What's new
  • This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Nation Building Nation Sheets

Main
Here
OOC
Here
Characters
Here
Lore
Here
Other
Here

Trektek

Happy Necromancer
Nation Sheet



Below is the CS to apply for the RP. For your benefit there is an example below the template so please take a look at it. If you need any help then please do not hesitate to ask, we're here to help!

-----

Nation Name: (Simple)

Capital City: (Simple)

Nation Flag: (Picture required but if struggling get in touch with Sully)

Government: (Do they have an elder council? Democratically elected officials? Crazed dictator?)

Leader: (A few lines or paragraphs on your countries leader and who they are)

List of Races: (What races make up your nation? Humans? Elves? Etc)

Temperament: (Is your nation peaceful? Aggressive? Militaristic? Money hungry? Etc)

Religion: (What are your nations religious beliefs? The more detail the better)

Preferred Region: (Does your nation like living on the coast? Mountainous areas? Grasslands? Etc)

End Goal: (What is your nation's ultimate goal? This will help us create your nations quest line to unlock a unique buff)

Policy: (Select from the preselected list or create your own. Bonus will be confirmed by GM.)

Strengths: (What three things is your nation good at? We will create in game buffs to match your choices.)

Weaknesses: (What two things is your nation weak at? We will create in game debuffs to match your choices.)

Starting Units: (Use the unit creation rules to create up to two basic units and one elite. You start the game with three basic and one elite on your capital.)

Name: (Warriors, soldiers etc, whatever you like)
Type: (Troop or Elite)
M: (Movement value on the map, default 1)
HP: (How many successful hits to kill, default 1)
Attacks: (How many dice to roll when this unit attacks, default 1)
Atk: (Units attack modifier, default 0)
Def: (Units defence modifier, default 0)

Trait: (What is special about the unit? Heavy armour? Quick? Special tactics?)

History: (As long or short as your want, provide a background to your nation.)




Example




Example

Nation Name:
The Human League

Capital City: Londinium

Nation Flag:





Government: Democratically elected officials make up a senate headed by a President.

Leader: Michael Sanchez - A humble man whose heart is always in the right place. He puts the needs of the people first but often finds this feeling contradicts that of the far more selfish nature of the Senate.

List of Races: Humans primarily with small districts made up of immigrants elves, orcs and dwarves. Non-humans are considered lesser citizens however after military service they and their families can earn official citizenship.

Temperament: Capitalism rules the heart of the Human League although with money comes a military. They will readily protect their interests.

Religion: Firmly atheist.

Preferred Region: Coastal.

End Goal: To have an abundance of wealth.

Policy: Financial security - Finances are afforded more protection than people.

[GN Bonus: Enemies roll one less D10 for the resources they steal when raiding your settlements.]

Strengths:

Financial Management: The Human League are great at managing their finances.

[GM Bonus: +1 resource per settlement]

-----

Mercenary Utilisation: The Human League make extensive use of mercenaries

[GM Bonus: Mercenaries cost -1 resource upkeep]

-----

Democracy: The entire system of Government runs on democracy, giving the people a voice

[GM Bonus: +2 order]

-----

Weaknesses:

Paid Loyalty: Primarily using mercenaries means that their army only sticks around while being paid.

[GM Bonus: Failure to pay upkeep means double the losses]

-----

Class Wars: There is a clear class divide in the Human League and the poor are often hit hardest at times of austerity.

[GM Bonus: Negative resources give an additional 1 penalty to order]

Starting Units:

Name:
Swordsman
Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 0(1)
Def: 0

Greatswords: Large swords that make quick work of whatever they hit.

[GM Bonus: +1 Atk versus Elites]

-----

Name: Light Lancers
Type: Troop
M: 2
HP: 1
Attacks: 1
Atk: 1
Def: -1

Shock Cavalry: Extremely quick and lightly armoured, they hit hard but can't take much punishment.

[GM Bonus: +1 M, +1 Atk and -1 Def]

-----

Name: Tower Knights
Type: Elite
M: 1
HP: 2
Attacks: 1
Atk: 0
Def: 2

Tower Shields: Named after their supreme Shields, the Tower Knights are difficult to put down.

Starting Units: x2 Swordsmen, x1 Light Lancers, x1 Tower Knights

History: Much of the pre-democracy history of the Human League was lost in the Great Fire of Londinium.
 
Last edited:

Paleo_Rex

Magic Eight Ball
((WIP))

Nation Name: Draken Guard

Capital City: Arcadia

Nation Flag:
drakenguard.jpg

Government: Elder Council With a King who resides above for Final Decisions if needed

Leader: King Rex- The sleeper, This Colossal Dragon's scales seem to shine like a rainbow in light, Said to be Chosen by the divine to lead and protect the world. He is said to be ageless and immortal, many say he was there at the beginning, is said to be the Source of all Draconic life in the realm and is ruler of Draken guard. He has though taken to a long sleep and rarely awakens unless something is Dire and needs his attention directly. His Current Residence is unknown but when called upon by the council he makes arrives with haste to deal with the situations.

List of Races: Dragons, and Half Dragons (consisting of many Humanoid races mixed with Draconic blood )

Temperament: Peacefull- Drakenguard tends to stay out of mortal issues usually offering neutral grounds to any kingdoms that wish to negotiate between each other, their nation holds home for any Kingdoms Embassy's if requested to have one.

Religion: Draken Guard residents Worship many gods, Even seeing "Rex" as a god himself as he provided life to all of their blood"

Preferred Region: None

End Goal: Protect the World From it Destroying itself, as Drakenguard sees itself more as planetary defenders.

Policy: Peaceful existence: As long as this nation is in a peaceful state, building and research are -1 turn action (Minimum 1), the Capital generates +1 resource and cannot fall below 1 Order

Strengths:
Breed with anything
- Peace and negotiations are easier to maintain when your blood is mixed with those of other races.
Trade Agreements are doubled, When dealing with kingdoms that have bred with Draken guard, and gives -1 attack if they act Against Draken guard.. Breeding with another nation though gives them access to one Standard Troop unit from Drakenguard granting them the benefits of said unit (Choose Either Dragoon, or Juggernaut)

Superior air force- Draken guard trains their Troops to attack from above and are trained since birth to use the air as their battle field. This grants All units capable of flight 0/+2 against ground forces except ranged units, act first against other flying units

Draconic blood- Draconic Blood runs through all of The citizens of Draken Guard , Granting them wings that allow them to fly (grants flight to all units unless specified) Agelessness (they do not die of old age),

Weaknesses:
Slow to Act:
X turns to go to war. - (Regardless of the reason, when wanting to declare war or react to being attacked, roll a D10. On a 9+ the council vote yes to the war. Failure means that the dragons cannot attack that turn (they can retaliate in a combat instigated by another nation however). For each turn of failure reduce the requirement by 1.)

Sky Lands: - (When leaving the island to go to the main world, it takes one full turn to go to the point marked as the islands. It also takes this long to return to the island, also having to be from that point. In addition, the island floats on the winds and so it moves D3 hexes a turn. Roll a number of D6 equal to the D3 result. On the D6 rolls, a 1 is North with every other number being a direction clockwise. The island moves in the order the dice were rolled. In terms of attempted invasions of the island, all attacks occur before the island moves.)

Starting Units: 1 juggernaught, 2 dragoons, 1 dragon warrior

Name: Juggernaut
Kongol | The Legend of Dragoon Wiki | Fandom

Type:
Standard
M: 1
HP: 1
Attacks:
1
Atk: +0
Def: d2
Trait:
Superior airforce - See above
Juggernaut: These behemoths are tough creatures, but can be slow to respond at times. Roll d3 before battle, that is how much their base Defense is for that round of combat. On a 1, no bonus. One 2, +1. On a 3, +2


Name: Dragoon
The legend of Dragoon : l'alliance millénaire des dragons et des humains -  Katatsumuri no Yume

Type: Standard
M: 1
HP: 1
Attacks:
1
Atk: d2
Def: 0

Trait:
Superior Airforce- see above
Speedy Attackers that hit hard and fast, but are sometimes become rusty due to their long slumbers. Before battle roll a D3 and the base attack is that for the round of combat. On a 1, no bonus. On a 2, +1. On a 3, +2


Name: Dragon Warrior
Blessings of Bahamut | GM Binder

Type:
Elite
M: 1
HP: 1
Attacks:
1
Atk: +1
Def: +1

Trait:
Fear Aura
- The presence of a dragon on the battlefIeld can cause even the strongest and bravest to waver. d10 roll. 4-6 -1/0, 7-9 -1/-1, 10 flee
Superior Airforce -(see above)

Advancements:
Gravity magic 1-
Can Build Over Water Tiles
Gravity magic 2- Dragoon Units can Move Twice For Free per turn
History: (As long or short as your want, provide a background to your nation.)
[/font][/border][/border]
 
Last edited:

Lazaro1505

Skeleton Boi
Nation Name: The Order of Kerem

Capital City:
Tapsekhen

Nation Flag: 28310746-9495-4F9D-856A-BB642D9585CD.jpeg

Government: They are led by a council of what is considered the most wise and experienced individuals within their kingdom... there are six Council men in charge of a certain aspect, and are listed as:

-Councilman of the art of war
-Councilman of Technological advancement
-Councilman of Written knowledge
-Councilman of Kerem’s economy
-Councilman of Public relations and trade
-Councilman of Settlment Architecture

Each important decision is decided upon a democratic vote, but those who work in a certain field gain an extra two votes upon their part due to them being more experienced with that certain field and thus, have a better line of thinking when making actions of how to improve their civilization as a whole.

Leader: There isn’t one true single leader in control... due to an Councilman each controlling 1/6th of what is considered the most important sections that make up a true civilization and its people.... but for this realm, once the call to fighting has arrived, the Councilman of the Art of war... Ashotop... will come to rise and join his fellow men in the frontlines.... and once the going gets tough is when the chosen warrior of Kerem itself will see it fit to show his prescence.

AC3BF27A-0F93-4310-BD33-CA6307542099.jpeg

The Youngest of the Councilmen, joining the order as the chosen warrior of Kerem at the age of 35, he is currently the youngest to have ever joined the council of Kerem’s six chosen... and he had achieved such a virtue not by being born into his role or being carried by others in order to be such... but rather, had earned his role by the achievements he had done throughout his life... and proving himself worthy to being the Chosen warrior of Kerem.

Throughout his life, life has given him the short end of the stick, and as such, most of his life before becoming a chosen was forgotten to the ages... and will be left as so. But recently, he has earned his right to become the chosen one of the art of war... for whole running drills and practicing tactics and using differing amounts of men to prepare for any kind of scenario they may face when war eventually arrives... this man had shown his resolve after leading his battalion to victory on multiple occasions when his own captain was out of commission due to a injury the man had suffered... and his unrealized potential within combat, beating even the best of men in combat... as if he was chosen by Kerem itself as a true warrior. And this, he was given the chance to join the council, and join he did... now becoming one of the best fighters of his nation as well as representing what a true warrior should look like in combat...

List of Races: Made up of mostly humans, due to their certain distrust of outsiders, it remains this way, but there are a few exceptions who had managed to prove themselves worthy enough to live amongst their people.

Temperament: Neutral/Economic: This nation is not one for entering war even if it decides the fate of other kingdoms, for they believe in neutrality, and that will keep them from getting into ‘unnecessary’ conflicts that will only kill their own men in the process. Unless struck first, they would remain passive towards other nations, even those who had done crimes against another nation... and still willing to do trade with those willing to do so. However, if brought into war whether intentionally or not, they will fight back with great fury, sparing little mercy to those who had done their people wrong and bring froth the wrath of the fallen. They also focus upon the economic standpoint of trading with other nations and gaining more wealth.

Religion: The Order of Kerem and its people believe in a sort of Monotheism, that there is simply one true god within the Universe, in fact, they believe that this god is in fact the Universe itself. This God is known as Kerem, known as the one true god that takes the form of the Universe, and that everything that happens within this realm is of one of many previous iterations of the past, and that this is the current ‘dream’ that the God is having, letting the Dream die out before starting once again when the Universe has made its end and letting for a repeat of the same world yet different results each time. While they believe that there can also be other Gods within they realm, the followers of this religion merely see the other Gods of manifestations of Kerem’s mind, each taking a different form and body to fit the role they are given... and that no matter what, they are still a part of Kerem whether they know it or not. As such, they seek to bring the truth to the eyes of individuals around them, telling them of what truly is the ‘one god above all else’ within the Universe, and as such, must tell others about this truth.

Yet, there are certain rules and followings that the members of its order have to follow, each with different paths and laws... but the basic understanding of this nation is that they are United under three sacred words that define what it is to truly live within the universe... which is freedom of ones destiny, prosperity to those civilizations who wish to grow whether peacefully or aggressively, and one that the order follows extremely well.... the true meaning of Neutrality and passiveness. The first law they follow is of Freedom of ones destiny... believing that each individual born under the eyes of Kerem has a destiny planned for them, no matter how much they try to change fate, it seems to end within the same result, but they believe in the freedom of it... that Kerem offers many choices that would affect how one would live upon the world, and give them the corresponding virtues as well as consequences of ones actions. To try and defy such destiny is denying freedom itself... and a fate worse than death would lay in store if they try to do such. Prosperity is another... for they believe that every creature born within the watchful gaze of Kerem and its manifestation are born to live upon the mortal realm... to become a member of a growing civilization or a marauding Raider clan... all must prosper and grow... for it is simply nature for those united to do so, even if unintentionally doing it, for a leader’s actions, no matter how small or large, will affect their nation as of a whole.

The most important however, is Neutrality and passiveness when all else seems impossible. For their followers are simply the messengers of the one ‘true’ god that makes up the universe... and as such, unable to invoked themselves with conflict that seems to have no end... for it is their very nature to remain neutral as long as possible, and only retaliate with the fury of Kerem if brought onto a war when struck first. They believe that their knowledge would simply be used to take advantage of another individual, and attempt to disrupt their ‘destinies’ as of a whole, and bring chaos to what they are trying to stand for... and thus, for this very reason, they will not involve themselves unless absolutely needed, and even then, they will simply be fighting upon their side along with other allies and become neutral yet again when the conflict ends in the extermination of those who try to slay the chosen ones of Kerem. It’s also why they hold as distrust to those not born of their lands under their nation... and while less harsh upon other desert folk for they see the desert as the holy lands chosen by Kerem... they still nonetheless do not enjoy the presence of outsiders unless for trade, in which the law of prosperity comes into tuition and removes much of the distrust.

It is unknown how long this order has lasted for... but it appears it have first appeared ever since the unification of the many Desert tribes under their first council.... but the date of such event is merely lost to history.... and not even the order themselves knew how long they have existed for.

Preferred Region: They mostly reside within Warm and dry places, such as Deserts.

End Goal: To thrive as a nation as a whole, and to remain neutral when conflicts arise within the world... to truly become neutral

Policy: Merchant's Peace; During times of peace, Merchants are able to fill the coffers of their nation, but in times of war, those funds are put elsewhere. During peacetime, +2 resources per trade route. During wartime, -1 troop cost (minimum 1 resource for troop)

Strengths:
  • The Blessing of the Desert: Fighting upon one’s known land is a strategy many can achieve in war... but mastering it is what gives one the capability to win battles upon their home turf, and for the Soldiers of the Order, this benefit remains; Units upon unsettled desert terrain gain a passive +1/+1 to their stats, while settled desert terrain gives them an additive 0/+1
  • Better Trade Deals: Trading is the most important thing a nation must know to do, for it can provide very valuable and much needed resources to fuel their efforts and grow a far better city, especially if ones resources cannot be founded naturally within an environment; Gain +2 resources from trade routes. This buff also extends to other nations, but can only give +2 to trade routes with the Order
  • Preparedness for the eventuality of war: Even in times of peace, one must be ready for war, no matter how short or far away it may be... one must be prepared at any cost to defend their lands from any hostiles that comes into their territory; +5 units extra are needed in order to attack their settlements.

Weaknesses:
  • Passiveness of Kerem: Sometimes, when a nation wishes to be completely neutral within a world filled with hungry beasts, there are some things they cannot do unless they wish to revoke their passive nature; Unable to declare war upon another nation unless struck first.
  • The Winter’s curse: While the harsh and dry deserts seem like a safe haven and deadly land to fight the Order upon... the same could be said from their perspective if they were to fight in a cold location, their bodies unused to the winter’s cold, and thus, suffer greatly due to it; Suffer a -1/-1 to their stats when fighting upon a Winter tile, and would remain this way if they exit the winter tile for either 3 turns or if they return back to a Desert tile within this time limit.
Starting Units: x1 Hunting party, x2 Footsoldiers, x1Royal Guard

41F6497B-3B37-4B38-90AF-C661C77F0A53.jpeg
Name: Kerem’s Hunting/Scouting Party
Type:
Troop
M: 1
HP: 1
Attacks:
1
Atk: 0 (1)
Def: 0

Trait: Hunter of beasts; Following the traditions of their ancestors, these troops are better at fighting beasts/animals/monster. +1/0 against beast/animal/monster type enemies.

6445D9D4-1F73-4BF4-A02C-33DA1CB3D16D.jpeg
Name: Kerem’s finest; Spear & Shield Footsoldiers
Type:
Troop
M: 1
HP: 1
Attacks: 1
Atk: 0
Def: 1

Trait: Bronze Armor: The footsoldiers wear only the finest Bronze Armor, giving protection against their foes. 0/+1

3FC630C3-D13B-4C35-A304-0269FC446A2B.jpeg
Name: The Guardians of the Council and its sacred lands; Royal Guards
Type:
Elite
M: 1
HP: 1
Attacks:
1
Atk: 1
Def: 1

Trait: Rally the troops: Just the sight of these fierce warriors is enough to inspire the other troops on the battlefield. All other allied units in the square gain +1/0.

History: Back at a more simpler time... a time in which the first of civilizations had first began to settle down into the many regions of the world... and were but a small pinnacle of the greater kingdoms they were today.... within the very deserts, a land not many would have expected for those to inhabit and call it ‘home’, yet, multiple tribes had littered the desert, with nothing to unite these people together... no large threat, no great creature.... no leader... wandering throughout the dunes and sandy ocean with no purpose other than to survive. Even in the small chance they had come across another tribe, they would simply either ignore their fellow men at best... or at worst, wage war against them to gain supplies needed for such survival. These people were separated, they were ‘savages’... moving without a purpose, no goal, nothing in mind... but like destiny, things fall into place one stepping tone at a time, and for a certain tribe... they were the start of something grand and glorious.

At the grand old age of 1,039 BA, was what was considered the first of the Order’s society was formed... when the merging of two clans had brought first the beginning... forming underneath the stars gazes from above, their many watchful eyes watching as a new order had begun, the order that believed in the ever knowing presence of the universe itself, Kerem... the god of all, ruler of fate and destiny, and father & mother of all existence within the mortal realm. They were its children, and they knew that they were given a purpose... to unite all the tribes within the many dunes of the desert, to form one single nation that is united under one banner of the one true lord of all... the Order of Kerem. It had took hundreds of years to reach what they were today, some tribes, out of desperation or goodwill, had joined with little problem, but some others needed years of convincing, or worse... bloodshed in order to unite such people.

But their effort had paid off within the year 587 BA, now all of what was considered wandering tribes without any sort of goal or purpose within the desert were together once more... and from there, their nation had blossomed into a beautiful tree of infrastructure, improving upon their technology and ways of living before eventually reaching the present, a ever growing desert kingdom seeking to expand its borders... and perhaps conquer the rest of the desert so that their people can roam freely within its borders... and while there still be threats to their very nature, they will remain neutral for as long as possible. Only time would tell how long this would stay in effect for....

  • Giant Desert Isopod Pen: Allows training of Giant Desert Isopod troops.
  • Name: Giant Desert Isopods
    Type: Troop
    M: 1
    HP: 1
    Attacks: 1
    Atk: 0
    Def: 2

    Trait: Beastly Armor; The Giant Desert Isopods naturally come with a strong and sturdy outer shell that protects them from any outside harm (gains 0/+2); the Giant Desert Isopods, without another human unit within the army, can only take the option of Raze or Sack when attacking a settlement.
  • Market square: +1 Resource per turn and allows trade with other nations that also have a Market Square.
  • Irrigation system constructed: +1 Resources per settlement
 
Last edited:

Emerald

The Emerald Knight
Regalia
Capital City: Celest

National Flag:

1615575143313.jpeg

~~~

Government: Magocracy ~ a kratocratic form of government in which only the most powerful mage has the right to rule. The head of state is known as the Primus, considered to be the most magically powerful mage in Regalia, and leader of all Regalian armed forces. The rest of the government takes the form of the Magisterium, a civilian bureaucracy headed by a cabinet of other powerful mages called Magisters, with each Magister running their own ministry within the Magisterium. While Magisters were once strong battlemages in their own right, they have since foregone combat magic in favour of other magical disciplines more aligned to their ministry, cementing the Magisterium as a purely civilian administration.

Despite appearances, there is a deeper reasoning behind the kratocratic form a succession of the Primus, and it is not because 'might makes right.' It is because Regalia has long since understood its future purpose, to form the world hegemon, and achieving this goal requires the most magically powerful military leader to reign in Regalia, to safeguard the Realm and all peoples within it. In this way, the Primus is no mere warlord nor power-crazed tyrant, but the Protector of the Realm and Guardian to its peoples, whether Regalian citizens or vassal subjects. It also means that Regalia's kratocractic principles are now only practiced within the military, from the lowest ranks all the way up to the Primus himself.

Although mages hold all seats of high office within the realm, they do not rule with absolute power. At the downfall of Regalia's theocracy, both mages and mundanes came together to design how their new society is to be organised, and so the Compact was written. The Compact details how the new Regalian society will function, outlining all rights and privilages of mages and mundanes, as well as setting out their responsibilities to the nation and to each other. Mages are too few to run all of Regalia alone, and the mundanes would very much like to keep the perks and conveniences that magic affords them. Both sides need each other, something agonised exhaustively within the Compact, and so it behooves both sides to hold up to their respective ends of the bargain. Thus, breaches of the Compact are taken seriously, and severely punished.

Current Ministries:
~ Ministry of the Treasury ~ for the administration of national resources and finances. They also oversee matters regarding vassals.
~ Ministry of the Mundane ~ deals with the relationship between mages and non-mages, non-mages termed 'mundanes' in Regalia.
~ Ministry of the Arcane ~ conducts research and development into new forms magic, and achieves advances in existing magic.
~ Ministry of Law ~ handles all aspects related to crime and punishment. Also hears matters concerning breaches to the Compact.
~ Ministry of Architecture ~ oversees all matters related to construction, maintenance, and city planning.
~ Ministry of Care ~ deals with matters concerning public health, disease, injury, and the welfare of children. They also oversee the education system.

~~~

Leader: Primus Alexian Velenon

1615642904371.jpeg

Alexian is the second Primus in Regalian history, ascending to the premiership after the first real test of Regalia's new kratocratic principles, resulting in Alexian besting any who challenged him for leadership, thus proving that he and he alone has the right to rule Regalia. After swearing oaths to stand as Protector of the Realm and Guardian to its Peoples, Alexian was officially named Primus, with the full confidence of the Realm behind him.

Previously, Alexian was an officer within the Regalian Army, who quickly rose up the ranks due to his exceptional talent for combat magic. But Alexian has more than just raw power and practical skill, but an imagination to see the possibilities of magic, affording him a level of ingenuity above most other mages within Regalia. He has also spent much of his time learning all he can about the art of war, practicing strategies through war games, and regularly practices his spells to ever sharpen his talent.

With his predecessor being honoured as 'Father of the Realm', Alexian has a great deal to live up to, but eagerly readies himself for the challenges ahead.

~~~

List of Races:
Regalians are a subset of Elf, but differ from all other Elves in one distinctive way; Regalians possess three fingers on each hand instead of the usual four. Regalians are then subdivided into two groups; Mundanes and Mages. Mundanes may be known as Snow Elves to other races, and Mages may be known as Starlight Elves. They do not recognise these names in Regalia, however, nor do they see any kinship with other Elven races.

Most Regalians are mundanes, possessing a humanoid form with pale skin, light silvery hair, and the typically elven pointed ears. Skin colour can vary, as does hair colour, but they always remain light in skin colour and light metallic in hair colours. Mages appear exactly as mundanes do upon birth, but their appearance can change dramatically due to the presence of magic within them. A mage's skin colour will change, white glowing marks will appear on the skin as freckles or shapes, and horns will grow from the top of their heads. Other features may change as well, such as hair colour, eye colour, glow within the eyes, and even growing unusually tall.

The population disparity is dramatic, with mages making up roughly 0.1% of the population. Besides mundanes and mages, it is very rare to see other races in Regalia, on account to the bitter cold that is Regalia's home climate.

1615575468512.jpeg

~~~

NEW Temperament: Regalia on whole is a militaristic and interventionalist nation. With a desire to bring all nations and peoples under its sway, Regalia is prepared to do whatever is necessary to achieve this, whether by war or through peaceful means. Their stance, and resulting interactions, change depending on what kind of nation they face. Magical and atheistic nations are regarded warmly by Regalia, while religious nations receive a more pitiable and condescending tone. Nations with Earthly Gods, however, receive open hostility from Regalia, as a result of their hatred for the Gods.

~~~

Religion: Regalia once had a religion of its own, back in the days when Regalia was a theocracy. They worshipped a Goddess that they called The Regal One, a Goddess that took the form of an aged Queen, one that held the domains of Order, Justice, Rule, and Power. Regalia itself was named after The Regal One, and Regalia's monarchy and aristocracy took their Goddess' teachings to heart. The Regal One taught that there is a right order of things in the world, an order with their Goddess atop, the aristocracy below her, the devout public below them, and dissidents and the disorderly at the very bottom. But the one group she hated most were the mages. Magic disrupts the correct order of things, according to the Goddess, and so they are the agents of chaos. For the good of all Regalia and an orderly world, mages must be exterminated, and their magic ridden from the earth entirely.

According to The Regal One, all things work according to her design, and any attempts to disrupt this order is nothing short of chaos. If one is to sicken and die, one should not be healed, but accept their fate as the will of the Goddess. If disaster strikes, one should not resist it, but accept it as the will of the Goddess. And if your King murders your family, one should not seek redress, but meekly bow one's head and offer one's life freely, as is the will of the Goddess. These teachings sank into the hearts of the aristocracy, and they followed their Goddess' teachings without question.

Now, however, The Regal One is no longer revered, but hated. The misery and horrors her 'Order' wrought upon Regalia are widely used to justify Regalian hatred for all Gods, and justify their pity towards all theists everywhere, seeing theists as the unfortunable slaves to the cruel and manipulative Gods. As such, Regalia is aggressively anti-theistic, seeing it as their national duty to rid the world of the Gods, and freeing all peoples from their tyranny forever.

~~~

Preferred Region: Frostlands

~~~

NEW End Goal: Arcane Hegemony ~ Ever since the rise of the magocracy, the threat of the Gods has been ever present in the minds of mages, and much debate has been had about what can be done to safeguard a new Godless world. While the Gods themselves are beyond Regalia's reach, their earthly servants are not, and so a vision of the future was forged. Regalia is to become the World Hegemon, and set the world on a course away from the worship of the Gods. Under Regalian guidance, religious peoples may become enlightened and ultimately freed from the tyranny of their Gods, whilst atheist peoples may finally find peace without fear of the Gods' spite. With Merilian gone, it is now up to Primus Alexian to decide how Regalia is to achieve world hegemony.

~~~

[[[ XXX ~~~ > FOR LATEST POLICY, SEE TABS AT THE BOTTOM OF THE SHEET < ~~~ XXX ]]]

NEW Policy: Merilian's Legacy ~ Primus Merilian spent the whole of his reign rebuilding Celest and preparing it for its future role as capital of a new world. As a result, Merilian's policies created a hyper efficient internal economy within Celest to fund future expansion. Primus Alexian may continue with these policies for a time, but he must enact his own if he is to ever adapt to Regalia's ever changing needs.
[GM: All actions cost -3 resources (to a minimum of 1). The policy then expires and a new policy must be enacted. Merilian's Legacy cannot be enacted again.]

~~~

Strengths:

Battlemage Military Support
~ All mundane military regiments receive the support of dedicated battlemage detachments, who provide support in relation to the purpose of the regiment.
[GM: Troops gain a battlements detachment adding +1/0]

Enchanted Economy ~ Regalia's economy has been deeply augmented with the use of magic, making the economy more efficient and productive overall.
[GM: +1 Resource per settlement]

Intellectual Society ~ The dedication to the research and development of magic naturally leads to intellectual brilliance being revered within Regalia. As a result, Regalia gains a bonus to all research.
[GM: -1 turn for research]

~~~

NEW Weaknesses:

Vassalage System
~ Regalia has no desire to rule the world directly, and instead looks to a system of indirect rule through the use of vassal states. As a result, Regalia takes a hands-off approach to conquered territory, and prefers to trust in their vassals to govern their own lands.
[GM: Each conquered settlement only produces 1 resource per turn, regardless of type or level or bonuses. After Regalia has taken settlements in war, they can only be captured. When a nation is conquered entirely, that nation becomes Regalia's vassal, and all of the vassal's original settlements held by Regalia are returned to them. Any settlements that Regalia later conquers from other nations, that were foundered by a vassal, are returned to the vassal.]

The Compact ~ For mages to acquire the cooperation of mundanes, they had to concede many rights and privileges to them during talks over the Compact, rights and privileges that cannot be rescinded. From time to time, the mundanes will have a demand for their mage overlords, demands that cannot be ignored or avoided. And the consequences for failing to fulfill them could be dire.
[GM: Every 3 turns, Regalia suffers a demand from the mundane populace, with the exact nature of the demands being up to the GM. Regalia has until the next demand to fulfill it. Failure to meet demands results in a rise of unrest in the nation.]

~~~

[[[ XXX ~~~ > FOR NEW UNITS, SEE TABS AT THE BOTTOM OF THE SHEET < ~~~ XXX ]]]

Starting Units: Guardsmen x2, Archer x1, Battlemage x1

Name: Guardsmen
Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 1
Def: 1
Trait: Encharted Armour ~ Mages weave protective wards into the armour of their guardsmen, bolstering their defenses.
[GM: 0/+1]

Name: Archers
Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 2
Def: 0
Trait: Elemental Arrowheads ~ Mages enchant arrowheads with elemental magic, giving their attacks an extra bite.
[GM: +1/0]

Name: Battlemages
Type: Elite
M: 1
HP: 1
Attacks: 1
Atk: 2
Def: 0
Trait: Shieldbane ~ Physical defences are weak against the power of magic. Defence of enemy elite units are severely effected.
[GM: -2 Defense for Elite enemies]

~~~

History: Regalia was not always a Magocracy. Until the year 50BA, Regalia was in the grip of a theocratic monarchy, whose monarch ruled with absolute power. Under the guidance of their Goddess, the theocratic government gleefully abused their power without restraint, secured in the knowledge that their rule was ordained by their Goddess and, thus, unbreakable. And for a time, they were right. The gift of magic, long oppressed within Regalia, was feared and despised by many, mostly out of ignorance. But this would not remain forever. Slowly, over hundreds of years, attitudes began to change within the populace, especially when the gift of magic proved itself to be very useful to the people of Regalia. It is hard to remain fearful of a power that could heal the dying with a single touch, spark a fire even in the bitterest cold, ensure that crops do not freeze in the fields, and much more besides. Those that were swayed to the side of magic were brutalised by the theocrats, and even an inquisition was declared. But it was the arrogance of the theocrats that doomed them, believing so strongly that their Goddess would protect them.

Before long, enough people turned their backs on the Goddess, joined with the mages, and formed a rebellion that overthrew the monarchy. The last King of Regalia, Overon Maximius, died in the battle known as the Night of Fires, the day that the people finally rose up. Securing all of Celest took months, however. Many aristocrats fought against the rebellion to the bitter end, as did many other worshippers of The Regal One. The rebellion faced the wealthest and most powerful sections of society within Regalia. But, in 50BA, Celest's last major theocratic holdouts were finally destroyed, and peace returned.

In the next three years, mages and mundanes would debate and decide on the last contentious issues regarding how the new Regalian realm would be organised, before the Compact was finally written and enshrined as the cornerstone of Regalia's new legal system. The Compact consisted of many articles; formally recognising mages as citizens of Regalia, legalising the practice of magic, laying out the framework of the magocratic government, setting the rights and privileges as well as responsibilities of mages and mundanes, and enshrining the restrictions in the power of the magocratic government. The Compact also outlines a system of care for theists, providing them with a means of reeducation, aimed at enlightening theists so that they may achieve freedom out from under the control of the Gods.

It was debated as to whether Regalia should be renamed, and many ideas circulated as to what the realm should be called instead. But hatred for the Regal One was strong, and it was ultimately decided that the name will be kept out of spite towards The Regal One, forcing her to watch her beloved realm become everything she despised most in the world.

Once the Compact had been ratified as law, the mages began the long work of constructing their new government, rebuilding their war-torn nation, and enlightening any remaining theists. Merilian Arcean, a passionate mage leader well-loved within the rebellion, agreed to ascend as the first Primus of Regalia.

Over the course of the next 47 years, Primus Merilian led the formation of the magocratic government and the reconstruction of Celest. The King's old palace was repurposed into the Magisterial Conclave, the bureaucratic headquarters of the new government. Despite the desire to run a kratocratic magocracy, much of the functions of government did not require the skills of battlemages, and so the arts of war quickly fell out of favour within the Magisterium. Thus, the new government split into two halves; the Magisterium representing the civilian half of the government, while the Regalian Military represented the martial half, headed by the Primus himself. It would be within the Regalian Military that Regalia's new kratocratic principles would be put into practice, sparing the civilian administration from the chaos of leadership challenges.

Primus Merilian would remain in power until his death, at the ripe old age of 89, an incredible age rarely seen in Regalia in the theocracy. No one in Merilian's long reign ever rose to challenge him for the premiership, mostly out of respect for him and his leadership, styling him as the Father of the Realm. Merilian's death was mourned throughout the realm, and he was honoured with the first full state funeral since before the rebellion. After Merilian had been buried, and the Week of Mourning passed, attentions turned to the succession, and to who would succeed as Primus. Those within the Regalian Military who wished to test themselves stepped forward, volunteering themselves for the Trials, the Trials being a set of challenges to ensure the skill of contestants before facing each other in battle. Those that passed the Trials were eligible for the Tournaments.

Tournaments were held throughout Merilian's reign, and proved incredibly popular among mages and mundanes alike, drawing in huge crowds to watch the fantastic displays of power and magic never before seen in Regalia. After over four decades of refining the sport of magical duelling, the contestants were both skilled and well practiced. As a result, the Tournament over the premiership became a must see event within Regalia, and so many witnesses ensured that only the worthy winner would ascend. 32 contestants competed in the Tournament, and only one triumphed over all others; Alexian Velenon. He won the Tournament, and none could dispute his right to rule.

[[[ XXX ~~~ > ALL CURRENT BUFFS AND UNITS BELOW < ~~~ XXX ]]]


  • Natural Buffs
    > Regalia is unaffected by Winter.

    Strength Buffs
    > +1 Resources from all settlements
    > -1 Action Point cost on all research
    > +1/0 on all troop units

    Weakness Debuffs
    > Can only conquer enemy settlements.
    > Can only receive +1 Resource from any captured enemy settlements.
    > When an enemy nation is finally defeated, all conquered territory to returned to them, and said nation becomes a Vassal.
    > Any territory that Regalia conquers from other nations, that were foundered by a Vassal, those territories also return to the Vassal.
    > Every 3 turns, Regalia suffers a demand from the mundane populace, the exact nature of the demand being up to the GM.
    > Regalia has until the next demand to fulfill the current one. Failure to fulfill demands results in a decrease in Order.

    Policy Buffs
    > All actions cost -3 Resources (Lasts for 5 turns, and will not apply on turn 6. Regalia will then have no policy and will need to enact a new one).
    > At the cost of one action point, Regalia can recruit 2 of any one kind of unit. The cost of both of these units will be 5 resources per action point.

    Hero Buffs
    > At the start of every turn, GM throws 1d10. When the dice lands on 10, Regalia receives one free tech, at the player's choosing.
    > When Grem stands on any settlement tile, all units on that tile receives 0/+2, including Grem.

    Researched Buffs
    > Farm settlements provide 0/+1 for all units on the settlement.
    > Shieldmen units gain an additional 0/+1
 
Last edited:





Durin_Flag.png

Kyngdom of Khazar Dymraen
'I welcome you to the famed dwarven halls of Khazar Dymraen'


Kyng "The all-father" Noddumlir Thraddirlum






dwarf_king.jpg
The proud leader of the dwarves often referred to as the "all-father" he is said to be the father of the dwarven race. The Kyng hardly interferes with either politics or other adminstrative duties and only arises from the depths when the dwarven folk needs him. Various powers have been granted to him over the centuries, yet the only confirmed one yet has been that of immortality. The all-father won't succum to old age or will he? The leader of the Kyngdom of Khazar Dymraen is a total mystery to it's people and perhaps to its outsiders too.



List of Races: Dwarves


Capital City: Ner Thoram


Government: Kyngdom, although the kyng does not really interfere with politics so the actual governance of the kyngdom is done by a council of elected wise and mainly older dwarves who have achieved great things for the country.

Temperament: Money hungry + militaristic

Religion: The all-father plays a major role in this, it is written in various Dymraenian manuscripts that their used to be a fallen god. He was an important god in the heavenly court but he was led into a trap. Due to vile opponents who thirsted for power, but the god called Athraethyr didnt stand alone for is there a righteous cause many will come to your aid. So they came to the aid of Athraethyr who led the rebellion against the king of the gods. Athraethyr after long and harsh fighting between the gods, it's written that entire civilizations (very high standing ones) were destroyed within little more than days. This rebellion caused the planet to tremble and shake, the raw elements were fighting eachother this was what a war between the heavenly powers meant. The impossible became possible and men wept like children and children began to act like men. Athraethyr was eventually defeated and his soul was imprisoned into a magnificent stone, and burried deep and deep into the planet by the gods. But a tiny shard of his soul managed to come free, he then went on to create the well known all-father Noddumlir Thraddirium as the first dwarf. That small part of his soul was weak and so he vanished after creating many dwarven brethren to serve Nodummlir and granting Nodummlir the power of immortality to tell the story of Athraethyr and hopefully come free their creator from his cruel destiny.

God Athraethyr

1615582894759.png

Preferred Region: Mountainous area

End Goal: Their holy goal is to free their creator Athraethyr and establish a safe haven for the dwarven kind.

Policy: Divine mission - it's every dwarves his mission to defend/protect "The all-father" Noddumlir Thraddirlum for he is the only remaining path to Athraethyr.
"Units gain +1 defense when fighting in settlements with temples to the all-father. In addition, when in a war, the high king can declare a holy war. If you do so, all units gain +1 attack against units of other faiths, but you may not hold captured settlements, instead only being able to raze them, and the increased volatility makes the clans even more irritable-for each turn you are in a holy war, roll a d10-on a 1 lose 1 public order "
Strengths:
Smithing - The dwarves have a obsession for perfection especially in the smithing. They will do anything to improve their weaponry, all for the divine mission.
All Dwarven weapons are of the finest quality as per their military craftsmanship. +1/0

Construction - The dwarves are very good at building structures not only at a quality view but also in a fast manner.
Dwarves not only build in high quality, but quickly as well. Decrease turn for buildings by 2 (To a minimum of 1)
Mountain experts - the dwarves are expert at navigating through the underground and the mountain scapes of their homeland.
The dwarves know the ins and outs of the mountains that they call home. 0/+1 while in home mountains.



Weaknesses:
Procreation - the dwarves are rather slow at procreating and do not generate that many offspring
Dwarves are a long lived race and are slow to procreate. Decrease each settlement population by -1
The dwarven clans - although united under the all-father there is still much divide between the dwarves through clans. (entire portions of the population are divided between dwarves)
The Dwarven Clans: The clans are often divided and friction can occur. When an issue causes disorder, decrease order by an extra 1
Starting Units: (Use the unit creation rules to create up to two basic units and one elite. You start the game with three basic and one elite on your capital.)

Name: Dymraenian guard
Type: troop
M: 1
HP: 1
Attacks: 1
Atk: 2
Def:
0 (1)

Trait: light armoured versatile troops. (for dwarven standards)
Mobile: Not often you hear a dwarf be described as mobile, however these units wear minimal armour to help they outflank heavier armoured enemies. +1/0. Also gains strike first again units with a high Def value than the unit.


1615584407285.png
Name: Dwarven knyghts
Type: troop
M: 1
HP:
1
Attacks: 1
Atk: 1 (3)
Def:
0 (1)
1615584365519.png

Trait: These knyghts are riding on heavily armoured rams.

Ram Mounts: No where near as fast as a horse, but extremely tough, the rams provide additional momentum and weight during a charge. During the first turn of combat Knights receive +2/0 and gain a second attack which always hits on a 9+.t the second attack hits on an unmodified 9 or 10 for the ram knights



Name: Protectors of the All-father
Type: Elite
M: 1
HP: 2
Attacks: 1
Atk: 2 (3)
Def:
1 (2) (3)

1615584596928.png


Trait: These troops on top of being the most elite warriors of the kyngdom are being given the best armour and weapons the kyngdom has to offer too.
Honour guard: +1/+1 basic but if there is a hero or leader present in the army, increase to +2/+2. Increase cost by 1 resource.










Advancements: Temple to The Allfather in the Capital: All Dwarven troops fighting in the capital gain an unmodifiable 9+ save
Unit training now cost -1 resources and -1 turn to a minimum of 1

 

Attachments

Last edited by a moderator:

LadyOfStars

Tu'er Shen the Rabbit God
Country Name: Zanzir Aka The Waste

Capital City: Raven Heart

Country Flag:


Leader of Country: Prince Tenebrous Elesham - A cunning and crafty mind who is described as serene and diligent.

List of Races within Country: Humans

Temperament: Secretive, Peaceful

Government: Absolute Monarchy

Religion: Order of Kerem (waning)

End Goal: To hold influence over the many nations of the world.

Policy: Shadows of Zanzir - After every 5 turns in a city the spy gains +1 increased chances of successfully completing their operations. Roll a D10 to determine the failure or success of every operation. Rolling lower than a 5 results in failure and capture of spy, rolling a 6 or 7 results in failure of op but the spy escapes the city. Rolling an 8 or higher results in the success of the operation and the spy returns to hiding or escapes the city successfully. An unmodified roll of 1 always results in failure and capture.

List of Operations:

Gather Intel - Gain intel on the occupied city from a variety of sources. Intel that can be gathered includes: Unit strengths and weaknesses, city defenses, city trade routes, and city projects (5 turns to complete)

Steal Knowledge - Spies will attempt to steal blueprints of unique buildings/systems within the occupied city. (4 turns to complete.)

Steal Funds - Spies attempt to steal currency from the foreign nation's treasury. If successful, roll a D5 to determine the amount of resource stolen. (5 turns)

Sabotage - Spies aim to hinder the construction or functionality of a building/system. Upon success roll a D5 to determine the number of turns project will be delayed or rendered unavailable. (5 turns)

Climate: Arid

Strengths:

Zanzir becomes more knowledgeable of their enemies and as a result they perform better against them in battle. (When facing enemies who have a Raven in their cities, Zanzir units gain +1 defense against that nation.)

As masters of spying, Zanzir is less likely to fall prey to the use of spies by other nations. (+1 defense against enemy spies in friendly cities.)

Other nations with a spy in their city, cannot attack Zanzir for X turns after declaring war. X is equal to the number of spies in cities to a maximum of 3.

Weaknesses:

When within cold or snowy environments, Zanzir units suffer -1 defense and -1 movement.

Military units suffer -1 ATK when facing enemies who do not have a Raven in their nation.


History:

Settled among the dunes, Zanzir began with so few people that the chief could not dare to form an army from the men and women he had ventured into the desert with. But still they needed to protect themselves and so their first spy was trained. Sent out into the world he gathered info on their growing neighbors. Enemy movements came back in reports delivered by ravens and Zanzir used the info to avoid trouble as much as possible. So dedicated was the spy to his role and so valuable was his work that when he returned to Zanzir after years away, the chief at the time promoted him to Master of Whispers.

While the first walls went up around their encampment, spies were trained to carry out vital operations in foreign lands. The country maintained an age of peace for several centuries as they built their foundation among the sands. But all good things must end.

In 401 BA the Master of Whispers discovered intel that showed their current monarch was working with foreign nations to begin a slave trade business. Their people would be among the first to be shackled and sold in exchange for a vast fortune. When the information was made public the leaders of Zanzir demanded the king’s head. The nation was beside itself, but while people rioted and argued, the spie continued their missions. For this it was decided that the Master of Whispers, who was a distant cousin of the King would be crowned. With very few reasons to deny the request, a dynasty came to an end and a new one began.

House Elesham has ruled Zanzir for 400 years now and the nation is on the rise. With the title of Spymaster and Monarch held by the same person, an absolute monarchy has taken root and no one seems to mind. The young Prince Tenebrous is set to be crowned King within the coming months

Units:


Unit Type: Infantry
Type: Troop
HP: 1
Attacks: 1
Atk: 0
Def: 0
Movement: 1 tile per turn
Trait: Sand Fighters - Gain +1 ATK when fighting in desert environments.



Unit Type: Archer
Type: Troop
HP: 1
Attacks: 1
Atk: 0
Def: 0
Movement: 1
Trait: Barrage - forfeiting movement for the turn will allow the unit to fire one more time. (Second barrage only hits on an unmodified 8+)


Unit Type: Spy
Type: Elite
HP: 1
Attacks: 1
Atk: 2
Def: 0
Movement: !
Trait: Shadow Blade - A spy in a settlement can attempt to inflict attrition, either by poisoning a water supply, arson, or some other nefarious method. This is an espionage action. Upon success, all units in the settlement(except for heroes and leaders) roll a d10, with elites adding one to the roll. On a 1 or 2, this unit suffers one point of damage, against which no save can be made.

Sand Devil

HP: 1
Movement:1
Attack: 1
Atk: 0
Def: 0
Unstable Body: This unit has a 9+ save

Starting Units: 1x Spy, 2x Archers, 1x Infantry

Advancements:
  • Shield Of Kerem (Lvl 1) - All tiles adjacent to Zanzir cities become covered in a sandstorm. As a lvl 1 advancement will give the spaces all the effects of harsh weather to enemies. Further advancements lvl2 and 3 gain new effects . Shield Of Kerem cost no resources to activate, but has a maintenance cost of 1 resource per city every turn and cost 1 Action to start and one action every turn to maintain. Once deactivated it cannot be reactivated for 3 turns.)
  • Black Market - Random items can be rolled for at intervals and then sold to other nations.
  • Battle Experience- Fighting powerful experiments of the past world, have given the troops more experience, allowing them to train others more effectively. Units are now trained at -1 Turn/Resource to a minimum of 1
 
Last edited:

Verus

Unlucky Member
Nation Name: Mitsura

Capital City: Seicho

Nation Flag:
lotus.jpg
Government:

Mitsura is led by the Kaminoki, an enormous sentient tree in the heart of Mitsura, which mostly consists of dense jungle. Since trees can’t speak and can’t follow the speed of mortal lives Mitsura is run by the council of petals. The council of petals consist out of five members.

The one who listens, the green petal. The green petal interprets the will of the Kaminoki and translates it for the Mitsuraians to understand.
The one who who protects, the red petal. The red petal organizes the security of Mitsura and the Kaminoki. They oversee the army and security works of Mitsura.
The one who maintains and destroys, the purple petal. The black petal makes sure that the jungle’s health is maintained. In practice this means that the black petal allocates where cities and villages can be raised, while maintaining the harmony that keeps the Kaminoki healthy and safe.
The one who watches, the black petal. The black petal is in charge of Mitsura’s foreign affairs. Additionally, they oversee Mitsura’s information network.
The one who adapts, the blue petal. The blue petal is tasked with discovering new technologies to support the Kaminoki.

Current petals:
The Green Petal Ieyasu
The Red Petal Hidetada
The Purple Petal Iemitsu
The Black Petal Ietsuna
The Blue Petal Tsunayoshi

Leader:
The Kaminoki, is an intelligent being with a vast mind. It does however not think like mortal beings do. While capable of thinking of many things at the same time, the Kaminoki’s thoughts are slow. A regular mortal mind can’t connect with the tree, which is why the Kaminoki uses a translator. The Midori no Hanabira, or green petal, is specifically grown for this purpose. The green petal’s mind is altered during the growing stage to synchronize with the Kaminoki, which makes them capable of interpreting the trees thoughts. Green petals are always strange individuals, who can be very hard to deal with.

List of Races: Hoshi (homebrew). The Hoshi are grown in pods hanging from the Kaminoki. On average a Hoshi is about 1,70 m. They have bark like skin which makes them hard to spot against the backdrop of the forest. They have large eyes which are entirely black, save for tiny white specks, which makes their eyes resemble a clear, starry night. Instead of hair Hoshi have jagged bones protruding from the back of their skulls. The carvings on these bone growths tell the life story of the Hoshi in stylized carvings. Hoshi are omnivores, with a heavy focus on insects.

Temperament: Mitsura is a nation of growth. Its population is ever growing and the Kaminoki will soon sprout seeds. These seeds will grow into smaller versions of the Kaminoki, through which it expands its consciousness and network of roots. Mitsura is thus an expanding empire, capable of extreme violence to those who would stop the bringing about of the Saku. Due its nature however Mitsura only fights defensive wars on its own lands, only venturing out of the forest for diplomatic events or to seed new sub-Kaminoki trees.

Religion:
The Kaminoko and the Saku:
The Hoshi’s theology is centred around the Kaminoki and the great plan. What the great plan entails exactly is unclear, but it will lead to the glorious rise of the Kaminoki and the creation of the Saku. The Saku, is a state in which the entire world is covered in dense forests and jungles, all connected through a network of roots under the guidance of the Kaminoki.

The life death cycle:
The Hoshi believe that since they come from the Kaminoki they must return to the Kaminoki. It is in death that the Kaminoki judges whether a Hoshi was of worth to the great plan. Part of the duties of the Green Petal is to tell the Kaminoki’s judgement. To be judged worthy by the Kaminoki is to live forever in the tree’s memories. To be judged unworthy is to be forgotten.

The remembered:
For those who prove vital to the great plan there is a special honour, they are named one of the remembered. Those who are remembered are the heroes of the Hoshi. Young Hoshi are encouraged to pick one of the remembered as their example of a well lived life.

Preferred Region: Jungle or dense forest regions.

End Goal: To bring about the Saku is the goal of the Kaminoki. To execute the Kaminoki’s will is the goal of the Hoshi. Let the world bloom once more.

Policy: Nurture of Nature/ planting of Kaminoki seed cores: can create forest tiles in a 4 turns.

Strengths:
Population growth: Hoshi can be grown exceedingly quickly by sub-Kaminoki trees.
[Gm: population growth +2 pop max increase +5]
Strong nature magics: Where it comes to growth and decay the Hoshi are well versed in the spread of both.
[Gm: +1/+1]
Natural woodlanders: Hoshi move quicker in forests than most other species.
[Gm: move double speed through forest tiles and 0/+1 while in the forests.]

Weaknesses:
Sunlight: Hoshi become slow and sluggish in the sun. Much like the night makes humans sleepy, so does the day make Hoshi want to curl up and take a nap in the sun. Extreme heat or sunlight would likely prove fatal for most Hoshi.
[Gm: Units in desert or snow tiles are -1/-1, +2 to fire attacks with this weakness ]
Sub-Kaminoki trees: to see and function the Kaminoki relies on a network of special trees grown from seedpods hanging from the Kaminoki. If a sub tree is destroyed any Hoshi mages in the area immediately lose their magic and the Kaminoki loses control over the area.
[Gm: If a Kaminoki tree is destroyed, all units in that tile and surrounding tiles lose the bonus they receive from Strong Magics. Those not under the affect of the tree have a -1/0 ]

Advancements:
The Inventor's workshop: As long as Hekron the Inventor is chilling in his workshop he will produce an invention every 3 turns instead of 4.
Forrest Irrigation I : when adjacent to a tile with fresh water new patches of forest are grown in one turn less than the required 4.


Starting Units: 3X Shitakusa (2 Yari, 1 Ite) 1X Niwashi

Name: Shitakusa Yari (undergrowth)
Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 1
Def: 0
Trait: Poisoned weaponry, the Shitakusa dip their spears in deadly poisons.
[Gm: +1/+0]
Basis: magically grown
Preference: Infantry
History: The Shitakusa, or the undergrowth, are the lowest of Hoshi society. Hungry to prove themselves vital to the great plan many Hoshi serve in the Shitakusa at some point. None who have served in the Shitakusa have been forgotten by the Kaminoki.

Name: Shitakusa Ite
Type: Troop
M:1
HP: 1
Attacks: 1
Atk: 1
Def: 0
Trait: Poisoned weaponry, the Shitakusa dip their arrows in deadly poisons.
[Gm: +1/+0]
Basis: magically grown
Preference: Infantry

Name: Niwashi
Type: Elite
M: 1
HP: 1
Attacks: 1
Atk: 2
Def:0
Trait: Nature magics: the Niwashi can make living matter grow or decay as long as they remain in lands controlled by the Kaminoki.
[Gm: -1 turn for forest tile creation when a Niwashi is on a tile. Does not stack.]
Basis: magically grown
Preference: Armour
History:
the Niwashi, or gardeners, play a vital role in Mitsura as both caretakers as well as elite warriors.

History: I will get back to this
 
Last edited:

Huntertabbysandshark3

The lord of randomness and the warp
Nation Name: gecklicko combine

Capital City: zigerzarg

Nation Flag: (Picture required but if struggling get in touch with Sully)

Government: meritocracy

Leader:
Gorbick the great: gorbick the great is the current leader of the combine, his origins are not at all mysterious but his ambition are odd.. having been a prospector Many years ago his discovery of a strange metallic device underground brought him hire up in the fairly meritocratic system of the gecklicko combine such a rise was not strange or unheard of simply heralded as a good thing for them all. The metal object spoke to gorbick, it was not a god nor a spirit or any such guff but a machine one that could think and speak, and most importantly not arcane, it brought great excitement to gorbick though it’s existence is kept a close gaurded secret, only so that not to many are left under the machine sway as gorbick is still suspect of its intention, but the promise of a great mechanical behemoth of metal and metal alone is a tantalising prospect, currently gorbick search for a “gift” the machine has bestowed upon them the location of. A taste of what their great future will be once they rid themselves for the flick arcane.
List of Races: gecklicko’s (commonly called grick)

Temperament: militaristic, technological

Religion: while not strictly a religion all gecklicko’s pay respects to a even when compared to them diminutive figure called Gokel. These lizard apparently United the previous waring tribes into the current day combine. To this day he remains idolised as a symbol of the gecklicko’s tenacity and enginuite in the fact of there… underwhelming physical attributes. And to accept who and what they are, not to resent or feel jealous for those creatures that have what they do not.

Preferred Region: having a preference mineral rich regions they will tolerate the mountain cold with heating but hotter regions suit them perfectly if the resources are available

End Goal: to free themselves for the shackles of fickle and “moody” arcane and provide all their people with great metal beasts powered but science not magic.. and a great machine to build it all.

Policy: Only the worthy: Every two turns, pick a unit in a frienadly settlement-that unit is staffed with higher quality personnel, gaining +1/+1. A unit already affected by this cannot receive this bonus again

Strengths:
Technology Before Magic: The Grick want to break free from the shackles of magic and embrace the wonders of technology. Grick are +1/0 versus magical units.

Patchwork Kit: The Grick can scrape together parts from pretty much anything meaning specialised parts are not always needed, reducing the costs involved. Elite units cost -1 resource.

Jerry riggers: The Grick can fix pretty much anything with a bit of time and tape. At the end of each combat round roll a D10 for every destroyed Gecko unit. On a 10 that unit doesn't die and remains on 1HP, so long as one unit remains alive in the tile this effect triggers

Weaknesses:
-Weak Flesh: Grick are extremely weak outside of their suits and given they are prioritised for military use, it affects them in other areas. -1 to resource generation in settlements to a minimum of zero.

Grick First: While not malicious in nature, the Grick do consider themselves above others. This can often impact trade negotiations. The Geckos only receive 50% of trade routes.
Starting Units:


1615692763788.png
Name: sword slingers
Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 0
Def: 0
Trait: blade swarm: on the first turn of combat, roll a d10 for each of these units. On a 8+, increase the attacks they can perform by one this turn

Desc: “we chuckled at the small lizard and their strange spindly metal frames that carried them like children such easy open targets and those blades were almost as big as the lizard themselves… the laughter stopped with those blade started hovering”—
Requiring only basic arcane skill to power the sword slinger is a light exoskeleton like frame in essence a super stripped down golem. Attacked to the back of the exoskeleton is a sword with a simple enchantment attached that allows it to fly and target opponents charged by the suit it’s linked to.


1615786111526.png
Name: long strider
Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 0
Def: 0
Trait: Overpenetration-Upon an unmodified roll of 10, deal an additional point of damage to the target, or, if the target is already at 0 HP, choose a different enemy unit-attack it again.

Desc: “the things towered over even those strange mechanical dragons.. We knew not to underestimate those flimsy frames but what really had me worried.. Was the bow these.. Lizard never used anything normal.. Yet that… was far to average for them.”—

Long striders are a modification of the sword slinger trading the magical flying sword for much taller legs these troops carry bows instead the exoskeletons height offers somewhat more protection against the elements and melee combatants but not by much these striders and used mostly to pick off important targets in vaste open combat.


images (43)~2.jpeg
Gelicko Sapper
Type: troop
HP:1
Attack:1
Atk: 3
Def: -3
Volatile Ordnance: Upon death, roll d10. On a 9+ deal 1 Damage to the unit that landed the killing

1615692787374.png
Name: mechanical trooper
Type: elite
M: 1
HP: 1
Attacks: 1
Atk: 1 (2)
Def: 1
Trait: fear-inducing: the design of the mechanical trooper golem bring fear to regular foot soldiers making them easier to cut down great waves of them with titanic blades
(+2 attack vs troop type units)

Desc: “you would see a few of them scattered throughout their lines tall black plated behemoths the scowling face stared us down… these were not the silly little frame of metal we had fought before.. but something else entirely” —
The mechanical trooper and those with advanced arcane skills channeling their energies not into fickle spells but to power great golem suits modeled after dragons these war machine do not spew fire but instead hack the enemy apart with long blades


forge districts: reduce the cost of sword slinger by 1.
Firecap farms level 1: increases output of stanard settlements +1
Firecap farms level 2: increases output of stanard settlements +1
Relentless industry level 1: every 8 pop's gain +1 resouces


History: the gecklicko’s were unlike what their diminutive forms suggest a surprisingly resourceful but fearsome race. With minimal physical strength, they made the best of what they had, having to fight one another in tribes to just get together enough to produce some sort of mechanical frame powered by magic. The gecklicko had originally tried to deliver into the arcane however magical spells seemed to always backfire on the reptiles, forcing them to result in golems in order to make any usage.. The combine came into existence after one gecklicko know and gokel, managed to make a convincing case to all the tribes that they should unite for the greater good. What will happen to these mecho geckos? Only time shall tell.
 
Last edited:

CaptainSully

🏴󠁧󠁢󠁷󠁬󠁳󠁿
The Oni
Without honour there is only darkness
This is who we are...
The Oni came into being after the unification of five warring clans, brought together by the man they now call Emperor. His castle is in the capital called Shirawa, a feat of engineering and architecture which sees the fortified city perched against the side of the tallest mountain of the continent. Protected on all sides by sheer cliffs there is only one bridge in and out, making any attacks against the capital extremely dangerous.

Emperor Midori is the leader of the Oni and has the final decision on all matters relating to the nation. He is listened to wholly and completely although he will readily listen to any suggestions and feedback from his closest advisors. One such advisor is Shogun Sakai, known to his nearest and dearest as Jin, he had complete control over the military of the Oni. He is strategically intelligent but is also a truly fearsome opponent in combat. The tales of his exploits from the Clan Wars verges on almost mythical, such is his talent. Of all the advisors to Emperor Midori, he is the one who best understands the mind of the Oni leader.

The Oni are made up entirely of humans, beyond domesticated animals, and like to keep it that way. They allow visitors and travellers to their cities however their stays are often short with those wishing to stay longer having to live outside the confines of the city. The Oni are not isolationist but have a great respect for their culture and don't want to see it diluted by those from outside. They are an honourable people who put it before their own lives with people often ending their own life if they feel like they have dishonoured their families.

In terms of their relationships with other nations, they are happy to trade and if a big enough threat were to present itself, they would even consider working with other nations to end such a threat. That said, they want a peaceful life but aren't foolish enough to believe that peace is an option in the wider world and as a result they have a highly skilled and effective military. All front line soldiers, whether the humble Ashigaru or the fearsome Samurai, receive training with a multitude of weaponry and even on horseback. This means they are prepared for any eventuality and can respond as such.

While to this point they sound like a militaristic nation, the reality is that they are a nation founded on agriculture. The sides of the Hideyoshi mountains have more fields than one man could count in a single day. Such is their skill, the Oni could grow grass in the middle of the desert. Years of experience, skill and technique means their farmers are amongst the best the world has to offer.

The Oni do not have an organised religion based around any particular pantheon or deities but rather believe in the concept of inner peace and achieving enlightenment. This is the idea that they can become so calm within themselves that they become one with the universe itself. This is the long term goal of Emperor Midori with his hope to lead his people to the next stage of existence and to give them an eternally blissful eternity.
A history of war...
While other nations were working together for the betterment of their people, the clans of the mountainous region of Hideyoshi were at war for control of the region. For two centuries family fought family in the name of claiming Mount Oda, the tallest mountain of the continent, for themselves. The bloodshed brought on from the warring clans stained the mountains of the region red for a considerable time until the arrival of one man changed everything...Kubo Midori.

During the Battle of the Clans, a battle that saw all five warring clans meet on the field of battle simultaneously, Kubo Midori strolled out into the field of battle in a glorious white robe that floated freely in the wind. With blood spray thickening the air and blood soaked mud at his feet, the pristine and clean robes were a sight to behold. As he came into view of soldiers in the middle of trying to slaughter each other, they came to a stop, not believing what was before them. Before long the cries of battle made way for a single voice, its soft and dulcet tones demanding the attention of all those that heard it. Since that day not a single drop of Oni blood has been shed on the mountains of Hideyoshi.

Since the civil war ceased, things have only improved for the Oni. Clans have put centuries of distrust and hatred aside, going as far as burning all records of debts and vowed vengeance. All work together to further the cause of their unified nation and under Emperor Midori, the man who single handedly brought peace to the Oni, a new prosperous future awaits them.
Those destined for greatness...
Emperor Midori
There are few that believed it when the news broke that a single man had brought an end to the clan wars but it wasn't rumour, it wasn't hearsay, it was reality. The man strode out alone amongst the bloodshed, casting a figure that didn't belong on the crimson coated fields of battle. His clothes remained pristine, free of any dirt or gore and when he spoke, everyone listened. The fact his words convinced the clans to unite and to end their war show the influence of the man. He is loved by all his and returns that love back to them.

Status: LOCKED
Jin Sakai
A veteran of the clan wars and former leader of Clan Sakai, Jin is a true expert in warfare both in terms of his ability to lead men and his ability to fight up close against his enemies. He has the ear of Emperor Midori and is one whose word is valued. He would give his life for his emperor and his men readily, not fearing death and whatever comes after it.

Status: LOCKED
Samanosuke
A warrior who knows the benefits of having a trained army at his back. A master swordsman himself, he ensures that his troops are trained to their full potential and equipped with everything they need for battle. He has earned the name Reaper from his devastating skills on the field of battle. Only one man has ever bested him, Jin Sakai.

Type: Hero
Base Unit: Samurai
Status: UNLOCKED
M: 1
HP: 3
Attacks: 3
Atk: 5
Def: 5

Art of War: Special fighting techniques have been developed over centuries with only the samurai being skilled enough in their use.

Each round of combat Samurai units can choose one of the below which stacks with multi-skilled weapons.:

• Wave Form: +1 attack
• Fire Form: +2/0
• Sun Form: 2HP damage
• Lightning Form: Strike first​

The Reaper: Samanosuke is a truly fearsome warrior who is one of the finest combatants to have existed.

Samanosuke has a unique token called Reaper tokens. Depending on the hits he inflicts in combat, he can earn tokens from the following:

• Three troops or lesser units
• One Elite Unit
• Heroes give two tokens
• Leaders give four tokens
• Every HP after the first for multi wound units (stacks with other bonuses)​

A token can be used to either generate an additional attack or to reduce the roll of an enemy attack by four. This means a 10 no longer guarantees a hit but instead adds two to the players roll. Four tokens can be used each round with only one the turn they are acquired.

Master General: Samanosuke has trained his men to become a truly fearsome fighting force, capable of cutting through swathes of even the toughest enemy.

All samurai units in the same army as Samanosuke, including himself, can choose two forms to use each turn rather than one. In addition, all units who have Trained Military may select two options to stack when in a settlement instead of one. Only applies to his army, not nationwide.

Kawada Jigamundo
The first born son of Lord Jigamundo and rightful heir to his fathers lands, Kawada proved himself in a strange tournament that saw him going up against some of the best warriors other nations had to offer. His victory saw him disembowel a great dragon, cull a warrior from a close ally and end the life of a armour clad knight.

Type: Hero
Base Unit: Samurai
Status: UNLOCKED
M: 1
HP: 3
Attacks: 3
Atk: 5
Def: 5

Art of War: Special fighting techniques have been developed over centuries with only the samurai being skilled enough in their use.

Each round of combat, Jigamundo Samurai units can choose one of the below which stacks with multi-skilled weapons.:

• Stone Form: Enemy never hits on better than 6+
• Typhoon Form: Always hit on a 6+
• Torrent Form: Attacks explode on 9+
• Blazing Form: Ignore enemy saves​

The Skulltaker: The bigger and more fearsome a foe, the better Kawada performs in combat.

Against units that have more than 1HP as a base stat or 4 or more stat points in atk/def, he may re-roll failed hits.

Enraged Retaliation: His father taught him a technique with the sole purpose of finishing an opponent, but you have to let them get very close.

When he suffers a hit, he lashes out with a ferocious strike. Initiate an immediate counter attack that inflicts D2+1 HP and ignores all saves, even if the hit on him was a killing blow. Excess damage does not carry over to another target and does not benefit from Skulltaker.

Our way of life...
Natural Law

Centuries of farming have meant the Oni are capable of growing the most plountiful bounty in even the most extreme of places. This focus on providing food for the people gifts the nation with workers ready to graft as hard as they can.

Farming settlements grant an additional +2 resources per turn.

To be unlocked

To be unlocked

To be unlocked

To be unlocked
What makes us strong...
Unified Front

Many clans united beneath the emperor mean that at a moments notice, guardsman can react to nearby threats and support their neighbours.

Non-military settlements gain 50% of the defensive bonus from adjacent military settlements or capital, rounding down. They can only get the benefit from one adjacent military settlement or the capital.

Elite Warriors

Elite is a word often thrown about to describe military units but few are as elite as those of the Oni.

Troops units gain +1 stat points and cost an additional 2 resources to recruit. Doesn't apply to peasants. Elite units gain +4 stat points to distribute on unit creation but cost an additional 15 resources to recruit due to additional bonus to attacks and HP.

Heroes and leaders must be based on a unit type e.g. Ashigaru and will have their profile by default before any hero or leader stat points are included. In addition, they will receive that units trait in addition to any that they would receive due to being a hero or leader. Only one hero or leader can exist for each unit type. When the hero or leader is recruited, they can only become available once a resource cost has been paid equal to the units cost they are based on x2 in resources.

Trained Military

All warriors of the Oni are trained in multiple weapon forms and types of combat making them extremely flexible.

When in an Oni settlement, select one of the below for each unit. If they leave the settlement they must remain with their choice until they return:

• Cavalry: +1M
• Spears: 0/+1
• Katana: +1/0
• Bow: Attack first​
What limits us...
Honourbound

Bringing shame to ones family is considered a worse fate that death and retreat is one of the greatest shames a man can face.

The Oni and their units can never flee or retreat from battle regardless of being optional or not.

Class Structure

There is a clear hierarchy within the Oni defined by a persons standing, often from a military perspective.

The Oni must have 50% of its units as troops. If at any point this changes they may not recruit elite units until they have enough troops to return the balance.
Those who defend us...
Non-Combatant



Units listed as non-combat do not attack but can be attacked in combat. No dice roll occurs they are simply removed. If they do not have a combat unit with them and are attacked by enemy units, they are wiped out, unless in a settlement. Non-combat units do not use population and two can be recruited for every one recruitment action. Non-combat units do not count towards the Oni Elite weakness.


Peasants
"Samurai cannot be everywhere at once and at times it falls to the lowly farmer to protect his own fields from bandits and wildlife. They are untrained, unskilled but sometimes through sheer numbers a group of farmers can take down the most efficient military unit." - Kaneda Oda - Life of a Farmer

Type: Non-Combatant
M: 1

Farmers: When it comes to war, the peasants are not very useful. However when it comes to farming, few can compare.

For every four peasant units in a settlement, increase resource gain by +1 per turn, up to a maximum of +3.
Builders
"You've never seen construction until Emperor Midori mobilises his specialised builders." - Nagano Ieuasu - Life on the Oni

Type: Non-Combatant
M: 1

Builders: With enough hand even a city can be created in a short time

For every three builder units, reduce the turn count for building/upgrading settlements and other specialist structures such as roads by 1 action to a minimum of 1. Maximum of 5 turn reduction from builders.[/indent]

Troops
Troops make up the bulk of the Oni forces but they are extremely flexible warriors capable of preparing and fighting against most types of enemy.

Ashigaru
"Ashigaru are not masters of combat, lacking the raw talent that the elite units of other nations possess. That being said, they are like a great oak once rooted in place. Only the strongest of typhoons will move them." - Yoshihiro Seto - Ashigaru Formations

Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 1
Def: 0

Overwhelming Number: Given the number of Ashigaru in a unit, they are extremely deadly.

The following applies in the first round of combat before reverting to the standard multi weapon rules from then on:

• Cavalry: +1/0 and +1M
• Spears: 0/+2
• Katana: +1/0 and re-roll misses of a 1, 2 or 3
• Bow: Attack first before all other units (even those with attack first)​
Elites


Other nations refer to their military forces as Elite but few compare to that of the Oni. They sweep across battlefields like a tidal wave, clearing it of all enemies before moving on and leaving nothing but devastation.

Samurai
"Few warriors in the world can stand up against the brilliance of a samurai. In one on one combat I would stake my life on a samurai coming out on top against all other opponents. I once had the fortune to see them in battle and what I witnessed was like the incoming tide washing away debris from the sands. In one swift and smoothe motion, the enemy was gone." - Hiroki Matsumi - Way of the Blade

Type: Elite
M: 1
HP: 2
Attacks: 2
Atk: 3
Def: 3

Art of War: Special fighting techniques have been developed over centuries with only the samurai being skilled enough in their use.

Each round of combat Samurai units can choose one of the below which stacks with multi-skilled weapons.:

• Wave Form: +1 attack
• Fire Form: +2/0
• Sun Form: 2HP damage
• Lightning Form: Strike first​
Jigamundo Samurai
"I never realised that there were more forms that the Samurai could learn, I wonder if meeting Jigamundo means the Oni now have them all?" - Shinjiro Okawa - Unlocking Potential

Type: Elite
M: 1
HP: 2
Attacks: 2
Atk: 3
Def: 3

Art of War: Special fighting techniques have been developed over centuries with only the samurai being skilled enough in their use.

Each round of combat, Jigamundo Samurai units can choose one of the below which stacks with multi-skilled weapons.:

• Stone Form: Enemy never hits on better than 6+
• Typhoon Form: Always hit on a 6+
• Torrent Form: Attacks explode on 9+
• Blazing Form: Ignore enemy saves​
Ronin
"Just because they want to be paid for their work, doesn't mean they are any less effective as their samurai brethren" - Unknown - Ronin Tales

Type: Elite
M: 1
HP: 2
Attacks: 2
Atk: 3
Def: 3

Ronin Mercenaries: When the war of the clans ended, many samurai found themselves masterless. While they appreciated the offer to serve the Emperor, they instead opted to go it alone and work as hired hands out in the world. While they have left their home behind, they still care for it greatly and would rather face death than take arms against the Oni.

Ronin have access to the Art of War trait just like Samurai and may pick from any of those traits. They do not receive the effects of any other Oni strengths, weaknesses or policies unless in an Oni army. Ronin cost 8 resources to hire with an additional upkeep cost of 4 resources per turn. 50% of the cost is given to the Oni as they send resources home to their families. Ronin cannot be hired by any nation that is at war with the Oni and if they are part of a nation that joins a war against the Oni or their allies, they will immediately leave their service. If hired by the Oni, cost 6 with upkeep of 3.
What we've learnt...
Architects

How better to build than with planning?.

Level 1: Unlocks builders and -1 resource cost to items requiring building (e.g. forts, roads, settlements, not advancements)
Level 2: Locked
Level 3: Locked

Mustering Grounds

Oni men are willing to fight to defend their lands and sometimes that means spending a little bit more.

Level 1: When using a recruit action for Ashigaru, may recruit a second unit for an additional 50% resource cost on the additional unit (rounding up).
Level 2: Locked
Level 3: Locked

Stables

Horses bred for war don't flinch when charging an enemy line and barrel through them with no remorse.

Level 1: Oni units that take cavalry as their trained military option gain +2/0 in the first round of combat.
Level 2: Locked
Level 3: Locked

Market Hub

A place to enact trade.

Level 1: +1 to trade routes and ability to trade with other nations.
Level 2: Locked
Level 3: Locked

School

Teaching the youth allows for more skilled labour.

Level 1: Non-Combatants can be recruited as a free action once per turn.
Level 2: Locked
Level 3: Locked

Ryokan

A place to relax and escape for a few days.

Level 1: Gain +2 Pop Per Settlement and Unlock Ronin
Level 2: Locked
Level 3: Locked

Yari Tactics

Spears are deadly weapons and with better control of a unit equipped with them, the more efficient they become.

Level 1: Spear provides a further 0/+1.
Level 2: Locked
Level 3: Locked

Bowyer

Better bows and better arrows make ranged combat far more appealing a prospect.

Level 1: Utilises fire arrows in combat. Attacks count as fire and the defensive bonus provided by settlements is 0/-2, to a minimum of zero. This only affects the settlement bonus, not a units base stats.
Level 2: Locked
Level 3: Locked


code by nano
 
Last edited:

Athanas

Member
Nation Name: The City-State of Mesania

Capital City: Mesania

Nation Flag:


Government: Elective Monarchy

Leader: Harmost Coreatades Axiomachos

List of Races: The overwhelming majority of Mesanians are humans, and exceptions are usually the subject of much discussion

Temperament: The Mesanians are opportunists at heart. They like to get involved in any major and minor event of the world, even if it would not affect them personally otherwise. They are rowdy and hotheaded, and can be provoked into a conflict with relative ease. However, war is not all they are good for, and if placated, the Mesanians make for reliable trade partners and incredibly staunch allies.

Religion: The Olympian Pantheon

Preferred Region: Coastal Areas

End Goal: To create an Empire worthy of the Mother City-State

Policy: Slavers: Although the Mesanians treat their slaves better than most, the fact of the matter still remains-these people work long and hard, with only the day's food as recompense. Still, one cannot deny the practicality of the extra labor...

This Policy reduces advancement costs by 1. In addition, for every 6 slave "units" acquired, increase the resource gain by 1 each turn, to a maximum of three per settlement. Slave units are gained at a 1-1 ratio of resources gained by raiding settlements, halved when occupying the settlement and doubled when razing the settlement.

Slaves are equally distributed amongst settlements-if any are occupied, the attacker can choose to free the slaves present, adding them to their population in addition to normal rewards.

Strengths: Defiant to the Last: Regaled with tall tales of their proud past and hardened by their frequent wars, the Mesanians will fight against any foe or perceived enemy of their religion, even if they lack serious cause to, or have nothing to gain and everything to lose by doing so.

Every Mesanian settlement always has two militia units(-2/-2) present for the final assault(normal rules apply first). Upon being killed, they will be replaced within two turns for free. In addition, if an enemy army is sieging or within an adjacent tile of a Mesanian settlement, roll 1 d10, adding an additional d10 for every 10 units after the first. For every 6+ rolled, one Mesanian unit in the settlement can attack without the enemy being able to attack them back. If there are no ally units, a +0/+0 guerilla unit will carry out the attack. For every 10 rolled, a guerilla unit will also attack the army before going back into hiding(disbanding). Finally, occupied Mesanian settlements will have a permanent 2 public order debuff, and a random chance each turn to have it drop down even further.

Master Seafarers: Originating as another City-State's colony, the Mesanians are very much accustomed to travel or combat by water, as well as disembarking in hostile territory.

Mesanian ship units can carry an additional unit and can move an additional tile each turn. In addition, If there is a land battle happening within 1 tile of any Mesanian ship units, a unit of Marines(1 for each ship unit, +0/+0) will also participate in the battle. If any marine units are killed, they will be replenished whenever the ship units they originated from enter allied ports.

Beings of Legend: Stories about horrible monsters that terrorized entire regions or demigods who could single-handedly rout entire armies are more than just rumors to the Mesanians-The Gods have infused such beings with a fraction of their power, and as such, their strength is tremendous.

Mythic units(Monsters, Heroes, and Leaders) have +3/+3 and an additional trait, but cost 3 more resources.

Weaknesses: Our own worst enemy: The rowdy nature of the Mesanians is a double edged blade-although very determined in any struggle against external foes, they are hotheaded and stubborn in dealings with each other, as well.

Effects that reduce public order will reduce it by an additional 1. In addition, at the dm's discretion, events will trigger, with either the populace or a prominent general making demands or requesting a course of action. Failure to oblige might result in loss of public order, riots, or a full on civil war.

The Laws of Gods and Men: The Mesanians are bound by several customs, both divine and ancestral in origin. Amongst those are some crippling ones, such as guest right, an inability to break an oath given before the Gods, and other such hinderances.

Spies and non-religious agents receive +3 to any rolls they make while in Mesanian settlements or armies. In addition, the Mesanians are unable to turn on allies or break any oaths they have made.

Starting Units:

Name: Clansmen
Type: Infantry
M: 1
HP: 1
Attacks: 1
Atk: 0
Def: 0

Trait: Spear Volley: The Clansmen don’t fight with particular finesse or organization, and most of them have preferences for other weapons beyond their issued spears. As such, they have trained themselves to loosen them in a volley before the charge, softening up and the enemy.

During the first turn of combat, this unit will throw it’s spears at the foe. It gains +1/0 and attacks first(if any other units have this trait, they attack simultaneously)

Name: Scythed Chariots
Type: Cavalry
M: 1
HP: 1
Attacks: 1
Atk: 0
Def: 0

Trait: Whirling Death: As the wheels gain momentum, the blades attached to them become increasingly deadly, capable of plowing through entire battle lines without the slightest pause.

When this unit roll an unmodified 9 or 10 for it's attack roll, it may immediately attack again. This trait can trigger multiple times a turn, but it's subsequent activation will only trigger on a 10.



Name: Bastarnae
Type: Infantry
M: 1
HP: 1
Attacks: 1
Atk: +2
Def: 0

Trait: Zealous Brutality: The Bastarnae are a savage tribe that worship Deimos, son of Ares and God of fear. When they spill blood in his name, the excitement and zeal overcomes them, drowning out any fear or pain that would affect lesser men.

When this unit’s attack is successful, their defense counts as being 3 higher for this turn(this affects any simultaneous attacks, but not any attacks resolved before this unit attacks).

Name: Bireme
Type: Ship
M:3
HP:1
Attacks:1
Atk: +0
Def: 0

Trait: Mass-produced: Whenever an action to train this unit is taken, an additional bireme can be made at no further action cost.


Advancement: Basic Docks-Marines gain +1 attack. Unlock unit: Bireme
Advancement: Fishing Ships-Increase Resources gained each turn by 1.
Advancement: Trading outpost-Enables trade. +1 resources per turn
Advancement: Eager Crews-Reduce cost of Bireme units by 1
Advancement: Amphibious Assault: Marine units gain +1 defense, and can can participate in sieges and naval battles.
Advancement: Small Agora: At the start of the turn, roll 1d10-on a 10, gain one free advancement. This bonus also applies to any nations that have a trade agreement with Mesania.


History: The History of the Mesanians is heavily steeped in myth, and much of it has been altered by the Mesanians themselves. As such, one cannot be sure of exactly what happened. Even amongst the Mesanians, there is some great debate, but the most popular popular one begins with the Olympian Gods. After they had defeated and consigned the Titans to the depths of horrible Tartarus, they began looking for a land to settle, and claim as their own. After much searching, they found the most beautiful place in the world, according to the Mesanians, anyway. And the men that lived there were blessed by their grace and presence, becoming superior and more refined than all their barbaric neighbors.

Equipped with these blessings and under the watchful eye of the Olympian Gods, the tribes first began to fight each other, with frequent breaks in-between of unifying against external threats before breaking down again. This continued for several centuries until a single city-state, Euvoia, took hold of the entire land, unified as a single entity. Years of great prosperity followed, with Euvoia easily surpassing all other factions of the time in every conceivable manner possible.

Of course, with all internal problems handled, the great leader of Euvoia started looking outwards, seeking to spread the glorious culture of his people to foreign lands. The fleet from which the population that initially formed Mesania was created as a result of this effort. After years on the sea with only small stops to resupply, they arrived on a new land, suitable enough for them and almost comparable to their beautiful homeland of Euvoia. And once more, after severe infighting between the factions, one of them finally came out on top. It was named Mesania, in honor of the leader’s now late wife who was greatly adored by the populace.

The pattern is clear, but a new question emerges-No one can quite say what made Euvoia so great. Was it it’s armies? It’s Gods? It’s trade? It’s academies? The answer is unclear, and causes Mesania’s new leader great turmoil. (TBC)
 
Last edited:

TeaMMatE11

The Ninja. Now you see me, Now you don't.
Nation Name: Azera

Capital City: Aegis

Nation Flag:

Flag.PNG

The green shield represents the steadfast resolve of Azeran's people, along with the grasslands they found themselves in and the health of the people. The 12 dots, including the color, represents each deity and the element in which they represent. Going clockwise, each god and goddess is in order from the 1st month to the 12th. The blue represents the sea in which they traveled on.

Government: Democratic - it is broken into city states in which 1 governor represents their city-state. They all answer to a president who has a final say in what laws get passed.

Leader: Alixandre Invictus

Alixandre is a descendant from a family that survived the displacement of the island (see history). As more information of the old ways were brought to light, the more ambitious Alixandre was determined to follow the tradition. From a young age, he was an eloquent speaker, and born in the month dedicated to Thalik (see religion below), rumors had it that he was destined to be a great leader. As he climbed the political ranks, he won the hearts and minds of the people, steering the political ship into the ways of the old. He was responsible for setting up and implementing the current government system.

List of Races: Majority humans, but with a multitude of other races.

Temperament: Defensive, economic, trade friendly. They play defensive and this shows in their military doctrine as well.

Religion: They worship 12 gods and goddesses, each one representing a month.

Halone, the Fury, mover of glaciers and goddess of war, commands the element of ice and is tied to the first month.. She is depicted as a relentless warrior holding a bronze greatshield, and her symbol is three spears.

Menphina, the Lover, keeper of the moon and the goddess of love, commands the element of ice and is associated with the second month. She is depicted as a maid carrying a round skillet. Her symbol is the full greater moon. Menphina is the younger sister of Azeyma, and the divine lover of Oschon.

Thaliak, the Scholar, ruler of rivers and wisdom and god of knowledge, commands the element of water and is tied to the third month. He is depicted as a reserved scholar holding an ashen staff, and his symbol is the scroll. Thaliak is Byregot's teacher, and the father of Llymlaen.

Nymeia, the Spinner, the watcher of celestial bodies and goddess of fate, commands the element of water and is associated with the fourth month. She is depicted as a weaver donning a white, silken veil. Her symbol is the spinning wheel. She is the elder sister of Althyk, and the master of Rhalgr.

Llymlaen, the Navigator, watcher of the seas and goddess of navigation, commands the element of wind and is tied to the fifth month. She is depicted as a strong fisherwoman holding a long-bladed harpoon, and her symbol is the wave. Llymlaen is the daughter of Thaliak and the elder sister of Nophica.

Oschon, the Wanderer, ruler of the mountains and god of vagrants, commands the element of wind and is associated with the sixth month. He is depicted as a carefree ranger wielding a bow of yew. His symbol is the walking stick. Oschon is the brother of Nald'thal, a close companion of Halone, and the divine lover of Menphina.

Byregot, the Builder, purveyor of architecture and industry and god of the arts, commands the element of lightning and is tied to the 7th month. He is depicted as an ardent smith holding a two-headed hammer, and his symbol is the hand. Byregot is the son of Rhalgr and the elder brother of Halone. Byregot is also Thaliak's pupil.

Rhalgr, the Destroyer, breaker of worlds and god of destruction, commands the element of lightning and is tied to the 8th month. He is depicted as a magi carrying a bronze staff, and his symbol is the streaking meteor. Father of both Byregot and Halone, he is the attendant to Nymeia.

Azeyma, the Warden, keeper of the sun and goddess of inquiry, commands the element of fire and is tied to the ninth month. She is depicted as a noble lady holding a golden fan, and her symbol is the radiant sun. She is the mother of Nophica, the elder sister of Menphina, and the daughter of Althyk.

Nald'thal, the Traders, overseer of transactions and the underworld and god of commerce, commands the element of fire and is tied to the Fifth Umbral Moon (tenth month). Nald'thal is depicted as a discerning merchant holding a balance, and his symbol is the cowry, an ancient shell currency. Oschon is Nald'thal's brother. Nald'thal is actually the single manifestation of the twins Nald and Thal.

Nophica, the Matron, tender of soils and harvests and goddess of abundance, commands the element of earth and is tied to the eleventh month. She is depicted as a jubilant farmer holding a steel scythe, and her symbol is the spring leaf. Daughter of Azeyma, Nophica is the younger sister of Llymlaen, and the bitter rival of Halone.

Althyk, the Keeper, the surveyor of change and god of space and time, commands the element of earth and is associated with the twelfth month. He is depicted as an austere emperor wielding a mythril greataxe. His symbol is the hourglass. He is the father of Azeyma and Menphina, and elder brother to Nymeia.

Preferred Region: Coastal grasslands.

End Goal: To create a nation of diverse culture and defending what they have.

Policy: Defensive Posture - All units gain +1 DEF on owned territory.

Strengths:

Cartography - when Azera visits a tile, the unit maps out the area. Once the unit visits the tile, it is mapped. Gain +1 movement on mapped tiles. This can only be triggered once per turn.

Masters of Defense - All units gain +1 ATK on owned territory.

Well Fed - all units gain 0/+2 on owned territory.

Weaknesses:

Inner Turmoil - despite wanting to create a diverse nation, it is susceptible to subterfuge. If an enemy spy slips into the city, they can roll a d10. If 6+, they can cause civil unrest (-1 public order).

Weak Offense - when attacking an enemy force off of Azera's territory, the army is less confident in their abilities. -1 ATK when on neutral/enemy territory.

Starting Units: 2x Archer, 1x swordsmen, 1x Cavalry (Elite)

Name: 1st Cavalry Battalion
Type: Elite
M: 1
HP: 1
Attacks: 1
Atk: 1
Def: 1

Trait: Cavalry Charge - The thundering of hooves and the quick charge will make even the most hardened soldiers take a look at their surroundings. Roll a d10.
6-8: one unit gets -2/-1
9: one unit gets -3/-2.
10: one unit flees the battle and another unit gets -1/-1.

Name: 1st Archer Battalion
Type: Troop
M: 1
HP: 1
Attacks: 1 (+1)
ATK: 2
DEF: 0

Trait: Hail of Arrows - allows the archer to shoot twice per attack if an Azera melee unit is in the same tile and a roll is 9+.

Name: 1st Swordsmen Battalion
Type: Troop
M: 1
HP: 1
Attacks: 1
ATK: 1
DEF: 1

Trait: Defensive Tactics: Gains +1 DEF on owned territory.

History: Initially a nation on an island, they were isolated from the rest of the world. However, a huge tsunami swept over the island, and flooded it, sweeping away any remnants of the once great nation. What little documents survived were personal possessions of the survivors. The history and culture is spotty at best, and the only thing that remained of the past civilization was a book describing The Twelve, and pieces of history. A great library once stood on the island, which housed everything they developed. The only piece of structure that remains is a few scattered pieces of stone.

The survivors, stuck in the ocean for weeks, barely scraped by. By the grace of Llymlean, their boats floated to the mainland continent and established what became known as Azera. Their first city, Aegis, was named as such for the perseverance and steel nerves of the first few who settled. As time went on, modern interpretations say it's from the defensive military tactics and the city doubling up as the nation's main military base.

When the first few people settled, they had to effectively start from square one. With some help with the odd passerby, a few of them decided to stay and help get the first city started. This is perhaps why Azera is more open to the idea of having displaced immigrants inside their cities, as they were once displaced themselves.

The military is not new, but under Alixandre, they renamed all battalions for standardization and ease of use for the generals. Known for their cavalry and defensive stance, it is said that it is nigh impossible for anyone to take over Azera. If they do, the attackers will pay a high price, and will struggle to maintain order.
 
Last edited:

Martydi

Herald of the Great Devourer
Nation Name: Takrian Republic

Capital City: Unity

Flaga.png

Government: Unitary presidential republic

Leader: President Zarek-Rit Arvan; the former first officer on board the colony ship Unity, renowned for taking charge of the ship after the hyperspace incident and organizing the initial recovery efforts after the crash. When the political structures were established, Arvan rode the popularity brought by those decisive actions to victory in the elections. He is a competent commander, trained by the navy and somewhat experienced in politicking, though tends to delegate most economic and diplomatic responsibilities to his subordinates on account of his lack of education in these areas.

List of Races: Takrians, an alien species originating from the world of Nazgir. They have 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.

Temperament: Expansionist, defensive

Religion: Population is predominantly atheistic, though a few nazgirian religions are present

Preferred Region: None

End Goal: Reclaim lost technology and regain contact with Nazgir

Policy: Unknown horizons - Being a colonization mission sent to an unknown planet, the crew of Unity was trained in handling the dangers of unknown territory. Exploration a tile is more likely to yield a favourable outcome.

Strengths:
  • Advanced bureaucracy - Having years of experience in organizing governments more than other civilizations, takrians have a well maintained system of civic bureaucracy, allowing to keep track of people and resources easily. All settlements and trade deals provide +1 resources due to organized taxation.
  • Reclaimed technology - Despite losing majority of the tech brought on the Unity, takrian society still has the benefits of experience in utilizing rediscovered inventions. Advancements cost -1 resources.
  • Defensive training - Takrian soldiers conduct regular exercises in their home territories, always being ready to defend their homes. +1/+1 bonus in their own territory.

Weaknesses:
  • Alien origins - Originating from another planet, takrians are poorly adapted to the local ecosystem. As such they have to rely on their own crops to sustain their agriculture. Farming settlements cost +2 resources to build and upgrade.
  • Lack of magic - Seeing as Nazgir was completely lacking in magical energies, takrians have no knowledge in handling or utilizing them. Magic-related advancements do not benefit from reclaimed technology, and cost +2 resources. Magical units have +2 attack against takrian units.

  • Resource extraction: Intensified prospecting and advanced mining techniques lead to more efficient utilization of mineral wealth. All settlements gain +1 resource income. [lvl 1]
  • Military reserve corps: Takrian military, aside from its active service branch, also operates a reserve force. Those are troops trained for combat, but not on constant deployment. Whenever combat takes place or a settlement is attacked in takrian territory, the settlement spawns Xd3 legionary units, with X being the level of the settlement. Reserve legionaries disappear when the threat is over. [lvl 1]

Starting Units: 2x legionaries, 1x archers, 1x cataphracts

Name: Takrian legionaries
Type:
Troop
M: 1
HP: 1
Attacks: 1
Atk: 0
Def: 0
Tactical flexibility - Armed with polearms and one-handed weapons, the legionaries are well disciplined thanks to their modern training standards. Takrian infantry can easily adapt to the changing situation of a battlefield thanks to its modern command chain. When a legionnaire unit is attacked, roll a d10. On 7+, if the enemy's trait provides attack bonuses, they do not take effect this turn. For elites this occurs on 8+ while heroes and leaders are unaffected.
Name: Takrian archers
Type:
Troop
M: 1
HP: 1
Attacks: 1
Atk: 0
Def: 0
Ranged combat - Intended to act as ranged support for the frontline forces, the archers are content to sit behind the frontline and pepper their enemy with arrows. At the start of combat, each archer can use a friendly melee unit as cover to gain +2 attack. Each unit can only provide cover for one archer.
Name: Takrian cataphracts
Type:
Elite
M: 1
HP: 2
Attacks: 1
Atk: 2
Def: 0
Armoured charge - A heavily armoured cavalry unit, cataphracts' primary role is to break enemy formations with heavy charges. They fare best when flanking and outmanoeuvring their target. +1 HP. Additional +2 attack if target unit has a trait that allows them to attack first. Cataphracts cost +4 resources to train.

History: History of the Takrian Republic begins on Nazgir, their homeworld in a distant star system. For the past sixty years most of the planet's geopolitical structure was dictated by a cold war waged between two competing superpowers. Over the course of the last fourteen years however, the tensions were steadily decreasing, and both sides approached the other in attempts at deescalation of the conflict. One of the proposed projects was the Exoplanetary Colonization Initiative, using a prototype wormhole drive to send a colony ship, staffed by population of both nations, to a distant star system.

The project initially went off without a hitch, with a large colony ship dubbed the Unity being constructed. However, a navigational error when making the wormhole transition ended up with the vessel emerging in low orbit of Vachore, instead of in the interplanetary void as intended. The error caused the ship to be pulled in by the planet's gravity and crash on the surface in a barely-controlled descent. As Unity was never designed to be in low orbit, much less enter a planet's atmosphere, the incident severely damaged the vessel. Most of the cargo and manufacturing bays were lost, and the colony building facilities that were supposed to kickstart the first settlements were irreparably damaged. Despite the losses however, enough population survived the crash to start a sustainable settlement, even if their technology has effectively regressed into the bronze age.
 
Last edited:
Nation Name: Ogre Kingdoms

Capital City: NoneWarhammer_Ogre_Kingdoms_Symbol.png

Nation Flag:

Government:
Might makes right dictator, heritage doesn't matter just who can beat the shit outta the other rivals

Leader: There is no current unjoined Ogre Race leader, this position is filled by the Overtyrant however there hasn't been a Overtyrant in many years

List of Races: Ogre

Temperament: Aggressively Opportunistic Bullies

Religion: Ogre's believe in the god Ghur, a god that represents the wild savgery of nature. Hunting for meat, battling for leadership, all of this fuels Ghur

Preferred Region: Incredibly cold, dangerous mountainous area's

End Goal:
None currently, Ogre's are not the long goal, world dominating types, they just want to be keep eating and keep surviving

Policy: Meat's back on the Menu, boys!: Every time this nation steals resources from another nation, eat that much of the population. For every 3 population eaten, gain a Feast! token. You can expend a Feast! token to give a unit +1/+1(each unit can have a maximum of four tokens applied to it.). Razing a settlement gives you an extra 2 Feast! tokens in addition to normal rewards.

Strengths:

Strength 1: +2/+1 for 5 extra resources
Strength 2: All Ogre units have a 10+ save. If a trait would give an ogre unit a save, then it adds +1 to that save instead
Strength 3: Ogres are aggressive and when the army ends its turn on a tile adjacent to an army or settlement, it may immediately move into that army or settlement tile. They can then charge for a +1 attack that only hits on a 8+ for the first turn of combat.









Weaknesses:

Weakness 1: +2 resources cost for research. In addition, upon completing a research, roll a d10. On a 1, that research is delayed due to infighting and will take an additional turn to complete.

Starting Units:

Name: Ogre Bulls
Type:
Troop
M: 1 + 1
HP: 1
Attacks:
1 + 1
Atk: 2
Def: 1

Warhammer_Ogre_Bull.png
Trait: Ogre Destruction: Ogres are a destructive force and as such are much more likely to bring down fortifications. This unit counts as 3 units for the purposes of selling and assaulting settlements.


Name: Sabertusks

Type: Monstrous Troop

M: 1 (1)

HP: 1

Attacks: 1

Atk: (1)

Def: 0


Warhammer_Sabretusk_Art.png


Trait: Sabertusks are pack ambush predators crouching low to the ground and springing forward with primordial predatory fury, these tactics along with their developed senses allow them to sniff out stealthed units.

+3 to any rolls made to uncover hidden foes. In addition, sabertusk units that do not move for a turn enter stealth themselves. The stealth is not broken until detected or they attack. If they attacks while stealthed, they gain 1+ to attack and movement.




Unit Type: Ironguts

M: 1 (1)

HP: 1

Attacks: 1 + (1)

Atk: 2

Def: 3

Trait: Armored Plating: The armor that the iron guts wear is the strongest that they can craft, but Ogre craftsmen are not perfect.

Armored trait: Roll d10.
1: 0/-1
2-3: 0/0
4-6: 0/1
7/8 0/2
9-10: 0/3

Warhammer_Ogre_Irongut_1-1.png


History: "Us Ogres don't keep no records or nothing, we fight, we eat, we survive, been doing that for awhile and we'll be doing it awhile more by Ghurs will"
 

Attachments

Last edited:

DapperKnight

A Dapper Knight for dapper nights.
(WIP)

Nation Name: The Malac Cast Confederacy

Capital City: The Shallow City

Nation Flag: 1616868871058.png

Government: The Malacs live in a tribal society, made up of dozens of tribes known as Casts, each one led by a single Malac Elder, usually the largest and therefore wisest member of a certain Cast. These Elder Malacs make up a council of Elders that make the decisions for the tribe, though the largest and therefore most powerful tribe, the largest and therefore most successful, tends to be the overall leader of the faction. Perhaps as a quirk of their cultural evolution and desire to spread, any time an Elder dies and is replaced by another. Should any Malac have any issues with the new Elder, they are given the right to leave the Cast and make their own, taking any willing supporters and forging out to a new land.

Leader: Hrumin - Cast Leader of Hiemmikhel and Grand Elder of the Malac Cast Confederacy: 269 Years of age.

Hrumin is an elder of the Hiemmikhel Cast, and is seen as both the Confederacy's leader and figurehead. Hrumin is one of the first generations of Malac to leave the Deep Ocean and travel to the shallows, leading his Cast up towards the brighter waters, as the first to reach the safety of the Shallows, Hrumin was the first to settle within the Shallows and form what was known as the Shallow Cast, and as more Casts followed the Hiemmikhel toward the bright, Shallow Cast became the Shallow Town, and a century of immigration and building later, the Shallow Town became the Shallow City.

As the Hiemmikhel Cast is the first and most numerous Cast within the city, Hrumin is unanimously given the honor of leading this new confederacy of Casts, and while Hrumin is an old, large and more passive Malac, he still is an ambitious man, and wishes to take the Malac people onto the Dry Land and see what sort of future the Malacs can forge upon it.

List of Races:
1616902999586.png
Malacs are hardy, heavily armored and powerful creatures that once inhabited deep underwater, living alongside the most dangerous of deep ocean creatures which feasted upon them as often as they fought and feasted on each other. A life underneath the deep pressures of the water had made them strong with a broad and hunched silhouette. They have two claws, a small working claw to use to hold items, and one crushing claw, designed for combat, and stand on four sharp stabbing legs.

As one might expect, the Malacs have no skeleton, and instead are covered in a hard, heavy and durable carapace, designed to deflect glancing blows and tank direct hits from both each other and the many sea monsters looking to consume their soft flesh underneath the hardened shell, though weapons designed specifically for armor piercing can and will penetrate their armor with enough force.

Having evolved in a hostile, high pressure and dark environment, the Malacs exhibit qualities that one might expect to find in a species that had evolved in the deep ocean. They are extremely primal, and have little empathy or compassion for anyone else, nor are they capable of comprehending metaphors or abstract concepts as their minds prioritize long term and immediate survival over anything else, leaving little room for things such as poetry, art, religion and philosophy.

Temperament: Expansionist and Aggressive

Religion: N/A

Preferred Region: Humid and cold areas with large bodies of water

End Goal: Expand, and guarantee the survival and continuation of both their species and the Confederacy as a whole.

Policy: Workers and Warriors All: In Malac society, there is a very thin line of distinction between warriors and workers. Every Malac soldier is capable of doing jobs that a civilian might, while at the same time, every civilian is just as armed and armored as every soldier.

Strengths:
Naturally Armed and Armored: The Malacs are naturally armored thick exoskeletons and armed with powerful crushing claws. They're n
Leave Nothing Uneaten: Malacs are omniverious, and are capable of consuming a variety of foodstuffs, ranging from prime meats to rotted corpses, freshly picked corn to soft and sour apples. They have no taste, and their instincts drive them to consume whatever they can in order to survive.
Very Adaptive: Animalistic, but not animals, Malacs are always willing to learn new customs, technology, and survival tactics from other cultures, in order to boost the chances of their own survival.

Weaknesses:
Born in Watery Darkness: The Malacs evolved in the dark, cold oceans and as a result they require water to breath, though they are capable of surviving on dry land for a few days, less in desert environments and longer in humid environments. Bright lights also irritate their eyes and sudden flashes can blind them for up to a minute.
Lacking Innovation: Malac society is very stagnant, and they lack scholars, thinkers, inventors and innovators. As such, it is very difficult for them to make their own technology.

Starting Units:
Malac Minor x 2, Malac Majors x 1, Grand Hermit x 1

The rank and file Malac warriors, with crushing claws and natural armor, they charge forward in a clattering horde, with crushing claws and piercing legs.
Name: Malac Minors
Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 0
Def: 0

Trait: Harvest as we move: Malac Minors make up the primary hunters and gatherer force within Malac society, and are often tasked with foraging as an army moves. Malacs are hungry and they're not overly picky, so everything is on the menu, whether they like it or not.

The oldest and strongest of the Malacs, larger and tougher then three Minors total, Majors are even more armored and stronger then the average Minor, but the added armor makes them slow, requiring Minors to help them get around.
Name: Malac Majors
Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 0
Def: 0

Trait: Heavily armed and Heavy. Malac Majors are both the anvil which holds the line, and the claw that breaks it. Their aged armor and tempered strength makes them incredibly skilled and dangerous, but it also means they are incapable of moving quickly on their own and require the Malac minors to assist them in moving.

A beast of burden and living siege engine, whose size and strength is matched by its sheer hunger and aggresiveness. Malacs have long since managed to tame and drag these creatures from the depths, and use them to break fortress walls, enemy lines and anything else too difficult for them to punch through on their own.
Name: Grand Hermit
Type: Elite
M: 1
HP: 1
Attacks: 2
Atk: 0
Def: 1

Trait: Stupid and Monstrous. Grand Hermits are powerful animals, the size of houses and capable of fighting entire units all by themselves. However they're quite dumb and instinctual animals, and require coaxing, usually with either food, prodding or a combination of both by the Minors to get to where they are needed.


History: The Malacs have long memories, but often times those who with long memories are simply left to starve and die when they become too large or old to provide or work. Because of this, Malacs have very little in the way of remembered history. The most one could gather from the Malac's history is that the many Casts decided to migrate from the deep ocean in a massive wave of bodies, and losing around two thirds of their entire migratory group as they escaped the dangerous deep and enter the "Shallows", which is what this new world they had managed to enter.
 

Jabroni

Member
Nation Name: Toulais; First Toulesian Republic

Capital City: Bon Leroux

Nation Flag: The flag depicts a bird released from its cage. Nine vertical bands fill its background, four of which represent cage bars, and the other five represent their replacement - the five-member Directorate.



Government: Le Directoire (Directorial Republic) composed of three bodies: the Directorate (five member executive branch), the Council of Ancients (250 member upper house) and the Council of Five Hundred (500 member lower house). The Five Hundred consists primarily of younger men and women from the lower-middle class, and proposes all laws for consideration. The Ancients are typically older men with considerable wealth and influence. Their two main functions are ratifying or vetoing proposed law and replacing one Directeur each year. The Directeurs have no legislative or emergency powers and must rely on established law, enforcing it through their various ministers and departments.

Leader:



Directeur Amand Allais - Banker-turned politician with hands in all financial matters. His ministers created the paper currency known as the "millard" and formed the national banking instutition La Banque de Toulais, which prints its own money.



Directeur Jean-Marc Léon - As a beastman from the plains regions, Léon retains popularity among farmers and herders (not to mention "aliens" and fringe races). He manages matters of the State and Foreign Affairs, travelling regularly to give speeches or meet with dignitaries. Léon works closely with Armeron and Allais.



Directeur Céline Delacroix - Delacroix came from the former aristocracy and led a squadron of the 14th Hussars during the Terror of Toulais. She successfully defended the town of Cheateau-Morel on behalf of the Crown against 8-to-1 odds. Mobilizing a remainder of royalist forces, she nearly crushed a rebel army against the Beaumont River when news arrived that partisans had overrun the capital. Realizing the futility of her situation, Delacroix marched to Bon Leroux and laid down arms. Her unit received exoneration by the new Directorate and she was eventually elected to due to her military popularity.



Directeur Gibrian Armeron - Regalian by birth, his parents emigrated to Toulais by ship when Armeron was five-and-ten years of age. Near the onset of the Toulesian Terror, he joined an armed revolt against crown royalists and stormed Bon Leroux palace. He suffered a vicious wound to his face which destroyed his right eye but was proclaimed something of a true patriot. This image promulgated Armeron as a "war hero" and propelled him to a seat on the Directory. He currently manages the Interior and infrastructure projects.



Directeur Marie-Claire Trudeau - What is a country without its eyes and ears? Trudeau comes from the lower classes and could be considered a "rags to riches" success story in her own right. She is currently in charge of Communications and has developed Toulais' spy network across the Western Provinces. Incidentally, Toulesian logistics from trade and supply caravans have improved as a result. She works closely with both Delacroix and Armeron on matters both internal and external in nature.

List of Races: Given its egalitarian spirit, Toulais is home to a garden variety of races including: humans (40%), elves (20%), beastmen (20%), numerous peoples from the Eastern Provinces (20%).

Temperament: As revolutionary expansionists, the old adage "A good defense is a good offense" becomes paramount. This is chiefly because while the populace loves liberty, they are quickly discontented by the ineffective bureaucracy in place. Victories on the "field of glory" are akin to the gladiatorial games of ancient Rome; they are a sideshow to distract the masses.

Religion: An absolute multitude of religions exist under Toulais. However, perhaps the most prominent would be Saints-Worship which in essence is the worship of "heroic martyrs". For example, during the Toulesian Terror a man by the name of "Lafaille" was flogged with 800 lashings by crown royalists. He survived the flogging but died minutes later in front of a large crowd.

Preferred Region: They will live wherever there is liberty for the common man.

End Goal: Liberty and public order for all races in the realm.

Policy: "Give Them A Volley" - All bowmen undergo advanced training at l'Académie de Tireurs.

[GM Notes: Second attack triggers on an 8+]



Strengths:

"Somebody Call An Admin!"- perhaps the chief benefit of a large bureaucracy is its administration, which facilitates management of many towns and cities.

[GM Notes: +1 resources from settlements]

"Back To School" - Higher learning instutitions such as the Académie Toulais provide research benefits toward new technology and schools of thought.

[GM Notes: -1 resource cost to Research]

"An Army Marches On Its Stomach" - Wagon, mule, or dragon, the Toulesians find a way to make armies move with great expediency.

[GM Notes: +1 move to all units]

Weaknesses: (What two things is your nation weak at? We will create in game debuffs to match your choices.)

Red Tape - A large bureaucracy's greatest setback is its lack of rapid response. Decisions are delayed as multiple bodies must work together to enact them.

[GM Notes: +1 turn for building and training]

Instability - The First Toulesian Republic is very young and was bought with the blood of patriots in a series of brutal conflicts. Already there is the threat of further revolts due to the Directorate's inability to act quickly.

[GM Notes: If population disagrees with an action, can cause revolts to break out in a settlement. More prone to negative Nation Events]

Starting Units: x1 Garde Nationale, x2 Toulesian Archers, x1 Order of Saint Lafaille
Name: Garde Nationale



Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 0
Def: 0 (1 if same hex as Order)

Trait: "Vive l'Toulais!" - their patriotic fervor combined with a 10ft pike wall presents La Garde as one of the most stubborn defenders.

[GM Notes: This unit must be killed before other units can be targeted.]


Name: Toulesian Archers



Type: Troop
M: 1 (2)
HP: 1
Attacks: 1
Atk: 1
Def: 0 (1 if same hex as Order)

Trait: "Broadheads" - Use specialized arrows with blades that cut on contact, causing massive bleeding.

[GM Notes: Unit gains +1/0]


Name: Order of Saint Lafaille



Type: Elite
M: 1 (2)
HP: 1
Attacks: 2
Atk: 0
Def: 0

Trait: "Toulesian Circle" - Mounted warriors form a rotating circle, offering a continuous volley of missiles.

[GM Notes: Due to the rampant attacks, gives added protection. 0/+1 to all friendly troops in the same hex. Does not stack.]

Name: Skeleton Knights



Type: Elite
M: 1 (2)
HP: 1
Attacks: 1
Atk: 3
Def: 0 (1 if same hex as Order)

Trait: "Loyalty Beyond the Grave"

[GM Notes: +1/0 and on defeat, roll a d10. On a 8+, they rise again after the current turn of battle. ]


Name: Lord Commander de'Orleon



Type: Hero
M: 1 (2)
HP: 2 (4)
Attacks:
2 (4)
Atk: 2 (4)
Def: 2 (4)

Trait: "Eternal Pride"

[GM Notes: +2 HP, Attack, Atk, and Def while in his Military Fort and Tile. If killed on tile, roll a d10. On a 5+ is resurrected at the end of the combat turn.

Inspiration to his Troops: All Allied troops in the same tile as him gain +1/+1 and Strike First.]

Advancement Unlocked: "Central Bank" - Le Banque de Toulais begins minting the national currency.

[GM Notes: +1 resources per settlement.]

Advancement Unlocked: "Rearguard" - Garde Nationale are able to withdraw in good order, becoming more difficult to encircle and destroy outright.

[GM Notes: When a Garde Nationale is defeated in battle, roll a d10. On an 8+, they retreat and return after the current turn of combat.]

Advancement Unlocked: “Trade Routes” – Directeur Trudeau establishes improved cobblestone roads, allowing the vital exchange of resources between nations.

Advancement Unlocked: “Watercraft” – The Toulesians have developed canoes and outriggers to transport them across smaller bodies of water.

[GM Notes: Gain access to Watercraft. HP 1 / Movement: 2 / Attack: 1 / Atk:0 / Def:0 / Holds 2 units. Can embark and disembark as free actions.]

Advancement Unlocked: "Port" - A commercial port is constructed at the capital to facilitate trade, long-term storage and shipbuilding operations.

History:

The fledgling republic has been in turmoil for nearly a decade since a series a rebellions caused the old monarchy's collapse. During the Toulesian Terror, thousands littered the streets as casualties of revolution. Both partisans and loyalists alike spilt their blood in the name of liberty, and many of those unfortunate losses brothers and sisters, fathers and sons, mothers and daughters. And yet with such great a calamity came the birth of a nation - the First Toulesian Republic, a government by the people for the people.

Unfortunately liberty itself proved not enough. Now the masses clamor for reform, to feed its people and enrich the coffers. Not an easy task for a country in recovery. Can the Directorate overcome a deliberately slow legislative process and popular unrest? Or will the revolution's visions of liberty and public order for all be cast away as yet another pipe dream?
 
Last edited:

GrieveWriter

U-Incorporated 2nd Class Type Unit
Nation Name: The Ru-Ten Amalgam

Capital City: The Greatwood Mausoleum

Nation Flag:
Ru-Ten flag 2.png

Government: Elected Monarchy influenced heavily by a Meritocratic Advisory assembly of three known as the Triumvirate.

Leader:
f3c09782fe289da30344d99943fab9aa.jpg
The Seventh Sire- Once known as Ku-Ral Bross, the Seventh Sire was once a member of the Triumvirate before his ascension. Having initially been a wealthy trader, he was chosen by the Sixth Sire due to being considered an apt representation for the Strength of Mind. His early years among the Triumvirate was middling, merely going along with the ideas of others based on what would make the Amalgam the most money and resources. It was when the other two legs of the sitting Triumvirate began lobbying more drastic actions that would threaten the economy that he began speaking out against them.

It was rare for a Sirewood to side with only one-third of the Triumvirate, but Ku-Ral's staunch wording and spirited defense of the economy managed to sway it to his side. This eventually drove the other legs of the Triumvirate to revolt against the Sixth Sire, making plans that Ku-Ral managed to catch wind of. Warning the Sixth Sire early was key in stopping the Revolution from taking the region's forces by surprise. Though he once again only played a bit part at the beginning of the Rebellion, merely offering words on pricing and cost for the Sixth Sire when new actions were to be taken, it was when the Sixth Sire passed that he had to leap into action. Taking control of the situation by seeking out and assembling his own Triumvirate amidst the chaos, Ku-Ral Bross managed to hold the government together through the period of war.

He became determined to keep the former members of the Triumvirate from tearing the Amalgam apart, and this determination soon led to him being voted to the seat of the next Sirewood. Even though he was still young and the position of Sirewood was a guaranteed death sentence, he felt as though any lost years were worth having a Sire to conduct things once again. And so, he gave up his body, bound himself to the Sirewood's Chamber and became the Seventh Sire. Soon, he was using his abilities and the advice of his new Triumvirate to crush the rebellion. Now he seeks to reassure the Ru-Ten masses that his adherence to the Three Strengths and dedication to his Nation is unfaltering.

List of Races: The Ru-Ten- A species of Plantfolk who've grown beyond the constraints of the Soil. Often Humanoid in shape, though with numerous alterations often specific to what race they are.

Temperament: Opportunistic Pragmatism has been the staple of the Amalgam for centuries. Don't expect them to not profit off another's suffering, or to truly feel bad when called out on it.

Religion: The primary religious understandings of the Ru-Ten Amalgam come from an organization known as the Buried Palm. Currently the oldest Organization in the Amalgam, the Buried Palm figured years ago that the distinction between Gods and very powerful Mortals was key in recognizing their faith. For instance, its still a widely common practice to worship the sun, as its proven itself ever-present with a constant effect on the land below. Due to the recognition for the Three Strengths; Mind, Body and Spirit, such power must be respected

However, for the largest portion of time the Ru-Ten people had been at war with an immensely powerful being that seemed to control a nigh endless number of constantly reanimating monstrosities. For some time there were those who considered this being as a God, only for comparisons and differences to be drawn between it and the sun which resulted in a scuffle between the religious institutions of the time.

Afterwards the Buried Palm came up with what they considered the Limits of Mortality, traits that would imply a being wasn't godlike. These became solidified later on when that powerful being was eventually slain and its powers taken by the Ru-Ten.

Currently the Buried Palm only recognize Godhood in beings that are unhindered by too many Limits of Mortality, for then they are simply extremely powerful mortals. And while they've already applied such standard to a great many things, the Buried Palm continues to seek out more information on such matters to expand their understanding of the concept.

So far, all accepted Gods within the Amalgam have been cleared of the Buried Palm's Limits of Mortality, with the primary deity being the Sun.

Preferred Region: Temperate areas mainly, from forests to swamps they prosper where most plants do.

End Goal: To gather enough knowledge and resources to harness the endless power of the sun for potentially limitless power.

Policy: Recycling - Nothing is allowed to go to waste, anything from corpses to destroyed ruins are bounties of resources in the eyes of the Ru-Ten

Strengths:
Strength of Body- Those who follow this aspect of the Three Strengths devote themselves to it fully, providing the Military with only the peaks of Physical capabilities. (Military Units Gain +1/+1)
Strength of Mind- Those who follow this aspect of the Three Strengths devote themselves to it fully, with only the finest minds winding up in governing positions and schools of thought. (-1 research Cost)
Grassroots Effort- The Ru-Ten are experts at squeezing the land for as much as it can give, and are able to draw more from green lands like the ones they're used to. (+1 resources from settlements)


Weaknesses:
Extreme Temperatures- The common Ru-Ten will find subsisting in places of extreme cold or extreme heat far more taxing than usual. (-1/-1 I snow and desert tiles - fire attacks are +2/0)

Caution Included- Anyone who knows the Ru-Ten for long enough knows that pure trust is not considered conducive to the Three Strengths, and must foster a healthy amount of suspicion for proper relations. (50 percent less from trade deals, - penalty to dealing with NPCs, add negatives to their dice rolls in discord quests)


273b2fe99ff01c3df3e01647406e208a.jpg
Name: Bentvine Skirmishers
Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 1
Def: 1

Trait: Battle Tactics- Despite notably better equipment than Gnarlroot Brawlers, the Bentvine forces are primarily known for their extremely high coordination and battle tactics. (An enemy unit loses strike first for every unit of skirmishers)
35b41f2519d9da76bb20a123cd96c351.jpg
Name: Gnarlroot Brawlers
Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 1
Def: 1

Trait: Sheer Physical Prowess- Gnarlroot Brawlers follow the Strength of Body to a T, with cultivated physiques that they pit against foes in a show of sheer physical prowess. (Counts as 3 units for the purpose of sieging)
b22ee6c6886062251d323500e8c42f32.jpg
Name: Sirewood Beast
Type: Elite
M: 1
HP: 1
Attacks:1
Atk: 2
Def: 2

Trait: Reanimated Pawn- Those infested with the vines of the Sirewood feature far more endurance than any average creature, requiring complete eradication of the body to ensure true death. (After death, roll d10. On an 8+, that unit is revived for the next round. -Unless hit by a fire attack)

Millenia ago its said the Ru-Ten once lived in harmony with the forest they lived within, protecting it in exchange for the food it provided them. But given the destructive nature of the creatures within their forest, this symbiotic relationship was fierce. The Ru-Ten fought with great beasts that lurked within their forest, just barely managing to ward them off in order to monopolize the greenery of their forest. This was the reality of the region for centuries, with the Ru-Ten having to evolve rapidly to ward off the increasingly ferocious beasts that came for the bounty of the woods.

But then it came, the years of the Mire.

The fog rolled in, and with it came the withering of many of the plants the Ru-Ten depended on for food. The famine wiped many out, driving the already ferocious beasts they fought with mad from starvation. Uncertain what had brought the fog, the Ru-Ten grew spiteful to the greenery that no longer supported them. With options limited, the only Ru-Ten to survive the Mire were those who began feeding on the maddened beasts they were constantly fighting with.

No longer dependent on the woods for food, the Ru-Ten figured themselves freed from the shackles imposed by the soil. Seeing the greenery as holding them back from their full potential, the Ru-Ten began a thorough logging campaign in order to utilize the lesser greens in their fight against the beasts. It was only after they'd converted several dozen miles of forest into swampy grasslands that they'd managed to wipe out the beasts and assert their domination of the region.

The assertion of the Ru-Ten settlements after this period are known to the culture as the Age of Victory, which is dated to 1988 BA.

The Age of Victory didn't last long, without the numerous beasts threatening their homes the Ru-Ten enjoyed several decades of peace before the settlements began turning on each other. Unwilling to be held back by anything after their falling out with the 'Lesser Soilings', differing groups of Ru-Ten became unwilling to compromise with others out of fear of being restrained by differences. Isolationism begat stigmas which grew into the Confliction in 1950 BA.

The Confliction is not one single conflict, but rather a swathe of minor conflicts which lasted for decades. Settlements would rise and fall constantly, with those that failed considered too weak to be remembered. By the turn of the century, the Ru-Ten homelands became a place dominated by a Might makes Right philosophy with warlords rising to power only to be overthrown by others in a near constant plane of shifting power structures and alliances. The more stable records of Ru-Ten history begin in this timeframe, with records of constant battles and betrayals becoming the norm for this era.

The Confliction lasted many brutal years, but in 1700 BA two factions finally swallowed their competition. On one side were the Chapter of the Yellow Eye, and on the other were the Halluk Assembly. The Chapter of the Yellow Eye were a religious assortment of Sun-Worshippers. Throughout Ru-Ten history, the one constant through the ages was the Sun. During the Confliction many of the warlords saw it as a symbol of power, and those that believed it to be a being of infinite power eventually became the Chapter of the Yellow Eye.

This period of Ru-Ten history is mostly known through the record-keeping of the Chapter, so not much is actually known about the Assembly by comparison. Through the Chapter's view they were a mighty warrior clan that had survived the Confliction through sheer brawn. Despite this, the Chapter respected their strength, seeing their inability to wipe them out as proof enough to their worthiness.

With these two factions unable to wipe each other out, they entered into a stalemate for the next few centuries known as the Yellow-Halluk Deadlock. Despite warring with each other, the two Ru-Ten factions used the deadlock to spread their influence throughout the homelands, as well as advance philosophy and technology. Great scholars and military minds rose to prominence during this time, only for the Deadlock to be broken by an unlikely source.

In the Year 1512 BA, the fog that had consumed the Ru-Ten homelands for centuries finally dissipated.

At first both the Chapter and the Assembly were stunned by the sudden dissipation of the Mire, as it had been a staple of Ru-Ten life for generations now. But in its absence, the Ru-Ten people found themselves drawn into a conflict with their greatest foe yet. Not long after the fog receded, they became targeted by grand monstrosities of flesh that had been infested by parasitic vines. The arrival of these creatures kickstarted the Fleshwood Crisis. At first simply withstanding the new threat, the Chapter and the Assembly found themselves forced to devote their entire efforts in staving off the new threat overrunning their homeland.

By 1488, both the Chapter and the Assembly had spent the last few decades trying to discover the source of the Fleshwood, but their bouts with each other slowed things down considerably. Eventually, they discovered the identity of their new foe deep below the Ru-Ten homelands. After thick fog was found in caves underground, the Chapter followed correlations between the end of the Mire and the appearance of the Fleshwood monstrosities. The Assembly weren't far behind, originally convinced that the Chapter were attempting to gain an edge over them amidst the Fleshwood crisis, their exploration of the caves became common as well.

The Fleshwood creatures residing amidst these foggy, vine-infested caves became more organized in their attempts to expel the factions. A single voice began emanating from the Fleshwood, speaking in an ancient tongue. The exact words of what controlled the Fleshwood are unknown, but its aggravation over the excursions by the Chapter and the Assembly was blatant. In retribution, the Fleshwood began destroying their own caves, burying themselves along with any Ru-Ten unfortunate enough to be trapped with them.

Now convinced that the Fleshwood were pawns of a greater entity, the Chapter and the Assembly began their efforts to eradicate it. They labeled this being as the Greatwood, and would spend nearly seven-hundred years battling it in what would come to be known as the Greatwood's War. So much time was spent fighting the Greatwood and its Fleshwood monsters that both the Chapter and the Assembly would go through various changes by the time it was over.

The Chapter of the Yellow Eye would soon grow jaded by dozens of mystical attempts to garner the Sun's favor, and was overthrown by an atheistic insurrection that came to be known as the Chapter of the Sealed Eye. The Halluk Assembly, meanwhile was eventually usurped by the Kullen through Bigger Army Diplomacy, ending the Halluk bloodline and establishing a state of Total War in order to combat the Greatwood's forces. Under these shifts in rhetoric, the Chapter of the Sealed Eye took a back seat in the conflict as their insurrection led to even more internal discord.

The Kullen Bloodline was devoted moreso to long-term victory than proving physical superiority, thoughts which allowed them to overturn the Halluk in the first place. Though this angered many who still held the previous values of the Assembly, their inability to out-strategize the Kullen secured the Bloodline's place in the newly established Kullen Coalition. It was the Coalition that first realized the weaknesses of the Greatwood's sole control over the Fleshwood. Recognizing that despite its numbers, they were still just fighting one opponent with numerous bodies, they began pushing back the Fleshwood using deception tactics to constantly outmaneuver its forces.

While the Coalition were able to pressure the Greatwood, they were unable to crush the Sealed Eye. The Sealed Eye were able to withstand the trials of the times through sheer, unmatched spite due to being unable to garner any favor from their God. Though passionate, their disorganization led them to spend many years crushing uprisings. The largest of which was led by the Woodslain Evangelists, a sect of the Chapter who considered the Greatwood a god due to its immense abilities. Opponents to this notion cited the Coalition's ability to outmaneuver it as proof of its mortality, and the conflict erupted into a civil war between the two sides that lasted ten straight years.

By the end of the Civil War, a new sect arose known as the Buried Palm with a new understanding of Gods and Mortals. They were convinced that any being of overwhelming power can simply masquerade as a God, and that true gods were those without any concern for the realm of mortality due to their sheer Insurmountable affect on everything. The Greatwood's inability to out think the Coalition was proof beyond all that it was simply an extremely powerful Mortal, and renewed the Buried Palm's efforts to slay it.

By this point the Coalition had run into the true power of the Greatwood, as despite all the losses they could inflict upon the Fleshwood the numbers would always wind up replaced by more monsters infested by vines. Sometimes even previously slain creatures were simply infested again and returned to the fight. Their battle had essentially devolved into a war of attrition that they couldn't withstand forever. Eventually, the last son of the Kullen line figured that the only hope they had to press the advantage was to seek the aid of the Buried Palm.

Sword-Saint Rolak Kullen sought the aid of the Buried Palm, only to be rebuffed. He was persistent, however, and discovered that the Buried Palm were using the Coalition's battles with the Greatwood as a distraction. With the Greatwood completely focused on combatting the Coalition, the Buried Palm were utilizing a new mystic art to track the source of it through the vines. The practitioners of this new art were known as Vineseekers. Rolak was unable to convince the rest of the Coalition that such a promising Art existed, with many convinced the Buried Palm were mystical lunatics while others were convinced it was a trap.

So the Sword-Saint ventured on his own, following the Buried Palm's Vineseekers with only his most loyal supporters. Tracking the Greatwood deep into a nightmarish clog of twisting vines and ravenous Fleshwood monstrosities, both the Sword-Saint and the Vineseekers traveled swiftly and quietly, both hoping to find the Greatwood's source before it could become privy to their plans. However, the Sword-Saint underestimated the Buried Palm, as the leader of the Vineseekers recognized they were being followed and lured the Sword-Saint into an ambush.

Vineseeker Burad-Mint was one of the first of the Buried Palm to learn the art of Vine-Seeking, and one of the most determined to remind the Greatwood of its Mortality. Any threat to this mission was to be eradicated immediately, and the Sword-Saint recognized the intent almost immediately. Rolak managed to convince Burad-Mint that the best chance of overcoming the Greatwood was to work together, and submitted himself to Burad-Mint's leadership.

His drive to end the Greatwood overturned the natural resentment the Buried Palm had with the Coalition, and so Rolak and Burad-Mint joined forces to track down and end the Greatwood. The bigger party was harder to manuever, but Burad-Mint would later state that the careful contemplation of the Kullen were displayed fully by the Sword-Saint's followers. Eventually, they delved into a cave heavily infested by the Greatwood, but managed to make it to the source.

There they found far more than they bargained, the Greatwood turned out to be a humanoid plant creature much like them. Scholars of the modern time even believe that the Greatwood was actually the only surviving member of the Ru-Ten's ancient ancestors dating back millennia. Though the Vineseekers and the Sword-Saint's entourage were not to be underestimated, the Greatwood's chamber was completely subject to its whims. With the very walls and floors turned against them, the expeditionary force stood no chance. Seeing the situation as hopeless, the Sword-Saint implored Burad-mint to bring word of the Greatwood's source back to their factions.

The Sword Saint was convinced that with the element of surprise gone, the only possible way to end the Greatwood was for one of the factions to turn their full military might against it before it could accrue more defenses around its source. With the Coalition already pushing against the Fleshwood elsewhere in the region, he believed the Buried Palm had the best chance of striking against it with the momentum behind it. And between him and Burad-Mint, he recognized their strengths and weaknesses.

Burad-Mint was the only survivor of the chamber, fleeing whilst the Sword-Saint and the rest of the Expeditionary force kept the Greatwood and its nearby Fleshwood busy. Its unknown how long the Sword-Saint survived for, but Burad-Mint was convinced that the only reason he made it out of the Greatwood's lands was because so much of its attention was focused on Rolak. Inspired by the Sword-Saint's sacrifice, not only did Burad-Mint manage to rally the Buried Palm's forces, but even managed to convince the Coalition of the authenticity of the now missing heir's words.

Working together, the Buried Palm and the Coalition managed to finally break the Greatwood's hold over the region. With the Coalition and Buried Palm forces working to keep it focused on too many places at once, a joint force managed to fight its way into the Greatwood's chamber, where they discovered a harrowing sight. In an act many saw as a final act of insult, the Greatwood had infested the body of Rolak Kullen, controlling him as it had the numerous Fleshwood monsters that fought on its behalf.

Between the Tainted-Sword and the Greatwood itself, the resulting battle was fierce and brutal with many casualties. But finally, the Ru-Ten managed to rip the Greatwood asunder and bring to end its domination of the region in 766 BA.

With Rolak Kullen avenged and the Greatwood slain, the Buried Palm and the Coalition entered a truce with one another under a newfound mutual respect that had previously been unthinkable. The Fleshwood creatures didn't perish with the death of the Greatwood, but without it to control and manage them they returned to simply being beasts. Many Fleshwood creatures can still be found in the Ru-Ten Homelands today, but have managed to slide into niches within the local ecosystem. With most of their resources no long focused on fighting the Greatwood or each other, the two factions began focusing inward.

The Legend of the Tainted Sword turned the Coalition's opinion against their government, who's dismissal of Rolak Kullen was considered by many to be a direct cause of the Sword-Saint's eventual demise and the great loss of life at the final battle against the Greatwood. As a result, the Coalition found itself embroiled in numerous internal conflicts for the next two generations until a Trading Guild known as the Bermuk Union saw the weakened state of the Coalition as a chance to sway public opinion and seize leadership for themselves.

Having managed to kill what they believed to be a false god, the Buried Palm became firm in their new belief and began looking into the world around them with this altered on life. If the Greatwood could be misconstrued as a God, then what else could be? Was the weather a god due to its effects on the world, or was the ability to control it through Mystic arts proof of its mortality? They could tame great beasts that they would've thought impossible to control in the old days, so could Godhood be revoked simply due to the passage of time and greater capabilities of mortals?

These questions and more became the driving force of the Buried Palm, who began studying the world around them with greater fervor and dedication in an effort to discover just where the line of godhood was. As a result, they began producing great theologians, scholars and philosophers, and even today some of their great Temples still stand. In fact, many notable scholars from the Buried Palm wound up finding great success in Yonfield, the new name for the former Coalition lands now ruled by the Bermuk Union.

The Buried Palm were also responsible for the core philosophy of the three strengths: Strength of Mind, Strength of Body, and Strength of Spirit. Originally simply strength of Mind and strength of body to describe the two fundamental ways a mortal may wield power, the Strength of Spirit was added once theologians realized that much the Legend of the Tainted Sword highlighted the willpower of an individual being able to sway a stronger or smarter opponent to their cause. This Philosophy spread beyond their boarders, with most Ru-Ten eventually coming to know it intrinsically.

Meanwhile, Yonfield quickly became a land ruled by Corruption, as the Bermuk Union engaged in numerous power plays to usurp each other's economical holdings. But due to their ability to hold the people together, this rule was maintained for over a century. That was until the son of an influential Merchant known as Kelik became infatuated with the Legend of the Tainted Sword, and grew disgusted by the destruction of the martial values the people of Yonfield once adhered to. In complete disregard for his father's wishes, he joined the Military and spent much of his early life slaying monsters, defending the homeland and promoting the Strength of Body wherever he could.

After siring several children and coming to his elder years, Kelik established an Arena known as Kelthrun in 683 BA. Here he assured that the Strength of Body would live on, and after viewing several battles found himself content enough to pass on. But Kelik wasn't satisfied with anything less than death in combat, and challenged numerous warriors from across the land to slay him for renown, prestige and a hefty monetary reward. Kelik spent the final years of his life slaying challengers, until he was finally killed by a Wandering Scribe of the Buried Palm known as Yakten.

As per Kelik's final requests, Yakten would go on to train his children in combat. However, due to his teachings from the Buried Palm, Yakten also found himself acting as a mentor of philosophy and knowledge.

One of Kelik's children was Norkhal Thissin, an idealist who took to both Yakten's teachings as well as his father's respect for the Strength of Body. He too believed that the Bermuk Union was ruining the culture of Yonfield. But unlike his father, Norkhal was convinced that someone needed to stop them. It was only Yakten that managed to keep Norkhal held back at first, encouraging him to think before he acted. Out of respect for his Mentor, Norkhal held back his inclinations and started his revolution quietly.

Suddenly resources were being stolen and businesses suffered, as Norkhal led a quiet campaign against the Bermuk Union's finances. Whilst doing that, he began a very public campaign of outcry against the Bermuk Union, decrying that the resulting economic shortcomings were the result of their wanton greed crippling local businesses. Using the wealth and status of his family add weight to his words, the sentiment quickly spread across the land. This cycle repeated itself several times over the years, until finally Norkhal managed to incite numerous settlements in Yonfield to rise in open protest against the Union.

Seeing rebellions breaking out across their land, the Union began hiring as many mercenaries as they could to aid their forces in a defense against the rebels.

Pleased with his ability to destabilize the Union's hold on their lands, Norkhal went to the only ones he knew who could decisively drive them from their positions of power. Venturing to the Buried Palm's temples on the Shores of Promus, he beseeched the High Scholar Wes-Yakul to aid him in unseating the Union from power. It was there that Norkhal discovered just how far the Buried Palm had come in terms of the Three Strengths, as Wes-Yakul admonished him for failing to see the opportunity he'd passed up. Tricking the people into rising up and forcing the Union to spend their wealth in order to counter it was as perfect of a chance as he'd ever get to take the land for himself. Going to the Palm for aid just meant that he'd have no choice but to share power with them once the fighting was over.

Wes-Yakul worried that someone not able to harness the Strengths of Mind and Body to their fullest extent would be unable to maintain rule for long, and so Norkhal had to spend two solid days convincing the High Scholar that only united could the Ru-Ten people fully begin to move beyond the constraints of their homelands and begin a new age of growth and discovery. Eventually the High Scholar conceded, and the two led forces on Yonfield's capital fortress of Tirith. There Norkhal slaughtered the leaders of the Bermuk Union, including two of his cousins.

But just as he was giving orders to secure the rest of the fort, Wes-Yakul's forces turned on him. The High Scholar expressed further dissapointment that Norkhal was still unable to utilize the Strength of Mind to its logical conclusion, and attacked with an overwhelming advantage behind him. However, Norkhal had been preparing for such an outcome, and had forces in reserve ready just in case his worries came to fruition. With aid from these forces, Norkhal managed to force the High Scholar into a one on one duel. And though wounded heavily, was able to cripple Wes-Yakul. It was only after recognizing the futility of resistance that Wes-Yakul grew respectful and allowed himself to be beheaded.

Having managed to outplay both the Bermuk Union and the High Scholar, Norkhal took over Yonfield as the first of a new Monarchy. Having proved himself capable of outmaneuvering the High Scholar, the Buried Palm willingly allowed him to assume control of their territory only with the caveat that Norkhal elect an advisory committee for himself. Once that condition was fulfilled, the Buried Palm's lands came under his rule as well in the newly established land of Yomus in 638 BA.

Life changed radically, as Wes-Yakul's final lesson stuck with Norkhal throughout his lifetime. Now convinced that a proper ruler must have the three Strengths covered in order to be effective, the first Triumvirate were elected of those he figured represented those three concepts the most. Opportunistic Pragmatism became the basis for most Ru-Ten ventures, and things such as Virtues and Principles were to be manipulated by those with more Open-Minded Ideals.

Like when the Buried Palm eventually discovered a way to utilize some remains of the Greatwood's vast network of vines to keep tabs on a number of areas in the region in 562 BA. While some would say that utilizing that monster's remains for anything was an affront to the Sword Saint and the lives lost fighting it, proper Ru-Tens would simply say 'how else are we going to keep track of those stampedes heading right for your village? '

Only problem was that to link into this network of vines, the user would have to quite literally lose their entire body and become one with the vines. Not only that, but the moment the spell runs out in about twenty to twenty-five years, the user dies immediately as their consciousness is consumed by the filthy soil and cannot be recovered. These realities didn't stop the Third Ruler of Yomus, Advisora Robal from taking the plunge, convinced the benefits of controlling such a thing were worth his body, mind and life.

And so ended the rule of Advisora Robal, and in came the rule of the first of the Sirewoods. Plugged into the very ground around him, a fortress was built around the First Sire and eventually the capital was moved to the new safest region around. This event led the land to be renamed to the Ru-Ten Amalgam in 557. Ever since, the newest rule of succession was clear: Become the Sirewood and sacrifice for your people. The Second Sire was actually the daughter of the first, who the Triumvirate considered equally skilled and so elected her to take the plunge not long after the First Sire passed in 534 BA. Of course, not long after that it became custom for the Triumvirate to elect one of their own for the position.

It was during this reign of the Third Sire that the Buried Palm eventually came up with a solution to their 'can Godhood be revoked?' question. Their answer was to see if they could harness the power of the sun directly, in order to invoke upon it 'Limits of Mortality'. However, seeing as that kind of ambition takes a while, they'll settle for studying old gods and discovering what made them strong or weak in the meantime.

And so, the cycle of Sirewoods continued for some time, until the year 20 BA.

With the Sirewood essentially rooted into the center of the region, the dependence it has on its Triumvirate is vast. Though they are elected by the Sirewood specifically to advise it in situations, the Sirewood still has the ability to simply act against their advice. While it is rare, especially in recent years, such a thing became common in the Year 20 BA. Due to their influence on the Sirewood, the Triumvirate are essentially the highest distinctions right below it in the Amalgam. Figuring that their voices were going unheeded by the Sixth Sirewood, two of the Triumvirate used their influence to raise a rebellion against the Sirewood. However, their treachery was revealed by the Third member of the Triumvirate, and so they were unable to utilize the element of surprise. Even so, much of the Amalgam was ravaged by the Rebellion, which was stretched out over eleven long years of suffering.

Amidst this time, the Sixth Sirewood passed, and so the remaining Third of the Triumvirate was left to scramble together other members so they could focus on crushing the rebellion. Midway through, they Elected a new Sirewood, who managed to crush the rebellion over the next five years. With uncertainty over the legitimacy of the Seventh Sirewood, due in no small part to his election during a time of strife, the Amalgam began making plans to finally search beyond their borders for more.
 
Last edited:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Top