The Imperials #1 - Printable Version +- PlayByMail Forums (https://forums.playbymail.dev) +-- Forum: Play-By-Mail Games (https://forums.playbymail.dev/forumdisplay.php?fid=1) +--- Forum: Games (https://forums.playbymail.dev/forumdisplay.php?fid=4) +---- Forum: Midgard (https://forums.playbymail.dev/forumdisplay.php?fid=44) +---- Thread: The Imperials #1 (/showthread.php?tid=130643) |
The Imperials #1 - DreamWeaver - 12-25-2019 THE IMPERIALS #1 The Imperial position has a rigidity that the Families lack. They have as their major priority the preservation of Imperial holdings. Thus, an attack on the smallest outpost is as serious as an attack on the main Imperial Preserve. The Imperials feel that they must respond in this way because they are spread so thin that they could fall victim to numerous attacks if the "locals" did not know that massive force would be used to respond to the least provocation. After a few lessons, Imperial Forces have been left alone. While a portion of the Imperial Army has been withdrawn, the locals are not willing to capitalize on the rumor that the Emperor has told the Governor of Midgard that he can expect no additional forces from the Imperial Homeland. The Governor must rely on the remaining crack troops and must augment them with native auxiliaries (players) to maintain order. The Imperial Forces are led by the Emperor, who after returning to power after an unsuccessful plot by the Imperial Senate, disbanded the Grand High Council. The Emperor has a detailed court which aids him in the execution of his duties. In addition, there is a rather detailed organization under the control of the Governor of Midgard who is directly responsible for maintaining order through much of Midgard. Every province has at least one garrison city in a key location. Every region has at least one Imperial Magistrate who observes the behavior of the natives and settles disputes. Imperial Hierarchy: 0 Emperor (umpire/computer) 1 Governor of Midgard 2 Military Commander of Midgard 3 Proconsul 4 Minister 5 Consul 6 Tribune / Senior Commander 7 Provincial Governor 8 Senior City Leader 9 Senator 10 General/Admiral 11 City Leader 12 Force Commander 13 Deputy City Leader 14 Centurion 15 Magistrate 16 Deputy Magistrate 17 Militia Commander 18 Deputy Militia Commander 19 Auxiliary 20 Citizen Imperial Bonuses: 1 Masters at the Art of Siege Warfare 2 The best Infantry forces in the Known World Imperial Goals: 1 Prevent the loss of any Imperial holding. 2 The maintenance of law and order in Midgard as defined by The Treaty Of Frostmarch. 3 Prevent any family or religion from controlling all the non-Imperial cities in the following provinces: Frostmarch, Havn Wyr, Southkeep, and Seabreeze. 4 Add one city per year to Imperial Control. 5 Connect the Imperial Preserves with roads. 6 Remain outside of alliances or agreements with the Families or the Religions. 7 Prevent any Barbarian force from obtaining a hold on any Imperial Holding or any portion of Midgard. RE: The Imperials #1 - DreamWeaver - 12-25-2019 Now I have played a Imperial clan before, but I retired it. I did enjoy playing within the Imperials very much and they are a awesome faction to play within. I have had felt that they are very well designed faction but in my talks with Zan E. of Midgard USA we had talked about what changes they could also have if a redesign we to be made. Imperial Skills: CMD - Command STR - Strategy SGE - Siege TAC - Tactics Imperial statup <Clan Name> LDR: CMD-2, STR-1, SGE-1 F1: TAC-1 F2: TAC-1 F3: TAC-1 NOTE: Start with (7) skill points defined with (3) unassigned skill points/levels. Here is what I would choose for a starting skill set. Imperial statup <Clan Name> LDR: CMD-2, STR-2, SGE-2 F1: TAC-1 F2: TAC-1 F3: TAC-1, SGW-1 Then I would train first in (+1CMD) for LDR,F1,F2,F3 then (+1SGE) for LDR,F1,F2,F3 and so on. Then your clan would look like this: LDR: CMD-3, STR-2, SGE-3 F1: TAC-1, CMD-1, SGE-1 F2: TAC-1, CMD-1, SGE-1 F3: TAC-1, SGW-1, CMD-1, SGE-1 You might get a Regiment assigned to you and then have a trainer continue your training in some of the combat skills you characters have. As you can see you would be a awesome fighting force and being that The Imperials are a Big Box faction you would have tons of support and backing to draw on to make you a feared fighting monster. You could stand toe to toe with the Boda, Merc Verk, SOA, and Barbarians. You are foot soldiers and your main focus is HI and MI troops. |