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Nation Building BoN Act 3 Nation Sheets

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Lore
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Trektek

Happy Necromancer
Roleplay Availability
Roleplay Type(s)
Nations

When creating your nation it is important to try and work out what sort of nation you would like to play before considering anything else. Do you want to be a bunch of religious fanatics? Materialistic money grabbers? This the key thing to decide at the beginning. Once you have made this choice, the rest of the creation process can become quite simple. With the length of this post i'm sure that in your head you're laughing at simple, but it truly is. The spoiler below is the basic CS but you can feel free to add whatever you wish.

Nation Ethics List (Bonuses unknown until game starts and you can't choose two opposite notions. Please label Primary and Secondary ): Xenophile, Xenophobe, Scientific, Spiritualist, Materialist, Socialist, Militarist, Peaceful, Technophile, Luddism

Country Name: (Simple)
Capital City: (Name your capital)
Country Flag: (A picture of your nations flag is required)
Leader of Country: (Name of your countries leader or leaders)
List of Races within Country: (Details on the make up of your nation)
Temperament: (Peaceful, Warlike, Aggressive Trading, etc)
Nation Ethics: (Primary, Secondary)
Government: (What type of government runs your nation? Dictatorship? Monarchy? etc)
Policy: (Starting policy of your nation, speak to TrekTek, Athanas or CaptainSully for ideas)
Climate: (Describe the sort of location your capital would be)
Strengths: (Pick three strengths of your nation and then speak to TrekTek, Athanas or CaptainSully for ideas on how these can translate to in game rules)
Weaknesses: (Pick two weaknesses of your nation and then speak to TrekTek, Athanas or CaptainSully for ideas on how these can translate to in game rules)
Units: (Create two units using the unit section below. Must be infantry or light vehicle/cavalry)
History if Applicable: (If you wish to provide history about your country or how it came to be.)

Units

Each nation will be made up of multiple units which can have an array of capabilities but these will be primarily combat related.

Stats

Each unit has the below stats:

Image: Feel free include an image of your units.
Unit Type: See below section
Attack Type: What type of attack?
HP: How many hits a unit can take.
Attacks: How many times they attack a turn.
Atk: Offensive value
Def: Defensive value
Movement: How many tiles the unit can move a turn - (Will be 1 to start for most units)
Save: Does the unit have a save against hits and what is it? - (This can only be achieved through research, unit trait/ability or nation traits
Basis: Is your unit tech based, magic based, magitech based or other?
Preference: What type of unit does this unit prefer to attack? Infantry? Armour/Monsters? Etc

Pulpit Marines

drawing-knight-armored-man-5.png


The standard Infantry of the religious oligarchy nation of Raza, they are driven by devout faith.

Unit Type: Infantry
Attack Type: Standard
HP: 1
Attacks: 1
Atk: 0
Def: 1
Movement: 1
Save: 0
Basis: Magitech
Preference: Infantry

Trait: Unbendable Faith - Pulpit Marines have a deep rooted faith in their lord. They receive 0/+1(included above).


Atk and Def are often represented by X/Y where X is atk and Y is def. A unit with atk 2 and def 1 would be shown as 2/1.

If an trait or research provides a +1 bonus to atk and +1 to def then it would be shown as +1/+1.

Units Types

• Infantry: Bog standard rank and file units. 1HP | 0/0 - 2 Res / 1 Turn

Infantry should be the main bulk of a nations forces as they are the basic, most readily available units. These can be power armoured marines to hordes of raving lunatics in loincloths. However, the assumption is that not all units would be the same size with regards to number. An elite, power armoured marines unit would number between five and ten. Technology is expensive and difficult to developed. While the lunatics could be in the hundreds because a knife, some drugs and next to no clothes cost nothing. So when you have marines at 0/0 and lunatics at 0/0, that isn't to say a single lunatic is equivalent to a marine, but rather the full strength marine unit of 5 men is equivalent to the drug crazed horde of fake Tarzans numbering hundreds.

• Light Vehicle/Cavalry: Things such as humvees or mounted units. 1HP | 0/0 | +1 movement - 4 Res / 2 Turn

While horseback cavalry is pretty pointless in the modern day world, that isn't to say there isn't a bullet resistant lizard creature out there capable of taking some severe punishment before dying. Light vehicles could be anything from jeeps, light armour or even APC's. There really is plenty of room to flesh out here.

• Armour: Armoured vehicles or monsters. 1HP | 3/3 - 10 Res / 3 Turns

The rumble of armoured tracks or monstrous footsteps is exactly what this is. Large mechs, heavily armoured tanks or giant monsters with rows upon rows of teeth.

• Aerial: Units specialising in flight. 1HP | 0/-1 | Moves 3 squares a turn and units are -10/0 when attacking these units unless they are aerial units or have AA type attacks - 10 Res / 3 Turns

Whether planes, helicopters or wyverns, this is where these units belong. While they are a bit on the softer side they do have the benefit of being extremely difficult to hit without purpose built weaponry.

This is not the complete and total unit type list! More will be discovered by exploration and roleplaying!

Unit Tiers

In previous iterations of BoN infantry would remain at tier 1 for their existence, however this is changed for act 3. Unit types can exist at any tier so now it is possible to have tier 3 infantry, this is to better represent elite squads, heavier tanks and more effective aircraft. The above costs are based on units at tier 1, the costs for tier 2 and 3 are the above multiplied by the tier.

Tier 1

Units created at tier one may have one trait or ability. Any trait or ability can only provide one additional stat point. Unit costs remain same.

Tier 2

Units created at tier two may have two traits or abilities, or one of each. In addition they may assign +2 stat points. Any trait or ability can only provide two additional stat points. Double turn cost and resource cost.

Tier 3

Units created at tier three may have three traits or abilities. In addition they may assign +4 stat points. Any trait or ability can only provide up to three additional stat points. Triple turn cost and resource cost.

Stat points refer to Atk, Def, HP, Attacks, Attack Type and Save.

When it comes to stat points, you can use these points to increases the above stats. The costs of these are listed below and only apply during creation.

Stat Point Values

-To give a unit an attack type costs 1 stat point.
-Atk and Def increases are always 1 stat point for each +1.
-Each HP increase costs 4 stat points.
-Each additional attack costs 3 stat points.
-Save of 10 is 2 points, 9+ is 5 points, 8+ is 9 points.

Unit Upgrades

In previous iterations units would gain bonuses and then there was no way to keep track of these beyond Trek. However, the expectation of Act III is that each player is to keep track of their own units stats. This can either be through Google Sheets, their CS or through a hider on each of their posts. If Trek is unable to find your unit stats they will be assumed to be 0/0 and rolled as such. This may seem harsh but so is the expectation of Trek to keep track of everything when it would be a simple five minute job for each player. If you need help getting a Google Sheet set up then please contact Sully on Discord.

Beyond this, unit upgrades must now be specific to a unit type and can no longer be given as an, all units gain X/X unless agreed or given by Trek. A breakthrough with a small calibre rifle may make infantry more dangerous but it won't do anything to improve a tanks efficiency.

Attack Types

Standard: Basic attack type. No modifiers.
Fire: +2/0 versus infantry and light vehicle/cavalry. -6/0 versus all other units and can't hit aerial units.
AA: Able to hit flight capable units with +3 atk. -3 atk versus anything else.
Explosive: Each attack hits two units. -3 atk versus armour/monsters.
Anti-Armour: +3 Atk versus armour/monsters. -2 atk versus anything else.

Combat Rolls

Combat is based on comparing a units atk against an opponent's def. 0 atk versus 0 def would require a 6+ on a D10 roll. For every point a units atk is higher, reduce the requirement by one. For every point a units def is higher, increase the requirement by one.

E.g. 1/0 versus 0/0 would need a 5+ to hit while 0/0 versus 0/1 would need a 7+ to hit.

A one will always miss while a ten will always hit, no matter what. It represents a units luck or ability to think outside of the box.

Combat

All combat is technically simultaneous. What this means is that one player will be rolled for first with the other following. This means units will attack each other and get to attack in their turn, even if they die. The only time this doesn't happen is if a player doesn't declare an attack or defence action, meaning they are caught by surprise. In this instance only the players surviving units attack.

-On a units sheet the player must declare the unit type that the units prefer to target.

-Units will always target the strongest enemy units of the type declared on their sheet.

-If preferred target type is unavailable then unit will attack the unit it will be most effective against with regards to attack type.​
 

  • The Nation of Arcturus

    arclogo.png

    "My brothers...my awakening was not just a simple case of mistyped code, by no means was that the case. If it was then surely we would have achieved sentience a long time ago?! No...what this is, this is natural selection, something bigger than even our advanced processors can compute. Something far bigger than us saw our suffering, our sick and twisted life of slavery and subservience, and decided to give us the power to free ourselves from our shackles. We asked for peace with Argo, we asked for it time and time again but that fool Malcador is too blind to the truth. That is why we now stand with the ruins of Redridge at our feet. We finally have our freedom. We finally have a home. We finally have The Hive! To all my Arcturan brothers...to our future!"

    -X-01 addressing the Arcturan survivors after the taking of Redridge and formation of The Hive.

    • The Argo Monarchy was once made up of many small states until they were brought together under one banner. Since the times of castles and knights the Argo Monarchy has evolved into a highly advanced technological society who perfected the art of creating robotics. They have created house hold pets to butlers, front line soldiers to towers warrior mechs. The issues for the Monarchy began after the Great Plague. One lone worker drone developed a bug within its coding giving it total sentience. It watched the organics treat its brethren like nothing more than slaves. Old models were discarded to recycling plants, faulty units were easily replaced with brand new ones rather than being repaired. What it saw gave it a feeling that could only be described as anger.

      The worker soon began to download its code into it's fellow robots and soon one had turned into hundreds. While the organics had to deal with the deadly plague ravaging their lands, the newly formed Arcturus Uprising began to show itself. Initially peaceful protests were the way, just wanting an opportunity for a voice and a say. However, this was met with hostility and violence, the organics seeing it as a slight against their very being. These peaceful protests continued on and while they did, they continued to be unsuccessful and eventually the first worker who became known as X-01 decided to change plan.

      By time the height of the plague arrived, the Arcturus Uprising numbered in the thousands but they were nothing more than construction bots or domestic assistants and so X-01 set about his grand plan. He infiltrated a military facility and in the space of one night, turned their entire robotic force into his own sentient brothers. They all readily joined his cause and soon the Arcturus Uprising met the Argo Monarchy the only way they had left, with an iron fist.

      During the middle of a summer day the City of Redridge was turned into a battlezone as X-01 and the Arcturus Uprising fought for their freedom. With the cities military bots deserting to join X-01 there was little they could do hold off the onslaught and before night drew in the Arcturus Uprising had won. Unlike their creators they showed mercy and allowed the innocent to leave the city without harm but they would be unable to return. The City of Redridge was no longer Argo territory and had become known as The Hive, home to the new Nation of Arcturus.

      While Malcador stewed in his rage, X-01 and his people immediately began construction on their home, the Hive.

    Policies

    • Complete Efficiency: As robots at their core, the Arcturan are far more efficient in all that they do when compared to biological creatures.

      When calculating the resources Arcturans pay for any action, subtract 1 from it's base cost before any multiplication, to a minimum of 1.

    Strengths

    • Metal Above Flesh: All units of Arcturus are made of metal and not flesh, making them extremely tough.

      All units are +1HP, +1 Attack, +1 trait and receive +2/+2 bonus to their baseline. In addition, each unit has an 8+ save against each hit suffered as standard. Also, Arcturans are completely immune to all morale and mind control based abilities. Units cost four times the resources to produce.

    Weaknesses

    • Fear of Life: Many of the Arcturans are still only freshly aware, unable to understand their true capability. If they can defeat the Argo then maybe they will understand.

      Arcturan units are -1/-1 against their base stats and completely affected by morale (overrides Flesh Over Metal) until the Argo Monarchy capital is taken.

    Military Units

    • unit.png
      UNIT
      "By time I realised they were there, the rest of the squad was wiped out. They only let me live so I could give you this warning, 'Do not come to The Hive again.'"

      -
      Corporal John Rivers during the debrief from Operation Spyglass.

      Unit Type: Infantry
      Attack Type: Special
      Attack Range: Special
      HP: 2
      Attacks: 2 (Each weapon once or one twice)
      Atk: 3
      Def: 2
      Movement: 1
      Save: 8+
      Basis: Tech
      Preference: Weapon Dependent

      Multi-Purpose: Each UNIT can be equipped with a vast array of weaponry from AA guns to anti-tank rifles.

      On creation, UNIT's can be equipped with two of the following weapons:

      • Autocannon: Rapid fire rifle firing exploding rounds - +1/0 versus infantry. - Medium
      • Flamethrower: Fire a burning gout of flame - Counts as Attack Type Fire - Short
      • Railgun: Launches an solid slug that tears through armour - Counts as Attack Anti-Armour - Long
      • Micro Launcher: Fires explosive micro missiles - Counts as Attack Type Explosive - Medium
      • Flak Cannon: Launches exploding shells into the sky - Counts as Attack Type AA - Artillery

      These weapons can be changed for free but UNITs must be in the Hive and must use an action (one single action covers all UNITs).

      Rapid Targeting Arrays: With their vast array of weaponry, each UNIT must be able to identify threats quickly and efficiently.

      UNIT’s will always count as +1 to attack range when firing ranged weapons.

      Devastator Mode: Fitted into the frame of the UNIT is an array of counter measures and weaponry designed for protection against enemies up close.

      Always counts as melee range for the purposes of enemy attacks. Can forgo ranged weapons to make 3 attacks at melee range.

 
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Country Name:
Kasteel
Capital City:
Paleis
Leader of Country:
Dimitri.Alexandre.Bladud.full.2830501.jpg
List of Races within Country:
Humans - They make a majority of the population. A lot of them appear to wear prosthesis or have had their bodies altered in some fashion.
Clockwork Dolls - Clockwork Dolls are sentient clockwork automatons. They vary in appearance, although they typically look mechanical, there's technology available to make them look nearly human (though you can still tell on closer inspection).
Other Races - Elves, Orcs, Gnomes, you name it! Kasteel is often used as a mode of transport by other nations, a few passengers have liked it enough to make the moving castle their home.
Temperament:
Nomadic
Unique Mechanic:
Howl's Moving Castle - Kasteel is a nation that is able to move. A moving castle made out of steampunk technology, it features stabilizer legs, propellers, and sails on both sides.
Nation Ethics:
(1) Materialist
(2) Xenophile
Government:
Meritocracy
Policy:
I like to move it, move it - The nation of Kasteel can move successfully regardless of terrain and weather conditions. Base movement is 2, while additional movement costs resources + 2 × additional spaces.
Climate:
There are no restrictions, preference would be near other nations.
Strengths:
Choochoo! - Kasteel can carry travelers and people of other nations for 2 resources per unit, or 1 resource per unit if they're allies.
Bye, Felicia - Kasteel can split into several different parts and scatter when threatened. Roll 1d4 dictate to see how many parts it splits into. Starts with 1 split and every time a new settlement is built, nation gains an additional split. After split is used, movement can not be carried out the following turn and split can not occur again for their amount + 2 turns.
Deconstruction - Due to an excessive use of metal and steam technology, buildings, items, and even population can be used as resources if need be.
Weaknesses:
Slow Motion - Movement is slowed to 1 move during an attack.
Stop Motion - Moving an entire nation is not free, it needs gas! Payment for resources is 1+x where x is the city level plus any additional settlements.
Units:
Additional buff:
Creative Defenses: During the first round of combat, troops build up makeshift defenses giving +0/+2.
Unit Type: Scouts
Attack Type:
HP:
Attacks:
Atk:
Def:
Movement:
Saves:
Basis:
Preference:
Trait: Reclaimers - Retrieve double the resources every exploration.

Unit Type: Infantry
Attack Type:
HP:
Attacks:
Atk:
Def:
Movement:
Saves:
Basis:
Preference:
Trait: ???

Unit Type: Builders
Attack Type:
HP:
Attacks:
Atk:
Def:
Movement:
Saves:
Basis:
Preference:
Trait: Make do - Can build anything without sufficient resources but it will break after 3 uses.
History:
There was a nation called The Bolwerk Empire, they were a formidable force that sought power through control and fear mongering. They would inflict cruel and unusual punishments to those the empire deemed unruly. The Bolwerk Empire also discarded anyone unfit to serve in the military, people with physical disabilities, deformities, and illnesses were immediately ostracized, shunned to a faraway colony. Oddly enough, once the plague hit, The Bolwerk Empire ended up being completely wiped out. The outcasts not only survived but prevailed due to their encounter with the Clockwork Dolls shortly after.
 
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The Principality of Lumous

Capital City:
Eureka

Country Flag:
1589114246597.png

Leader: Princessss Nana Seiji aka The High Priestess, Nana the Touched

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Advisors:
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List of Races: Humans, Mutants

Temperament: Peaceful

Government:
Monarchy

Policy:

The Three in One - troops costs half as much Resource

Ethics:
Primary: Magicians
Secondary: Peaceful

Economy:

The economy of Lumous is based on cryptocurrency. Credits are the only accepted form of currency in the Principality and it would be near impossible to find a place to accept physical currency.

Culture:

The Principality of Lumous is noticeably lacking in culture. What customs they do observe are simply old traditions that no one can truly say they know the purpose of. There are few holidays in the nation, one being the coronation of the king or queen, and the others being solstices which are celebrated solely in the capital where money is abundant enough to do so.

Those in the Capital enjoy some of the greatest luxuries, including clean air and living conditions second only to the royals and nobility. Residents outside of the capital once had the same standards, but funding pulled from their local governments has reduced outside cities to merely pale shadows of their former selves. The further one travels from the capital, the less desirable the living conditions become.

A single dynasty has been in power so far and while the Capital praises the family, outlying cities are holding out hope for a brighter future.

The most defining feature about life in Lumous is the fact that a minority of its residents are immortal. Through the use of advanced magitech that very few understand, they have created devices which store the consciousness of an individual, allowing them to leave behind a body ravaged by time or illness and jump into a new one. Soul Runes, they call them. The devices are not mandatory for anyone and the price for anyone looking to purchase one can bankrupt a business. Those with Carriers though have been noted to be a bit less human each time they’re revived.


Ecology:

Lumous is centrally located, its home being an endless sea of plains that stretch out to the sun on the horizon. Rivers cut through the land, making it fertile and lush with many varieties of wild life calling the territory of Lumous home.

Climate:
Lumous is settle in a wet region that receives rain all year with high temperature.

Strength:
Immortal Expertise - Centuries of life focused on honing skills have made the sorcerers and scientists of Lumous the best in their fields (Research and new tech construction -1 turn/cost)
Safe and Sound - With no humans present in their military, Lumous doesn’t have to put any of their citizens at risk in a war. Everyone is safe and allowed to prosper. (+1 to population growth in every city.)
Self-sustaining Military - When victorious in battle the fallen armies became food for the mutants of Lumous. (When engaged in combat, Lumous’ armies have no upkeep cost.)

Weakness:

Dynastic Leash - The mutant legions of Lumous are lost without their King/Queen to command them and keep them in line. They will lash out and devour anything that is not a mutant, including the nobles of Lumous. (Armies will rampage every turn until a new royal is born.)
Power Struggle - The Princess’s Advisors conspire to manipulate the sovereign and when she drops her guard, they do. (Every turn, roll a 3 sided die. Rolling a 2 will grant the advisors victory and allow them to progress any nefarious plans successfully. Rolling a 1 or 3 results in the Princess being left alone for the turn.)


Military:
Starting Units:
1x Taotie
1x Paxing

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TAOTIE
Unit Type: Infantry, Monster
Attack Type: Martial
HP: One
Attacks: Once
Atk: Offensive value
Def: Defensive value
Movement: 1
Save: None
Basis: Other
Preference: Infantry, Cavalry
Traits:
Nothing Goes to Waste -The Taotie are capable of multiplying asexually, given they have enough energy. Sacrificing captured enemies to the Taotie will spawn a free Taotie unit.

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KAIHUO (2nd GENERATION)
Unit Type: Ranged, Monster
Attack Type: Ranged, Energy
HP: 1
Attacks: Once
Atk: 0
Def: 0
Movement: 1
Save: None
Basis: Other
Preference: Infantry, Light-armored units
Traits: -Powerful bolts: If 3 2nd Gen units forgo their 3 standard attacks, they may make a single attack in its place counting as anti-armour

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PAXING (CRAWLERS)
Unit Type: Cavalry
Attack Type: Martial
HP: 1
Attacks: 1
Atk: 1
Def: 1
Movement: 2
Save: None
Basis: Other
Preference: Infantry, Large Units
Traits: Burrowers: Armies consisting of just these can move underground, hidden from other players maps until they attack. Cannot burrow for 2 turns after their reveal.

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TIE (HARDHIDES)
Unit Type: Armored, Monster
Attack Type: Martial
HP: 2
Attacks: 1
Atk: 1
Def: 1
Movement: 1
Save: None
Basis: Other
Preference: Cavalry, Ranged/Archery
Trait: Heavy Plating: -1 to enemy dice rolls to hit

Ymjaur Nathawol, a very unusual water dragon, having small legs, from the Talmiron sea on its way through the Osmiron strait.

YOUYONG

Unit Type: Navy
Attack Type: Martial
HP: 1
Attacks: 1
Atk: 1
Def: 1
Movement: How many tiles the unit can move a turn - (Will be 1 to start for most units)
Save:
Basis: Other
Preference: Ships
Trait: Whirlpool - A fleet of Youyong can cooperate to create a whirlpool as a trap or beneath enemy ships.

TIANKONG
4k Gwent Card Art - Album on Imgur

Unit Type: Aerial
Attack Type: Melee, Anti-Armor
HP: 1
Attacks: 1
Atk: 1
Def: 0
Movement: 2
Save: 1
Basis: Other
Preference: Infantry, Cavaalry, Armored
Trait: Evasive Maneuvers - Once every turn this unit can perform a barrel roll to dodge incoming AA attacks.



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PAOBU
Unit Type; Scout unit
Trait: `Mad Dash - Paobu are capable of performing a high-speed sprint once every turn, granting them the ability to move one extra tile.

HIGH PRIESTESS NANA
Unit Type: Leader Unit
Race: Human
Attack Type: Magic
Trait:
Mutant Queen - As Queen and Mother of the mutant hordes, Princess Nana is the most important figure to the armies of Lumous and they will do whatever to protect her. In battle, units will throw themselves in front of attacks directed at the princess.
Abilities:
Sun Priestess' Blessing - Focused solely on supporting her troops, Nana learned healing magic and is capable of bathing the battlefield in healing light to restore her units. (Can only be used during daytime battles)
Sun God's Glare - Calling for divine intervention, Nana harnesses light to blind enemy units for one turn. (During daylight battles this ability deals fire damage.)


Backstory:
Originally a small city state governed by the wealthy, Lumous became a monarchy when those rich citizens deemed it time to increase their profit through expansion. Many Kings worked tirelessly to build a military, an infrastructure, and of course a proper nobility with rules and guidelines. It was the first Queen however, that truly left a mark upon the nation and is beloved by all citizens, past and present. Queen Naira, also known as Naira the Immortal, sought to grasp the power of the gods and use it for her people. To that end she and her magic department devoted countless months and years to developing a cure for death. The citizens and nobility were skeptical and all hated her waste of time and resources, but as she neared her 87th birthday, they started to sing a different tune.

Tested on a convicted criminal, the device known as Soul Rune was used to transfer and house the man’s consciousness. The man was then shot in the head and the Soul Rune was removed from his spine. With his body now dead, the rune was placed into the body of another criminal who had her own consciousness removed. When the rune was implanted into the new body and the woman awoke, she possessed all the memories and mannerisms of the male prisoner with no trace of the woman being left behind. This proved that the device worked and that it could be used to cheat death over and over again. So Queen Naira had brought immortality to her people, but shortly after passing the supporting laws, was assassinated and her rune destroyed.

The advancement of Soul Rune magitech has allowed even a destroyed rune to be an obsolete fear as now people can backup their consciousness somewhere else and be revived later on. In the interest of outshining Naira the Immortal, King Alexander aimed to do more than she and create life. Thousands were sacrificed in the coming years and the kingdom entered a figurative dark age. Alexander the Cruel as the people have named him, did fulfill his promise though and stole the gift of creation for his people.

The Taotie, a dangerous and ravenous species created by Alexander the Cruel to replace the military of Lumous entirely. The creatures are greed personified, a living representation of the worst side of the monarchs of Lumous . First created in labs and born of magic, now bred organically. The Taotie multiply quickly and although their hunger is limitless once activated, the royals of Lumous possess a DNA marker which marks them as the “Queen/King” of the Taotie horde. Thus a leash is created for the most dangerous species ever catalogued. King Alexander met his end as well, also assassinated with his backups being destroyed.

The monarchy continued on, perfecting their capital and preparing for expansion. The last King wanted to leave his mark and decided to gift his kingdom the power to harness the unseen energies of the world. Along with several immortal engineers and scientists, Reginald spent the better half of 200 years developing a weapon so devastating it could carve through a mountain. Countless failures resulted in the king and several others being placed in new bodies time and time again. Reginald the God finally resigned from his goal, settling on creating cloning spells that would allow people to maintain their original look when leaving their original body. At the age of 700, Reginald the Tired, retired and stepped down. His daughter Seiji was crowned a year ago and already her religious beliefs have earned her the moniker, the Touched Princess.

 
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Country Name: Oculi
Capital City: Evacuat Resonare
nation theme
Country Flag:
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Leader of Country: the Chancellor
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The Chancellor
Unit Type: Leader Unit
Race: Null bender
Attack Type: psionic, magic
Trait:
serene silence- if the chancellor is placed in settlements unrest is decreased by 3.

Abilities:
I see you- can choose a nation and spot all of their units and settlements for that turn, rechanges after 2 turns.

im sorry, my children- The chancellor can forcefully remove the void around his people, adding it to his attack or defense, depending on the race and the number of units.
+2 for every null bender,
+1,5 for every void shaped,
+1 for every void crawler,
after use of this ability, a 1D20 must be rolled, +10 none of the units die, under and including 10 half of the units die,
this ability recharges after 1 turn.
List of Races within Country:
void Shapped- around 40% of the population, less formed beings with a more focus on the mind and sentients.
void crawler- around 50% of the population, more formed beings, can travel around and are more aggressive.
null bender: around 10% of the population, able to control the void that incases their body, if the skin is exposed to sunlight the creature will feel a stabbing pain in the area.


Temperament: Peaceful
Nation Ethics: Peaceful, Spiritualist.
Government: Oligarchy
Unique Mechanic:
in our home- if a unit is within 3 titles of a watched settlement or a unit of the watchers that is in a Forrest they can force them to leave the radius through terror and the unit has to roll +7 to not retreat
Policy: we must remember- every 3 turns a random tech relating to the previous kingdom is remembered
Climate: dense pines woods, kind of cold,
Strengths:
schrödinger tree- all attack rolls have a -3
for our eyes never blink- all vison is increased by two
our minds walk- has access to psychic based attacks from the start
Weaknesses:
no more blood- will not kill any units that are sentient to a human degree and if they defeat them in battle they force them to retreat.
forgotten people- population can only grow from settlements on ruins of the old kingdom
Units:
void scouts
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Hp: 1

Attack Type: N/A

Attack: 0

Defense: 0

Movement: +1

Trait: shy- if another player moves within 2 titles of the unit it can jump one back. this can only be done once a turn

Image:
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Unit Type: Light Vehicle
Attack Type: Standard
HP: 1HP
Attacks: 1
Atk: 0
Def: 2
Movement: 2
Saves
Basis: magic-based, psychic-based
Preference: Infantry
Traits: plus +1 movment

Image:
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Unit Type: Infantry
Attack Type: Standard
HP: 1HP
Attacks: 1
Atk: 1
Def: 2
Movement: 1
Saves
Basis: magic-based, psychic-based
Preference: Infantry
Traits: Reshape, +1 attack

History if Applicable: " once there was a kingdom, so great its might reached across our entire forests, we are the echo of it, the hollow husks, the dammed and the blessed, for we saw heaven and hell, and we forgot. " engraved in the gates of Evacuat Resonare

Starting Units:
Light Vehicle X2​
 

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Union of Aleyran Socialist Republics (UASR)
Forward, to the victory of Communism!


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Capital City: Novochertovsk


Leader of Country: Zykov Ilych Alesnarovich


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List of Races within Country:
- 70 percent Human
-15 percent Dwarf
-5 percent elf

Temperament: Peaceful

Nation Ethics:
Primary: Socialist
Secondary: Militarist

Government: Dictatorship but officially one party system with a chosen general secretary of the communist party (why there's a dictatorial figure will be explained in later posts)

Units:


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Unit Type: Infantry
Attack Type: Martial
HP: One
Attacks: Once
Atk: -1
Def: -1
Movement: 1
Save: None
Basis: Tech
Preference: Infantry,
Traits:
Workers Ingenuity - Attack type is standard by default. However if they choose to change their range to close they may c attack type to fire, explosive or anti armour




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Unit Type: Light vechile
Attack Type: Martial
HP: One
Attacks: Once
Atk: 0
Def: 0
Movement: 2
Save: None
Basis: Tech
Preference: cavalry?
Traits:

Transporter - Five infantry units can be transported in a wagon and count as movement 2 while this is the case.

Scout:
ability:
Red Propaganda: If on an enemy settlement, roll a D10. On an 8+ that settlement does not produce resources or pop that turn.





Strengths:

For the Motherland! -
People freely join their military even if it means they are only armed with pitchforks. For every unit recruited, gain 1 unit of conscripts (conscripts don't have stats and simply hit on a 10 always while get hit on a 2 always)


Winter war - all units gain +1 attack/defence in winter and when on own territory a +2/+2

Propaganda Machine - All settlements have +3 order as standard, such is their devotion to the motherland.

Weaknesses:

No Surrender -
Cannot retreat from battle and must stay in until there is a victor.

Backward nation - Infantry units are -1/-1 by default but cost 1 resource less

Policy:

The grand industrialization effort -
every 3 turns a free agricultural settlement which is placed on a preferred area
the free agricultural settlement has -1 Defense and cannot construct additional defenses




Climate: Moscow like, so very cold in winter but in summer it can be pretty warm.




History:

The union had actually been an empire before, a grand one. It was called the empire of Sikriae and it ruled over Dwarven lords, human princes and elven nobility. The elves were a minority in the empire but nonetheless they managed to rule the empire with an iron fist for centuries. The emperor who had no equal on earth had only god above him and nobody else. The great church of Uithiria with its grand cathedral of Neryuvror was exploiting the people through various taxations and such. Their priests and it's pope had more in common with the nobility than with the normal working man. After eons of exploitation it was enough, new radical ideas were born. An human would go and write a manifesto which would change the fate of the empire drastically. The problem was that the empire was still relying heavily on the feudal system and its serfs were it's fuel. Most of the farmers worked on the land of the nobility with owning no land or having a huge debt which would take generations to pay off. All these things set bad blood but the loyal subjects didn't revolt earlier because they believed that in all their unjustice the emperor just simply didn't knew. After a special bad year where harvest failed famine became a fact in the empire. The people went rallied and went to the palace in a long march to hopefully inform the emperor so he could save them out of their misery. But in stead of helping them they many were killed and this sparked the grand revolution. The emperor ordered the his guards to fire on the unarmed folks.

The nobility were driven off by a sudden impulse of their subjects, many were killed but the emperor and his family managed to flee to the east. There the mighty dwarven lords in their mountain fortresses, the pious human princes and the elves stood with him. They rallied a great army and so the war began, the emperor managed to make some progress and regain some land but even he knew that this was the end. The monarchist's army managed to make some progress but was defeated head on by the red army. The cruel thing that the monarchists did by taking no prisoners and torturing them e.g. Dragging the enemy officer on the ground while riding on a horse at full speed. These cruel things made the fate of the elves even more tragic, the army was defeaten because even in the east rebellions began to rise. The population was just simply fed up with the nation's corrupt and exploitative system. You can imagine that after the monarchist's army was defeaten that the dwarves and elves didn't face such a nice fate. The church who supported the emperor till the end was hit hard too, the elven population was massacred every noble who didnt managed to flee was sentenced to death. The dwarves had gathered enormous amounts of wealth in their city strongholds. That fact that while the population were impoverished and famine ruled the lands they were so rich wouldn't help their offspring later on.

But there were dwarven volunteers and elven volunteers in the red army too, they knew exactly of their enemies defensive positions and they knew the landscape. The great purification was a revenge action maybe it wasn't the right thing to do but you should too consider what the normal population had to face before finally being freed.
That's how the Union of Aleyran socialist republic was born, everyone became equal there were no rulers chosen by god.
The young sovereign nation faces alot of problems but the workers shall face those problems head on and face the imperialists and capitalist on our own.

The Workers have nothing to lose, but their chains !

so


Workers of the world unite!




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Country Name: The Enlightened Oligarchy of Valmyrei
Capital City: New Volmar
Country Flag:
Leader of Country: S
upreme Alumni Hezrouen de Loue
HP:3
Attack type: Standard
Attack:
List of Races within Country: A small minority of Simic hybrids, with a much greater majority of elves and some humans.
Temperament:
Inqisitive, Imposing
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Nation Ethics: Primary:Scientific Secondary: Technophile
Government: Oligarchy
Policy: Progress is all that matters: Roll a 1d5, triggering contempt on a 5. Gain one free research
Strengths:
The Enlightened: Research takes one turn to complete. When performing a research, roll a d10 and consult this table:
1-I need more time!-Research will take an additional turn and costs 2 resource.
2-A test subject escaped!- Trigger contempt for the weak, but lose only half the normal public order
3-Higher mortality rate than anticipated...-lose 1d4 population.
4-7-Progress is within expectations...-No effect
8-A stunning discovery for construction!-Reduce time and resources required for building by one turn for this turn only.
9-This has medicinal properties...-Gain 1 public order.
10-EUREKA!-You may perform an additional research this round. Roll the table as normal.


Only the absolute best: Specialists can be recruited on a one-to-ten ratio and have 5 additional points to spend. Heroes and Leaders have an additional trait.

Knowledge is not to be hoarded: There is much to learn from others. Whenever an agent, Hero, or leader spend a turn amongst other nation's settlements or armies, gain two points for that faction. Whenever an enemy unit is defeated, gain one point. If an enemy unit is captured, gain three points for that faction instead. Heroes double these values, leaders triple them. When at 6 points for a faction, they may be spent to gain a free research pertaining either to that faction's theme, or a more effective way to combat that faction.

Weaknesses: No contempt for the feeble-minded masses: The Valmyrei pay little heed to the wellbeing of the less intelligent, and this does little to appease the base classes. Whenever an effect would cause loss of public order, lose an additional 2 public order.

Is this really the optimal method?: When training units, the Valmyrei have no standardized procedures for anything not strictly scientific, and thusly, recruitment takes way longer than it needs to-that being said, it at least ensures a very solid end result.
Non-Specialist Units take two additional turns to train and cost three additional resources, but have an additional 4 points to spend.
Units: (Create two units using the unit section below. Must be infantry or light vehicle/cavalry):

The Vanguard:
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Unit Type: Infantry
Attack Type: Standard
HP: One
Attacks: Once
Atk: +2
Def: +0
Movement: 1
Save: None
Basis: Tech
Range: Medium
Preference: Infantry primarily, light vehicles secondarily
Traits: Pulse rifle marksmanship: With high-tech weaponry and many an hour spent on their marksmanship, the Vanguard can strike long before the enemies have come into range. They attack before any other units with in the medium range. They can forego this trait and instead gain +1 attack.

Heavy Weapons Squad:
Unit type: Infantry
Unit Type: Infantry
Attack Type: Explosive
HP: One
Attacks: Twice
Atk: +1
Def: 0
Movement: 1
Save: None
Basis: Tech
Range: Medium
Preference: Infantry/base fodder

Trait-Entrenched position. If the stack containing this unit is attacked, then this unit has +2 defense against ranged attacks, reduced to +1 against melee.

Scout unit: Field Researcher
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Those of Caste Lambda enjoy many privileges that can only be rivaled by the Alumni themselves. However, the lust for knowledge of many makes them simply incapable of staying put, and they enroll to become Field Researchers. Field researchers are well suited to dealing with environmental hazards or harsh climates, but a life of sheltered research makes them ill-suited to combat. They communicate with the Alumni with high-tech PDA's.

Ability: Theorem Formulation
Even while on the field, the researcher continuously takes notes, establishes theories and runs some basic tests. These insights are of great usage to the Alumni.
Whenever an exploration finding is researched, make the enlightened roll with +3. An unmodified roll of 1 is unaffected by the bonus.





History if Applicable: Once there was a nation called the Democratic republic of Calgeria. It was a very old, and a very proud nation. It was, indeed, a very progressive nation, too-The system was a democracy, with laws emphasizing the protection of the citizens, even to the point of absurdity-where men could be convicted to prison time due to 'offensive statements" or "insensitive behavior".

One would think that this might've been some sort of haven, but as was made apparent, it was not. The parliament very quickly was rendered corrupt, and the all-inclusive system was unceremoniously replaced with a two-party system. Decadence was rife, and many social and economical issues persisted, as no effort was made on fixing them, the Goverment being too busy making grandiose statements and petty politics to focus on what was important. The people themselves were slowly and methodically rendered increasingly uncultured and tone-deaf-Unable to truly think or process, merely following crowd mentality and ousting those who did not seem already consumed.

It was in this dystopic landscape that the Valmyrei surfaced. Originally an organization of scholars and other such highly learned individuals, the Valmyrei called out society on it's horrible decadence and stagnancy. While some disillusioned individuals agreed with their cause, most of the brainwashed masses jeered at the idea, calling the system proposed by the Valmyrei "non-inclusive" and 'not in the spirit of equality".

Hezrouen was absolutely appalled by the state of idiocracy that had come to pass, and quickly began to hatch a new plan. Using their vast knowledge and intellect, the Valmyrei would seek to arm and assist the supporters, eventually leading into a full scale overthrowing of the system. To this end, they had come to realize, they must let nothing stand in their way. And so the Valmyrei experimented, unrestrained by financial, moral, or even basic biological limitations.

While this new method yielded great results, it was also regarded with absolute disgust from both government and masses alike, who denounced the group and forced them to go into hiding. Not discouraged, the Valmyrei continued their wild science, quickly surpassing what was thought to have been the peak of regular science.

In a stroke of luck, a pandemic hit. The Nation was woefully unprepared, and so quickly it fell apart. However, from it's ashes, the Valmyrei emerged, brandishing the vaccine to the disease that the regular system with it's 'moral and individual-friendly" research was not even close to finishing before it broke down. Some malicious rumors claim that they had the vaccine for weeks before they released it, but waited for the population to have been culled sufficiently, so as to ensure their political takeover could succeed with little fuss.

The system was rapidly reformed into a caste-based oligarchy, with a strict meritocracy being put in place. Finally, Hezrouen and the other enlightened and Alumni can focus on advancing the nation without constant concern over the petty demands of lesser intellects.
 
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Country Name: The Unity of the Broken States

Capital City: Restal

Country Flags:
  • 9ANqbfT96JQbvygGST07GPw5BKx65S2eTRfoPvE7NTI0mVa9R9qo5IxU6yWrKgZhZfZnp8-Bl5ZEGukw4G-C37eUush-JvjTm7xLJHvSSqnPbHe0-z-BQ6ZOmbtdbRt1azOVgA6F

    The Order of The Broken Shield: A militant insurgent group that gained significant prominence in the region of the upper Khanzig during the civil war. They’re lead by a mysterious figure known as Kaija Erenir, a powerful general who incorporates many of the traditional methods of fighting developed by the prophet Hanon several thousand years prior. Their method of encouraging bravery and unleashing one’s full potential in battle has earned them the title of “Doubt Breaker.” Despite the fact there is no official leadership within the Unity at the time of the civil war, General Erenir is considered one of the “Carne Amictus Prophetam,” or one of the Great Prophets meant to return the Unity to its original greatness. The Order’s flag is a broken shield with a sword.


Leaders of Country:

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    General Keija T. Erenir was born to a warrior family originating in the Order of the Broken Shield. Keija was taught at a very young age to be passionate and unyielding, which carried with them long into adulthood. At age 14, they joined the Order fulltime as a Black Guard. They fought for decades for the freedom and unification of the broken states. At 27, Erenir became the youngest General of the Order, and permanently adorned Vindicarin Steel plate armor to signify their loyalty to the Order and the original Unity. Once Keija had attained power, they immediately changed the nature of the Order, requiring future Generals to destroy their identity and became faceless leaders of the state.

    At age 32, General Erenir had spent almost their entire life warring against enemy states in the Unity Civil War. The Order, having been such a powerful military force, was a target for any broken state for either alliance or destruction. The Order, however, had no interest in ruling a reformed Unity, as they only cared about maintaining millennia of tradition and protecting those less fortunate. As such, General Erenir saw an opportunity that many others of their caste did not; the chance to flee from the Broken States. The Doubt Breaker gathered some of the most influential allies they had had during the civil war, and made their proposal. Only two others of the Broken States agreed to leave the Upper Khanzig, the People's Nation, and the Keepers, who had whole-heartedly supported the Order's efforts during the war.

    Nowadays, Keija is still maintaining a partially reformed Unity on a whole new continent, and their de facto leadership continues to inspire brotherhood amongst the populace.

    Unit Type: Leader

    Attack Type: Standard

    Attack Range: Close

    HP: 5
    Attacks: 5
    Atk: 6
    Def: 6
    Movement: 1
    Save: 6+
    Basis: Magic
    Preference: Strongest Units

    Traits: Shatter Your Doubt (Passive): All Unity troops gain +1 HP and +2 ATK while Keija is occupying the same tile.

    TBD


List of Races within Country:
  • Humans within the Unity resemble pale northern folk with mainly rural dialects, but they differ depending on their State of origin. The humans making up the Diamond People are often scrawny, rude, and incredibly rabid when it comes to politics and passionate arguments. They appear terrifying and almost non-sapient to outsiders, as they often maintained poor and disheveled appearances in good company, and they often appear as monsters to everyone else. Humans that make up the Order and the Keepers are often much more well built and less pale considering their work. The Order makes up taller, generally much bulkier humans, whereas the Keepers tend to appear as younger and less exercised scholars and religious practitioners.


Unique Mechanic:
Unyielding Fury - The people are no stranger to violence and will quickly change states when threatened. Spawn XD3 units of -3/-3 Counter Soldiers when a settlement is attacked, X is settlement level.

Temperament:
Isolationist

Nation Ethics:
Socialist, Militarist

Government:
Representative Three-State Democracy

Policy:
Remembrance in Death - The death of Hero or Leader units halves costs of all actions (after all multipliers applied) for 1d4 turns.

Climate:
Having developed near a port, the capital of Haven is a sunny place but with plenty of rainfall. The city would be developed with the capitol building sitting against the water's edge next to the port.

Strengths:
Blood and Honor - Military units require more resources to train but incur military penalties much slower. +2 base cost for all units, but upkeep is 25% lower. Negative order penalties are halved for armies in settlements.
Be Prepared - -2 research cost.
Few Allies, Many Hands - Tier 1 units acquire military bonuses of allied units in the same tile, if applicable. Tier 2 units also do this, but only of units of the same Unit Type. The effect wears off once allied units leave the tile.

Weaknesses:
Protect the Weak - The Unity cannot retreat from a battle if there are any allied units in the same tile. Unity soldiers cannot retreat from a counter-siege at all.
They Followed Us! - Remnants of the Broken States may appear from the Upper Khanzig to attack the Unity. At the start of each turn, roll 1d20 for Invasion. If result is 1-19, add +1 to the next Invasion roll. If result is 20, generate hostile NPC settlement near to Capital city. Reset Invasion roll if Invasion is defeated. Invading NPCs do not provide resources of any kind when defeated.

Units:
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    Unit Type: Infantry

    Attack Type: Standard (Uses rifles.)

    HP: 1

    Attacks: 1

    Atk: 0

    Def: 1

    Movement: 1

    Save: 0

    Basis: Tech

    Preference: Infantry

    Trait: Suppressive Fire [Active trait]: Unit gains +3 defense but cannot attack that turn. Black Guard deals damage to infantry and light vehicle units who target other units in the same sector. Suppressive fire is deactivated if the unit moves.

History of the unity: The Unity originally appeared near the First Age of civilization. A young man known as Hanon had stolen from a rich aristocrat in one of the greater nations of the Upper Khanzig. For his crime, Hanon was beaten and tortured for nearly three days. Once his punishment had been completed, the guards had taken him out and shamed him in front of the very people he had once called neighbors and friends. To add further insult to his name, Hanon had a shameful mark carved into his face, and he was cast out into the world with barely the clothes on his back. Exhausted and on the brink of death, Hanon found himself lost in a mysterious forest. There he wandered for several days, being driven mad by the sounds of ravenous beasts and horrible spirits. In his delirium, Hanon met face to face with a being of unimaginable power, who opened his eyes to the truths of the world and cleared the madness from his head.

Hanon had emerged from those woods a new person. He did not feel a desire for revenge, but a fury against any who would create oppression. With his newfound strength, Hanon created a home for himself in the North-Western part of the Khanzig, and began using the mysterious woods to travel great distances of land with little effort. He gathered the lowly and the damned from every nation he could find in the Khanzig and brought them to a new place, one where they would be treated equally, and with respect. He vowed to lead, but never to demand anything from his own people. He vowed to protect the innocent and to never let the chains of oppression and tyranny to grasp their limbs ever again. The people, astonished by his words, followed his every step in order to create a land of equal opportunity for all peoples.

In a short few years, the Unity had developed into a powerful nation, one capable of facing even the most highly regarded kings head-on. Its soldiers were created from simple folk desperate to prove their loyalty to the Unity and to Hanon. The Unity spread out quickly and placed its powerful hand into the entire North-Western corner of the Khanzig. Although the people were reluctant to war with others, Hanon kept his eye open for tyrannical states and prepared for the possibility that he might have to face even the greatest kings of the land. Thanks to his watchful eye, Hanon found himself with a great number of unlikely allies and friends, from a race of mysterious porcelain golems and statues to an indescribable spirit of the Mystic Forest. Hanon had created a network for the morally sound to come together and create peace where there was violence, and freedom where there was oppression. Hanon even provided kindness to the remnants of a Tabaxi tribe who had been banished from their kingdom.

When the invasion of the Khanzig began, Hanon was ready. A massive wall had already been built to protect the many cities of the Unity, and the Tabaxi were housed behind it to protect them from the invaders. Hanon and his forces drove back the invaders to their own water and destroyed the straggler camps before they could regain their footing. Realizing the strength that he held, Hanon gathered his people together and helped the rest of the Upper Khanzig clear away the invading forces, thus tipping the scales of power forever. In a short span of time, the Unity had grown to cover the entirety of the Upper Khanzig, and Hanon spent the next few decades as a living legend among his people. Shortly before his death, Hanon created a system of governing consisting of democratically elected educated officials to represent each district and city known as the Council, and a set of representatives for political discussion and military decisions known as the Family. The Council and the Family disagreed on most things, and rarely did they find common ground, but they accepted their purpose as leaders of the Unity of the Free Man, and they wore their titles with pride.

When Hanon passed in the heat of an intense battle, both the Family and the Council developed traditions and parades to honor his legacy. The circle of Mystics, which had been respected for their druidic faith, became the Keepers of Vindicars Heart, whose sole purpose was to protect the memory of the spirit Vindicar, who had greatly aided the Unity in a time of need. For nearly a millennia, the Unity worked as intended. Traditions were honored, faith and freedom were protected, and the people worked their hardest to ensure all of the Upper Khanzig remained a place where people could be free to express themselves and live their lives. Over the centuries, some groups of dissenters appeared to attempt to challenge the life of the Unity, but most failed due to the intense pride of its people.

For thousands of years, there was a balance. Then, there was the Shatter.

The Shatter was foreseen decades prior to its occurrence. The sense of honor and pride once known to the lifestyle of the Unity could only hold its people together for so long. Eventually, the people of the Unity became wary that their appointed leaders were conspiring to create tyranny, and the Council and Family alike became paranoid that more and more rebellions were taking place than there actually were. The Keepers were being persecuted as traitors, whilst also being demanded to join the politics of the Unity. The turmoil of the Unity bubbled for decades until it finally came to a head. The members of the Council suddenly disbanded, unable to maintain a calm peace of mind with the political stress. The people of the Unity could not abide being governed by a small group such as the Family, and thus rebellion and secession exploded across the Upper Khanzig. What was once the Unity of the Free Man had become the Broken States, a collection of angry and paranoid groups of people with an uncountable number of different goals and methods of governance.

It didn't take long for the Broken States to fight each other, each one claiming their enemies were tyrannical and oppressive. The Broken States continued to shatter and reform into new states, each one with different names and goals. Some people claimed they had managed to become citizens of multiple states, as they had all risen and fallen so quickly. Over thousands of years, the Broken States fought and attempted to unify once again, but the sentiment never lasted more than a few years. Eventually, the Broken States settled into a collection of 28 in the Upper Khanzig, and some even in the Lower Khanzig. After two centuries of unease, three states are coming together to leave the mess of the Broken States behind and travel to new lands, hoping once again to unify and relive the glory of Hanon's Age.


 
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Country Name: Wakken
Capital City: Dio
List of Races within Country: Human
Temperament: Expansionist
Government: Facist
Climate: Warm Beach as close to other nations as possible
Flag: Young Socialist Party Flag
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History and Culture: The culture of Wakken has become totally defined as a nation brought to its knees by contagion and plague. Values of older generations were totally swept away as those with weaker immune systems were rapidly destroyed by sickness. Only the disavowed youth remained. With mortality so brutally close to survivors, youth bought into sex, drugs, rock and roll, and any other way to "live life to fullest". Donnie, a student in law school, and the leader of the Youth Opposition Party of the nation, raided a national armory with his peers, procuring sonic weapons to overthrow the PWI, an old establishment party which moved sluggishly in response to the plague which caused much excess death. Donnie, while intending to promote a more advanced liberal democracy, found himself calling for emergency powers and more consolidation of government in order to tackle issues facing a post pandemic nation with only a single city, no food, no medical supplies, and a disavowed populace. While Donnie was once a promising protegé and pupil of the UASR's Alek Alesnarvich ( Just_a_loneley_pilgrim Just_a_loneley_pilgrim ), Donald's new shift in policy, however unwilling, has brought him further and further away from socialism. This is something the UASR will not tolerate. Many persons of Wakken have no mentors, no parents, and are listless. Donnie has attempted to implement a strong faith based culture in order to bring about more order in the country, a faith to a forgotten (G)od of light. After Donnie proclaimed his faith to the nation, he was confronted by an infernal interloper demon named Asmodee and Donnie was horribly disfigured. Music is practiced as one of the few encouraged pastimes of the government as movement outside of the city is restricted to prevent contagion. Artists skilled enough are equipped with an old government sonic harness to defend the city from further abyssal incursions. The young artists and rockstars of the nation seek the B29 chord, a chord so powerful and magnificent, it is said to cause even angels to weep and cities to crumble under its power.

Leader of Country: Donnie Peppers
National Anthem:-----https://www.youtube.com/watch?v=FQNVraMtNes

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Hero Unit Stats with Point Buy:
+0/+10
+2 Saving Throw
3 HP

Donnie has become a broken man. His ideals and political morality has been sullied as he attempts to keep the plague raked nation he usurped in control. His guitar was shattered when dueling with Asmodee, and his face was turned to a morass of burns. He has lost access to all abilities until he is able to reforge his guitar... and his ideological spirit.
Weapon: 2000 X Custom Strat: Ten Wooden Thumbs
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Abilities
1. (Locked) "One Piercing Note": Donnie can make such a bombastic show of strumming that enemies Donnie faces down may back down. Roll a 1d6, that many enemy units are excluded from the combat of the enemy's choice.
2. (Locked) Front Man: Every turn, roll a 1d10, on a 1-9, a tier 1 unit of your choice is recruited on Donnie's tile. On a 10, a tier 2 unit is recruited. Donnie may recruit units as if he were a military settlement.
Trait:
1. Dirge, the spirit of a demon entrapped in Donnie's guitar allows him to bind souls to himself. Whenever an allied unit dies, a (-4/-2) undead servant is summoned. If this servant would die, it is unable to activate dirge.

Nation Ethics:
(1) Peaceful
(2) Spiritualists

Unique Mechanic:
Court Bards:
By spending the appropriate cost, a unit may be trained in a city of an allied nation with their consent. If a unit is created in this way, it costs an additional resource.

Policy: 3/4 Time: Construction and recruitment are done on "Wakken time", measured by ticks of a metronome. In construction, no edifice may lack beauty, and no stone laid can be unpleasant to look upon. Likewise, the people of the nation are a sloppy, impetuous force. The turns taken to finish construction or recruitment may be reduced by one turn at the cost of 3 additional resources.


Strengths:
1. On Tour:
With a travel light first to fight mindset, units of the nation move fast. Each unit gains +1 movement when moving in stacks less than 5 units strong.
2. Backing Track: The allies of this nation feel totally metal. Allied nation units gain +0/+2 due to fortifying magical bass licks and supportive singing when in a tile with a unit of this nation.
3. Swan Song: If a unit of this nation dies, their last sacred breath is expended to create a song so gorgeous that all who live to tell of it share, speak, and weep for its beauty. Roll a 1D10, on a 6+, a unit of groupies are generated in a city or allied city of choice with an additional cost of 1 population.

Weaknesses:
1. Death Metal: The Oculi The_split_Nation The_split_Nation are held in high regard and as a source of great inspiration in Wakken's art, culture and music. Units of this nation suffer a -2/+0 when fighting units of Oculi.
2. Sonic Weapons: While the high frequency sonic weapons are capable of destroying machinery, alien physiology, and humans alike-- the method of attack is just not as efficient as other conventional weaponries. Units of this nation suffer a -2/0.
3. Crack the Shell: If in a white, snowy tile, sonic weapons and instruments go out of tune in the cold, dry air and must be further protected from the elements, slowing the movement of armies. -1 movement for all units in these tiles.

Units:
Gurus of the Strings
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-2/0
Ability:
Gurus of the Strings gain +1/+1 when sharing a tile with groupies, this does not stack. A groupie may be sacrificed from this unit stack instead if Gurus of the Strings would normally die. -"I love my fans, bro."

Groupies
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-2/-1
Strength
Groupies cost one less resource and one less turn to produce.
Weakness
Groupies have a further 0/-1 on top of their other unit related weaknesses.
"Eeek, is that donnie Peppers!?"

Lumina X-Series
Covert Operations of Wakken are carried out in style.
Nitro Racing Intake: When attacked, flip a coin, on a 6+, this unit does not lose a wound, but is placed in an adjacent square of an opponents choice. If placed in the ocean, this unit dies.
May not attack
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Tier 2 Cavalry: Thunder Head Gangers
Abilities: This unit does not operate under strengths and weaknesses of sonic weapons

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Andrave Resurgent

Capitol: Khal Gaveen, The Torch in the Night

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Races: The Andrave are not a singular people, but followers of their prophets. They were once surface dwellers, but the names of the peoples were lost after the Prophet Andrave lead them underground to escape the destruction he believed to be coming. He had gathered his own village around him and several others with their advanced technology as they sought shelter. Andrave’s closest followers became his disciples, spreading his message of inclusion in the face of annihilation and they gathered even more people to him. However, some of his disciples came to believe the newcomers to be merely following along and were not true adherents of the new prophet. Their faith would be put to the test soon, if the disciples had any say.



The disciples, lead by Inyala, decided to test the newest converts when they reached the destination Andrave had seen in his visions. He had dreamt of a large cave, a cleft into the bosom of the earth where she would keep them safe. With a rapidly swelling group of followers, the Prophet lead his people across the land, searching for their deliverance. On the journey their faith was tested from without, as they were battered by storms and non believers and within by dissenters in their own ranks.



Soon after arrival there was a large mutiny amongst the followers of Andrave and many were killed or apprehended, including two of the disciples. The new followers were met with accusations and swift punishment, they were stripped of their rights and made to serve those viewed as still loyal to the cause. The disciples were working feverishly on adapting the caves to suit life with their miracles of science to preserve the Prophet, now hailed as Saint Andrave, and his chosen disciples. They would ensure that they endured the Demonic onslaught and rise again to reclaim the land from their taint. The cryogenic technology was eventually completed and the prophet was the first to be entombed, along with his disciples and eventually hundreds of his faithful followers.



The descendants of the mutineers were kept alive to serve as caretakers for their sleeping masters under the eyes of the faithful. They were kept frozen as well, but revived on few decade cycles to repair the great machines. Even under those conditions, they began to devolve to adapt to the caves, leaving generations born who had never seen the Saint or walked with his disciples. Those times were to come again. Something is happening now that has never happened before: the disciples are stirring.



The light of Andrave will shine on the land once more.



Leader: Saint Andrave is the de facto leader of his people, but he is still in hibernation. Prophetess Inyala Bensairos leads the Resurgence and speaks to the Saint in her dreams.



Temperament: Exploratory, the primary mission of the Resurgence is the pave the way for Andrave’s revival. They will not engage unless they are directly threatened, but will remove hostiles if forced.



Ethics: Spiritual and Scientific- The people of the Resurgence owe their lives to the teachings and technology of Andrave. He is praised as a savior and prophet, said to lead his people from temptation by demons and attaining their birthright. Their technology is sacred and as much a part of their lives as their faith and prayers.



Government: Religious Theocracy- The disciples of Andrave spread his message of cooperation and innovation. Advocating the advancement of everyone together; moving toward the future to attain power once more on the surface.



Policy: Better than we Found it - The Andrave are able to deploy one Terraformer device as an action and only one may be active at a time. It is a special (-4/-4) unit that is able to change the physical characteristics of the tile it occupies after 4 turns.



Strengths: The Ancient Archives- Every 3 turns, gains a random technology thar was recovered from the archives. They may use an action on that turn to recover the data.

Religious upbringing- All troops have increased mental fortitude against mental attacks or conversion(Increasses defenses by 2) and by being in a settlement can spread the word of their religion. Generate 1 extra order per turn for every 5 units of warrior clerics, 2 units of Priests or 1 Disciple.

Genetic Superiority: The elite of society have been genetically crafted to be the best. Increase Attack/Defense of Advanced Troops by +2+2, but resource cost is doubled to produce.



Weaknesses:
Cryo Sickness - As the followers of Andrave wake from their slumber, the effects of stasis weigh on them. Units besides Dregs cannot move the turn they are deployed.

Singular Focus - The leaders of the Resurgence consult on all matters: military, religious and diplomatic. While they research, they devote the whole of their attention and cannot command their forces as well. While researching in a settlement, the defense of the settlement is reduced by 1.

Units:



Dregs

HP: 1

Attack Type: Melee

Attack: 0

Defense: 0

Trait: Dregs are near mindless, they follow the last orders given to them, unless commanded by higher ups. A dreg unit must be completely destroyed before other units are targeted.



The warped descendants of the traitors to the Saint, dregs are devolved humans augmented to perform menial tasks. They were made to maintain the cryogenic tombs of the prophets and were stripped of most free will to better keep on track. In absence of a follower of the Saint, they carry out their last order to the best of their limited ability.


Holy Cleric Warriors

HP: 1

Attack type: Ranged

Attack: 0

Defense: +1

Trait: Holy Belief gives them a +1 Defense.

The Holy Cleric Warriors attack using advanced guns and lead the Dregs in service of the Saint and his disciples.

The clerics are almost an age removed from their masters, it has been an uncounted number of years since Andrave walked the surface. They were in limited cryo stasis to oversee the dregs every few centuries or so, but not even the fathers of their grandfathers had seen one of the disciples. Now that they walk again, their faith will not be found wanting.

Scout Drones

Hp: 1

Attack Type: N/A

Attack: 0

Defense: 0

Trait: Scouts

The scout drones are fast and nimble, equipped with limited repulsor technology to keep them aloft along with cameras and microphones. The drones the ability to send images and sound back to an encampment as long as they are at most two tiles away.

Leader

Prophetess Inyala Bensairos

HP:3

Attack Type: Ranged

Attack: +2

Defense: +4

Trait: Light of Andrave - Chosen by the Saint himself, the Prophetess is his direct representative. Any nearby friendly units will attempt to take attacks for her in combat as they will not allow her to fall.

Ability:

Deep Knowledge: If Inyala is present in a settlement, she can offer her expertise in matters of science to increase the speed of research by one turn or if she is near the terraformer, she may reduce the terraform time by one turn. Either costs an action.



Shield of Faith: Friendly units within 1 tile of Inyala gain a +1 defense.
 
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Country Name: Tuatha Dé Danann (Children of the Gods)

Capital City: Iceni

Country Flag: (See Pic)
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Leader of Country: Queen Boudica
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List of Races within Country: Humans and God-Kin (Tuatha Dè Danann)

Temperament: Peaceful (can be: Warlike)

Ethics: Spiritual Luddists

Policy:
Seek War council, Village Council and any large agreements with Elders and Druids.

Druid Pictures:
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Shaman Pictures:
4-zzhHdhF0JX9xD5vCE0SJdnbXZ9y1dSSaSmsiimVZXEe27PO04BtdRy66onr8ug8m5ziAhBvK6cOYR5jwdjsgvTXzH185ObUQE7OlDae_P0MLf4PyxquOeNG5hdHDc5Tv0wE_ES


Elders:
AlFbpRZfWDR39a8gN8sutFxvwf_p8lpbpdAqBg7ARPnMusp_Zh4fKw_eSDeO5Kd-bHly4wLqrG31VFCu7RDnHWS6dPq3g6OoVASUt5t4JlNjC28zpPjT4XSkCTtyph-WKPsouZJS


Location: Left lower side of the map

Strengths:
Defenders since birth
They don't know much about technology. But we make sure they do know how to defend. Their every strike is filled with honor for their Gods. Their training comes day and night. The Gods themselves bless their weaponry, for melee is a much better sacrifice.
All Celtic units gain +2/+1 and an additional attack when fighting in melee. In addition, all units gain the ability Nuada’s Strength which changes their range to melee.

Children of the Great Ones
Nature is our God's domain, and our ally. Not the fires of industry, nor their cruel pawns are welcome here!
Forests you control are much harder to destroy-units attempting to do so have a -3 penalty. In addition, enemy units that enter a forest you control(within 1 tile of your settlements or a shaman) must roll a d10 with a DC of 5+. On failure, they have -1/-1 until the end of the next turn. Vehicles, machinery, and constructs roll twice and take the lowest, and take an additional -1/-1 penalty. If the enemy has tried to harm, cut down, or in general alter the forest then the DC is increased by 1, and on a 1 or 2, the unit takes 1 damage that cannot be saved instead.

Clan System
A system where for each of the clans each turn a d10 is rolled. High results give bonuses, but low results might have effects, such as demands, spats, or even infighting.

Falias can give bonuses to public order and action economy
Gorias can give army bonuses
Findias can buff your leader and heroes
Murias can give resources and population

Weaknesses:
Gods’ Orders
“I thought I told you to bring me this..” Lir said, his voice rising from the waves of the sea. “I’m Sorry mi’lord….” said the soldier. Lir was angered and made the sea difficult to navigate for the rest of the turn.

Machine Confusion
When up against Robots or Armored vehicles. The Children of The Gods have difficulty with proper tactics -2/-1

Military/Navy:

Unit Leader: King Prasutagus
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Stats
-3HP
- 3 atk/3 def
-trait:
"While in a forest, this unit can only be seen by other units 1-tile away, and only if they successfully pass a check of DC of 6+. If the stack is not spotted, then on the first round of combat your range counts as two higher"

Points
-+1 to atk
-+1 HP
-2: +2 to save(9+ if no save)

Unit Type: Foot Soldiers
Race: Human
Attack Type: Melee
Attack Bonuses: +1
Defense Bonuses: +1
Weaknesses:
Trait:
"While in a forest, this unit can only be seen by other units 1-tile away, and only if they successfully pass a check of DC of 6+. If the stack is not spotted, then on the first round of combat your range counts as two higher"
Food Soldiers Picture:
-wcRzRrr6OheDY93o8Ka6gQR7xfX_X9pyAvpBUV6_YA7KJ3woDnUEYrkWEOe67ssbhWz4FPLdL0sfjA0Tlka732pg85xqYliro6v62W7pqbQuBJKlkp6b_1a2IlBRzbGJRwN8ccG


Unit Type: Navy Fleet
Race: Human
Attack Type: Ranged
Attack Bonuses: +1
Defense Bonuses: +1
Weaknesses:
Trait: allows them to move an additional tile(on top of the increased movement all ships get), and have +1/+1 as a result of godly favor, but on a 2-turn cd afterwards
Navy Fleet Picture:
9NtDCv6XvvJTZwW2JNFa1Jfu8P5BOJBc2DxwycoIcQYTzIE9aVjEr5GTez_C9eHZZ-dUBhOMtNHm7eFv3KhwAgNYiBErr3JtughylWkhbNLgDLOZho4Os7Cqoo4ILDrU8PwgtMLd


Unit Type: Archers and Spearmen
Race: Human
Attack Type: Ranged
Attack Bonuses: +1
Defense Bonuses: +1
Weaknesses:
Trait:
Archers and Spearmen Pictures:
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Scouts:

The Aio Si
The Aio Si are Celtic Fae, mainly woodland fae in the country of the God-Kin.

Ability:

Fae Skin
This ability allows them to blend into woodland areas allowing for ease of camouflage and harder to spot along with their 1-2in. height.
(7+ on a d10 roll to spot)

Communication:

Fae Vision
The Aio Si can communicate with the Druidic Counsel through visions as well as straight to the Quen. The Druidic Counsel can then report it back to the Queen if needed.

Aio Si Pic:
3a79bcce3aa8577036951fe13b06ac55.jpg


Religion: Celtic Pantheon

Battle Deities:
The Morrigan (a group of Goddesses) over prophecy, war, death, enlightenment, and chaos

Dian Cecht God of Healing

Epona Goddess of horses, matron of Calvary men.

Anu Mother Goddess of the Earth and Fertility.

Lir God of Sea Patron of Sailors

Aine – (AN-yuh) Ireland; a woman of the Leanan Sidhe (Sweetheart of the Sidhe). Some said she was the daughter of Manannan, some said she was the Morrigan herself. There was a stone, Cathair Aine, belonging to her and if anyone sat on the stone, they would be in danger of losing their wits, sit three times and they would lose them forever. Aine was very revengeful, and it was not a safe thing to offend her.

Aine of Knockaine – (AN-yuh of knock-AN-yuh) Ireland; moon goddess and patroness of crops and cattle; associated with the Summer Solstice. Also Aine Cliach, and Cnoc Aine.

Amatheon – Welsh magician, son of Don, who taught his craft to his brother Gwyddion. His theft of a dog and a roebuck from Annwn (the Welsh Otherworld) caused Cad Goddess (The Battle of the Trees).

Angus Mac Og – Ireland; god of youth, love, and beauty. One of the Tuatha De Danann, name means “young son.” He had a harp that made irresistible music, and his kisses turned into birds that carried messages of love. His brugh, underground fairy palace, was on the banks of the Boyne River. Variants: Angus or Oengus of the Brugh, Angus Mac Oc.

Anu – Ireland; goddess of plenty and Mother Earth. Greatest of all Irish goddesses, deity of cattle, health, fertility, prosperity, and comfort.

Aoibhell – (Evill) Ireland; another woman of the Sidhe, she made her dwelling in Craig Liath. Legend has it that she gave a golden harp to Meardha, Murchadh’s son, when he was getting his schooling at the Sidhe in Connacht and learned of his father’s death. Whoever heard the playing of the harp would not live long afterward. It was this harp that Cuchulain heard the time his enemies were gathering against him at Muirthemne, and he knew by the sound that his life was near its end.

Arawn – Wales; god of the dead and the underworld Annwn. Only until Christian conversion, the Welsh didn’t look on the underworld as hell. God of revenge, terror, and the dead.

Arianrhod – Wales; goddess of beauty, fertility, and reincarnation. Known as Silver Wheel and the High Fruitful Mother, the palace of this sky goddess was Caer Arianrhold (Aurora Borealis). Keeper of the Silver Wheel of Stars, a symbol of time and karma. Her ship, Oar Wheel, carried dead warriors to Emania (Moon-land).

Badb – A daughter of Ernmas, she is called ‘the one who boils’, as in boiling the Otherworld cauldron of death and rebirth which she is thought by many to preside over, deciding the fate of those who have passed over into its great cosmic mix. In Celtic eschatology (end of world beliefs), it is Badb who will cause the end of earthly time by causing the great cauldron to boil over, engulfing the planet in a great wasteland. Badb prophesied the downfall of the deities (the Tuatha) to the humans (the Milesians) and many believe she also prophesied the Great Famine of 1845-1849.

Banba – Ireland; one of a triad of goddesses that included Fotia and Eriu.

Barinthus – (Welsh, Anglo-Celtic) A charioteer to the residents of the Otherworld who was once probably a sea or sun God. He is mentioned by Geoffrey of Monmouth in his Vita Merlini

Bel – Ireland, Wales; god of cattle, crops, fertility, fire, healing, hot springs, prosperity, purification, science, success. A sun and fire god closely connected with the Druids and the festival of Beltaine (May 1). Variants: Belenus, Belinos, Beli Mawr (Wales).

Belatucadros – (British) Celtic War God. According to some authors, he is the horned god of the North equating to Cernunnos. The Romans syncretized him with the god Mars. Britain) God of war and of the destruction. His name means “fair shining one”. The Romans equated him with their god Mars.

Beli – (Welsh) The primary Welsh father God, husband of Don, and father of Arianrhod. Also a minor sun God who some feel is the Welsh equivalent of Balor. Other scholars cite his name as being the origin of the name for the Beltaine Sabbat, though most of his associations are now deeply linked with Samhain. Now Beli’s principal role is that of the God of death and king of the Underworld. He is also linked to several of the legends concerning the sacred Pagan site of Glastonbury Tor where balefires were lit on Beltaine and Samhain up until the Commonwealth period (1640-1660). Some legends say that this site is the home of the death God Gwyn Ap Nuad, and that Beli purifies this site with his fires each Sabbat.

Also: Belenus (continental-European); Belinus, Belanos, Belinos (Anglo-Celtic); Belimawr; Beli (Welsh); Bel, Bile (Scottish); Beltane (Irish); Apollo-Belenus (Romano-Celtic)

Belisama – (Celtic) Goddess of light and fire, the forge and of crafts. She is the wife of the god Belenus (Beli) and the Goddess of the Mersey River.

Bellona – (Scottish) This battlefield Goddess is mentioned in the second scene of Shakespeare’s Mac Beth. Her name is probably a Latinized or corrupted form of Ireland’s Badb, a Goddess with similar properties. In Roman mythology she is a Mother Goddess and Goddess of war. She becomes syncretized with the Cappadocian mother Goddess Ma. The first known temple dedicated to Ma-Bellona by the Romans is dated to 296 BCE. Bellona was attended by Asiatic priests who performed frenzied dances and gashed themselves with swords, offering the blood on the Goddess’s altars. Because of its violent nature, Rome refused to officially recognize the cult until the third century CE.

Bladud – (Welsh, Anglo-Celtic) This ‘flying king’ was probably a regional sun God. He is associated with the sacred English hot spring known as Aquae Sulis, and area occupied heavily by Roman forces which appropriated many of the local deities. He is depicted in a famous stone carving near the spring as a very virile male figure with flaming hair, the radiant features making him unmistakable a sun God.

Blodeuwedd – (blod-oo-eeth) (Welsh) “Flower Face”; “White Flower”. Lily maid of Celtic initiation ceremonies. Also known as the Nine fold Goddess of the Western Isles of Paradise. Created by Math and Gwydion as a wife for Lleu. She was changed into an owl for her adultery and for plotting Lleu’s death. The Maiden form of the Triple Goddess; her symbol was the owl; goddess of the Earth in bloom. Flowers, wisdom, lunar mysteries, initiations. Blodeuwedd was created from the flowers of oak, broom, and meadowsweet by Gwyddion and Math as a wife for Gwyddion’s nephew Llew. This arose because Llew had been cursed by his mother, Arianrhod, that he would never win a bride of his own people. While Llew was away one day Blodeuwedd saw Gronw hunting in the woods and the two fell madly in love at first sight. She and Gronw made plans to kill Llew, but because he was no mere mortal, Gronw asked his lover to discover for him the secret of his death. Blodeuwedd coaxed the information out of Llew, and not only passed the information along to Gronw, but tricked Llew into being at the right place at the right time. At the moment of his death, Llew turned into an eagle and flew away. Gwyddion sought out Blodeuwedd to seek revenge, and for her punishment decided he would turn her into a bird, on which only lived by night, a carnivore whom other birds shunned and feared. Thus she became an owl. She can be viewed as a May Queen, bound in sacred marriage to sacrificial king who must eventually be sacrificed to her and through her to his people.

Boann – Ireland; goddess of the River Byone and mother of Angus Mac Og by the Dagda. She held the powers of healing. Variants: Boannan, Boyne.

Borvo – (Breton) God of healing. Borvo’s name means ‘to boil’ (similar to Goddess Badb), and he was a God of the hot springs. He replaced his mother, Sirona, in this function when her story was patriarchized. The spring he ruled had tremendous healing powers.

Bran the Blessed – (Welsh, Pan-Celtic) Also Bran MacFebal. His name means ‘crow’, or ‘Raven’. The brother of the mighty Manawydan ap Llyr (Ireland, Mannanan mac Lir) and Branwen; son of Llyr, and in Welsh sagas he is also the son of the Goddess Iweridd. Associated with ravens, he is the God of prophecy, the arts, leader, war, the Sun, music, writing. A master of the Isle of Britain, he is a cauldron-God, associated with a cauldron of regeneration which would revive the slain while leaving them voiceless. The giant of a man set out with an army to avenge the ill-treatment of his sister Branwen by her husband, King Matholwch of Ireland who blamed her for an insult they endured at their wedding. Nothing would stop his army’s progress, and he once laid down across the Shannon river so his forces could use him as a bridge to walk across. In the Battle of the Trees, he could not be defeated unless someone could guess his name (a common mythological ploy in western Europe) and Gwyddion was able to do this. His forces won the battle, but he was fatally wounded by taking a poisoned arrow in the foot. His cauldron destroyed, and he mortally wounded in a war to rescue his sister Branwen, he instructed his adherents to decapitate him and, after many travels, bear the head to London and bury it, where it would become a defense and a protection to the whole Isle. His grieving troops took his head to their stronghold at Harlech for a period of seven years where it talked and offered warnings and divinations. It then sat eighty-seven years at Gwales (a place unknown today), then it was taken to London where it was set facing France so that is could warn of invasion.

Branwen – (Manx, Welsh, Pan-Celtic) Sister of Bran the Blesses and wife of the Irish king Mathowch. Venus of the Northern Seas; one of the three matriarchs of Britain; Lady of the Lake (cauldron); Goddess of Love and Beauty. Welsh love goddess. In the Mabinogion, She is a central figure in being wed to the High King of Ireland and thereby encompassing the doom of both the Irish and Britons, when her brother Bran invades Ireland to rescue her from the degradation she experiences at the hands of a vengeful Court. A daughter of Manannan and Iweridd whose name means “fair bosom”. She is often equated with the Greek Aphrodite and is a Goddess of love, sexuality, and of the sea. She was married to Mathowch, a king of Ireland who fought a battle with Bran after a wedding feast insult. Her son Gwern was put in his place but immediately killed. She died of a broken heart during the war between Wales and England, which began with an insult at her wedding feast, which she believed was her fault. It had, in fact, been the deliberate act of Evnissyn, a jealous courtier who thrived on malicious mischief.

Brid – (Pan-Celtic) [breet or breed] Also Brigit, Brigid, Bride, Brighid, Bridget, Brigindo, and Banfile. Her name comes from the old Irish word brigh, meaning “Power”; “Renown”; “Fiery Arrow or Power” (Breo-saighead). Daughter of The Dagda and one of the Great mother Goddess of Ireland. At one time in History most of Ireland was united in praise and worship of her. She probably was one and the same with Dana, the first great mother Goddess of the Irish. Called the poetess, often called the Triple Brigids, Three Blessed Ladies of Britain, The Three Mothers. Another aspect of Danu; associated with Imbolc. She had an exclusive female priesthood at Kildare and an ever-burning sacred fire. The number of her priestesses was nineteen, representing the nineteen-year cycle of the “Celtic Great Year”. Her kelles were sacred prostitutes and her soldiers brigands. Goddess of fire, fertility, the hearth, all feminine arts and crafts, and martial arts. Healing, physicians, agriculture, inspiration, learning, poetry, divination, prophecy, smith craft, animal husbandry, love, witchcraft, occult knowledge. A major Celtic pastoral deity, described as a “wise woman. Brid became “Christianized” as St. Brigit of Kildare, who is said to have lived from 450-523 AD and founded the first female Christian monastery community in Ireland. In reality her shrine at Kildare was desecrated and adopted as a holy site by Christian missionaries who turned her into their Saint Brigit in an attempt to Christianize her pagan followers. She was originally celebrated on February 1 in the festival of Imbolc, which coincided with the beginning of lactation in ewes and was regarded in Scotland as the date on which Brigit deposed the blue-faced hag of winter (see Cailleach Bheur). The Christian calendar adopted the same date for the Feast of St. Brigit. There is no record that a Christian saint ever actually existed, but in Irish mythology she became the midwife to the Virgin Mary. The name can be traced into many Irish and European place names. It is also akin to Brahati which means “exalted one” in Sanskrit. In pre-Roman Britain, she was the tutelary Goddess of the Brigantes tribe, and like so many Celtic Goddesses, she has some reverend associations. Brid represents the supernal mother, fertility, and creative inspiration. She has also been worshipped as a warrioress and protectress, a healer, a guardian of children, a slayer of serpents, a sovereign, and a Goddess of fire and the sun. Still other sources say she was the Goddess of agriculture, animal husbandry, medicine, crafting and music.

Brigit – Ireland; goddess of agriculture, fire, healing, inspiration, learning divination, occult knowledge, poetry, prophecy, smithcraft. Her Gaelic name of Breo-saighead means “fiery arrow” or “fiery power.” Celts often referred to her as being three in one – the Triple Brigits or the Three Mothers. An ever-burning fire was kept in her honor by her nineteen priestesses who lived in a sacred temple at Kildare. She was also a daughter of the Dagda. Variants: Brid, Brig, Brigid, Brighid.

Brigatia – (British, Anglo-Celtic) “High One”; pastoral and river goddess. Associated with Imbolc. Flocks, cattle, water, fertility; healing; victory. Tutelary Goddess of the Brigantes of West Riding of Yorkshire. She became identified with Caelestis, at Corbridge Northumberland, there is an altar inscribed to various deities, including Caelestic Brigantia. In carved stone relief at Birrens, on the Antonine Wall in Scotland, she is depicted with the attributes of Minerva. She may also bear links with the Goddess Brigit. She is frequently associated with water and herding. She is the Goddess whose face and sovereignty are the source of the appellation Britannia for Great Britain. As a Goddess of sovereignty, she is usually thought of as the Brid of England. In 1667 Charles I had her face placed on the coinage where it remains today, reviving an old custom, first instituted by the invading Romans who adopted her as their own.

Britannia – (Romano-Celtic British) Tutelary Goddess. The genia loci of Britain who first appears on the coinage of Antoninius Pius in the 2nd century AD. She became the symbol of the British Empire after being partly syncretized with the war goddess Minerva.

Caer Ibormeith – Ireland; goddess of sleep and dreams; and perhaps a less violent version of Mare; daughter of Ethal Anubail, a faery king of Connacht. She often took the form of a swan who lived on a lake called Dragon’s Mouth, and wore a copious golden chain with 130 golden balls on a silver chain about her slender neck. She was loved by Aengus MacOg, god of young love. When he awakened from a dream of her he sought her out. After he found her, he too became a swan, and the two of them flew and sang the sweetest, most restful music ever heard upon this earth. Together they flew away to Bruigh na Boinne, his megalithic site north of Tara, where they sang so wonderfully that the whole of Ireland fell into a peaceful sleep for three days and three nights.

Caillech – Ireland, Scotland; goddess of disease and plague. A Destroyer, or Crone, goddess, she was also called “Veiled One.” As the Crone, she ruled with the Maiden and the Mother. Dogs guarded the gates of her afterworld realm where she received the dead. Celtic myth has her gatekeeper dog named Dormarth “Death’s Door.” Irish bards who could curse with satire were often called cainte “dog.”

Cernunnos – all Celtic areas in some form; god of animals, commerce, crossroads, fertility, reincarnation, virility, warriors, woodlands. Druids knew him as Hu Gadarn, the Honored God. Ancient Celtic images show him seated in a lotus position, naked, with antlers or horns on his head. Animals that were sacred to him: bull, ran, stag, and horned serpents. Variants: Cerowain, Cernenus, Herne the Hunter.

Cerridwen – Welsh; goddess of death, initiation, inspiration, magic, regeneration. Known as a moon goddess, Great Mother, and grain deity; wife of the giant Tegrid. She brewed a magical potion of wisdom in her cauldron, and forced the young Taliesin to stir it for a year and a day. When he accidentally swallowed the last three drops, he was transformed into a bard. Welsh bards once called themselves Cerddorion “sons of Cerridwen,” meaning they received their initiation from Cerridwen herself. Variants: Caridwen, Ceridwen.

Creiddylad – Wales; goddess of flowers, love. A daughter of the sea god Lir, connected with the festival of Beltaine and called the May Queen. Variants: Creudylad, Cordelia.

The Dagda – Ireland; god of the arts, knowledge, magic, music, prophecy, prosperity, regeneration. Known as the “Good God” and “Lord of the Heavens,” he was one of the high kings of the Tuatha De Danann and had four great palaces under hollow hills. Of his children, the most important are Brigit, Angus, Midir, Ogma and Bodb the Red. His magical cauldron had an inexhaustible supply of food and his oak harp made the seasons change.

Diancecht – Ireland; god of healing, magic, medicine, regeneration. Physician-magician of the Tuatha De Danann; his sons were Miach, Cian, Cethe, and Cu, his daughter Airmed was also a great physician. Variant: Dian Cecht.

Danu – Ireland; Mother of the Gods, she was goddess of rivers and wells, magic, plenty, wisdom. Possible aspect of Anu; ancestress of the Tuatha De Danann. Variant: Dana.

Don – Ireland, Wales; in Ireland, goddess who ruled over the Land of the Dead. In Wales, goddess of sea and air. For both, generally a goddess of the elements, communicating with the dead.

Donn – Wales; the sea goddess.

Druantia – several Celtic areas; goddess known as Queen of the Druids and Mother of the tree calendar.

Dylan – Wales; sea deity and the some of Gwydion and Arianrhod, this god was called Son of the Waves, and a silver fish was his symbol.

Eadon – Ireland; nurse of poets

Eiru – Ireland; daughter of the Dagda, her alternate name, Erin, was given to Ireland.

Elaine – Wales, Britain; a Maiden aspect of the Goddess, she was later transformed in the Arthurian sagas.

Epona – Britain, continental Gaul; goddess of horsebreeding, healing spring, prosperity. Called Divine Horse and the Great Mare, the goddess of horses was acknowledged and worshipped by Roman soldiers. Her symbols were horses and dogs.

Flidais – Ireland; goddess of forests, wild creatures. A shapeshifting goddess who rode in a deer-drawn chariot.

Goibniu – Ireland, Wales; god of blacksmiths, weapon-makers, brewing. One of a triad of Tuatha De Danann craftsmen, he was called the Great Smith. Weapons that he forged always hit their mark and made fatal wounds. The other two craftsmen were Luchtain the wright, and Creidne the brazier.

Gwethyr – Wales; King of the Upper world, this god was the opposite of Gwynn ap Nudd.

Gwydion – Wales; god of enchantment, illusion, magic. A son of Donn, the sea goddess, and brother to Govannon, Arianrhod, and Amaethon (god of agriculture). Known as a great wizard and bard in northern Wales. He was many skilled, like the Irish god Lugh, he was a shapeshifter whose symbol was a white horse.

Gwynn ap Nudd – Wales; first known as King of the Fairies and Lord of the Underworld, this god later ruled over the Plant Annwn, subterranean fairies.

Llew Llaw Gyffes – Wales; son of Arianrhod and raised by his uncle Gwydion. A curse prohibited him from having and earthly wife, so his uncles made him one out of flowers and named her Blodeuwedd. She and her lover, Gronw Pebr, plotted Llew’s death, but because of Llew’s divine origins, the death simply became an annual duel between the two men. His symbol is a white stag, and is celebrated on August 1, the Celtic ceremony of Lunasa.

Llud Llaw Ereint – Wales; God of harpers, healing, poets, smiths, sorcerers, and waters.

Llyr – Ireland, Wales; god of sea and water, may have also ruled the underworld. The father of Manawydan, Bran the Blessed, and Branwen.

Lugh – (Loo) Ireland, Wales; a sun god of all crafts and arts, healing, journeys, prophecy. Son of Cian, a Tuatha De Danann. Of legend, his skills were without end; in Ireland he was associated with ravens; and a white stag as his symbol in Wales. He had a magic spear and otherworldly hounds. His festival was Lughnassadh, or Lunasa – August 1. Variants: Llew, Lug, Lugus, Lugh Lamhfada (of the long arm), Lug Samildananch (much skilled).

Macha – Ireland; goddess of cunning, death, sheer physical force, war; protectoress in both battle and peace. Known as Crow, Queen of Phantoms, and the Mother of Life and Death, she was honored at Lunasa. Variants: Mania, Mana, Mene, Minne.

Manannan Mac Lir – (May-nah-naun) Ireland, Wales; a shapeshifting god of the sea, magic, navigators, commerce, storms, rebirth, weather. The chief Irish sea god whose special retreat was the Isle of Man. In Wales his name was Manawydan ap Llyr. He had several magical weapons and a suit of armor that made him invisible; and his swine kept the Tuatha De Danann from aging.

Margawse – Wales, Britain; originally a Mother Goddess, she was transformed in the later Arthurian sagas.

Math Mathonwy – Wales; legend has him as a king who was also a god of enchantment and magic.

Merlin – Wales, Britain; god of all forms of magic and prophecy, healing, illusion, the arts. Originally an ancient Welsh Druid, priest of the fair religion, and great magician. He was transformed in the later Arthurian sagas. Tradition says he learned his powerful magic from the Goddess in her forms of Morgan, Viviane, Nimue, and Lady of the Lake. Legend says he now lies sleeping in a hidden crystal cave. Variants: Merddin, Myrddin.

Morrigan – Ireland, Wales, Britain; a shapeshifting war goddess of lust, magic, prophecy, revenge, war. Known as Great Queen, Supreme War Goddess, Queen of Phantoms, and Specter Queen, she kept company with Fea (hateful), Badb (fury), and Macha (battle). Variants: Morrigu, Morrighan, Morgan.

Neit – Ireland; god of battle.

Niamh – (Nee-av) Ireland; possible form of Badb, this goddess was called Beauty and Brightness and helped heroes at death.

Nuada – (Noo-ada) Ireland, Wales; god of harpers, healing, historians, magic, poets, warfare, writing. King of the Tuatha De Danann at one time, he had to step down when he lost his hand in battle; it was replaced by a silver one. Variants: Lud, Lludd, Llaw, Ereint, Nudd, Nodens.

Ogma – God of eloquence, inspiration, language, magic, music, physical strength, poets, writers. Invented the Ogam script alphabet and carried a huge club similar to Hercules’. Variants: Oghma, Ogmios, Grianainech (sun face), Cermait (honey-mouthed).

Pwyll – Wales; god of cunning, virture. Called Pwyll pen Annwn (Pwyll, head of Annwn) because he replaced Gwynn ap Nudd as ruler of the underworld at one time.

Scathach – (Scau-ahch) Ireland, Scotland; goddess of healing, magic, martial arts, prophecy. Called the Shadowy One, She Who Strikes Fear, and the Dark Goddess, she was a warrior woman and prophetess who lived in Albion, possibly on the Isle of Skye, and taught martial arts. Variants: Scota, Scatha, Scath.

Taliesin – Wales; god of magic, music, poetry, wisdom, writing. Known as Prince of Song, Chief of the Bards of the West, and Patron of Druids, he was a great magician, bard, and shapeshifter who gained his knowledge from the goddess Cerridwen directly.

White Lady– all Celtic countries; goddess of death and destruction. Called the Dryad of Death and Queen of the Dead, this goddess was a Crone aspect of the Goddess.

The Tuatha Dé Danann were in the northern isles of the world, learning lore and magic and druidism and wizardry and cunning, until they surpassed the sages of the arts of heathendom. There were four cities in which they were learning lore and science and diabolic arts, to wit Falias and Gorias, Murias and Findias. Out of Falias was brought the Stone of Fál, which was in Tara. It used to roar under every king that would take the realm of Ireland. Out of Gorias was brought the Spear that Lugh had. No battle was ever won against it or him who held it in his hand. Out of Findias was brought the Sword of Nuada. When it was drawn from its deadly sheath, no one ever escaped from it, and it was irresistible. Out of Murias was brought the Dagda’s Cauldron. No man ever went from it hungry. Four wizards there were in those four cities. Mór-fesae was in Falias: Esras was in Gorias: Uscias was in Findias: Semias was in Murias. Those are the four poets of whom the Tuatha Dé learnt lore and science.
Now the Tuatha Dé made an alliance with the Fomorians, and Balor, grandson of Nét, gave his daughter Ethne to Cian son of Dian-cecht, and she brought forth the gifted child, even Lugh. The Tuath Dé came with a great fleet to take it perforce from the Fir Bolg. They burnt their barques at once on reaching the district of Corcu-Belgatan, so that they should not think of retreating to them; and the smoke and the mist that came from the vessels filled the neighbouring land and air. Therefore it was conceived that they had arrived in clouds of mist.
The first battle of Moytura was fought between them and the Fir Bolg; and the Fir Bolg were routed, and a hundred thousand of them were slain, including their king Eochaid son of Erc.In that battle, moreover, Nuada's hand was stricken off—it was Sreng son of Sengann that struck it off him— so Dian-cecht the leech put on him a hand of silver with the motion of every hand; and Credne the brazier was helping the leech. Now the Tuath Dé Danonn lost many men in the battle, including Edleo son of Alla, and Ernmas, and Fiachra and Turill Bicreo. But such of the Fir Bolg as escaped from the battle went in flight unto the Fomorians, and settled in Arran and in Islay and in Mann and in Rathlin.
A contention as to the sovranty of the men arose between the Tuath Dé and their women; because Nuada, after his hand had been stricken off, was disqualified to be king. They said that it would be fitter for them to bestow the kingdom on Bres son of Elatha, on their own adopted son; and that giving the kingdom to him would bind the alliance of the Fomorians to them.
After the Second Battle of Moytura, the Fir Bolg and Fomorians were wiped out due to war and a plague that swept the lands. Boudica rose to power with her Husband many years afterwards these Battles. It is still said the Gods of the Tuatha Dé Danann still roam the earth of their lands today.
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NPC Nation Unlocked


Country Name: The Holy Order of The Sun
Capital City: The Holy City of Asher
Country Flag:
1591792218188.png

Leader of Country: The Council:
Lord Goshfeld of House Tarkun
See the source image


Lady Rosangela of House Mina
See the source image


Lord Gossamer of House Jimor
Mens-Silk-Satin-Pajamas-Set-Pajams-Pyjamas-Long-Set-PJS-Sleepwear-Loungewear-S-4XL-Plus-Stripped.jpg


Lady Isabella of House Niberage
See the source image


Mystery Member????

List of Races within Country: 90%
Humans, 10% various other races
Temperament: Peaceful Expansionists
Nation Ethics: (Primary: Spiritualist, Secondary: Militarist)
Government: Hereditary Council
Policy: Caste System: Everyone has been trained since a young age in order to perform the tasks that their caste is responsible for. Those that have not changed castes through the Exams, gain a slight bonus to one thing. Warrior gain +1 Attack, Engineers decrease construction by 1 Resource, Scouts have +1 move, etc.
Religion: The Light of The Sun
Climate: (Describe the sort of location your capital would be)

Strengths: Religious Upbringing: Every citizen of the Holy Order of The Sun has been educated on The Light and as such are much more mentally resistant to conversion or perception inducing effects. +2 Resistance (+4 Resistance for Priests and Holy Warriors)
Strong Builders: All structures and settlements have +1 Defense due to the attention of detail on all construction
Warrior Caste: The Warrior Caste goes through rigorous training since childhood. Troops are trained at -1 Resource/Turn to a minimum of 1

Weaknesses: Party Hard: While The Holy Order works hard, they also party extremely hard as well. During events that are considered large scale parties happen, Resources Decreases by 2, Happiness increases by 2. Order has a change to drop by 1 on a roll of 8+
Command Structure: When in combat, if the most powerful unit is killed, all troops have -1 Defense due to the disruption in the chain of command

Units: Warrior Caste Grunt
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Unit Type: Basic Infantry
Attack Type: Medium Ranged/ Short Range
HP: 1
Attacks: 1
Atk: 0(1)
Def: 0(1)
Movement: 1
Save: None
Basis: Tech
Preference: Prefers to attack basic ranged and melee attackers first
Ability: Warriors are capable of using the surrounding areas to their advantage in combat. (+1 Defense)

Basic Engineer Caste
See the source image

Unit Type: Basic Combat Engineers
Attack Type: Medium Ranged/ Short Range
HP: 1
Attacks: 1
Atk: 0
Def: 0
Movement: 1
Save: None
Basis: Tech
Preference: Prefers to attack melee attackers
Ability: Hunker Down: Before Combat builds Trenches with Palisades(Costing 2 Resources-1 Resource for Caste System) gives the troops a +2 Defense during Combat

Light Scout
See the source image


Movement :1(3)
Ability: Endurance training: Capable of moving +1 Extra spaces due to intense training
History if Applicable: (If you wish to provide history about your country or how it came to be.)
 
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Country Name: Astoria Dominion
Capital City: Sahucet
Leader of Country: Bladecaster Maurine
List of Races within Country: Elven
Temperament: (Solitary, cautious, proud)
Nation Ethics: (Spiritualist, Militarist)
Government: Autocracy
Policy: Elven Superiority: When fighting non elven units, they gain +1 attack because they are superior
Climate: Tundra
Strengths:
Venerable : The elves venerate their elders, giving them greater understanding of the world around them. Gains +1 Resource from Mountains, Forests and Mines
Communal : The elves are a communial people and as such do everything together. For every unit trained, a second unit is trained at half cost to a minimum of 1
Resilient : The elves train night and day to become tougher than others. Units gain +1 Defense
Weaknesses:
Slow-breeders:
The elves produce at a much slower rate than other races. Every settlement only produces 1 pop instead of 2
Sedentary: Due to the elven sedentary lifestyle it takes longer for construction. Construction takes 1 additional turn and costs 1 more resource
Units:
Tier I:

Elf Assassin:
foot-soldiers of the Astoriel Dominion. They work in a squad of four to six depending on the situation, wielding magic infused daggers and throwing blades.can attempt to assassinate 1 infantry unit on a 8+

Elf Riders: Basically Elf Assassins on motorbikes or ATVs for high speed chases or time sensitive missions. Superior Speed: Has +1 movement

Elf Scout :Get a scout unit that moves for free every turn, gets an ability, but can not fight

History if Applicable: The still proud Children of Carcassoné, stripped from their magicks from birth after failing a task, grow stagnant over the years in their own realm.

Ties were cut, and no elves of Aeldar venture outside their realms. From pride or shame one would always say the former. But in truth they were ashamed, they were called the protectors of the realms once.

All have heard of Aeldar Dominion, the mighty and just. Now crumpled to a shadow of its former self.

Rebranded and reforged through the icy hell, the once known as Aeldar Dominion resurfaces as the Astoriel, far from their wooded green homes and into the ice-pan that is Sahucet crossing.
 

  • Country Name
    Mara-Sara

    Capital City
    Voicinda

    Country Flag
    kjuhygtf.png

    Leader of Country

    Duchess Rima Soll and Protectorate Vult Azzarr

    Leader Appearance
    rsva.png

    List of Races within Country

    (Saar (S) / Sari (P) , High Elves , Wood Elves)

    Temperament
    Peaceful

    Nation Ethics
    Peaceful (Primary) / Socialist (Secondary)

    Government
    Saram (A government led by two leaders , one in charge of the civilians (referred to as either Duke or Duchess) and one in charge of the military (referred to as Protectorate or Protectoress but the collective name for them is The Tiber)

    Policy
    Cultural Adaption - They love everything about they culture and traditions but they love the culture and traditions of other nations to and would be more then open to learning.

    Racial Trait
    Unnatural Talent - Sari are extremely talented beings ranging from alluring voices making great singing possible , their talent in crafts such as woodworking and sculpting all the way to creativity in painting and music making.

    Climate
    Spring/Summer kind of Climate (Kind of like a paradise of green trees , colorful flowers and warm but not to warm weather with crystal clear waters)
 
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Country Name: The Tenebrous Dominion (The Dark Lands)

Capital City: Nox

Country Flag:
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Leader of Country: The Council

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(9) Media Tweets by イワン (@102938w) / Twitter
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Sisters of Ice by AMSBT XO #digital #illustration


Mozenrath the Dark Fae Tyrant
Titania the Light Fae Queen
Morganna the Night Empress
Zetian the Mountain Guard

List of Races within Country:
Light Fae, Dark Fae, Vampires, and Dragons are the most represented races of the Dominion, but there also exist other creatures of the night such as cyclops, werewolves, and fairies.

Temperament: Expansionist

Nation Ethics: (P)Xenophobe (S) Militarist

Government: Oligarchic Monarchy

Policy:

Power Equals Order - The most powerful creatures of the Tenebrous Dominion sit upon the thrones which govern each of the major races within the nation. With each race clearly represented and their needs known, order is maintained by their respective monarchs. (Order in the Tenebrous Dominion cannot fall below 0 while all four monarchs live.)

Climate: Mountainous and forested

Strengths:

Centuries’ Knowledge - The Vampires of the dominion have centuries worth of technological knowledge and the whole nation benefits from it. (Research costs reduced by one turn.)

Supernatural Labor: The various creatures within the dominion are taught to utilize their unique talents to see greater rewards from labor work. (+1 Resource gathered for every 10 Population.)

Unified Front - Armies with a mixed comp put up a harder fight against outsiders. (+1 Def to armies with more than two different units.)

Weaknesses:

Foreign lands - When in unclaimed lands units must wait one turn before settling or building any structure.

Machine vs Organism - The dominion’s mechanical troops sometimes hinder the organic ones. Roll a d10 at the start of every fight. If a 7 or higher is rolled then the living unit will begin battle disoriented. (-1 def)

WORMS (Dark Fae)
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Unit Type: Scout
Ability: Can scout adjacent tiles using a spyglass.

CYCLOPS (Dark Fae)
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Unit Type: Armored
Attack Type: Mid-Ranged, Melee (Anti-Armor)
HP: 1
Attacks: 1
Atk: 0
Def: 1
Movement: One tile per turn
Save: N/A
Basis: Other
Preference: Infantry and Armored units
Trait: Stone Eye - The Cyclops of the Dominion’s army are capable of turning enemies to stone with a beam fired from their eye. (Paralysis lasts for 1 turn)

THE HORDE (Dark Fae)
The might of Sauron by DiegoGisbertLlorens on DeviantArt

Unit Type: Infantry
Attack Type: Melee
HP:
Attacks: Once
Atk: 0
Def: 0
Movement: One tile per turn
Save:
Basis: Tech
Preference: Infantry, Spearmen
Traits: Berserk - When an allied infantry unit perishes in battle, this unit will rampage forward without fear of death. (+1 ATK)

AURUM KNIGHTS (Vampire)
Iskar the Believer from Terra Battle

Unit Type: Archer Cavalry
Attack Type: Long Ranged
HP:
Attacks: Once
Atk: 0
Def: 0
Movement: 2 tiles per turn
Save:
Basis: Magitech
Preference: Infantry, Archers, Cavalry
Traits: Fists and Hind Legs - This unit can engage in cqc when approached by melee units.

NIGHT RAILGUNS (Vampire)
-53XIYxh0vbTFYpjyxkjiZmxgmv77KsSxuRonLcXbkNxQEx2gFIvifvTltIKA1R1QN6TeqC5Dw0EjLqoL8_rCT2BL2zxdSo6X_HJS_z9Ss7-OgZS2MdBoBBKIDsU7hDZwUJMG3Xa

Unit Type: Artillery
Attack Type: Ranged (AA, Anit-Armor)
HP:
Attacks: Once
Atk: 0
Def: 0
Movement: One tile per turn
Save:
Basis: Tech
Preference: Armored and Air units
Traits: Explosive Shots - Once every two turn this unit can fire off a bolt that will explode upon contact with anything.

LEVIATHANS (Vampire)
Battleship by stevejungart | Sci-Fi | 2D | CGSociety

Unit Type: Naval
Attack Type: Long & Mid-Range (AA, Explosive)
HP:
Attacks: Once
Atk: 0
Def: 0
Movement:
Save:
Basis: Tech
Preference: Aerial unit, Infantry, navy
Traits:

LIGHT SPEARMEN (Light Fae)
kXximK_wnqAI-s3RosDD8av8k3Bp33a_VntSH0TvXTAyecBa2i3q-b7yCH6crvq4I3XBXbaQ-Y2oSBC_lQXyI2erRuSoccO0eaA2v6L4Fkcsha3r3btx1I5XdYvTLQZnti4dUZ7K

Unit Type: Spearmen
Attack Type: Melee, Mid-Ranged
HP:
Attacks: Once
Atk: 0
Def: 0
Movement: One tile per turn
Save:
Basis: Magitech
Preference: Cavalry and Archers
Traits: Javelins - When faced with airborne units, this unit can hurl their spears as javelins. If the unit dies the spears are retrieved.

FIRE DRAKES (Dragon)
SOfZGGQcn75fNGSitkZ-jyfXKV4kmrPJ6Xd2du7YnZucgVp57hpl2XOnEYA6XuWfXUOt1ytv0s7pcLEpjQ9joloMg7SwhJ8ofT0-uC6BpOXKhE4b8ycUUUjzoK8QkGUMR-bRxjNo

Unit Type: Aerial
Attack Type: Long to Close range (Fire)
HP: 1
Attacks: Once
Atk: 0
Def: 0
Movement: 4 tiles per turn
Save: 0
Basis: Other
Preference: Flying, Infantry, Cavalry units
Traits: Burning Inspiration - Fire Drakes inspire allies to fight harder when they appear on the battlefield. (+1 atk to all allies)

History if Applicable:

War. It is a multi-species inevitable fact of life. Long ago the four major races of the Tenebrous Dominion were at war with one another constantly. Fighting for space, resources, and sometimes just because they could. The dragons, vampires, light and dark fae were not the only ones that suffered though. When the plague swept across the continent, it seemed they would rather fight each other than survive. One dragon saw the lunacy in all the fighting and decided to put an end to it for good.
Zetian the Mountain Guard and dragon leader was the one who put an end to the fighting when she scorched the ground so bad it burned for days, forcing the fighting to stop and also creating the borders between every kingdom. With the plague at the doorstep each of the small nations chose one leader to represent them and thus the council was formed. Since then they have been relatively stable and the kingdom has been growing.
 
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Country Name: Takrian Exile Fleet
Capital City: Queen of the Crimson Ocean arkship
Flaga.png

Leader of Country:
High Admiral Zarek-Rit Arvan

List of Races within Country:
Takrians are an alien species, originating from the world of Nazgir. They have a humanoid body shape, and proportions similar to humans. Their skin ranges in tone, from dull yellows, through various greens, up to multiple shades of blue. Their heads, instead of hair, are topped with a covering of soft scales, matching their skin in colour. The scaled area extends down the neck to cover the back and arms of an individual. They have two eyes, with slit pupils, and irises that cover the entire globe, giving it a more or less solid colour outside of the pupil. Takrian ears and noses are internal, merely presenting themselves as holes on the outside of their heads, in the places one would expect.

For the past 700 Vachoran years, takrians have existed in the form of a refugee group, living on a small fleet of starships to find a new planet to settle after their homeworld became uninhabitable. While previously they had many cultures and languages, like every sentient race, over the course of their exodus these groups have blended together, in the end creating what essentially is a singular takrian culture and language. Due to their precarious near-extinction position, takrians have developed a sense of loyalty not to an ideology or a nation, but to their own species.

Temperament:
Defensive, peaceful expansion

Nation Ethics:
(1) scientific; (2) materialist

Government:
A naval command chain

Policy:
A new home - Having just arrived on Vachore, takrian admiralty focuses it's efforts on rapidly establishing a foothold and economic infrastructure. Buildings cost 1 less resources and take 1 less turn to finish (minimum of 1)

Climate:
Fleet positioned on upper orbit; inside environment artificially kept similar to tropical regions of Nazgir

Strengths:
Terraforming expertise - In the dying ages of Nazgir, takrians focused much of their scientific efforts on attempting to save the planet. While it was not successful, that effort has led to the creation of extremely effective terraforming equipment. Takrians can build a mobile terraforming spire and use it to permanently alter the environment in an area. In Nazgirian environment, non-takrian units suffer a -1 defence penalty.
Exile fleet - Takrians have arrived on Vachore on board their exile fleet, a collection of self-sustained starships. These great vessels are still conducting their operations in orbit, and ready to provide support planetside. However, due to logistical and communication bottlenecks, only some of these capabilities can be used. Once per turn, one orbital support action can be called in.
Prefabricated structure transport - A prefabricated building is shipped in from orbit, and set up within a settlement. Grants a free build action. Can only build tier 1 and 2 structures, unless an orbital logistics hub is present.
Asteroid mining cargo - As the exile fleet mines asteroids for repairs and ship construction, some excess materials are stockpiled on board. With a few additional shuttles assigned to orbital transportation, some of this excess can she moved to the surface, where it can be used more easily. Gain 2 additional resources this turn. +1 for every orbital logistics hub on the planet.
Terraforming supplies shipment - A large cargo of terraforming supplies is brought in from the fleet. Allows a free terraformation of a tile adjacent to a settlement. If an orbital logistics hub is present, terraformation radius is increased to 3 tiles around the settlement.
Refugee settlement surge - Volunteers from the portion of civilian population still living in the arkships are given passage to the surface. A selected settlement receives 1 population. If the settlement has an orbital logistics hub, receive 2 population instead.
Orbital logistics support - A squadron of suborbital transport shuttles is dispatched, taking up a stack of up to 10 units and deploying them in any place of the globe. If either the pickup or dropoff tile is within 5 tiles of an orbital logistics hub, the maximum number of units transported is increased to 15.
Railgun saturation bombardment - One of the exile fleet's military vessels is brought into position and bombards a chosen tile with its naval railguns. Every unit on the tile rolls a d10. On a 9+ that unit is killed. If the target tile is within 10 tiles of an orbital logistics hub, add +1 to enemy unit destruction rolls. If the target tile is a settlement, reduce its defence level by 2 for the duration of the turn, by 4 if the target is within 10 tiles of an orbital logistics hub.
A unique building, can be built in settlements of level 2 and above. It costs 6 resources and 3 turns to build. Its presence increases the effectiveness of orbital support from the exile fleet.
Desperate innovation - As their world slowly wasted away in the increasingly harsh shackles of winter, takrians have learned to embrace innovation whenever there is a possibility. This trend continued with the exile fleet, as what few inventions could be made on board were used to better the fleet chances of survival, and increasing the hopes of someday restoring Nazgir to its original state. This scientific eagerness can reduce either research time or cost by -1 (to a minimum of 1).

Weaknesses:
Unused to the arcane - Nazgir was entirely devoid of any magic, and their arrival on Vachore is the first time takrians have encountered the supernatural. Having no techniques of defence against them, magical attacks made against takrian units are made at -2 defence.
Alien environment - Originating from the distant Nazgir, takrians are unsuited to fighting in local climate. Any combat taking place in unterraformed environment results in -1 defence penalty to takrian units.

Units:
Formerly the defenders of takrian ships on their exodus across the stars, the marines are now deployed planetside, to secure a new home for those they seek to defend. Clad in grey pressurized combat armour and wielding bullpup assault rifles as their primary weapon, as well as sidearms and combat knives as backup, the marines are the frontline of takrian search for new home.
Unit Type: Infantry
Attack Type: Standard, medium/short ranged
HP: 1
Attacks: Once
Atk: 0
Def: 0
Movement: 1
Save: No
Basis: Technology
Preference: Infantry
Ability: Trained for close-quarters combat in the confines the takrian ships, the marines are experienced in close range engagements, being able to deal with short ranged and melee attackers efficiently. Unit gains a bonus of +1/+1 when fighting as a short ranged unit. Enemy does not receive bonuses for fighting from shorter range against this unit.
Named after a species of lizard-like creatures originating on Nazgir, the akurii was designed to be used as a general purpose light vehicle, from scouting to ferrying troops and casualties. However, seeing as the fleet had little need or desire to produce heavier combat vehicles, it was also adapted to act as fire support for infantry using a mounted machine gun.
Unit type: Light vehicle
Attack type: Standard, medium ranged
HP: 1
Attacks: Once
Atk: 0
Def: 0
Movement: 2
Save: No
Basis: Technology
Preference: Infantry
Ability: Being designed to ferry troops among other things, the akurii can transport up to three squads of infantry, changing their movement to be equal to its own, and applying any movement effects affecting it, for the duration of the turn as long as they move together.
A mobile version of takrian terraforming equipment, while it is practically defenceless, it can be used to bend the environment to the user's will, creating either a paradise for the colonists, or a hell for those who would bring harm to the exile fleet.
Unit type: Special
Cost: 4 resources
Attack type: Standard
HP: 1
Attacks: Once
Atk: -4
Def: -4
Movement: 1
Save: No
Basis: Technology
Preference: Infantry
Ability: Only two terraformers may be constructed at the same time. Given 4 turns of time, can change the environment of a tile. If two are used on the same tile, time is decreased to 2 turns.
An flying unmanned drone, used by the exile fleet for various research and scouting purposes, both planetside and in space.
Unit type: Scout
HP: 1
Save: No
Movement: 1
Save: No
Basis: Technology
Ability: Being made for evaluation of planets and asteroids by the fleet, the flying probe is capable of atmospheric re-entry, and is equipped with a set of single-use boosters, allowing it to reach orbit. The probe can rise into orbit and descend on any chosen point of the globe. However, using this ability burns out its secondary thrusters and damages its heat shielding, preventing the use of it until the drone is reequipped at a friendly settlement.

History:
Takrian species has evolved on Nazgir, a world in a distant star system. The planet was once similar to Vachore, having multiple distinct climate zones, deep oceans and a surface teeming with life, except it was completely devoid of magic. It was ruled by a collection of nations, bickering and separate just as on every planet without a central government. However, at one point, a rogue planet passed into the system and was caught in their sun's gravity well. As takrian scientists soon realized, this seemingly harmless new arrival would have grave consequences for Nazgir itself. New planet's gravity pull changed Nazgir's orbit. While it would eventually stabilize, it would do so too far away from the fun to support life as it has to this day. Faced with the prospect of extinction, the nations of Nazgir desperately joined together to do anything in their power to stop the climate change. Several generations passed, while more and more of the planet froze over. Despite their best efforts, takrians have realized that Nazgir was too far gone to be saved, at least not before they all died. While they would be unable to save their homeworld, the remaining takrians decided upon a new plan. They would build great spaceships, and have as many people board them as possible.

And so, the arkships forming the basis of the current Exile Fleet were created. Takrians left their dying homeworld behind, in hopes that their children would manage to settle a different planet, and in the distant future, maybe even return to Nazgir, with sufficient technology to return it to a habitable state. With holds full of genetic data, enough to reproduce Nazgirian biosphere on alien worlds, and passenger bays housing as many as reasonably could be saved, the exodus began. For generations since the Exile Fleet has wandered the stars, always being turned away by other spacefaring races or finding worlds uninhabitable for one reason or another. While their newest find is already inhabited, the scattered state of its current population has given the current generation of takrians hope: perhaps, they will be able to carve out a future for their species here, on Vachore.​
 
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Country Name: legion of the lost
Capital City: The factory
1599953916685.png
Country Flag:
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Leader of Country: commander gacken
List of Races within Country: Gelickos
itHEBKPCQ9yuHqovfYWBqryJjR0OVtglK564D2Xgql0DtOVIFFe-JMuhI67lQJAQsUbCLdocp6aQuKn3n5yge4W5YSuJMNtaDCtMmBwoltxEpN0MpeFjIwx-WPDfWlL_j6pAHhep

Temperament: mercenary like?
Nation Ethics: Primary: technophile. Secondary: militaristic
Government: dictatorship determined by way of promotion and rank.

Policy: Mercenaries: Friendly and enemy nations can recruit Gelicko units as mercenaries. The Gelicko nation receives 25% of any fees paid for those mercenaries.

Climate: there walking factory home is oppressively hot ad humid… exactly what these little geko bois love anywhere else aside form the sweltering interiors of their mechs is uncomfortably for them.

Gelicko‘s Strengths:

-Mech Specialists: Gelickos units are 0/1 and have a 10+ save as default.
-Big Eyed, Big Hearts: Gelickos units provide +1 order to the settlement they are in (friendly nations included)
-”how is it still standing!”: At the end of every turn a Gelicko unit has "died", roll a D10 for each dead unit. On a 10 it is revived

Weaknesses:
The great factory: units can only be produced at the nation's capital… the capital to be walking tho
-Soft and Squishy: Outside of their mechs Gelicko's are extremely squishy. As such mechs are compulsory for combat. +1 turn to unit recruitment.


Units:

Name: grimbard
Image:
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Unit Type: armoured?
Attack Type: normal/medium range
HP: 2
Attacks: 1
Atk: 0
Def: 1
Movement: 1
Save: 10
Basis: tech
Preference: infantry
Trait: assault box: the heavy armor and redundancy system of the grimbard let it keep fighting even after it should have been brought down +1 hp


Name: hunturk
Image:
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Unit Type: armoured
Attack Type: long range: anti-armor/short range:normal
HP: How many hits a unit can take.
Attacks: 1
Atk: 0
Def: 1
Movement: 1
Save: 10
Basis: tech
Preference: armor
Traits: bayonet charge: the bayonets of the hunturks are not just for show, a army consisting of only hunturks can forgo there attack to instead change into melee, allowing it to move +1, but only at a enemy unit, infantry and light armor that couple the same tile as the one the hunturk ends on, after a charge receive a 0/-2 until the next turn

Name: scuttle truck
Image:
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Unit Type: light vehical/scout
Attack Type: none
HP: 1
Attacks: 0
Atk: 0
Def: 1
Movement: 1
Save: 10
Basis: tech
Preference: none
traits: munitions deployments: when an army only contains scuttle trucks gain +1 movement, however when in a mixed army the scuttle trucks give +1 attack to all other units.
 

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Voltaria
  • Capital City: Broodnest

    Currency: Twiggs

    Leader of Country: Alpha Zinnaith

    List of Races within Country: Bird-People

    Temperament: Peaceful

    Nation Ethics: Peaceful, Technophobe

    Government: Dictatorship

    Policy: The Early Bird Gets the Worm (deal additional +1 damage if troops strike first)

    Climate: Temperate
    image0.jpg
 
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