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 Khani Emirate

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Talis
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Join date : 2011-02-03

Khani Emirate Empty
PostSubject: Khani Emirate   Khani Emirate Icon_minitimeThu Jul 12, 2012 3:10 pm

Name of Kingdom: The Khani Emirate

Type of Civilization: Cultured

Leader of Kingdom: Amira Alia bint Bakr
Only daughter of the late Amir Bakr. Many thought that Alia would be relegated to a puppet ruler or married off when her father died prematurely, but she has proven to be a cold, daring, and competent ruler capable of fending off all attempts to seize power.

Iron Fist
This character tolerates no resistance or discontent under his watch. He crushes criminals and rebels with equal ruthlessness and brings order wherever he goes.
* The region this hero administrates has +2 Stability

Administrator
The administrator is a quick and decisive manager of the company's affairs. He knows how to delegate and manage things such that the bureaucracy of the company is made more prompt and efficient.
* The region this hero administrates provides 20% more tax income.

Second Character: Karim ibn Rasul
Son of the late Amir's brother and cousin to the current Amira, Karim ibn Rasul is a well-spoken poet and courtier who serves as the primary diplomat for the Khani.

Theatrical
This character knows how to take advantage of every success.
* Events that earn renown earn 50% more if this character is involved. Events that penalize renown cost 50% more if this character is involved.

Courtier
The courtier is a creature of politics, specifically those of his homeland. He knows every face that matters and has many a favor to call in. His presence can help influence a monarch to make a decision which will favor his company, or swing public opinion in their favor.
* Renown actions cost 20% less in any region this character is stationed in.

Third Character: Sana bint Karim
Daughter of Karim. Sana is renown as a great warrior and strategist, a rare occupation for a woman, but one which has precedent in Ikhan tradition.

Great Warrior
Great Warriors are skilled and deadly, both in single combat and on the battlefield.
* Hero has improved survivability in duels and battles.

Captain
This commander has a firm experience when commanding a ship. He understands how to keep his crew together and use a vessel to its maximum potential. Any ship he commands will fight better thanks to his experience.
* Warships have improved morale and combat strength when commanded by this character.

Stunningly Incompetent
This man has no idea how to handle the intricacies of money in administration and the maneuverings of politics. It seems everything he touches falls apart and he is best kept at a distant where advisers can pull things together themselves.
* -20% Income per settlement that that they are stationed in.

Brief Kingdom History:
A hundred and fifty years ago, the first of the Khani tribes was forced out of its homeland in the far south. Fleeing strife and powerful enemies in their homeland, they took to the sea in search of a new homeland. For the next five decades, wave after wave of Khani tribesmen ventured across the sea, traveling further east with every foray. They raided coastal villages and pillaged trade ships to survive, and tried to conquer any city that looked vulnerable enough to fall to their ragtag fleets.

Some foreign empires, like Byrnia and Ezria, fought to keep their lands clear of the constant waves of raiders and invaders. Others, like Rjjin, provided aid and supplies in exchange for service or friendship. Small settlements of Khani began popping up all along the coastline, while in foreign cities small communities began to form.

After fifty years of successive sea-raids, a final, great fleet lead by the noble Amir Mahdi ibn Rahel set sail. This fleet traveled farther east than any fleet before it, gathering up small groups of Khani tribesmen as it went. Eventually this great fleet fell upon the city-state of Thadis. Its proud citizens fought well, but the people of Thadis were completely outnumbered by fierce and desperate fighters. The city was sacked and its lands taken by the Khani. The new city of Ikhan, home of the Khani, was founded in former Thadis territory. Thadis itself was resettled as a vassal city to the Khani Emirate. Amir Mahdi ibn Rahel took up a crown and declared himself Amir of all Khani peoples, starting a noble line that has ruled to this day.

It has been a hundred years since the founding of Ikhan. The Khani have settled down and flourished in their new homeland. No longer raiders and nomads, they now ply the waves as sea-traders and merchants. Although the last Emir, Bakr ibn Assad, died under mysterious circumstances, his daughter has proven more than capable of putting down any dissent and now sits firmly as Amira of the city.


Kingdom Traits:

Masters of the Sea - With the waves as their guide, sailors and not soldiers are the most dreamed of career in your kingdom. No other civilization is so privy to the waves.
-- Sea Trade Routes generate +20% Gold per turn.
-- Warship crews cost 1 gold less.

Natural Traders - Your people are natural merchants, and coins are a way of life. Their savvy trading has turned your people prosperous.
-- Mercantile Constructs generate +20% Gold per turn.

Kingdom Starting Location:
Mideastern island and Peninsula

Kingdom Cities:

Ikhan - Capital of the Emirate, Ikhan was founded at the end of the Great Journey roughly a century ago. It has grown into a great city of brick and granite, wedged between the mountains to the north and the Wazeer straight.

Thadis - Once a proud city-state, Thadis was conquered by the Khani during the Great Journey and turned into a vassal city.

Kingdom Base Income: 240

Starting Constructs:
Ceremonial Palace (+4 Stability)(Ikhan)
Palisade (Defense)(Ikhan)
Port (Trade)(Ikhan)
Palisade (Thedis)
Local Garrison (Thedis)

Starting Units:
1 Unit of Khaadam Amir (21 Gold)
2 Units of Raama (20 Gold)
2 Khani Battleships (24 Gold)
4 Khani Triremes (32 Gold)
Total: 97 Gold

Military Templates:

Khaadam Amir (21 Gold)
The retainers of the Amir, often recruited from the younger sons of the Khani nobility.
Weapon: Bow & Sword (5 Gold)
Armor: Scalemail (10 Gold)
Movement: On Foot (0 Gold)
Training: Noble Warrior (6 Gold)

Muharabun (14 Gold)
Common warriors of the Emirate.
Weapon: Javelin & Shield (4 Gold)
Armor: Chainmail (6 Gold)
Movement: On Foot (0 Gold)
Training: Professional (4 Gold)

F'arasa (18 Gold)
Skilled horsemen and Javelineers who can pepper enemies from outside range, or ride in for the kill.
Weapon: Javelin & Shield (4 Gold)
Armor: Chainmail (6 Gold)
Movement: Horse (4 Gold)
Training: Professional (4 Gold)

Raama (10 Gold)
Light infantry and archers recruited to support warriors during sieges and long campaigns.
Weapon: Bow & Sword (5 Gold)
Armor: Leather (3 Gold)
Movement: On Foot (0 Gold)
Training: Militia (2 Gold)

Raider (4 Gold)
Small, agile vessels used for in-shore defense, or filled with militia recruits in times of war.
Hull: Bireme (2 Gold)
Weapon: Grapples (0 Gold)
Crew: Militia Sailors (2 Gold)

Khani Trireme (8 Gold)
The standard warship of the Khani Emirate, this powerful trireme is crewed with experienced sailors and a deadly ram.
Hull: Trireme (3 Gold)
Weapon: Ram (1 Gold)
Crew: Professional Oarsmen (4 Gold)

Khani Battleship (12 Gold)
A great warship used in sieges or as a flagship. The enormous vessel is capable of sinking enemies from a great distance.
Hull: Quadrireme (4 Gold)
Weapon: Siege Engines (4 Gold)
Crew: Professional Oarsmen (4 Gold)
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