CivQuestanon

Karak-Kog

Oct 10th, 2019
180
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.58 KB | None | 0 0
  1. Nation name: The Autocracy of Karak-Kog
  2. Race: Clanker Men
  3. Culture: Created by an alchemist wizard and invent, the Clanker Men are moving effigies of cogs, gears and springs animated by a single glowing "Engine heart" in the center of their chest cavity. This heart must be fed with energy to function, either in the form of heat or electricity. Born into the world rather than having grown up in it, they were shaped by the actions of the "Creator" who dictated all aspects of life, delegating it to specific classes and castes of Clanker Men. Some to be leaders, many to be followers. As such the Clanker Men follow a rigid Hierarchy of Command with a singular being at the top in charge of the nation as whole. This does not mean that there is no upward mobility, known as "Upgrades", as often those within specific castes will attempt to elevate their standing, following the old tradition where those who pleased "The Creator" would often be upgraded by himself personally.
  4.  
  5. Their economy evolved differently, requiring nothing in the way of Agriculture but instead being able to supply both industry and populace with fuel and mineral, which they could focus their efforts on. With all the populace being able to devote themselves to industry, they rapidly began to expand upon their island, transforming it into a Fortress. It is officially purported that the Creator ordained them to create this Island Fortress to protect them from some impending catastrophe, but deeper circles rumor this was done purely out of his own Ego. The Creator having died of old age, none will truly know.
  6.  
  7. The Clankermen shared a special relationship among the mainlanders, being a nation capable of soley focused on production, they would receive resources from the continent in exchange for producing finished products. This was especially true of their relationship to the distant Republic of Darafin, who by their size were an even greater industrial power than themselves.
  8.  
  9. Then came the "Sundering". Karak-Kog, having none in the need of agriculture, had never been one to shy away from pollution and ecological exploitation. A great lake of toxic waste, forests killed by smog, were normal to them. But after a disastrous effort to attempt to tap directly into an underground magma vein for its rich ores, the entire Island shook in earthquakes as lava began to creep from great crevices which would tear the fortress and forever mar it.
  10.  
  11. Such a disaster took entire decades to recover, by which time many of their trade treaties had fallen through. Karak-Kog is now a shadow of its former self, but the Clanker Men survive on trying to pick up the pieces of their shattered society.
  12.  
  13. Culturally, Clanker Men revere their creator who espoused skill and innovation. They believe that all machines have some sentience to them, and maintenance and repair are important societal and traditional function. Although many clankermen may identify and act as either male or female, Clankermen are created as adults after the delicate process of creating and installing an engine heart into a pre-designated body and caste type. Overseers, Assemblers, Miners, Engineers, Merchants, and Soldiers are the most common castes though there are several other sub-casts.
  14.  
  15.  
  16. Military culture: Clankermen's strength lies in their stamina and durability to many hazards that would prove detrimental to the organic races. Lacking lungs or eyes, smoke and brief exposure to fire does not harm them, their metallic bodies might not be always bullet proof but rather than blood and wounds Clankermen can repair themselves, reattaching arms or patching up holes, and where barbed wire is painful to other races it only slows Clankermen down. The ability to augment bodies to suit a need or a role is especially important, the soldier caste in particular being expected to take on any attachment or weapon demanded to them by their superior.
  17.  
  18. Their disadvantages stem from the noise they make, "Clanking" which they do even when standing still, making it difficult to engage in stealth. The inability to swim without any floatation devices is also a hazard to any Clankermen sailors who can expect to be crushed like tin cans at the bottom of the ocean should ever they fall overboard.
  19.  
  20. Recovery of Engine Hearts is especially important. Arms, Legs, even Heads may be blown off but if the Engine Heart is recovered before its spark dies out, the soul within could be placed into a new body. Squads and Platoons may go to great lengths to recover engine hearts from the fallen of the battlefield.
  21.  
  22. Clankermen do not get tired in the traditional sense, without muscles to ache and pain, but they are aware when their energy reserves are low. Should they run out complete, a Clankerman will stop dead in his tracks, standing still or falling over on the ground. He must be resuscitated with energy, otherwise his engine heart will burn out.
  23.  
  24. Military Evolution:
  25. During the era of the Great Creator, the Clankermen at first utilized very, almost criminally crude tactics, throwing themselves in mass wave after wave against enemies, recovering engine hearts and restoring casualties. As technology progressed, and rival nations armies improved, this proved unsustainable. The Clankermen now favor methods of attrition and 'scorched earth', manipulating the battlefield to their advantage. Cratering the ground with shell fire to turn it into boggy marshes, releasing smoke and tear gasses into the air, digging trench works through indefatigable labour. They are especially fond of Shrapnel Burst weapons that explode in the air overhead, which in a melee fight will at worst graze or scratch their bodies while fleshy foes around them are shredded or their ear drums burst from concussive force.
  26.  
  27. Flaws:
  28. -Always noisy
  29. -Can't Swim
  30. -Rigid Cast Society/Constructs (Miners with pickaxe arms find it difficult to pick up guns, Overseers have weaker bodies, etc.)
  31. -If exhausted, needs to be recharged by someone else
  32. -Island is a fucking wreck after the Sundering
  33.  
  34. Reason for siding with good/evil
  35. The Great Creator espoused himself as Good and a force of Light. Thus do all Clankermen revere that. Though some believe it is due to his secret art of "programming" them to do so.
  36.  
  37. DO NOT FILL IN
  38. Pop:
  39. Food:
  40. Production:
  41. Military:
  42. Tech:
  43. Bonus:
  44. Structures:
  45. Do not fill in the following below, SKILL and BONUS
  46. Military commander
  47. Name: Barrock-Gear, General of the High Command
  48. Fluff: The oldest and most experienced of the Officer Caste, Barrock-Gear has lead the armed forces both before and after the Sundering. He is a skilled logistician, being able to rapidly organize forces and achieve operational goals.
  49.  
  50. Skill:
  51. Bonus:
Advertisement
Add Comment
Please, Sign In to add comment