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Nation Building Birth Of Nations Rules/Action List

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Trektek

Happy Necromancer
Roleplay Availability
Roleplay Type(s)
This is a list of actions for the current year: 3000 BC

This shall be an attempt to go from approximately 3000 BC to 3000 AD with developments happening over time. Once we begin, during each turn, you will write in the IC thread what you are trying to do that turn. You will be able to do 3 tasks every round, though depending on what you are trying to do, it might take multiple turns or you can choose to rush a task by performing less actions in a single turn

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Every Nation starts with 5 Coin, 10 Population, 4 Tier 1 Troops
Nations with Mandatory Military Service can draw upon half additional population for soldiers by taking from civilians (ex: Pop currently 10, can take up to 15 Pop)
Nations with Strategic Alliances decrease demands to gain alliances from NPC nations
Nations with Natural Connection turn and cost decrease by 1 to Build New Settlements and Structures
Nations with Mandatory Education for Magic Sensitive gain additional bonus for magical attacks and decrease cost for magical troops by 1
Nations with Isolationism/Diplomatic Intolerance/Xenophobic gain a bonus to defense but increase demands on NPC nations for peaceful relations
Nations that are Nomadic have no permanent territory and as such when they move on take their territory with them (Only control territory that has troops/forces in it and only count as having 1 city without defense bonus.) They gain +1 coin/2 fields that they currently control
Nations with Cultural and Technological Development can perform one extra 1 turn action if it involves change/add a policy, change religion or begin developing era appropriate structure/equipment
Nations with The Warmth of All Living gain +1 spread of their religion and a bonus to magical abilities
Nations with Nurture of Nature can create forest tiles in a 9 turn action
Nations with Industrious Infrastructure Decrease cost to build and upgrade by 2 to a minimum of 1. Time remains the same.


Nations gain 2 coin for each turn naturally. Gain additional 1 coin per turn based on resources from Mountains and Forests. Gain 10 coin by razing/sacking a city. Population goes up by 2/city each turn. Gain 2 coins/trade route every turn. Exploring new locations such as ruins/caves can gain additional coin or additional coin/turn depending on discovery.

Options for each turn include:
Develop era appropriate structure/equipment (2 turns)(No cost)
Build structure(1 turn)( Cost 2 Coin)
Diplomacy (which may be done with fellow players or NPC nations in side chats, just give me the highlights and what was agreed upon so that I can write something up.)
Train Tier 1 troops (2/turn)(Cost 1 coin)
Train Tier 2 Troops(Currently unavailable)(Cost 1 coin)
Train Tier 3 Troops(2 turns) (Currently Unavailable)(Cost 3 coin)
Change Policy/ Add new policy (1turn) Max of up to 3 Policies
Change Major Religion (1 turn)
Upgrade City (When resources are appropriate enough. Takes 3 turns)(Cost 5 Coins)
Build new settlement (2 turns)(Cost 3 coins)
Develop New trade Routes(1 turn)(Cost 2 coin) Gains 2 coins per turn per route)
Move troops 1 space (1 turn )
Move horse rider troops (2 movement/turn)
Attack troops or settlement (1 turn)
Siege a city( 1 turn to initiate) (9 turns til city gives in to siege)
Train Naval ship (2 turns)(Cost 2 Coins)
Move Naval ship (2 movement/turn)
Explore discovered ruins/cave
Hire Mercenary Troops (3/turn but uses additional coin and requires upkeep every turn)(Cost 3 coin on original turn with 1 coin/turn upkeep)
Move Airship (4 movement/turn)
 
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Mirir Barakzad, The kingdom beneath The Mountain

24 Coin, 38 Population, 1 Guards, 3 Human Ships
Fort on Hill(+1 Defense)
Deep Mine (+1 Coin)
1 City, 1 Port City
ENEMIES ALL AROUND US (Dwarves have become extremely xenophobic and no longer trust outsiders. +3 ATTACK, +3 DEFENSE, UNABLE TO FORM ALLIANCES OR TRADE ROUTES)



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Country Name: Mirir Barakzad, The kingdom beneath The Mountain

Leader of Country: Thrazir Aerenion

Capital: Mirir Barakzad

List of Races within Country: Dwarves.

Temperament: Warlike

Policy: Mandatory military service

Location: Mountains

Strengths: The whole kingdom is build underneath inside a Mountain. Sieging a mountain is pretty hard. We have plenty of ores like metal, and of course gems.

Weaknesses: Gaining food is harder then normal.

History:It all started when the great Division happened. All the Dwarven clans where divided in the ones with magic abilities and the ones without. This caused a great civil war which the magical clans eventually won. They began the construction of the great city Mirir Barakzad. Before that the Dwarves were nomadic. And with that the neverending war the Orcs began. The great Division was caused by the then uncreated city of Mirir Barakzad. This mountain was the perfect place for the dwarves to settle. The Dwarves had searched for this mountain for generations. And what now needed to be decided was which great clan would start the construction of the mountain.

Military: Mirir Barakzad has a enormous military, this is needed because of the war with the orcs. Almost every men is enlisted as reserve and every man is willing to fight. Because the orcs are savages that had defiled this Mountain for centuries.

Tier I:
Dwarves reserves:
These forces are the normal citizens of Mirir Barakzad. Nevertheless they are very experienced. Atleast not what you expect from a fresh trained conscript, at a young age they already were brought to the front for 1 month. To fight the orcs, and experience the savages with their own eyes.

Dwarven crossbows: These are troops meant for supporting the main army. They have no armor.

Tier II:
The Dwarven axemen:
These are troops that fight non-stop against the orcs. They are very well trained, and know how to form complicated formations. Their equipment is far superior against the dwarven reserves.

Dwarven Goat riders: These men ride goats, that were bred for one purpose WAR. These goats are heavily armored as are their riders, these men are equiped with Halbers. Which were adjusted for using it on goatback.

Dwarven pikes/Halbers: These men are perfect for holding certain choke points. And almost nobody gets through these heavily armored soldiers.

Tier III:
Royal thunder guards:
These men use their enchantedwarhammers to cast lightning bolts at the enemy. Which causes enormous damage. These troops are only deployed if the King goes to war personally. These men are selected from the Magic using clans among the dwarves. They are the elite of the elite.

Royal swordsmen: But even without magic , you can make it to the highest ranks of the dwarven army. The ones who mastered the sword, are being enlisted in the Royal swordsmen. These men however are continuous on the front lines. They despise the Royal thunder guards for the fact that they are never fighting at the front lines.


The Kingdom of Attolia
8 Coin, 86 Population , 5 Light Infantry, 3 Light Cavalry, 2 Engineer, 1 Wolf Unit, 1 Light Boat, 1 Hrignak(Elite Unit), 1 Elf Archer
Irrigation network +1 coin, Temple +1 influence, Shaman's Quarters +1 Faith, Forest Shrine(+1 Faith)
Industrious Infrastructure
The Royal Engineer Corps Policy (Decrease build time by 2 to a minimum of 0 but increase cost by 2)
3 City, 1 Military City
Road between the cities(decrease travel time)
Shipwright(ship coin and turn decrease by 1), Armory(+1 attack, +1 Defense), The Charcoal Kilns(+1 movement during Winter Months), Workshop/Laboratory(-1 turn on research), Recruitment Station( +2 troops per purchase), Lumber mill (Decrease building cost by 1), Saltern(+1 Coin), Bowyer (+1 Ranged Attack), Tax Office (+1 Coin), Adventurer's Guild(Gain additional Leader Unit), Alchemists' Brewery (+1 Health), Remdus is adopted as the Patron God of House Wolffe.
Magical weapon/Armor +1 Attack/Defense and +1 Magical Defense
Magical Portals( Gained ability to make one way portal up to 10 spaces away from nearest city)



Country Name: The Kingdom of Attolia

Leader of Country: The Attolis, Heike Wolff

Capital: Attolia

Flag:

1566567347612.png



List of Races within Country: Humans and half humans with minor populations of others due to migration, trade, etc

Temperament: Cordial

Policy: Strategic Alliances/Marriage

Location: Seaside, I was hoping to get that small peninsula to the east near that rather large island.

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Strengths: Considering the hybrid nature of many citizens, the Attolians are a cultural melting pot of sorts and are able to quickly assimilate other cultures and are accepting of others.

Weaknesses: Due to the myriad of cultures and races, many minorities and their leaders within the nation have some autonomy and certain rights to self-rule as long as they remain loyal to the crown, pay their taxes and answer any calls to war.

Military:

Conscripts:

Light Infantry: Most conscripts would fall in this catagory where they were conscripted, but too poor to afford their own equipment. Thus they are given spears and bows and serve as light infantry.

Light Cavalry: The citizens who have ties to the old tribes still have some of the nomadic influence among them. Thus, they often own a horse or a few, which they bring to the war and fight in the traditional style of nomadic mounted combat (light armor, spears, bows)

Engineers: The skilled and educated are not expected to fight in the front lines, rather they take on support roles. The army needs to cross a river? Let the engineers handle it.

Standard:

Spearmen: These men are trained and drilled in formations with shields, spears, and some armor (light-medium armor). Typically found as garrison forces or in phalanx formations on the field.

Elite:

Royal Lancers: These men are heavily trained and disciplined soldiers who fight on horseback. With lances, swords, and medium armor, their job is to decisively strike and break the enemy.

History if Applicable: The Kingdom was founded by numerous human tribes of similar clans. They were distantly related due to intermarrying through the years. Foregoing their nomadic traditions, they settled on fertile lands as the combined peoples were too large to sustain with a nomadic lifestyle. Initially, the leadership of this newly formed nation was elected among the chieftains of the old tribes. However, marriage through the years led to these families becoming related to each other, which led to the establishment of House Wolff, a royal house that was a part of all the old tribes. Since then, House Wolff was trusted to be an impartial ruler for all in Attolia and led to the vanishing of old tribal loyalties and boundaries.


Chrysmorphia
20 Coin, Population 35, 1 Dragonfly Scout, 5 Bee Workers , 4 Ant Archers
Mountain Gate (Additional Defense), The Tree Of Harmony(+1 Faith), Market( +1 coin and land trading), Evolution Nest(Decease time on research from 2 turns to 1 turn)
Port City
Lvl 2 Capital City



Country : Chrysmorphia
Capital : Cerebrim a.k.a The Hive
Spoiler: Country Banner

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Spoiler: Leader of Country
Lady Lia Chrysalis
Spoiler: Leader Appearance , small description + extra

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Like the other 80% humans Insecmorph , she only has full white eyes , bug wings and green blood

her wings are down below


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Spoiler: Main Race
Insecmorphs
Spoiler: Other races in Country
Mostly the Insecmorphs but humans , dwarves and wood elves also live in their country though they are few
Spoiler: Temperament
Guarded/Peaceful
Spoiler: Policy
Natural Connection - The Insecmorphs and their environment work as one . They give back the equal amount of that which they take out of nature . They protect nature and nature generously provides for them . They assimilate with their environment and their environment is more then happy to house them and keep them safe from natural disasters
Spoiler: Government
Unified
Spoiler: Military

Spoiler: Strenghts
- The strength that this race is known for is it's Pure Loyalty and it can be seen through soldiers and citizen alike , citizens won't cheat or lie to you and soldiers wouldn't abandon an ally on the battlefield
- Immune to corruption ( yes , that means blackmailing , intimidation and bribery as well) , crime , mind control and betrayal
- Immune to venom or poison of any kind which leads to all Insecmorphs , regardless of role in the hive , to have sufficient medical and herbal logic to heal themselves or others.
-Defensive shells around their bones and organs giving them that extra protection.
- Telepathically connected
Spoiler: Weaknesses
- No Insecmorphs has the capability of magic other then nature magic
- Despite them having a layer of strong armor around bones and organs , they are temporary and blunt weapons can still break the armor underneath
- They can be quite paranoid and especially at night .
Spoiler: History
They weren't always insect like , this kingdom use to be brimming with humans . Problem is that the mages and alchemists joined their collective knowledge. They wanted to make their own soldiers , not wanting to waist normal soldiers on the battlefield , not wanting to waist the time training troops to make up for those lost in the wars. They started mixing human DNA and insect DNA . The result was catastrophic though . Instead of creating insect soldiers , they created a virus , this was a deadly virus to start with . It killed everyone in the palace , before spreading.

The remaining citizen and guard made their way out of the city and fled . Problem is , the food they took with them were already infected but since the villagers and guards took the virus to a different climate , it changed it. After a lengthy journey they all finally settled down again inside a hollowed out mountain . Half of the villagers suddenly fell i'll befre they realized what was wrong. They discarded the food but came to realize that the ill villagers started changing , growing wings and having their eyes turn completely white . The blood of some of the bleeding villagers also started taking on a green glowing texture . A lot of confliction came with the changes . Those that turned were exiled into the deep dark mountain . Years later , the remaining humans could no longer hold out living like they did in the old days and started dying one by one .

They that remained were surprised to later find the same exiled villagers but along with large wasp like guards and dreaded driders from folktale approaching them . They forgave them for what they did and offered them to join them . Without much choice , the villagers joined and followed them. A millennium later , the insecmorph race was complete with they own modern kingdom .
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Regular Map

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Location
This however is the territory of the Insecmorphs , not the entire island

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Arrisia
35 Coin, Population 40( Population Cap reached), 5 Conscripts, 1 Wood Golem
2 Basic Housing Unit completed (+2 Population)
Market(+1 coin and ability for land trade)
1 Port City



Country Name: Arrisia

Capital City: Akata

Country Flag: The Banner Consists of a black background with several stars on it in the shape of the Constellation of Erinesse the Goddess of Magic.

Arrisia Flag.png



Leader of Country: His Excellency James Shiro

List of Races within Country: Multi-Race none are turned away.

Temperament: Guarded

Policies: Mandatory Education for the Magic Sensitive.

Location: Situated within a large valley and extending up into the mountains on either side.

Military: Arrisia has a large enlisted force. The military is divided amongst the enlisted (Non magic users/Tier 1) and the Officers (Mages/Tier 2) Many mages choose to do some time of service while others choose to pursue other career paths, the mandatory service is only two years but can be extended in times of war. Those that excel in some way in the military go on to join His Excellency's Finest(Tier 3). A special force centered around Espionage and R&D.

Strengths: As a result of the mandatory education for Mages, the military is a very powerful and efficient force. In the recent past it has excelled at outsmarting its enemies when it did not have superior strength. Another side effect of the high quality education is exceptionally powerful Mages. However the military is not invulnerable and has been defeated on several occasions.

Weaknesses: Arrisia is highly prone to social disorder. There has been a natural desparity between the mages and non-mages both culturally and economically. Several small groups have arisen across the nation particularly in the mountains on the outskirts of the nation.

History: Several generations ago the valley was divided among several small factions all of which were led by powerful mages. After generations of war one faction finally rose above the others. The small village of Horseshire was the place of one of the largest battles and the entire village was destroyed. This has become a very sensitive subject between the Mages and non-mages as several innocent people were killed during the battle, half of them burned alive, the other half frozen solid. After the battle the different factions agreed to meet and came to a peace agreement. Shortly after the peace was reached it was discovered that a foreign military was on the march towards the valley. The attacking army expected to meet a fractured and weak or nonexistent military force. This revelation however galvanized the groups causing them to fully realize the importance of a strong central power. This also caused them to be severely guarded towards other nations and their leaders.

Arrisia Map.png




Raere
34 Coin, 44 Population, 2 Builders, 2 Miners, 4 Troops, 10 Dwarf Miners
3 scholarium (Bonus for Magic Training)
1 Trading City( +1 coin and ability to form land trade)
1 Joint City



Country Name: Raere

Capital: Thaveca

Country Flag:

Raere-flag.jpg



Tempermant: Peaceful

Global coordination: In-land to the east

Race: Raere or Raerean - half humans that have skin like porcelin and are a foot taller than the average man, and have no irises.

Strengths: Magic, Enchantment

Weaknesses: Chaos Magic

Magical ability: Mysticism

Friendly: Nigh- Xenophobic

Ecology
Main Climate: temperate - forested
Ocean: on one side
Mountains: many, including a few volcanoes
Frequent Trouble: wildfires

Wilderness: 90%
Wild Animals: ubiquitous
Natural Resources: good amount

Culture
Policy: obedience
Known For: natural vistas
Popular Entertainment: drinking
Respected Profession: scholar

Discrimination: vs foreigners
Major Taboo: eye contact with foreigners
Major Social Ill: fraud

Military
Strength: strong
Focus: land
Tier 1: Shield Mages/Edgeguard
Tier 2: Mysticars
Tier 3: Lone Horsemen

Soldiers: mix of draftees, volunteers
Main Use: quenching rebellion
Rank: elected by subordinates


Politics
Political Structure: autocracy - theocracy
Strong Influence: religion
Popular Issue: magic
Stability: rock-solid
Leader: Ascendant Gagiel Ade

Personal Freedoms: extremely good
Scandals: infrequent
Foreign Relations: very bad

Economy
Main Export: semi-precious stones
Main Import: food animals
Main Resource: food - crops/fruits
Trade: slight surplus

Strength: very weak and declining
Wealth: concentrated in a small upper class


Magic
Occurrence: very common
Source: inherent ability
Major Use: protection

Viewed: with respect
Enchanted Items: fairly common

Religion
Type: pantheism
Focus: sacredness of family
Worship: joyous prayer at private shrines

Associated Artform: poetry/psalms
Prevalence: believed by most
Holidays: fairly often

Population
Urban: 10%
Rural: 90%
Population: 600,000
Literacy Rate: 20%
Gender Ratio: 0.96 male(s)/female
Fertility Rate: 4 children/family
Life Expectancy: 42.9 years


The Unity of the Free Man
14 Coin, 28 Population, 10 Iron Guards, The Trireme
Road leading from the Capital to the City in the hills, The Bridge of Soul(+1 Faith, +1 Magical Defense), The Altars to Vindicar( +2 to magical attacks,Plans gained for Catapults, battering rams, chariots, and Trireme(Ancient greek Longships))
For The Kingdom! Policy
1 City
Level 2 Capital

Country Name:
The Unity of the Free Man

Capital City:
Hanon

Country Flag:

Flag of Aechacia.png



Type of Government:
Two-Power Representative Democracy
where...
The Family=The Council
Spoiler: How the Two Powers work
The Family mainly deals with humanitarian issues and diplomacy. The Council has direct control over the policies, laws, and military of The Unity. The Family and The Council can both intervene on each other's decisions, but checks and balances are in place to prevent complete control. The two powers in The Family must be in agreement to carry out a decision, but The Council needs only a majority vote. Though it takes some effort to get The Council to overrule a Family decision, it can be done with a unanimous vote. (i.e. A Council Decision < A Family Decision < A Unanimous Council Decision)

Leaders of Country:
Spoiler: The current High Family
High Matriarch Kasea Rodell
High Patriarch Lowen Rodell
The Council of Ten

List of Races within Country:
Any race is permitted, but The Unity is currently dominated by Humans

Temperament:
Isolationist, Guarded

Policy:
Spoiler: Diplomatic Intolerance
The Unity will refuse contact with any other government body. This will only change under one of two conditions: 1. if The Unity sees no other choice, or 2. if an outside contact is able to convince The Unity it's worth the time.

Location:
Spoiler: Major Location

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Spoiler: Territory Closeup

Territory closeup.png

(Forest Included)
Strengths:
Spoiler: Dedication
Warriors within The Unity are used to fighting for their freedom against tyrannical government. Therefore, they will fight in even the most dire of situations.
Spoiler: Unknown Magics
The local forest is dense with strange spiritual magics, which many mages have taken the time to explore. This can make the magical works of The Unity difficult to predict.
Weaknesses:
Spoiler: Stubborn
The Unity government is very stubborn. Not only does this translate poorly in diplomacy, but Unity generals will rarely surrender in combat.
Spoiler: Reluctant Agreement
Due to the system of government within The Unity, both the Council and the Family take quite a bit of time to reach strategic decisions. (+1 to turn-based decisions.)
Military:
Spoiler: Conscripts
The Iron Guard
A collection of soldiers of various skills. There isn't much to them, they're usually just new recruits. Some contain basic magical capabilities, and it's extremely unlikely they'll fight alone.
Spoiler: Basic Units
The Knighthood
A group of trained Knights. Each carries either a single Bastard Sword or a Kite Shield/One-handed sword combination. Every knight is armored for head-to-head combat, making them efficient combatants.

Heavy Guard
Each Heavy Guard is specifically trained for their strength. They act as the Frontliners in most large-scale combat. Heavy Guard often carry heavy weapons, such as battle axes. Front line Heavy Guard will usually carry a Tower Shield instead of a weapon in order to protect the soldiers behind them. Heavy Guard often fight in pairs.

Sharpshooters
Most Sharpshooters are trained with bows, but The Unity has been researching other methods of long-range combat. Sharpshooters tend to take vantage points, such as mountains and forests. They're terrible in direct combat, but make for dangerous adversaries in certain spaces. Sharpshooters are more often used as defensive units rather than offensive troops.

Mystics
Mystics are people of faith that have dedicated their lives to learning magical skills. Most learn healing magic, but some of them are capable of of combat.
Spoiler: Elites
Curators of Death
A very specialized class of engineer mystic designed to build gadgets and tools for war. Most of the time, Curators act as Ballista operators. Curators don't generally build siege weapons, instead focusing on machines designed to win battles. Similarly to Sharpshooters, these elite units tend to take vantage points rather than act in direct combat.

The Iron Heart
These people are trained as generals. Their tactical minds make them dangerous adversaries on the field, especially when they're backed up by Iron Guard. Almost every group of Iron Guard is lead by one Iron Heart, though it's extremely rare for more than one Iron Heart to be in a battlefield at a time.

Prophets of Shame
An extremely rare class of soldier trained in both physical and mystical combat. These soldiers spend copious amounts of time researching ancient combat tactics in Unity scholarly halls. Prophets are people who have been disgraced in some fashion or another, and have dedicated their lives to the utter annihilation of their antagonist. When a Prophet enters a battlefield, military tactics of other soldiers will quickly change to give a Prophet the greatest advantage. Iron Guard and Iron Hearts will sacrifice themselves to save a Prophet if possible, and other classes will attempt to make openings for a Prophet to reach their destination.

Religions:
Spoiler: Spiritualism
Many practitioners of Spiritualism spend their days in the Mystic Forest, hoping to learn from the magical teachings and energy left behind. Many of these practitioners become Mystics in the military. Spiritualism is the main source of magic for the Unity. It is also an extremely valuable resource, since much of the magical elements within the religion are unknown.
Spoiler: Followers of The Disgraced
A scholarly people with a large focus on following the original teachings of Hanon. Some become warriors, but they aren't particularly designed for fighting.

Ecology:
Spoiler: Main Climate
Average climate with rare extremes. Warm summers, snowy winters. Heavy rain.
Spoiler: Areas of Note
Western Ocean: Unexplored
Northern Ocean: Unexplored
Calola Bay: Open water to the east, great for fishing.
Mystic Forest: A strange land of unpredictable weather and odd spacial events. The forest acts as a great first defense, since it's difficult to travel through for non-magical beings. Hunting is banned in this area. Contains a religious ground of prayer. Extremely high magical density.
History:
Spoiler: The History of Us





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8 coin, 148 Population,
⦿ x8 Kobold Skirmishers
⦿ x15 Salamander Handlers
⦿ x5 Chameleonic Kobold
1 Airship, 1 LB, Tier 3 Large Stone Golem
4 City, 3 Port City
Refinery(+1 Coin, +1 Melee Attack/Defense)
Martial Training school(Conscripts trained at 4/turn at 2 Coin)
Natural Connection
Carnivore Birthing Pools (As an additional action the Itzan may generate units. The cost and turn length remains the same for production)
Settler Caravans, Astronomy(+1 Naval Movement), Itzan Economy(Extra Coin= to Population/100), Jewelers( +1 Coin per trade treaty)

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⦿ Other Names: The Nation, The Itzan
⦿ Capital City: Itza

itza.png

____________________________
⦿ Leader of the Country:
• Grand Mage Tokotol
tokotol.png

____________________________
⦿ Sapient Races Within Country:
• Kroakun
Large, toad like creatures who sit atop giant, floating, stone palanquins. They are the leaders and battlefield commanders of the Itzan. Beyond that they are supremely intelligent and have a direct link to the Old Gods and the winds of magic. This ranks them as the single most powerful users of magic. That said, their numbers are small and they are only birthed once every hundred years. They specialise primarily in magic of the heavens.

Average Height: 7'5"
Intelligence: Extreme
Magical Capability: Extreme
Combat Prowess: Non-Existent
Life Span: Believed to be Immortal
kroakun.png

- - - - - - - - - - - - - -
• Saurian
Reptilian humanoids who are as dangerous as they look. While there are smarter races in the world, there are few who are built for fighting like the Saurian. They are ferocious fighters but beyond that they are loyal subjects. They will lay down their lives willingly for The Nation.

Average Height: 6'0"
Intelligence: Low/Medium
Magical Capability: Non-Existent
Combat Prowess: Medium/High
Life Span: 120 Years
saurian.png

- - - - - - - - - - - - - -
• Kobold
The smaller of the Itzan races, the Kobold are more intelligent than their larger brothers. They are the most populous of the saptient Itzan's and look after the majority of things to keep The Nation going e.g. food production.

Average Height: 4'5"
Intelligence: Medium/High
Magical Capability: Non-Existent / Medium
Combat Prowess: Low/Medium
Life Span: 150 Years
kobold.png

- - - - - - - - - - - - - -
• Gorgon
Towering beasts capable of simple thought and conversation. Even with their low intellect, they understand their purpose and willingly, like their brother races, give their lives to the cause.

Average Height: 7'6"
Intelligence: Very Low
Magical Capability: Non-Existent
Combat Prowess: Very High
Life Span: 95 Years
gorgon.png

- - - - - - - - - - - - - -
⦿ Feral Races Within Country:
• Carnivore Rex
The apex predator of the Itzan territory, no other beast is as dangerous.

Average Height: 20'
Capabilities:
• Razor sharp claws.
• Mouth filled with teeth capable of cutting through metal and crushing stone.
• Its scales and hide are thick.
• Slow from a standing start but can build up a lot of speed.
carnivorerex.png

- - - - - - - - - - - - - -
• Bastiodon
With rows of plates across its back and belly, the Bastiodon is a living tank. It has a large club tail which can be utilised to inflict heavy blows.

Average Height: 11'
Capabilities:
• Nigh impenetrable armour along its back and belly.
• A heavy, club like bone grows at the tip of it's tail.
bastiodon.png

- - - - - - - - - - - - - -
• Archraptor
The standard steed of the Itzan. The archraptor is a dangerous animal in it's own right, capable of taking down an Saurian on it's own.

Average Height: 7'2"
Capabilities:
• Scales across it body are like that of many of the Itzen, providing protection from damage.
• Clawed forelimbs and sharp teeth make this cavalry unique amongst a world populated by horses.
• Not as quick as a horse at full pelt but has better stamina.
archraptor.png

- - - - - - - - - - - - - -
• Salamanders
A key staple to the Itzen people, not just through diet but also because their unique biological talent make them useful in tasks such as weaponmaking.

Average Height: 4'5"
Capabilities:
• Able to fire a searing gout of flame from it's mouth up to a range of thirty metres. Continued exposure can melt stone.
• Sharp teeth and claws help protect itself up close.
• Can move as fast as any warhound.
salamander.png

____________________________
⦿ Temperment:
• Peaceful | The Nation of Itza has no interest in warfare but that is not to be mistaken for weakness. They will readily defend their land with a ferocity that surpasses their appearance.
• Isolationist | The people rarely leave the country's borders for reasons other than trade and only when necessary. Tresspassers entering Nation of Itza territory without prior notification will be killed by patrols on sight, that is unless the wildlife gets to them first.
____________________________
⦿ Policy:
• Ultimately Defensive | Above all else, the homeland of the Nation must come first. The armies of the Nation fight with extra vigour when in their own territory.
____________________________
⦿ Location:
• The Great Jungle of Sage Eye Island
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⦿ Strengths:
• Kroakun Mages | Each Kroakun is attuned to the Old Gods and the Winds of Magic. This gives them great magical power that surpasses most, if not all other creatures.

• Jungle Bond | The many creatures of the jungle from tiny insects up to the towering carnivores are bound to the Nation of Itza. This allows them to be utilised as front line units or mounts if needed.

• Reptile Physiology | Each of the Itzan sub-races have scales covering their body, head to toe. This provides additional protection to them. In addition they all have regenerative capabilities that allow for the healing of minor wounds in a few days or lost limbs over a few months.

• Natural Weapons | Razor sharp claws and crushing jaws mean that the Itzan are capable fighters even when unarmed.
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⦿ Weaknesses:
• Kroakun Mages | While the Kroakun Mages power is supreme, they are the only Itzan capable of wielding magic without devides. One in every few Kobold have the capability but their power is vastly inferior.

• Carnivorous | While the Itzan are omnivores, prolonged hunger will lead to them losing much of their faculties. In this state they will eat whatever creature is nearest.

• Highly Territorial | Unannounced visitors to Itzan territory will be killed on sight, regardless of any treaties that may be in place at the time.
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⦿ Military:
• Conscripts
• Kobold Skirmishers | Armed with light armour and numerous javelins, Kobold Infantry harass enemy formations. Skirmish unit.
• Saurian Front Line | Armed with light armour, shields and multiple spears. Standard Infantry unit.
• Standard Troops:
• Saurian Warriors | More heavily armed Saurian unit. Armed with heavy armour, obsidian blades and shields. Standard Infantry unit.

• Gorgon Warriors | Armed with light armour and great obsidian blades. Heavy Infantry unit.

• Saurian Knights | Saurian warriors mounted atop archraptor. Armed with light armour, shields and obsidian lances.

• Salamander Handlers | A unit of Kobold armed with light armour and spears. For every two handlers there is one salamander.

• Chamelonic Kobold | One in every ten Kobold is born with chameleonic scales. These are conscripted into scouting units. They utilise blowpipes that fire an array of darts ranging from dealy poisons to hallucinogenics. Infiltration unit.
• Elite Troops:
• Saurian Guard | The strongest of all warriors chosen for their prowess in combat. Armed with heavy armour, tower shields and obsidian spears.

• Carnivore Rex | A giant bipedial creature with rows of razor sharp within a vice like mouth. Hands and feet and armed with claws capable of tearing through metal. Can be mounted by Saurian generals.

• Bastiodon | A large, heavily armored living tank. WIth a magical conduit strapped to it's back, it's Kobold magic users can unleash searing beams of magical energy capable of cutting down all in its path. Even if it loses it's riders, the Bastiodon is capable of trampling through ranks of men without issue.

• Kroakun Mage | One Kroakun Mage sat atop it's floating palanquin is capable of unleashing an unparralleled barrage of magical devastation. They maintain a magical field around themselves which blocks all incoming projectiles, magical or otherwise.
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⦿ History:
• Unknown | When man first attempted to cross the water to Sage Eye Island they discovered the Itzan but quickly learnt of their defensive nature.






Tartarus
3 Coin, 22 Population, 1 Sand Skiff, 2 Builders, 2 Slaves, 4 Tartarus Warriors, 5 Dune Warriors
Foundry(+1 Melee, +1 Ranged Attack)
1 Farming City
3 Tombs( Extra troops raised with each tomb created)


Race

Name: Hel (Helians)

Features:

  • Glowing eyes of varying colors (determined by bloodline).
  • Pointed ears
  • Slender bodies and tanned to dark skin
  • Some have horns (determined by bloodline)
Strengths:

Magically adept - Helians have an innate talent for magic. (Necromancy, Blood Magic, Hexes/Curses)

Long lived - The average Helians lives to be about 400 years old, barring any illnesses or magical incidents.
Weaknesses:

Cold - The Helians are vulnerable to the cold and as such they fall prey to cold related ailments easier and suffer from them more than other races do.

Illnesses - Because Helians do not mingle with other races regularly, they are more susceptible to the diseases of the world and do not usually survive them without magical intervention.


State

Flag: The flag of Tartarus is a white horned-skull on a black
backdrop. On the forehead of the skull is an arcane marking.

Name of your State: Tartarus

Policy: Mandatory Education for the Magically Gifted

State Capital: Yomi

Structures:

Pyramid of The Divine - Stores the deceased leaders of Tartarus

Tomb of The Legion - Houses corpses used for the armies of Tartarus.

City Wall

Palace

Ecology

Main Climate: arid, desert

Ocean: Sea

Frequent Trouble: Crop loss (Due to changing water levels and wildlife.)

Wilderness: Deserts

Wild Animals: Giant reptiles (Lizards and snakes mostly.)

Natural Resources: Few

Nation's Features:

  • Ancient Egyptian architecture.
  • Fertile land
  • Numerous arcane academies
  • Several monuments
  • Very little infighting

Politics

Political Structure: Theocratic Monarchy


The God-King of Tartarus is believed to be chosen to lead by the gods of sorcery and death, the only two idols worshipped and recognized by Helians.


The king is given two advisors, one for internal affairs including the development of technology, education and all other aspects of infrastructure. The second advisor oversees things such as war, trade, and diplomacy. These roles are usually filled by those without any real skill in magic. Sorcery, the laws governing it in Tartarus, and its development is strictly overseen by the King himself. The king does have a group of advisers that serve to help him manage this large task however, they are known as the Sorcerers’ Circle or simply The Circle. Members of The Circle are chosen by the King himself and are usually masters in the arcane arts.

Popular Issue: Food Stability

Stability: Very Stable

Personal Freedoms: To study magic of their choice, to travel when and where they please

Scandals: N/A

Foreign Relations: TBA

Friendly: Only to those they need.

Economy

State Currency: Carion(s)

Currency Type: Coins (copper and silver) with the nation’s flag on them. One silver coin is worth ten coppers coins. The government produces gold coins, but they’re only used by the government when making trade deals with other nations.

Main Export: Workforce

Main Import: Food

Main Resource: Slaves

Trade:

Wealth Concentration: Study of Magic and maintenance

Religion

Name: The Void

The Void is the name of the religion that the Helians follow. They believe the god of sorcery (Represented by a feline face with a man’s body) and the goddess of death (depicted as a jackal face with a woman's body) are responsible for all of creation. The King is believed to be the bridge between the divine and the mortal beings and as such, his world is absolute. The Void does have its own priests and those who teach its story, but the only official person in its service is the King. Temples are erected all across the country with large monuments and statues for the divine.

Type: Polytheistic

Focus: Two Deities

Worship: Done through the use of magic and festivals.

Associated Artform: Monuments

Prevalence: Dominant religion

Holidays: The birthday of their god, goddess, and God-King

Culture

Highly Values: Arcane power/knowledge

Known For: Arcane dedication

Popular Entertainment: Religious festivals

Respected Profession: Warlock/Witch

Discrimination: Against any non-Helian races

Major Taboo: Refusing the will of the gods

Major Social Ill: Mingling with non-Helian races.

Military

Strength: Formidable

Focus: Land

Leader Unit:
God-King Maat & The Styx Chariot - Passed down from one ruler of Tartarus to the next, the chariot is pulled by four undead horses from the early days of Tartarus’ founding. The four-wheeled chariot is made of gold and bones collected from the first wars. As the current God-King, Maat possess The Styx Chariot and makes use of his magic to attack foes while maneuvering around the battlefield.

Attacks - Maat utilizes magic more so than most of his ancestors and therefore goes into battle without weaponry. His basic attacks include elemental projectiles.

Special ability - Caron’s Breath. A spell created by Maat in his youth, he exhales a large cloud of miasma that is highly toxic to any living creature. The purple fog is also dense, which makes it difficult to maneuver through if caught within it.

Tier 1:

Tartarus Warriors - Skeletal soldiers equipped with meager blades and or hatchets.

Tartarus Archers - Reanimated skeletons carrying simple bows and arrows.

Dune Guard - Skeletons armed with tower shields and spears.


Tier 2:

Goddess Guard - Skeletal soldiers armed equipped with light armor, shields, and swords.

God Snipers - Undead archers given longbows and light armor.

Dune Racers - A cavalry force made up of Skeletal stallions drawing chariots. Swordsmen and archers mix in this force.


Tier 3:

King’s Guard - Undead Warriors of renown from past wars, reanimated to defend the king on the field of battle.

Bombard battalion - Groups of living mages that act as the militaries’ artillery. They fire large bolts of magic at the enemy forces, like a catapult would.

Main Use: Offense

Rank: N/A

Magic

Occurrence: Very common

Main Use: Manipulating the dead :

Viewed: As a gift to be honed

Enchanted Items: N/A



Aeldaris
4 Coin, 10 Pop, 4 Spearmen, 1 bowsquad, 1 Javelin
Husbandy building constructed (+1 Coin)
Nurture of Nature Policy gained


Nomad of Aloiss

23 Coin, 24 Population, 4 Nature Spirits Troops, 1 Leader
Cultivation Wagons, Split Wagon

Country Name: Nomad of Aloiss

Former Capital City: Aloiss

Country Flag: -

Leader of Country: Ravus Darkfell

Spoiler: Leader of Aloiss

List of Races within Country:

Spoiler: Elementals

The Elementals are an embodiment of natural phenomenon that appeared from accumulations of natural energy. The birth of the first Elemental was always down to luck. Years of untouched environment slowly built up a strand of consciousness, creating a Spirit of Nature. When the spirit gained enough comprehension of its own nature, it will turn into an Elemental. The whole process could take tens to hundreds of years to finish.

The subsequent generations of elementals had it easier. An Elemental could dedicate itself to the cultivation of a Nature Spirit and guides the spirit in its comprehension of natural law. With the guidance of an elemental, the spirit can reach the state of an elemental in the span of one to five years.

Elementals are able to take any shape they desire. However, most Elementals eventually settles on a base form they think truly represent their individuality and personage.

Aloiss consisted of Darkness, Cold, Water, and Earth Elementals.

Temperament: Peaceful and Indifferent

Apart from growing their populations and finding new elementals, the nomads had little ambitions.

Policy: Nurture of Nature

The elementals take care of the environment they reside on to encourage the growth of Nature Spirits.

Location: Lower Khanzig

Strengths:

Elemental Body: Though Nature Spirits still require food and water, Elementals can survive solely from the energy gained from their respective elements or natural energy when the elements are lacking.

Elemental Comprehension: Elementals and Nature Spirits have an innate talent for magic. Their natural increase in proficiency is a racial trait unique to them. Apart from that, they also have knowledge bestowed to them by nature.

Weaknesses:

Low Birth Rate: The creation of new elementals is highly dependent on the abundance of nature and the comprehension of Nature Spirits.

Elemental Nature: Every elements have their own opposite that diametrically oppose their nature. Darkness and Light, Cold and Heat, Water and Fire, Earth and Wind.

Military:

Nature Spirits: Nascent forms of Elementals. They are high in numbers and is the foundation for Elementals society. They are able to manifest physically in to serve the elementals.

Elementals: The backbones of Elementals society. Every Elemental is capable of harnessing magic of their own elements to a certain degree of proficiency.

Warrior Elementals: The elite force of Elementals. Elementals trained specifically in the art of war is able to use their potential to the limit and implement their racial traits into their fighting style.

History:


The Nomad of Aloiss came to be when the Cold, Water, and Earth Elementals witnessed the birth of the first Darkness Elemental on the Hermit's Nest. They, finally knowing the secret behind the birth of a new elementals, dreamed of uniting all Elementals in the world and to lead nature into prosperity. Thus, they chose the first born of the Darkness Elemental as their leader. The first Darkness Elemental was the first Elemental to receive knowledge regarding battle. The Elementals left the Hermit's Nest and crossed the Green Sea to Lower Khanzig.




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3 Coin, 14 Population,
Earth Shaker : x 1
Flint Fighters : x 5
Water Watcher: x2
Junkship:x1
A Wall(+1 defense), A dock(-1 coin for building a boat), House of Rest(+1 coin)

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5 coin, 12 Population, 2 Senaa Fighters, 2 Vanh Scouts
Market(+1 coin), Art Wagon(+1coin, +1 happiness)
 

Attachments

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  • Sectoid - Is the Insecmorph Language , hard to learn , harder to write and very hard to speak

    Mi-ri Sap - A sap created from various fluids to create a red gelatin like substance that acts as a healing agent . It must be applied to the wound and kept in the open so that the oxygen can help with it's success

    Ruu's Oil - An mixture of water , fruit drops ,tree sap (not the harmony tree) and ground down mint leaves , blessed by a harmony sage. This is their most sacred drink
    Sekro - This is their usual prayer. It starts with "Dear Earth Mother , Herald of Nature " and ends with " may the sun light my path at it's darkest , my the moon guide me to safety at night and my your ever free will forgive my past , watch my present and protect my future " , what ever you say between those 2 sections , is your prayer alone

    Nemro - Is their sacred prayer , unlike the Sekro which they gladly translated so that others can understand it . This prayer is spoken in a altered version of Sectoid so that outsiders can't translate it. The prayer goes like so.



    Dear Mother of Nature , we stand before you as servants , we give our lives to you. We open our minds to you and we show our souls to you. May we forever belong to you Mother Nature

    May we serve you till the bitter end
    May our lives be spared the fires of War
    May Darkness never find us
    May the Light always guide us
    May Death be merciful
    May Life be Bountiful
    May the Earth protect us
    May the Water sustain us
    May the Wind carry our name

    May Reality Remember us
    May Time tell our tale
    May Nature be our guardian and lead us to an unbreakable connection with you Mother Nature
    For all Eternity

 
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Combat Rules

• The four unit types that exist are: Ranged, Magic, Mobile and Combat.

• Ranged in the early years will constitute archers, catapults etc. In the future it will be more related to artillery emplacements.

• Magic is anything that utilises magic. Whether the unit magically imbues their weapon with fire or fires bolts of lightning from distance, they sit here.

• Mobile starts off as cavalry although may end up as motorbikes, APC's or air support.

• Combat is where you have your sword wielding soldiers in the early years. By the end this will be soldiers with guns.

Attack and Resistance Types

• Martial: Whether melee or ranged damage, there is no special element here. Anything listed as a bonus to just attack or defense is listed here. It just represents a units martial prowess or technical skill.

• Heavy: Golems, Vehicles or large creatures have a chance die to not get destroyed during an attack due their mass.

• Fire: This could be a fire breathing salamander or a soldier in fire resistant armor. If a unit has a bonus to fire attack and the defender has no resistance to it, they may attack twice.

• Poison: A swarm of poisonous snakes or a snake charmer who has built up a resistance to their poison. If a unit has a bonus to poison attack and the defender has no resistance to it, they may re-roll failed attack rolls.

• Magic: This might be an old mage with years of practise or a being who transcends magic. Like attack/defence this just represents their magical capability.

• When utilising one of these types when attacking, only one may be utilising, not multiple. As such, whichever gives the attacker the best modifier is used. So if a unit is +2 Fire Attack and +2 Martial Attack, and the defender is +1 Fire Resistance but 0 Martial Defence, the attacker will use their dice modifier from martial attack.

Combat

• When a unit attacks another unit, roll a D10. On a 6+ the unit successfully attacks the other unit and kills them.

• A roll of 1 is always a fail while a roll of 10 is always a success.

• A natural roll of 10 allows the unit to attack again (this can only occur once per unit, per turn).

Roll Modfiers

• If you are attacking a unit of a higher tier then subtract your units tier from the defenders tier from the roll. For example, if a tier 1 unit attacks a tier 3 unit, then the attacker would subtract 2 from their dice roll. This would mean that only an 8 or higher would result in a successful attack.

• If you are attacking a unit of a lower tier then subtract the defenders tier from your units tier and add that to the roll. For example, if a tier 3 unit attacks a tier 1 unit, then the attacker would add 2 to their dice roll. This would mean that a 4 or higher would result in a successful attack.

• If a unit has a resistance this number will be subtracted from the attackers roll but only if the resistance matches the attack type. So for example, if the a defender has +1 magic resistance and the attacker uses magical attacks, then the attacker will subtract a further 1 from it's dice roll.

• If a unit has a bonus to damage then this number will be added to the attackers roll. So for example an attacker may have +1 ranged damage and and as such will add 1 to it's attack roll.

Multiple Units

• All units get to attack in combat and only once a turn (unless these rules state otherwise).

• The order in which attacks are carried out is listed below:

• Attacker will always go first but then after that the turns are alternated by player.

• Ranged units attack first, following by magic and then combat units. That said, if a player still has ranged units and the other player doesn't, the alternating player turn process continues.

• When multiple units exist in a combat grouping (ranged etc), it always goes highest tier to lowest tier units when attacking.

• When working out what defender to roll against, the strongest defending unit is always calculated against. So if you are attacking 10 tier 1 units with 1 tier 3 unit, you will attack the tier 3 unit until it dies.


Example Unit Sheet

Unit Name



Blank%20Portrait.png



Tier: What tier does the unit come from?
Unit Type: Ranged, Magic, Mobile or Combat?
Attack Bonuses: What attack bonuses does it have?
Resistance Bonuses: What resistances does it have?


Flame Knights


latest



Tier: 3
Unit Type: Mobile
Attack Bonuses:
• +1 Martial Attack
• +1 Fire Attack

Resistance Bonuses:
• +1 Martial Defence
• +1 Fire Defence
 
Progression

-A level 3 city allows you to recruit tier 2 units.
-A level 5 city allows you to recruit tier 3 unit but to also advance your race to a new age.

Advancing From the First Age

-To advance from the first age costs 5 turns and 25 coin. The costs cannot be reduced in anyway and you cannot use multiple actions to reduce the turn length. You must use one action a turn to advance the counter.

-Upon completion you may create profiles for 1 tier 4, 1 tier 5 and 1 tier 6 unit.

-The base coin cost for actions double in the new age.

-1 additional coin is generated a turn and each settlement grants 1 more pop generation. The capital city population cap rises to 30 while other settlements are 15.
 

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