Dra'Ghul Raiders

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Dra'Ghul Raiders

Post by Admin on Mon Jul 12, 2010 11:50 pm

This is a proposition for the Dra'Ghul Islands, which MidgetNinja has say over.

Names:

Dra'Ghul Raiders
Dra'Ghul Pirates
Dra'Ghul Merchants
Dra'Ghul Vanguard
North Sea variants (Replace Dra'Ghul with North Sea for a variation in names)

Government Type:

Military Oligarchy

Current Rulers:

Generals of the Five Fleets

Geography:

The Dra'Ghul Raiders operate on and around the Dra'Ghul Archipelago, the northernmost known island chain of Ara'niel.

(Geography will be left to MidgetNinja)

Climate:

(Climate will be left to MidgetNinja)

Economy:

Ever since the destruction of Tilbury, the survivors that stayed on the Dra'Ghul islands have had to rely on the resources available to them to defend against the undead hordes. Only in the recent half of the millennium have the Dra'Ghul Raiders restored major contact with the mainland, eventually earning their moniker. The economy of the Dra'Ghul Raiders is mostly a barter system or supply agreements between the fleets; outside goods are introduced by the couple fleets that will trade with merchants or by piracy that the rest of the fleets partake.

Culture:

The Dra'Ghul Raiders have a strong distaste, and sometimes outright hatred, of the mainland. They view their fellows as those who forsake them to the undead infestation. For these reasons, the Dra'Ghul Raiders resort to piracy and detest their fellows who trade with the mainlanders.

The Dra'Ghul Raiders are the most experienced seamen in Ara'niel, trained over the course of a millennia by having to sail between each of the islands, fish for food off the coasts, and eventually moving most of their population out to sea. The Dra'Ghul Raiders also have the largest navy, necessary for their survival against the undead in the region.

Much of the populace lives out at sea, or stays on land only briefly. Titanic ships, known as motherships and the largest known of Ara'niel, carry the bulk of sailors and supplies of each fleet, though they are used mostly as centers for resupply or for staging operations. Naval outposts, built on top of foundations in shallow water, are also common, though they are susceptible to the undead.

(The rest of the culture will be left to MidgetNinja)


Significant Settlements:

While some permanent land settlements exist, the most significant areas for the Dra'Ghul Raiders would be the motherships of the five fleets.

Quaraba:

Age-old fortress from the times of dark sorcery and heroes. This is the permanent capital of all people on the Dra'Ghul Peninsula.

Western Fleet:

The Western Fleet occupies part of Dirshuk Isle, the largest island north of the mainland. The Western Fleet has a mixed policy of trade and piracy: Only those who have formal agreements with the Dra'Ghul Raiders are spared from piracy, and those who do have agreements trade supplies.

Southern Merchants:

The Southern Merchants are the most well-behaved of the Dra'Ghul Raiders, never resorting to piracy. They trade formally with Atimar (much to the chagrin of their bretheren), among other nations, and have some agreements with the Conclave.

Dra'Ghul Seawolves:

The Seawolves are the most militant of the Dra'Ghul Raiders, having an almost exclusive policy of piracy (their only other policy is collecting 'protection').

Eastern Fleet:

The Eastern Fleet occupies some of the shore of the peninsula that surrounds the Wailing Mountains. Though they are not overly hostile to others, they are very isolationist thanks to sharing waters with the Seawolves.

Northern Oceaners:

The Northern Oceaners is the only fleet to field two motherships, and the only fleet to occupy much of the northern waters beyond the Dra'Ghul islands. They are the most isolationist, having almost a complete lack of communication with the mainland.




This is just some ideas I had for the Dra'Ghul Islands that MN has.
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Re: Dra'Ghul Raiders

Post by MidgetNinja on Thu Aug 12, 2010 3:01 am

You know what...it wasn't what I originally had in mind for the islands...but it works I suppose.

Always good to have volatile barbarians about to liven things up every now and again...

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Re: Dra'Ghul Raiders

Post by Admin on Thu Aug 12, 2010 6:14 pm

They aren't really barbarians, they are very civilized, they just really despise the people who they believe left them to die fighting the undead. To save themselves they gradually moved out to sea where the undead would be hard-pressed to follow.

Hatred + Naval Forces = War and Piracy.
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Re: Dra'Ghul Raiders

Post by MidgetNinja on Thu Aug 12, 2010 8:02 pm

I always pictured them as much more introverted than that...very connected to the islands, and more concerned with surviving to see the next day than...piracy, and other such things.

Which isn't too big a deal, just a difference of opinion I'm willing to over look in this case, in favor of your idea.

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Re: Dra'Ghul Raiders

Post by CromTheConqueror on Thu Aug 12, 2010 9:49 pm

This isn't my area of to decide on but personally I'm with MN in supporting more introverted and rugged group. We have tons of civilizations. Don't really need more of it that far up north where honestly of all places (beyond south of the spine) it is less likely to be.

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Re: Dra'Ghul Raiders

Post by Admin on Fri Aug 13, 2010 12:12 pm

It's perfectly fine if you want to ditch the piracy and whatnot, even the names. I just got the impression that the people living there hated the mainlanders for leaving them to die with the undead. The big part of this idea, though, was to have massive naval ships and naval outposts that allow them to only keep part of their populace on islands to maintain and defend critical positions, and often just visit some of the small islands to grab/harvest what they can before they have to deal with the undead.
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Re: Dra'Ghul Raiders

Post by MidgetNinja on Fri Aug 13, 2010 4:22 pm

Well no they do hate the mainlanders...it's just that they aren't really in too terribly much of a position to do anything about it. Once more only a few of their leaders even know there IS a mainland, the rest just think the whole of the world consists solely of their meager existence fighting the undead from island to island always looking to the sea, ever vigilant for whatever new breed of horror will spring froth from it this time...

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