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| 1 | - | Population: 9 (1/turn) |
| 1 | + | Population: 10 (1/turn) |
| 2 | Food: Stable. | |
| 3 | - | Raw Currency: 8 (+3/turn) |
| 3 | + | Raw Currency: 11 (+3/turn) |
| 4 | Legitimacy: Strong. | |
| 5 | Culture: 6. | |
| 6 | Industry: 4. | |
| 7 | Unique Buildings: Wooden Walls, Thick, Specialized. | |
| 8 | Defenses: Wooden walls. | |
| 9 | Military Units: 4 Janissary Militia Troop (Weak), 1 Janissary Arch-Organizer (Strong). | |
| 10 | Resources: Wood, Stone, Copper. | |
| 11 | Magic/Spells: [Mystical]. (none). | |
| 12 | Technology: Copper | |
| 13 | Territory: 1. | |
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| 15 | Bonuses: | |
| 16 | 1. Anarchistic: War is not effectively handled by the Janissaries, and they cannot self-mobilize in anger, only in defense. Janissary cities cannot be conquered; each individual must be slain in cold blood. Atrocities such as this will warrant a response from other free peoples. | |
| 17 | 2. A Free People: During wars, “defeated” army units may occasionally join the Janissaries. Some races are more prone to this... | |
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| 22 | Name: Free Janissaries. Their name is not their own- they would not have a name for their peoples. A mighty empire from the south met their forces in battle as mercenaries, and recognised their tactics as that of their own janissaries, but far without the slavery that characterised their own. | |
| 23 | Race (Determines bonuses): All the marginalised races of society get pushed into the disparate warhosts and co-operatives of the Free Janissaries. Some are human, some are fly-people, some are snakemen (with long snake heads and necks, and the mighty body of a man), and still others range from goblins to eagle-men. | |
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| 25 | Color: (Determined map color): Very dark red or pale pink, whichever is easiest. | |
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| 27 | Fluff (Determines bonuses): Deep in the smoked halls of their thick-walled towns, the Free Janissaries drink and game. In their moving markets, they trade thick furs and deep wines for gold and spices with foreigners from far ashore. In their endless forges, home to the unconquered Flame, unmatched masters of steel and iron fix hammer to anvil and craft the sacred tools of war. The Free Janissaries fight on foot, and they fight well. Unbreakable axe-walls and bristling pikeblocks formed of warriors armoured head to toe in thick chainmail hauberks and white fur cloaks to fend off the arrows and the rain. Every man has an axe and hauberk, and every woman is well used to fighting themselves. They raid outsiders, and they raid each other; the Janissary way of life is one of endless low-level warfare. The Janissary threat waxes and wanes with the moon, as thousands flock to the banner of a mighty leader, only to disperse into their black forests after a month of raiding. Their might is tempered by their individuality; they will not follow the strongest bannerlord for more than a few months. The only people who have true right to fear them are the border lords that lose their taxes and the peasants that lose their lives if they have the misfortune to catch the eyes of a great bannerlord. | |
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| 29 | Government Type (Determines some stats): There is no central authority among the Free Janissaries. This does not mean there is complete freedom, despite the name, or that there is not any leadership. There are many strong leaders, who gather many men around them through sheer charisma or will alone. Any man may sound the call and raise his banner, and when he does, any may join him. But it will likely only be certain people who can attract many to their banner, through family alliance, debt, or promise of riches. Aside from this, all administrative duties are done by any who please, and any large-scale decisions must be taken after huge meetings- usually in the midst of a great banner-call. | |
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| 31 | Economy Type (Determines some stats): Individualist co-operative, by necessity. Not socialist or capitalist, as such ideas have not been invented yet- or at least, have not reached the ears of the Janissaries. Merchants travel as they please, farmers farm, raiders raid. All heed each others call if they see fit, to drive out undesirables or to form great trading cooperatives that disintegrate after only a few years. | |
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| 33 | Religion (Determines magic): Janissaries believe in The Fire. The Fire is a great roaring inferno that manifests itself in the movement, the changing, and the acting upon things. Every landslide, every storm is the fire raging against itself. And most importantly, the Fire lies within each and every person. It allows you to see, to think, and to act. It gives you the ability to change the world as you see fit- and is that not god-like in itself? And when every single person is a godly being, the same godly being, perhaps raiding and fighting and killing is not so bad. And perhaps, when you save the life of that poor beggar, you are saving the life of another heroic aspect of yourself. |