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post #35 of (permalink) Old 02-26-13, 08:51 PM
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Malochai's Flag is: United Kingdom
Join Date: May 2012
Location: Stoke, UK
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Nation Name: Kerin-Curan (also known as Tri-Kazelim)
Chosen Colour for Nation: Brown (Heresy calls it 'Sienna')
People of Importance:

-King Gandogar Killisson, ‘The Anvil’
-Prince Farin Gandogarsson, ‘The Hammer’
-Scholar-Lord Keran Rudensfer, ‘The Cartographer’

-Lord-General Bokkad Falisson

-Lord-Admiral Thorur Agrammsson

Population: 3 million (1 million dwarves and 2 million humans)


National Traits
Homeland Security - The dwarves of Kerin-Curan are rightly jealous of their technologies and other secrets, and have long since learnt that there are those who would try to steal them. They have developed an advanced service which is tasked with tracking down and removing any deemed to be foreign, or indeed domestic, spies.
Ranchers - The humans of Queestra were amongst the best horsemen of Kolnur, and brought their secrets with them, applying them to the ponies used by the dwarves and the few horses they brought with them, until they had thriving herds and ranches.

Population Traits

Industrious - The dwarves have ever been industrious, and under the eyes of their new hosts, the human refugees of Queestra had the trait drilled into them until they lived in a culture of hard work.

Academic Traits

Academy of War - The humans and dwarves of Kerin-Curan both learnt many things during their war against the enemies of Queestra, and in a determined effort to prevent such turmoil coming to their home and causing such disruption, it was decided a core of soldiers would be trained, their generals taught tactics. They have since developed a reputation for ruthlessly defending their homeland, but have not had any imperialistic tendencies, until this point.

Military Traits
Golden Horde
 - [i]The Royal Army of Kerin-Curan has stood since the humans and elves first invaded, a reminder that despite living on their own island nation, they are not invulnerable. In times of great strife, it is not uncommon in the least for the civilian population - who all receive some rudimentary training - to volunteer to stand in defence of their country.
Strategists - The combination of human and dwarf has led to interesting tactics developing, and the generals - as taught in their academies - can cast a critical eye over any field of battle and choose a battleplan to aid their victory.

Masterful Cavalry
 - The horses of Kerin-Curan, the descendants of noble Queestran horses and the thick, stocky ponies preferred by the dwarves have been trained to act in synchronicity with their riders, and will only ever serve one rider. When one dies, the other will be retired. This allows for a connection beyond mere steed and soldier, and a cavalry force greater than many in Kolnur.
Superior Forging - The dwarves of Kerin-Curan have been masters at forging, from trinkets such as rings which can hold the tiniest details, to the great iron sidings of their vessels, which are often hugely artistic, vast backdrops for pieces of history to be portrayed.

Military Units Traits
Light Infantry
Heavy Infantry
Heavy Cavalry

Naval Traits
Ship Building - The dwarves of Kerin-Curan had never thought to travel the waves which surrounded their island nation, instead focussing on the land and their toils. It was only when the humans came and proved the worth of sea going vessels that they changed their mind and it was decreed that a Royal Fleet be commissioned, to protect the island and even engage other nations.
Ship Artillery - The dwarves felt that any vessels they sent out to the open sea would be incapable of truly protecting itself - and thus not be able to carry out it's primary duty of protecting the country, and so developed weapons which would allow it to do both at range.
Ironclads - The dwarves took shipbuilding even further than the humans had and experimented with various designs until they hit upon the current 'ironclad' design (which is actually misleading, due to the metal they are clad in not being iron). Only when they perfected this design were they happy to use it as the basis of the Royal Fleet.
Iron Waves - Not to do anything in half measures, the kings and queens of Kerin-Curan have added continuously to the Fleet until it reached it's current number - 1000 ironclads, more than capable of defending the country and sending small contingents to other nations if necessary.

Illusion Magic Traits
Cloak of Invisibility
 - The magics of Queestra were never designed to aid in warfare, but there were tricks that have been changed to aid such uses, such as the Cloak of Invisibility. Despite being so few in number, the mages have learnt to cast spells of invisibility over entire armies to hide them from the view of their enemies.
Imaginary Swords Cut Too - The dwarves have long believed in worshipping and honouring their ancestors, and believe that, with the aid of magic, they will come to the defence of their living descendants. The mages and priests have perfected the art of summoning these sceptres and using them to the best of their ability.

Flamethrowers - Fire has long been a weapon of the dwarves, and long ago the dwarven guilds of Kerin-Curan allowed the designs for these impressive weapons to be created. They have been used since, but only dwarves can withstand the heat given out when they're used.
Alchemical Alloys -
 The dwarves became masters of alloys when designing their ironclads, alloying them to forge stronger metals than they had been able to previously
Steam Engines - [i]The dwarves managed to design engines powered by steam before the humans first landed on their shores, and had implemented them in various duties, but they have the feeling they have only just started to uncover the limits of what can be achieved with the technology now that they are competing with other, technologically advanced countries.

Racial Traits

Explorers by Nature - The Queestran's were a peaceful people who had mercantile agreements with countries all across Kolnur, both over seas and via land routes. They still retain maps and information which allow them to know where major population centres are likely to be and where lands are, despite not having visited in force in nearly three thousand years.
Dwarven Defences - The dwarves have ever built their cities and towns to be durable, an epitah to their creators long after their death. As such, what they create is beyond durable and can withstand huge amounts of damage.

Common Defence


Refugee Camps

The history of Kerin-Curan is steady, akin to the dwarven kings who ruled over it long before humans arrived on their shores.
It was over three thousand years ago, the exact date lost even to the extraordinary minds of the dwarves, that a ragtag band of humans, the first of their kind that the dwarves had met, found themselves washed ashore, desperate and weak. They were half-crazed with exhaustion, starvation and dehydration, but their leader managed to get one point across - they were only the precursor to a much larger influx.
The dwarves, intent on gathering as much knowledge as they could from the few who survived, fed and cared for the men and women. Eventually, they managed to make some sense of the story :-

The humans came from across the Ocean that the dwarves had never traversed, and had been expert sailors, travelling the world and growing rich on their exports - fine silks, the best horses, and huge amounts of food. They had neglected to look to the envious eyes looking to their borders. Generations of successive kings and queens had indulged in luxuries, and neglected the armies until they languished in the shadows, struggling to recruit and train men.
Their enemies saw not a civilisation at the height of prosperity, but a corpse that didn’t know it was dead yet, still fat with meat. They started to swarm, and eventually attacked. Villages, forts, towns and cities fell within a matter of days, until only the capital, Queestra remained. It was a costal city, an idyll with more manses than any other city in the kingdom combined, and less defensible than most - the city grown to such proportions and having lived in peace for so long that the gates and walls were merely ornamental. Only a last-ditch effort of the queen of the day, a proud woman of the name Terah, allowed the thousands upon thousands of the city to escape, cannibalising ships of every kind to create a fleet which carried all of the accumulated knowledge they could carry and as many people as could fit. Having travelled so extensively, they knew of the island nation of the dwarves, even if they hadn’t deigned to land before. Now, they came begging, a last resort.

The dwarven king of the day, after deep discussion with the clan and guild leaders, agreed - they would be benevolent. The humans could stay. And after them, came their enemies. Fleets of man and elf alike followed the refugees from Queestra to Kerin-Curan and landed, willing to go to war to stop their descendants from claiming their lands in the future. Unfortunately for them, the dwarves were prepared for war. The cities were as strong and as unyielding as the indomitable will of their creators, fortified with thick walls, stalwart defenders, and ballistae that could reach further than the range of anything their enemies brought against them. But the humans wouldn’t retreat again - they had brought war to the dwarves, and would stand firm with them. As opposed to joining the cities and draining their saviors resources, they took to the seas in their fleet and harried the hastily constructed pursuers - according to legend, they were so skilled seafarers that for every ship they lost, repurposed though they were, they sunk five.
Those that couldn’t serve on the ships acted as guerilla fighters, hiding where they could, raiding supply lines and killing quietly.

Thousands died, but eventually the dwarves and humans of Queestra came out on top. They formed a society where the dwarves ruled, and the humans happily agreed to this - they knew it was impossible to return to their homes, and they found that the new life wasn’t as bad as they had feared.

Eventually, the humans were accepted as equal to the dwarves and some were granted lordships and titles equivalent to some dwarven lords. Of course, not all were happy about it, but as time passed it became the norm.

Since the two civilisations amalgamated, they have proved valuable to each other. The humans taught the dwarves how to effectively sail, and the dwarves retaught the humans how to fight - skills they had effectively lost. Now, they work together in perfect synchronicity. They also have greater empathy for the refugees of the Shadow than many others would, due to their cultural history.



-1000 Ironclads

200,000 Light Infantry
50,000 Heavy Infantry
50,000 Crossbowmen
98,000 Heavy Cavalry
1000 Magi
1000 Artillery

May not be optimal, but I like it. The navy turned out stronger than I had planned, but Romero has that covered, I'm sure :tongue: Should give me plenty to work with, and I hope that you enjoy the history!

@Romero- I'm pretty sure the Traits are OK, but if not just let me know and I'll amend them!

Malochai von Carstein; Terror of Hunger Wood, Lord of Lichenhof Tower

Roleplay Characters
The Darkness - Conquest: Kerin-Curan
Darkness - Traditional: Glaïmbar Bokkadsson
Age of Dragons: Endras Amlugon

Last edited by Malochai; 03-04-13 at 09:11 PM.
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