241/2/2/crossbowman_by_Darktrooper88.jpg), semi-professional soldiers armed with a steel-stringed crossbow. These men are given a a breastplate and helm for protection, and a side-sword for personal defence.
30,000 Light Cavalry (http://perrymcneal.com/RenaissanceHorseman.jpg), issued with a long spear and a cavalry sword, these semi-professional cavalrymen are armoured in half plate. They patrol the highways of the Kingdom, and in wartime usually function as scouts and outriders. They are commonly more experienced fighters than other militiamen, due to the nature of their duties.
Royal Navy
18 Carracks (http://website.lineone.net/~dee.ord/Tudor/Carrack%201470p66.jpg)
42 Galleasses (http://website.lineone.net/~dee.ord/Tudor/English%20Galleass%201546%20p76.jpg)
66 Caravels (http://website.lineone.net/~dee.ord/Tudor/Caravel%20Redunda1470p70.jpg)
Aldarish ship construction is comparatively advanced, utilising several sophisticated designs. Common features include fore and aft fighting platforms, as well as brass-capped rams and deck-mounted ballistae. The Navy is currently undergoing operations to equip every vessel fully with heavy and swivel-mounted cannon, greatly increasing overall offensive power.
Religion
Worship is divided between the three ancient gods of the Aldarish tribes;
Tyw the Wise, eldest of the three and King of the Sky. Usually personified as a blind spearman, his symbol is the moon. Tyw is said to have carved the first twelve Aldarishmen from stone, who took wives from other tribes to create the Aldarish people. He is viewed as a protector of the Aldarish race, and his blessing is often invoked during childbirth.
Thungyr the Warrior, Lord of Storms and a powerful god of war. Portrayed as a black-bearded giant wielding a mighty two-handed blade, his symbol is the lightning. He is the patron of many noble houses, and of the Tandham College of Arms.
Wayd the Young, youngest of the three Gods and Prince of the Sea. Portrayed as beardless young man armed with a fishing spear, his symbol is the sun over calm water. He is the patron of all sailors, and also of the Royal House of Manecot.
Magic
The Aldarish are utterly inept in the field of magic. There has never been an Aldarish mage of any repute, save a few petty conjurors. Contrastly, they are also moderately resistant to the sorcerous arts, particularly to spells of mental domination or persuasion. Needless to say, this resistance does not extend to elemental destruction-based spells such as fireballs, or other physical attacks.
There are a number of magically-sensitive individuals among the Lofri, though their powers are mostly concerned with divination and healing.
Race: Human
Population: 6,003,298
Language: Aldarish
Capital: Tandham
Head of State: King Ulferth Manecot II
Government: The government of Aldarland is an efficient system based largely around decentralised, semi-feudal law. The Kingdom is divided into twenty counties, each with a council based in the largest town. These county councils are made up of upstanding citizens elected by their peers, and are responsible for the administration of their county through local councils based in individual borough towns. Each county council swears loyalty to the crown, and contributes an alloted number of men and materiel for the immediate defence of the realm.
While not subject to popular law, the role of the nobility in public affairs has been consistently reduced during the last two hundred years, resulting in an almost exclusively military social class. The vast majority of nobles pass through the Tandham College of Arms, creating a very professional officer corps.
History
The city of Tandham was founded approximately nine hundred and four years before the present day, and is traditionally regarded as the start of the national history. Much of Aldarish history is concerned with the constant conflict with the goblin tribes south of the River Sigefford, and with the various Aldarish warlords who fought them. Most famed of these is Heridwold the Great, Duke of Tandham, who lived from 341 to 406 AC. He was responsible for uniting a number of independent Aldarish towns, formerly headed by their own rulers, whom Heridwold bested through personal contests of the mind and body. In the year 370 AC, this motley collection of cities became the Kingdom of Aldarland, and under the leadership of King Heridwold finally destroyed the last great Goblin city north of the Sigefford, Tolorgorz.
King Heridwold expanded the fledgling Kingdom during the remainder of his reign, and barring a few more recent territorial acquisitions, established the modern borders.
Land
Aldarland is mostly covered in plains and gentle, rolling hills. The western and southern portions of the country are for the most part ideal arable land, with good natural irrigation. The east makes for poor farmland and is sparsely populated, save by a few nomadic horse-rearing communities. Towns on the southern frontier are usually fortified, as the goblins south of the River Sigefford have raided Aldarland since before the foundation of the Kingdom.
Economy
The Aldarish economy is very strong, buoyed by the nation's extensive natural resources and strong trading links. A recent centralisation of industry has drawn people to the towns and coasts, creating a moderately affluent middle class of skilled artisans. Chief exports include fish, horses, glass, iron and metalcraft goods ranging from jewellery to full plate harnesses and sophisticated weapons of war.
Military
The military is organised around thirty-two regiments grouped into four regional divisions, equipped and maintained through taxes gathered to the King. Each county council is required by law to have one man in every fifty under their jurisdiction equipped and ready to fight at all times, whose wage is paid from the royal treasury. Each town is also required to maintain a part-time militia force equal to another four men in every fifty, so that in a time of war the militia can quickly be trained to regular standard.
The regular army is very highly trained and well-equipped, though the militia, as a more supplementary force, does not have access to the more modern weaponry available to the Kingdom's armed forces.
In addition, the Army draws a substantial number of mercenaries from the Lofri nomads who inhabit the eastern fringes of the Kingdom. The are employed as medium horse archers, where they can use their deadly recurve bows to great effect in harrassing and delaying actions. To serve in the King's Army is a badge of honour among the Lofri, and only the best are accepted into their ranks.
Given the size of the Kingdom, and the current level of communication, mobilisation of the entire armed forces would likely take between three to six weeks.
King's Army
1st Division, Western Coast
1st, 2nd, 5th, 18th and 19th Regiments of the Line, 3rd, 5th and 12th Cavalry Regiments, 50 guns.
2nd Division, Northern Border
3rd, 8th, 10th, 11th, and 15th Regiments of the Line, 1st, 7th and 9th Cavalry Regiments, 50 guns.
3rd Division, Eastern Plains
6th, 7th, 12th, 17th and 18th Regiments of the Line, 2nd, 6th and 11th Cavalry Regiments, 50 guns.
4th Division, Southern Border
4th, 9th, 13th, 14th and 20th Regiments of the Line, 4th, 8th and 10th Cavalry Regiments, 50 guns.
Regiments of the Line
-1,200 Infantry
-800 Arquebusiers
Cavalry Regiments
-500 Heavy Lancers
-1000 Lofri Horse Archers
Royal Regiment of Artillery
-2,000 Artillerymen serving 200 guns
In total, the King's Army comprises;
24,000 Infantry (http://pds.egloos.com/pds/1/200505/18/32/a0012932_19515095.jpg), equipped with half to full-plate harnesses, of good quality. Each man is issued a halberd, sword and shield, though other weapons may be brought to the field according to preference.
Aldarish swordsmen assault a barricade during the Battle of Cyndburh, 846 AC (http://i3.photobucket.com/albums/y63/Verghastinsel/infantry.jpg)
16,000 Arquebusiers (http://www.companie-of-st-george.ch/images/pictures/gun_shoot.jpg), equipped with pot helm, buckler and side-sword in addition to the primary weapon - the arquebus.
6,000 Heavy Lancers (http://www.onlineartcenter.com/images/DurerKnightDeath&Devil.jpg), professional heavy cavalry drawn from the upper classes. Lancers are equipped with full plate armour of the highest standard, along with shield, sword and lance. Secondary arms, even firearms, are common.
12,000 Lofri Horse Archers (http://img78.imageshack.us/img78/5447/qipchaq012ic.jpg), medium cavalry equipped with brigandine armour, helm and a mace or cavalry axe, as well as a deadly recurve bow. The Lofri commonly carry war spears and circular wooden shields, as these nomad warriors are more than willing to fight at close quarters when pressed.
2,000 Artillerymen (http://farm1.static.flickr.com/243/515181609_b5bfd650b3.jpg), comprising crews trained in the use of blackpowder artillery. Not expected to engage in mêlée, these men are issued only with swords and uniforms.
The Militia consists of the following;
120,000 Militiamen (http://fc30.deviantart.com/fs37/f/2008/256/8/6/15th_century_Germans_March_by_grauritter.jpg), reservists armed with halberds and side-swords. These semi-professionals are given a full helm, gauntlets and breastplate or brigandine armour for protection.
90,000 Crossbowmen (http://fc31.deviantart.com/fs19/f/2007/241/2/2/crossbowman_by_Darktrooper88.jpg), semi-professional soldiers armed with a steel-stringed crossbow. These men are given a a breastplate and helm for protection, and a side-sword for personal defence.
30,000 Light Cavalry (http://perrymcneal.com/RenaissanceHorseman.jpg), issued with a long spear and a cavalry sword, these semi-professional cavalrymen are armoured in half plate. They patrol the highways of the Kingdom, and in wartime usually function as scouts and outriders. They are commonly more experienced fighters than other militiamen, due to the nature of their duties.
Royal Navy
18 Carracks (http://website.lineone.net/~dee.ord/Tudor/Carrack%201470p66.jpg)
42 Galleasses (http://website.lineone.net/~dee.ord/Tudor/English%20Galleass%201546%20p76.jpg)
66 Caravels (http://website.lineone.net/~dee.ord/Tudor/Caravel%20Redunda1470p70.jpg)
Aldarish ship construction is comparatively advanced, utilising several sophisticated designs. Common features include fore and aft fighting platforms, as well as brass-capped rams and deck-mounted ballistae. The Navy is currently undergoing operations to equip every vessel fully with heavy and swivel-mounted cannon, greatly increasing overall offensive power.
Religion
Worship is divided between the three ancient gods of the Aldarish tribes;
Tyw the Wise, eldest of the three and King of the Sky. Usually personified as a blind spearman, his symbol is the moon. Tyw is said to have carved the first twelve Aldarishmen from stone, who took wives from other tribes to create the Aldarish people. He is viewed as a protector of the Aldarish race, and his blessing is often invoked during childbirth.
Thungyr the Warrior, Lord of Storms and a powerful god of war. Portrayed as a black-bearded giant wielding a mighty two-handed blade, his symbol is the lightning. He is the patron of many noble houses, and of the Tandham College of Arms.
Wayd the Young, youngest of the three Gods and Prince of the Sea. Portrayed as beardless young man armed with a fishing spear, his symbol is the sun over calm water. He is the patron of all sailors, and also of the Royal House of Manecot.
Magic
The Aldarish are utterly inept in the field of magic. There has never been an Aldarish mage of any repute, save a few petty conjurors. Contrastly, they are also moderately resistant to the sorcerous arts, particularly to spells of mental domination or persuasion. Needless to say, this resistance does not extend to elemental destruction-based spells such as fireballs, or other physical attacks.
There are a number of magically-sensitive individuals among the Lofri, though their powers are mostly concerned with divination and healing.