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Nation Building BoN Act 2: Age of Colonialism Nation Sheet

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Trektek

Happy Necromancer
Roleplay Availability
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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!

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Nation Name: (Simple)

Colonizer or Native : (Choose which one and then two bonuses from the below)

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)

List of 3 Story Characters: (Possible 3 characters that will get focus within your nation’s story.)

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

Religion: (What are your nation's 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. Comes with a negative that is provided by the GM. Start with 1 but can have up to 3 active during gameplay)

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, Elite, Legendary)
Tier: (Starting units are always Tier 1)
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)
Off: (Units Offense 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.)

15. Example Sheet

Nation Name
: Mikhail’s Mercenaries

Colonizer or Native : Colonizer: Extra 50 Starting Resources, Two Ships

Capital City: Base Alpha

Nation Flag:
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Government: General Mikhail and a small council of his Commanders

Leader: General Mikhail broke away from his home nation of Vladistok and formed his own mercenary organization. He decided to bring it to the new lands of Hortencia to sell his services to the highest bidders. Both a somewhat shrewd businessman and brilliant tactician, he stands to make him and his people rich, even as they carve out their own lives on this new continent. Mikhail is 6’5”, muscular, with a dark black goatee and short cropped hair. He wears a grey military uniform with his faction’s sword and shield emblazoned on the top right corner of his shirt

List of Races: Mostly Humans with some Orcs and Ogres in the mix

List of 3 Story Characters: General Mikhail- Leader of this mercenary nation, he is having to deal with all the rigors of running his own large scale mercenary company. With his many years of experience, this commander of warriors has what it takes on the battlefield, but does he have what it takes to run a nation?
T’Okren- An Orc warrior that joined up with Mikhail’s Mercenaries in hopes of becoming rich and reaching Honored Warrior Status within his Clan. His homeland no longer had the opportunities to become an Honored Warrior, but as this is a new and dangerous land, perhaps he can complete this task.
Isabella- A disgraced Doctor that has found her talents of use with the new mercenary company. They don’t care about her past and she doesn’t like to bring it up. But this place and this new land, is an opportunity for a fresh start away from the Old.

Temperament: Militaristic and Money Hungry as befitting a mercenary nation

Religion: There is no uniformed religion and its members are able to worship whatever gods they like as long as it doesn’t interfere with the job

Preferred Region: Coast due to Colonizer status

End Goal: Become the premiere Mercenary company on the continent and become very, very rich

Policy: We have the Numbers: When training units, Mikhail’s Mercenaries are able to train a second batch in the same group without using an extra action. However, this action is cost +half cost

Strengths:
Intense Training: Due to the harsh training regimen for all his forces, they gain +1/+1 in addition to their normal starting stats
Harsh Weather Training: Mikhail’s Mercenaries special in training in all types of weather. All units are not affected by any normal weather penalties.
All Terrain Training: Mikhail’s Mercenaries serve with training in all kinds of environments. They don’t suffer movement penalties from the environment. Still suffer other effects from Blighted lands though.
Weaknesses:
Mercenary Forces: All of his units, being a part of this mercenary outfit, cost more due to their high level of training. All units are cost and a half in price
Poor Trading Skills: This Mercenary Group isn’t very good at trading and only gains half Resources from Trading Routes

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: GreenHorns
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0 (1)
Def: 0 (1)

Trait: Alternating Fire: When Standing next to at least 1 other GreenHorn, gains +1/0. Does not stack.


Name: Trappers
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0 (1)
Def: 0 (1)

Trait: Traps Galore: Before the start of battle, for each trapper roll a d10. On a 7+, for each success, 1 enemy unit is trapped and unable to participate in the current battle. (Note, after the battle, they are free to retreat or attempt to attack again. They are not captured by the Trappers and are merely incapacitated for that current battle)


Name: BlackShirt
Type: Elite
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 1 (2)
Def: 1 (2)

Trait: Battle Hardened: Blackshirts gain a save on an 8+


History: Mikhail’s Mercenaries started as a distant dream to the soldier Mikhail of Vladistok. He soon grew weary of his home nation, a place that seemed to mistreat their soldiers and hold them as disposable, throwing away the soldiers into the meat grinder of battle, while keeping those soldiers of a noble background, safe and sound out of harm’s way.

The man had had enough. He took with him other like minded individuals and founded the core group that would be the beginning of their mercenary organization. It wasn’t long before they started taking jobs, their numbers growing after each successful mission.

He knew that it was time. Gathering up the other Commanders, the newly christened General had called them so they could hear the new plan for their organization. They would be gathering up on two ships that he had purchased and head to the new world, the continent of Hortencia. Other nations have gone there to colonize, and there were natives as well. It would be the perfect opportunity for them to strike first and gain ground, becoming rich in the process of becoming the number one mercenary organization operating on the continent.





Rules and Generic Terms

  • In terms of prioritizing traits and what trait overrides another, below:

  • If two traits clash, a D2 roll to decide which takes priority each turn.
  • Strengths override all traits regardless.
  • A keyword system so if a unit trait has always in it, it always applies although to include that word would increase unit cost.

  • Example Keywords:

  • Rend: +1 HP Damage
  • Poison(X): Always hit on a X+
  • Armour Piercing: Ignore Saves
  • Explode(X): Gain an additional attack on a roll of X+. Further attacks only ever explode on a 10.
  • Fear: Enemy units can't hit on less than 4+.
  • Terror: Enemy units can't hit on less than 6+.

Starting Bonuses

The below is the list of starting bonuses options for natives and colonisers. Those in Bold are recommended, but not required:

Starting Bonuses for Native Nation:
  • Second starting settlement near capital
  • Natives don't suffer movement penalties
  • Double number of starting units
  • Capital starts level 2
  • During Exploration, have a greater chance of a positive effect

Starting Bonuses for Colonizers:
  • Mercenary Hut (Revolving door of specialized recruitable mercenary units)
  • Extra 50 Starting resources
  • Start with two ships
  • Start with a free advancement
  • Start with two Hero Equipments

Initiative

This is the order in which units attack in combat. All units in the same tier will be able to make their attacks even if they are killed by another unit in the same tier. However, if a unit from the first tier kills a unit in standard, the unit in standard will not be able to attack.

  • First
  • Standard
  • Last

Limits

  • Abilities and traits that affect initiative order(increase or decrease) can only affect a maximum of 25% of an army.
  • The most that units base stats can be increased and decreased by is +2/+2 and -2/-2 respectively. So if a unit is +2/+2 and an enemy ability means -2/-2 then they in essence cancel each other out.
  • Only one advancement can provide one bonus e.g. +1 to trade. This can be upgraded by improving your advancement but you would not be able to have further trade improvements through other advancements. In order to increase that bonus, a second tier or third tier of the advancement will need to be researched
 
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Nation Name: Penumbra, Empire of The Dawn

Colonizer or Native: Native (Second city, Double Starting units)

Capital City: Umbra

Nation Flag:

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Government: Theocratic Absolute Monarchy

Leader: Lady Arlethane - The forgotten goddess reborn; Arlethane is known for her charisma, brilliance, and strength, but she is loved for her patience and compassion.

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List of Races: Humans, Beastmen, Dwarves, Elves, Ratmen, Geckos, Mothmen, various races

List of 3 Story Characters:
Charlotte
- High Seneschal & Seer -

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An elderly woman with no title or name, but the gift of sight and limitless faith. Blind from birth, Charlotte cannot see naturally as other do, but as a seer the world is made visible to her through the experiences of others. Faith has lead her to Arlethane's doorstep, but only the goddess knows where she will go next.

Mothieri
- Hopeful Mothman -

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A young mothman with very little going for him, a native of Penumbra, and a devote practitioner of the Way of Light. Although a humble moth with no military experience, Mothieri aims to become a general in The Lady's army to defend the faith and smite the wicked. His lack of experience however means he has a long road ahead of him.

Wyzen
- Head Mage of the Way of Light -

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A gifted sorcerer drawn to Penumbra not by faith, but by optimism. His love of magic and desire to aid in its progression has brought him to the Goddess in the hopes that she will see fit to bestow the secrets of mana and magic upon him. He has worked in her service for nearly a decade now and has become a member of the faith wholeheartedly, allowing him to receive the gifts and blessings that brought him to Penumbra in the first place.​

Temperament: Religious, Xenophobic

Religion:
Way of Light - Residents of Penumbra worship Arlethane, The Lady, who is a forgotten goddess reborn. Theirs is a strict religion with tribute and worship being at the center of it all.

The first and most important of The Lady’s laws is that worship happens when the sun comes up and when the sun goes down. Missing one or both is considered an insult to Arlethane and gives The Lady rights to forsake the offender.

The Second most important law is that there can be no worship of false idols. To this end her followers are encouraged and rewarded for destroying any heretical propaganda or person(s).

Third, treat all worshippers of The Lady as equal. From the filthiest ratman to the noblest dragon, any who pray at her shrines are deserving of food, love, safety, and most of all, second chances.

Fourth, avoid The Song. A vague law which none truly understand, but has led to the societal outlawing of foreign music and literature. The punishment for breaking this law is said to be immediate excommunication at best, and swift execution at worst.

The worshippers of Arlethane believe that those who obey her and stay true to her teachings are guaranteed to be reincarnated when the Golden Age returns. Those who do not practice her ways are believed to travel to the underworld where you live in cold darkness amongst The Lady’s enemies.
Tributes are a great way to gain favor with Arlethane and the greater the gift the higher the reward. While she often receives gifts of gold or handcrafted trinkets, Arlethane rewards those who gift her powerful artifacts the most.

“Our Lady of Light whose embrace brings life
Cleanse the world of all pain and strife.
We are never alone for we know your love
Your brilliance and wisdom, second to none
Through us your will be done.
We serve your grace with fathomless faith
And when The Dawn comes, shall take our place.”


PANTHEON of the Dawn
Sol - God of the Sun and Time (Deceased)
Melkor -God of Strategy, Tactics, and War (Deceased)
Valar - God of Courage, Vengeance, and War (Deceased)
Aldur - God of War
Teera - Goddess of Knowledge, Water, and Plants (Sealed)
Barenziah - Goddess of the Hearth, of Masons, of Family (Sealed)
Creed - God of Beasts, Monsters, and Destruction (Sealed)
Arlethane - Goddess of Love, Protection, Law, and Order


Preferred Region: Vallies

End Goal: Penumbra’s end goal is to spread Arlethane’s message to every nation and bring other world leaders into the fold. Arlethane’s personal goal is to locate ancient relics used by her kin to resurrect them as immortal heroes or steal the last remnants of their power for herself and bring about the Golden Age of the Gods once more.

Policy: Faith Equals Strength - With the Faith and love of her followers Arlethane regains her strength and her power over the world. As Faith is gained Arlethane gains Divine Power which increases to raise her status as a goddess from Minor to Major Deity. As she progresses along the DIvine Power path, Arlethane will gain the ability to perform new miracles. Faith can be spent to perform miracles without decreasing Arlethane’s Divine Power progress. 1 base point of Faith is generated every turn for every city of Penumbra.
Divine Power & Miracles:

Minor Goddess 50 Divine Power Popular Goddess 100 Divine Power Beloved Goddess 200 Divine Power Major Goddess 300 Divine Power
Harvest - 40 Faith, Lasts 4 Turns Doubles the yield of one Farming Settlement in all nations with a Way of Light Statue or Temple in the settlement. War Fervor - 60 Faith, Lasts 1 Turn Grants +1/+1 to one army in nations that possess at least two Way of Light structures. Smite - 250 Faith, Takes 1 Turn Calls down a bolt of divine energy to devastate an enemy force. Cannot miss. Deals 3 damage to enemies. Will damage friends. Heralds of Light - 300 Faith, Takes 1 Turn Creates or revives a Hero (Penumbran or otherwise) that can be kept by Arlethane. Nations must have at least three Way of Light structures built to receive Heroes. Cooldown - 6 Turns
Famine - 50 Faith, Lasts 4 Turns Decreases the yield of one Farming Settlement by half. Enfeebled Foes - 70 Faith, Lasts 1 Turn Debuffs one army of an enemy with overwhelming fear, causing the affected army to suffer -1/-1 if they are outnumbered. Bolster - 200 Faith, Lasts 1 Turn Increases the HP of all units in one Army by one point. Blight - 350 Faith, Takes 2 Turns Opens the door to the realm of darkness, spawning a hostile army of toop units. Size of army determined by D4

Advancements:
Protection from the Song- Gives a 0/+1 and a 9+ save against the song.
Controlled Light - Grants access to Spectrum Sailor units
Faith Multiplied - The people find strength in their shared faith and are made more devout by those around them. (Cities adjacent to one another and following the Way of Light Pantheon produce an extra 2 Faith for every adjacent city also following the religion.)

Item:

Orb of Density
Strength: All flying units in combat with the orb lose flying and take a hit on 10 at the start of combat.
Weakness: Bearer is strikes last.

Plague Scythe
A scythe ridden with plagues and poison, a truly powerful weapon. The entire nation becomes infected with plagues from the God of Plagues. They all become immune to poisons and similar effect and gain a save on a 10 or improve a save by 1. The bearer has +D3 extra attacks a turn. Enemy units on the same tile suffer a hit on a 10, being overcome by the plagues. The bearers nation can always move but are always limited to M1, ignoring all traits and abilities that would increase or decrease this capability. They are also strikes last.
(Fluff Note: The populace become truly repulsive and impossible to be around for any extended period of time as they will kill non-infected quickly.)

Strengths:

Devotees - The units of Penumbra are made up of the devout and willing. (Units cost 25% less to recruit)

For Faith - Worship and prayer are the most important things to the Penumbran denizens and building places to do these things is their honor. (Structures of Faith are built for free)

Divine Protection - Characters following the Way of Light gain a 7+ Save in combat that cannot be ignored.

Weaknesses:

Heresy - Penumbran units suffer a 0/-1 when fighting in territories where opposing religions are the main religion.

Acceptance - Penumbra cannot declare war on any nation that does not have a religion unless that nation attacks Penumbra first.

Religious Dominance - Penumbra cannot be at peace with any nation that openly supports or worships any other religion. Trade with said nations is also not allowed.

Starting Units: 4x Dawn Guard (Greatswords), 2x Aurum Wyverns, 2x Soleil Cannon

Dawn Guard (Greatswords)
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Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Atk: 0
Def: 0

Trait: The Lady’s Sword - Greatsword units use blades imbued with magic to improve their odds against armored enemies. (+2/0 against units with a save.)

Aurum Wyverns
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Type: Elite (Flying Ranged)
Tier 1
M: 1
HP: 1
Attacks: 1
Atk: 1
Def: 1

Trait: Tag Team - The precision of the riders coupled with the metallic talons of the wyvern make this duo extremely dangerous.. (+1/0 for Aurum Wyverns)

Soleil Cannons
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Type: Troop
Tier: 1
M: 1
HP: 1
Attack: 1
Atk: 0
Def: 0

Trait: Piercing Power - Soleil Cannons fire beams of light that are capable of piercing through several targets. (On an 8+ hits a second unit. No other attacks can be generated)

Spectrum Sailors
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Type: Elite
M: 2
HP: 1
Attack: 1
Atk: 0
Def: 0

Trait: On Light - Sailing through the sky on waves of light and wind, these airborne warships move faster than any land or sea vessel. (+! movement)

Heroes:

Slitherscop

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Hero
Movement 3(2)
HP 2
Attack 2
Offense 2
Defense 2(0)
Speedy and Long: Slitherscop moves at 3 speed. However it can bring other units with them, decreasing its move to 2
Magical Overload: Replaces thr normal attack, can instead attempt to hit all enemies on the battlefield with a large blast of energy. Roll a d10 for each enemy. Hits on an 8+. Only hits heroes on a 10. Deals 1 damage. Defense is reduced to 0 fir the remainder of the battle.
Divine Protection - Characters following the Way of Light gain a 7+ Save in combat that cannot be ignored.

Song-Guardian
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Hero
HP
3
Attack 1
Offense 2
Defense 2
Heavy Armor: +1 HP and ignores 1 damage in combat
Light in the Darkness: Once per battle encounter, this unit can sacrifice its attacks to give one unit a +2 damage
Divine Protection - Characters following the Way of Light gain a 7+ Save in combat that cannot be ignored.

Aldur, God of War
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Type: Hero
M:
HP:
Attacks:
Atk:
Def:

Trait: Steal yourself! - Melee units in Aldur's army gain an extra attack.

1 vs 100 - Aldur Gains 0/+1 when fighting against enemy troop units
Divine Protection - Characters following the Way of Light gain a 7+ Save in combat that cannot be ignored.

Religious Structures:

  • Way of Light Statues
Trait: These statues generate +2 Faith every turn. +3 Faith when built by foreign nations.
Increases Public Order by 1 in the nation that built it.

Человек никогда не бывает так счастлив или так несчастлив, как это кажется ему самому (Франсуа де Ларошфуко).



  • Way of Light Temple
Trait: This structure generates +2 Faith in the city in which it is built. +3 in foreign nations.
Increases Happiness by 1 in the nation that built it

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History:

In ages past, the sky was torn asunder and from it beings of untold power descended to the realm of mortals. Many believed these entities to be demons or monsters coming to ruin the world. However, any who spent a second in the presence of these beings felt the powerful calm that would wash over them. It was a feeling of serenity brought on by the familiarity of the individual creatures. They were gods, deities, and the old ones whom the people had been praying to since time in memorial. Gods of water, life, beasts, and other aspects of creation had left their ethereal palace in the unseen world to dwell amongst their followers.

A golden age spread throughout the land. The presence of the divine put an end to all wars and strife among the mortals and brought about The Dawn. A time of prosperity where mortals were said to have lived so long they were nearly immortal. For centuries they lived in this divine bliss, governed by the immortals who had showered them with love, but all good things must end.

The empire that the gods had built was targeted by a foe they had never seen before. An enemy with no nation, no loyalties, and no name. The enemy’s arrival was stealthy and all that anyone could ever say to describe it was that there was a Song. It swept through their territories like a plague and anywhere that this unknown song was spoken of, destruction seemed to follow. The pantheon and all its power was unable to discover the true enemy in time, unable to discern the form which their foe took. Solas, oldest of the immortals, was the only one who seemed to have an idea of what they faced, but his territories were the first to be hit and all who met with him remarked on his lack of sanity. It was when the elder god severed his link to his kin that the others knew the threat to be great and they started to panic.

Amidst the chaos, the pantheon became divided and it was every deity for themself. Some hid away, sealing their consciousness and power within artifacts, while others used the last of their power to safeguard their followers, and some fell to the invisible foe due to their stubbornness.

It was Arlethane on the opposite side of the empire who saw a way to preserve herself without losing herself. In a grand ritual she brought forth the gates of the shadow realm and sought refuge within its dark abyss. Her kin abandoned and her followers forsaken, Arlethane watched the end of the golden age and had no choice but to bide her time.

Countless years later, ife surged, as it always has and civilization began anew. This time however the gods were absent and the world was darker for it. The energies of her kin had vanished from the world and all that remained was the residue of their last efforts to save creation. Her journey to the remains of her former empire revealed that there were still people, small groups, who had built an enclave of worship to her pantheon. Arlethane revealed herself to the mortals and became their subject of worship once more. She led them from the mud and founded the new empire of Penumbra, named for the darkness which saved her.
 
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(W.I.P)

Nation Name:
The Empire of Fafrium

Colonizer or Native
:
Colonizer;
-Mercenary Hut
-Extra 50 starting resources

Capital City:
Ferro-Civitatem

Nation Flag:
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Government:
The very nation itself is run in a Constitutional Monarchy… with guidelines of a certain ruling family that they have to follow such as fulfilling the needs of the people as well as bettering their own nation along with being both competent and held accountable for every action they perform within the court. And as such, most rulers show a form of discipline and training in order to maintain their spot, lest, they be replaced with another, more eligible family member or even replaced with a different noble family entirely, with the case of a different family ruling over the nation every couple of generations ring apparent. Currently, they are being led by the Müller family, which has been leading the nation for three full generations, with the fourth one as of this current time period. The king, William Müller is currently 36 years old… only one of two sons that was available for the throne before being appointed 9 years ago.

Leader:
Abelgard Müller, prodigy of the Müller family, younger brother of King William;
375FA94F-BB76-42E4-9820-1AFE6E6ECAC2.jpeg

Abelgard Müller… age, 29 years old. He is the younger brother of king William Müller, being seven years younger than the current ruler of the empire. At a very young age Müller was often known for being like the mirror copy of his older brother… more quiet, more intelligent (although, suffice to say, both brothers are smarter than the average individual, but it is apparent on who is more smarter of the two), more introverted in nature, often spending his time reading books inside the library and tending to the plants in the garden than actually interacting with most others. Especially more so after a particularly event at the age of 19, when attending the testing of a new type of robotic path forming that would make way for truly autonomous machines that would shape the future, an error present and a explosion later, he now hides the very pain underneath a cold metal mask and now must be aided with the left side to his body after some damage to the motor functions of the right side of the brain has occurred.

Now, he has spent the rest of his years performing his studies, caring less about the very future of his lineage, only the ‘feasting’ upon the food known as knowledge can aid him now. Rarely, one ever gets a chance to see his face after the events of the accident, feeling as if one would have more ease speaking to him if he were to not reveal his scars to the world in a sort of fear for being treated as an outcast no matter his own worth or skill. Yet….. he has been longing for some sort of grand achievement in his life. Something that would give him the title of actually being worthy of something… something that would make him grand. Spending years trying to figure out a goal… he was greatly confused as to how he can make this happen.

The grandest of machines have already been built, large metallic robots that rival even large forts themselves, overseeing their very capital and protecting it from harm. The grandest of advancements have already been made as well, with efficient farming to feed many cities or medicine that can ‘rival’ that of even magic themselves to a certain extent. All these achievements done, yet, seemingly, none left for him to achieve. Until the very day that word of expeditions to new lands shall begin, seeking a wealth of resources far from their home, looking for more to fuel their ever growing empire… more people to send away as to ‘control’ the numbers. And that's when it hit him… what if he were to lead a successful colony onto a new land, making a city as grand as the capital itself. A powerful military armed with new weapons made of unknown materials… endless possibilities, and him leading such a thing. And so, with the conscious decision along with his brother’s permission, and with transport ships under his command with a small arming force, he had gone to a new area, seeking glory and fame. Only time may tell if his efforts would prove to be meaningful.

List of Races:
A mixture of species mostly makes up this very nation… with the more humanoid looking species such as humans and Dwarves for example having more ‘social influence’ within the very circles of the city than other species such as Kobolds and the like. However, a good chunk of the population is made up of machines that work within various locations of the city, and being a major workforce in the very area alongside others. Humans however, make the majority of species within their very lands

List of 3 Story Characters:
-Abelgard Müller;
(Information above)

-Colonel Edward Stone;
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“The highest ranking commanding officer partaking within this expedition, while known back in the mainland for the many victories he had led with conflicts of the past within the 17 years he has been within the military… there are some rumors speaking of him being some sort of ‘monster’ with the skin of man. A monster who enjoys seeing the suffering of those not of his power, and personally torturing a few individuals in the past times before his current rank for information (with said prisoners often in a state of injury both physically and mentally, but important information was still provided). Even if these rumors prove to be true, one wouldn’t deny the achievements this man has gained throughout his years as a soldier.”

-Hanz Fischer;
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“The head butler hired by none other than Abelgard Müller, Hanz is also known for being the only barber and one of few that he trusts to see the face behind the metal mask he uses to hide his secret. Hanz is a rather tough man to upset, and a man of few words as well at that, traits that made him a perfect candidate for being a head butler in the eyes of Abel. While it seems like old age has been catching up with him, he is still as effective as he is with his scissors and knives when cutting other individual’s air. His main reason for coming here was none other than to continue supporting the Müller family as the head butler as well as continue gaining money for his family back at home. A hard working man you can say”

Temperament:
“Did you forget the reason why we even come to this backwater place filled to the brim with savages and ‘abnormalities’? It wasn’t for gaining the hearts and minds of others… that’s for sure. No, the real reason we are here, is to claim this very land as our own, and we will kill any amount of soldiers, civilians, and leaders if it means achieving this goal!”
Expansionist/Aggressive

Religion:
“We place no faith in something that calls itself a ‘god’… ‘gods’ are simply beings of a higher plane, unable to be understood properly in their true form with our normal ranges of perception, which gives off the idea that they are beings of ‘divinity’ and ‘untold power’. Lies I say… simply, they are just beings messing with others not of their own level of power, thinking of us as their little ‘playthings’. But we will not play along with their sick game… for we are free of their reigns, realizing our own true potential, we have created a grand and powerful nation without any influence or prayer made to these beings. For we are the Fafrium Empire, and we are truly independent and cut free from the strings of these ‘gods’!”

The people of Fafrium believe in no form of religion or god… atheists one would say. They, however, believe in the very thought of a scientific reasoning for everything, such as the very universe they reside within, the sun, plants, different species, and even gods, always attempting to disprove things as mere work of ‘magic’ or the ‘divine’. There is a minor thing however, which is a small ‘religion’ that worships the very machines and technology of the nation, thinking of them as the next step to achieving a new plane, and becoming the perfect society. Due to its small size and some individuals enjoying its presence, it was free from what otherwise would be major restrictions placed upon them if they were within cities of the Empire.

Preferred Region:
Any region is preferable to them, although, temperate lands such as those with both summers and winters are most likely their most comfortable region to reside within.

End Goal:
The goal of the colony is to become a successful attempt at surviving upon another land, as well as discover a new wealth of resources and treasures to further aid their own nation and eventually, replace the need for magic in the world with technology…

Policy:
The Mainland’s supply:
“Our king has high expectations for the success of building a colony upon a different land than our own… and is willing to bring forth aid in providing needed soldiers to aid with guarding our new home.”

Every 5 turns, the kingdom of Fafrium off back at the mainland sends support in different ways, and which one it is, is dependent upon a 1d3, with the results being;

1: 2 Troop type units

2: 4 Troop type units

3: 2 Elite type units

The units, however, are chosen by the GM, and they can either be that of the current unlocked units the nation has discovered, or a completely new one that cannot be hired elsewhere

Strengths:
-Inventors of new;
“Our very people… part of a grand and powerful nation whose technology is matched by no other within the continent. It is of no surprise that our very own researchers come from the greatest that the schools can train them with, and with said information… it would be easy to perform such a thing.”
Advancements take 1 less action to complete, with the limit being 1. So Lvl 1 and 2 advancements would be 1 turn, while Lvl 3 shall take 2 actions to complete. The costs for such remain the same.


-Monopoly;
“In order to create large metal cities and supply our very people with everything they need, and fulfill the purpose of our travels here… we must know how to create the resources needed for such a task.”
Settlement type buildings that are capable of resource generation have increased resource production.
The increase is x1.5


-“Know thy enemy”
“Those damned fools and ‘abnormalities’… messing with things they barely could understand in the first place. Thinking of the ‘arcane’ as something ‘mystical’ and a ‘mysterious’ power that cannot be truly understood… we shall show them, for within this very universe, there is answers to every single question, lying in wait… and it happens we know a few things ourselves.”
Units of the kingdom have a increased save against magical attacks / spells
9+ Save

Weaknesses:
-The King’s share;
“Of course, it wouldn’t be an expedition if it weren’t for the fact that we have to share the very resources we gained from the new lands back to the home land for further researching and use.”
Every 5 turns, the mainland demands a share of the resources that the colony has earned as ‘payment’ for sending in soldiers to their aid, requiring 25% of the current resource hoard the nation contains currently.

-Far From Home:
“Hundreds of Miles away from what we consider home, our people may know what they were signing up for, but that doesn’t mean that they know how to deal with such when actually arriving here.”
Order and Happiness penalties effects are increased by 1 (far more likely to occur this act)
. If order is ever negative then GM rolls a D10 and on a 10, they revolt for independence.

Starting Units:
x2 Infantrymen, x1 Scout, x1 Military Police
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Infantryman
Type: Troops
Hp: 1
M: 1
Attacks: 1
Off: 0 (1, 2, 3)
Def: 0


Massed Numbers: “Basic soldiers trained for frontline combat… while their survival isn’t entirely guaranteed… their grand numbers can often be overwhelming to those who are not used to such numbers of individuals attacking them” Gain +1/0 for every three infantryman units up to +3/0

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Scout
Type: Troops
Hp: 1
M: 2
Attacks: 1
Off: 0
Def: 0

Scouting routes: “Scouts, what some consider the most important part of an army. Without them, who will guide them through specified routes that will get their allies to their intended location quickly?” Scouts give +1M to their accompanying army (does not stack) but does not apply when crossing difficult terrain.


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Military Police
Type: Elite
Hp: 1
M: 1
Attacks: 1
Off: 2
Def: 0

Last Stand:
“in order to properly lead and manage a military, there must be some sense of order and law to keep the soldiers in check. Military Police fulfill such a… applying the law whenever necessary to maintain a sense of order amongst troops, as well as being mighty warriors in their own right. They are not to be underestimated.”

If inflicted with a attack that would kill the unit normally, instead, have that unit remain standing, and immediately attack back the unit that caused the finishing blow. For the rest of the turn, they return attacks aimed at them, before dying in the next turn order of the battle. The limit of this unit is determined by the Capital level.

History:
The Fafrium Empire… what could be considered the home of the greatest achievements a single nation has done in its entire lifetime. Yet, no matter the achievements or how long a nation had lasted for upon the very Earth, one must consider…. how did the Fafrium Empire get to its status of power? Where did it start out, what tragedies or victories did it gain throughout the course it has existed for, and what is currently happening today. Many centuries ago… the true number lost to the ages, their people were no better than many other ‘tribes’, in fact, compared to the strength of others such as the mighty ogres or the magical capability of Elves… they were weak against them. They were ‘average’ compared to many others, often moving around as Hunter-Gatherer nomads who traveled across the continent, attempting to survive. Until well, one faithful day… they had decided to settle down in area far away from many others, filled with materials and supplies needed in order to peacefully live without much trouble.

It was as if this was a sign for what to expect in the coming times…
 
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Nation Name: Coghaven

Colonizer or Native : Colonizer
-Extra 50 Starting resources
-Start with two ships

Capital City: Forgeheart

Nation Flag:
Clockwork Exiles.png

Government: Dictatorship - Overseer and Council of Ministers

Leader: Runcible Thorpe was exiled from Greater Titania after his growing clockwork movement seized control of the industrial city of Hammerton. Thorpe drew a great many laborers to his cause, tired of poor wages for excessive and dangerous labor conditions. He put forth the ideal that a new nation needed to be forged from the bones of the old, that the time of science and machinery would uplift those who pursued them instead of allowed a rich ruling class to dominate their lessers. He was poised to convert the factories of Hammerton into war production when the Empress and her Parliament issued a special pardon that would allow Thorpe and his fanatics to leave the shores of Greater Titania and be recognized as an independent nation with trade status on the shores of a new continent. Thorpe accepted, declaring a brighter future for those who followed as they took offered suppleis and vessels, leaving Greater Titania behind and creating a port of exile they could off-load criminals and trouble makers to instead of keeping them around. Thorpe accepted this, viewing those sent to his new nation as worthy citizens freed of their shackles who could join the the Great Work... and his personal ascension into a mechanical being of supreme power, the Grand Machine.

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List of Races: Coghaven accepts any race of citizen prepared to dedicate themselves to the Great Work. Humans and goblins make up the majority of the population, but one can find dwarves, orcs and even elves present drawn to the study and craftsmanship of clockwork. Any person willing to take up the cause and work hard is embraced in Coghaven and this policy is maintained to ensure any exiles of other races or nations feel welcome in the odd new nation of industry and science.

List of 3 Story Characters: (Possible 3 characters that will get focus within your nation’s story.)
-Overseer Runcible Thorpe: Rules over Coghaven as its dictator and guiding visionary, holding the title of Overseer. Thorpe is generally looked up to by his followers as he does try to make their lives better, but does not brook rebellion or resistance to his vision. Debate is welcome, sabotage of the greater vision is not. Opposing views are tolerated so long as they provide something to the discourse of a subject.

-Fizzo Glint, Goblin Merchant Industrialist: A goblin of great wealth and appetite with a mind of machinery. Glint supported Thorpe's uprising and seizing of Hammerton, eager to the merchant tied to his vision. He surprisingly has found himself believing in the vision though profit still dominates his mindset. His wealth afforded him a near limitless supply of food, causing the industrialist to glut himself and balloon to nearly the size of a human. Despite his corpulent size, his mind is one of the best in Coghaven. He has the ear of the Overseer and acts often as his advisor in matters of science and commerce, usually when both can come together and make him richer and perhaps still fatter.

-Warmaster Otherion: Odd for an Elf to give himself to such a cause, but Otherion is an exile himself, punished for daring to delve into mechanical arts forbidden by his homeland. He has taken up the mantle of Warmaster of Coghaven, seeing to its naval and ground defenses as this time. He was a skilled campaigner before his exile, but his growing fascination with the mechanic of siege engines crossed a line his own people could not stomach. Feeling betrayed and lost in Greater Titania, Otherion found himself falling in with Thorpe and leading the militias groups that seize Hammerton. Since that time, Otherion has been a loyal follower of Thorpe and shares his vision, including helping him in his desire to ascend and become the Great Machine.

Temperament: Scientific Industrialists

Religion: The Great Cog
A curious faith taken up by laborers, industrialists and seekers of knowledge. It appears to be a spirit of industry and science, encouraging the advancement of knowledge. This faceless deity holds great influence amongst the followers of Runcible Thorpe and some think Thorpe might be guided by it. Others doubt this but still the faith holds strong next to the ideals Thorpe generally espouses. Workshops of the Great Cog teach trades revolving around its fields of interest including metal working, clocksmithing, engineering and even scientific mehods.

Cogpriests are just as likely to be working in a labor pool as holding ceremony or blessing a work period. Others are more quiet and analytical, praying over research efforts they contribute to or watch over to help check for errors.

Cogmass is held weekly as people have better things to do than go praising the Great Cog. Their work is prayer and service unto often enough. It seems more like a labor meeting as workers take time to complain about work issues or simply vent about a problem. Cogpriests listen and often will go to speak to those of higher rank to address the workers concerns without them having to be publicly outed or fear reprisal.

Cogcycle is a quarterly holiday where workers take respite for a week and relax, recovering their energies before the new quarter of labor and work begins. Outsiders may often be baffled how such a society advances when they spend an entire week drinking, feast, gaming and relaxing but they do not consider how hard these people work each quarter. Outsiders are welcome and show hospitality at these times but are expected to work if they stick around after.

Cogturn is the annual New Year, celebrating the cycle of the world and labor. Generally its held at the same time as the fourth Cogcycle, making it a far more wild and rowdy holiday than the others.

Chimes are the favored instruments of the faith, the worked metal tubing giving off beautiful resonant tones invoking the power of the Great Cog. If possible, the chimes are operated by clockwork machinery to further honor the eternal power of the Great Cog and its mechanical, never ending inspiration to roll ahead. Forgeheart rings with chimes at every work period as workers are either coming off their shifts or just starting.

Preferred Region: Coastal Cliffs

End Goal: Ascension of the Overseer into the Grand Machine, expansion of Coghaven into an industrial empire.

Policy:
Everyone Serves: All building construction is discounted by 25% cost due to all the people working on it together

Strengths:
Clockwork Frames: +1/+1 to mechanical units.
Coghaven relies upon hosts of clockwork creations to carry out their military will and defense. This means they build their mechanical soldiers with dedication and reinforced designs to ensure they can protect their creators more effectively and survive for future conflicts.

Production Line Efficiency: When a unit is produced, a second unit can be produced for x1.5 cost without an extra action.
Coghaven craftsmen and workers do their best to make sure their work is handled with the efficiency and dedication of the Great Cog. This has lead to a dedicated effort to meet production demands for the state when such a need comes up.

Scientific Method: 25% Research cost reduction.
Firm adherents of the Great Cog and the ideals of Overseer Thorpe, Coghaven dedicates itself to the exploration of all fields of knowledge with great focus. Staff are well trained in systemic methods to explore their theories and weed out those that would be a waste of time and resources.

Weaknesses:
Resource Intensive: x1.5 cost to recruit mechanical units and they must make up at least 50% of the army. If an imbalance occurs only mechanical units mag be recruited until the balance is restored. Mechanical units recruited as a bonus unit of Production Line Efficiency will be x2 more expensive.
Due to their dedication to quality production, Coghaven clockwork units take more resources to ensure they meet the demands of their tasks.

Worker Relations: +1 to all order penalties
The Great Cog while demanding is also very protective of workers. The faith has become the main religion of Coghaven which means that while the Overseer is the ruler, he must still not press his people too hard or risk potential labor issues likely to be organized by Cogpriests.

Starting Units: 2 Clockwork Soldiers, 1 Clockwork Reavers, 1 Cog Guard

Clockwork Soldier.png
Name: Clockwork Soldiers
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0 (1)
Def: 0 (3)

Trait: Phalanx - Every 3 Soldiers give a +0/+1 up to maximum of +0/+3

Clockwork Soldiers march in unnerving uniformity, carrying poleaxes and ready to fight in formation to support more units of their own or working in tandem with the elite Cog Guard forces given command of the vast clockwork hordes. They rely upon their formations to protect themselves, hold position and pin down enemies so that other forces can work on them.

Clockwork Reaver.jpg
Name: Clockwork Reavers
Type: Troop
Tier: 1
M: 2
HP: 1
Attacks: 1
Off: 0 (1)
Def: 0 (1)

Trait: Flanking - Has +1M. If full movement used, +1/+0 in the first round of combat.

Clockwork Reavers are the fast moving scouts and flankers of the Coghaven army. They provide reliable humanoid scouting and recon for the formations they are attached to. When combat begins, the Reavers assume a role as fast moving flanking troops, surging into vulnerable enemy positions engaged with Coghaven formations.

Cog Guard.jpg
Name: Cog Guard
Type: Elite
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 1
Def: 1

Trait: Command - Gains +1/0 for every 3 clockwork troops deployed in the same army. (Max of +3/0)

Coghaven relies heavily upon its clockwork troops, but its trains an elite corps of living soldiers to command and control those clockwork forces. Cog Guard endure harsh training to earn the right to be adorned in the superior armor and gear entrusted to them to keep them combat fit.

History:
Coghaven is a fledgling nation born out of the vision of a man that many would consider mad. Runcible Thorpe was considered a rabble rouser back in Greater Titania who was known in many labor circles within the industrial city of Hammerton. During his rantings and ravings, several of the nobles in Hammerton elected to arrange for an accident that would render Thorpe crippled and out of their way. A detonation of an experimental device cost Thorpe his arm and eye, leaving the labor leader and inventor writhing in pain for a time before some Cogpriests found him. The faith of the Great Cog had been gaining ground in Hammerton, despite efforts by the nobles to discourage its spread.

Runcible Thorpe was reborn over a year of reconstructive surgery and the grafting of clockwork devices into his person including a fully functional left arm and eye. The man who came out of the Workshop of the Great Cog was more than just a rabble rouser. He spoke of a dream of a new world of industry and science, where workers benefited from their labor rather than simply being used and discarded. He started organizing strikes and labor revolts in the city until he was publicly declared a criminal. Rather than go into hiding, Thorpe erupted more aggressively on the public scene as any attempt to arrest him would trigger angry mobs of laborers appearing often with tools in hand to fight.

In over half a year, the city was in total revolt and the local nobles were forced to flee the city along with their guards. Hammerton fell under the total control of Thorpe who proceeded to start getting the population worked up and preparing for a war against the rulers of Greater Titania to bring about his vision of a new future. The Empress of Greater Titantia, realizing the sort of devices Thorpe was starting to churn out in Hammerton, consulted with the Titanian Parliament and instead created a new option to save her empire from the clockwork war Thorpe would have dared to unleash. A general pardon was offered with exile being the stipulation to get Thorpe and his followers as far away from Greater Titania as possible. Thorpe took the offer, demanding adequate ships and supplies for his people which the Titanians provided without a second thought to get them to leave.

Coghaven was settled with the understanding that Greater Titania could and would exile others there. In return, they recognized Coghaven independence and trade status if only to be sure the exile colony would stay functional. Thorpe declared himself Overseer of Coghaven, its supreme authority outside of the Council of Ministers that run the various departs of the new nation to keep it running smoothly. The Great Cog became the dominant faith of the nation due to Thorpe's close attachment to the faith considering their restoration of his body. It created an odd new obsession within Thorpe, a belief that he must ascend from being a mere man into a mechanical being of great power that he began referring to as the Great Machine. While most take that part of his vision as eccentric madness, all agree with his ideals of building Coghaven into a powerful nation of science and industry that can live up to his ideals created in Hammerton.

The new colonial nation stands ready to rise to the challenge, eager to prove their vision correct and powerful.
 
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Nation Sheet

Nation Name
: Yamabuki

Colonizer or Native : Colonizer (Extra 50 Starting resources, Start with two ships)

Capital City: Huáng Hé

Nation Flag:

BNFlag.png

Government: Patriarchal Monarchy

Leader: Prince of Most Brilliant Blue (Gaozu Jinli)
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Gaozu is the eldest son of the Black Emperor's nine children and also the most promising. Handsome and intelligent, the Prince is easily at home within the court as well as amongst the people being seen as a sea of tranquillity to everyone he meets, qualities that make him a fine ambassador for the new world while his father deals with problems at home.
Leading a small fleet to colonize foreign lands, this also a test for the Prince of Most Brilliant Blue to see if he has what it takes to rule a nation....

List of Races: Humans, Dragons,

List of 3 Story Characters: Prince of Most Brilliant Blue: A calm minded and elegant man, beloved by his people, he has crossed the sea to forge a new destiny for his nation.

Red Mother (Wu Jinli):
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The wife of the Black Emperor and mother of his nine children, her royal station grants her the ceremonial title of Red Mother, the military figurehead of Yamabuki. This title is often granted to the Emperor's wife, as who better to hold the reigns of military than an empathetic and kind woman. However previous rulers had often used past Red Mother's as mere mouthpieces for the own agendas, though Wu in no such lady being a strong and powerful woman. Though rumours abound that she has taken the power of her current station too far, causing civil unrest and military discord between her people, her husband becoming a scapegoat for her own ambitions. These rumours have quickly been quelled by the royal family but with Wu being seen as the mother to all soldiers maybe there is truth within these stories...

Lady Genmei of the Golden Treasury:
Zhou_Fang._Court_Ladies_Wearing_Flowered_Headdresses._Detail3.jpg

One of the eight members of the Golden Treasury's council, Lady Genmei has been sent as it's envoy to establish trade routes and facilitate spending. She is a kind, if formal woman intent on using the vast wealth of the treasury to benefit the kingdom and more than agreeable to loosen the purse strings for good causes, or much needed work, happy to draw revenue from other sources. Though she will stamp her foot down, if there is no real economic solution.

Temperament: Isolationist/ Industrious

Religion:
The Yamabuki people follow a core set of beliefs known as Journey of Longmen. Not really a religion per se it is still their fundamental belief system. Journey of Longmen advises courage through adversity and focus amid chaos being the best ways to attain your aspirations, and this can applied to almost aspects of life, from military service to marriage, as only through facing hardship and overcoming it can you become who you are meant to be.

Journey of Longmen also preaches reflection in times of calm, to reassert your goals and regain your focus after the rigors of struggle.

Water is also synonymous with the Journey of Longmen, being the element that greatly encapsulates all the aspects of the beliefs from raging rivers and crashing waterfalls to the quiet calm of a pool. Fish are also a great part of it, their life's and struggles within the water representing that of the Yamabuki people in their own life's.
Together they form the truest image of the Journey of Longmen, so water and fish can be seen everywhere in Yamabuki culture with great ponds built within cities and their settlements always established near water sources.

Preferred Region: Mountains/Rivers

End Goal: To persevere through all adversity and advance to the greatest of heights.

Policy:
Dragon's Gate: A powerful object of legend and the Yamabuki people, this golden gate has been a symbol to it's people for generations. With great magic within, this revered ring transforms mere creatures into mighty dragons, in service to the royal family and only they know it's secrets and how to replicate it.
At the start of a turn, a Dragon Gate may be created as a non combatant unit for 200 resources, allowing dragonic units to be recruited for free once (even in battle). Only a number of dragon gates can exist that is equal to the level of the capital city but automatically start with one Dragon Gate.

golden-dragon-frame-decorated-vintage-600w-1322654330.jpg


Strengths: Nine Blessings: Building your life around your wishes and dreams is the best way to attain them (New building costs halved)
Determination: Only through perseverance, can we attain true power. (Units receive +1/+1 on difficult terrains tiles)
Like Fish to Water: Firm roots ground and tether you on your long journey (Dragonic units can move freely in water hexes.)

Weaknesses: Mocking Demons: The true test lies under the eyes of your enemies (Movement is treated as if difficult terrain when within three hexes of an enemy settlement)
Chosen by the Gods: Only the few can achieve true greatness... (Advancing buildings/units requires cost and a half.)

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: Samurai
Type: Troop
Tier: (Tier 1)
M: (1)
HP: ( 1)
Attacks: ( 1)
Off: (0)
Def: ( 0)

Trait: (Face the Sword: When a Samurai is killed, gain a Spirit Token. These tokens can be consumed to give +1 attack or defence to units for 1 token or +1/+1 for three tokens. Can only use tokens once per unit, once per battle)

Name: Monk
Type: Troop
Tier: (Tier 1)
M: (1)
HP: (1)
Attacks: (1)
Off: (0)
Def: (0)

Trait: (Knowingness: Keep a record when Monks make a kill. For every three units, increase tier level of the monks. This is a free cost rather than any resource costs normally incurred if upgraded this way.)

Name: Wyrm
Type: Elite
Tier: (Tier 1)
M: ( 1)
HP: ( 1)
Attacks: (1)
Off: ( 0)
Def: (0)

Trait: (Flood: If there are 3 or more of this unit, unit gains terror)

Abraxas
Hero
HP 2
Attack 2
Offense 3
Defense 1
Necromancer: All undead troops under his control fight harder. +1 attack
Summon Skeletons: At the beginning of combat, summon 2 Skeletons

Skeletons
Troop
HP 1
Attack 1
Offense 0
Defense 0
Protection Squad: Must be attacked first

Rock Hunters

Troop
HP 1

Attack 1
Offense 1
Defense 0
Magical Fury: +1/0 and bypasses 1 point of HP protection.

Twin Pixies
Hero
HP 2
Attack 2
Offense 0
Defense 4
Pixie Dust- At the beginning of battle, Roll a d10. On an 8+ incapacitate 1 random Hero unit until the end of the battle

Green Dragon
Hero
HP 3

Attack 2
Offense 2
Defense 2
Powerful Scales: +1 HP and a 9+ save
Inspirational Aura: Yamabuki units in the same square gain +1 HP and a 9+ save while fighting THE SONG

Broken Jaw Butler
Undead Hero
Hp 2
Attack 1
Offense 1
Defense 4
You Rang: Takes hit for another unit. (Usable once a turn. Preference given as Hero >Legendary> Monster> Elite> Troop
At your Service: When attached* , gives +1 hp every turn to a max of +1 unit total

*Attachment: Acts as special equipment for unit.

Bejeweled Crabs
Elite
HP 1
Attack 1
Offense 0
Defense 1
Water Magic: To anything weak to water, it deals 3 Damage. Everyone else suffers a 0/-1 on a successful attack in addition to normal damage

Nerida
Hero
HP 2
Attack 2
Movement 4 (Water only)
Offense 0
Defense 4
Water Traveling: All units in the stack can breath underwater and travel at the same speed
Under the Deep: Nerida can have special Adventures with Izanagi

Ningyoburi
Troop
Hp 1
Attack 1
Offense 0
Defense 0
Mie: At the start of battle roll a d10. On a 9+ unit receives +1/+1. For every other friendly troop unit in battle, +1 to the roll to a max of +4.

Red Mother
Leader
HP 4
Attacks 4
Offense 2
Defense 6
Wards of Swords: When in combat, damage done to the Red Mother is deducted from her Attack rather than her HP (to a minimum of 1 Attack) and forces a counterattack to any attacking unit equal to her current Attack. When her attack reaches 1, damage is once again deducted from her HP. While in effect the Red Mother cannot attack.
Seeds of Discord: Reduce Order by 1 when in settlement and produces a Dissident. For every negative Order produce another Dissident

Dissident
Troop
HP 1
Attack 1
Offense 0
Defense 0
Disruption: At the start of the battle, for every enemy troop unit, roll a d10. On a 10, unit is incapacitated and unable to fight for the rest of the battle.

Mother's Embrace: Allows promotion of 1 unit in hex a turn from a normal troop to a Red Elite version. ( I.E. Samurai 1/1 troop to Red Ronin 2/0 Elite)

Troop List

Conspirator (Dissident)
Elite
HP 1
Attack 1
Offense 1
Defense 0
Assassination: At the start of battle, choose an enemy Hero. This unit receives an extra attack against it.

Red Ronin (Samurai)
Elite

HP 1
Attack 2
Offense 0
Defense 0
Proud Purpose: Gains 0/+1. When the Red Mother is battle 0/+1 for every Red Ronin to a max of 3.

Paper Eagle (Fire Crow)
Elite
HP 1
Movement 2
Attack 1
Offense 0
Defense 0
Aeolian Strings: At the start of battle on a +8, inflict Fear. If against a Flyer, unit loses flying

More units may be added over time as/ an when they appear in game

The Great White Wyrm
Hero
HP 2
Attack 2
Offense 2
Defense 2
Winter Strength: Gains +1 HP and +1 Attack during Winter Months
Silence is Golden: Can negate magic attacks against it on a roll of a 7+

Navvie Engineer
Non-Combatant
Canalwork: Turns tile into difficult terrain but allows water units to travel on it. It takes three turns to change the tile. For every three units lower the turn count by one to a max of one

Sky Fox
Legendary
HP 2
Attack 2
Movement 2
Offense 0
Defense 3
Thousand Ri Stare: + 2 to own retreat rolls and -2 to enemies. Can only have one per army/settlement and only recruit up to equal current capital level.

Fire Wyrm
Hero
HP 2
Attack 2
Offense 4
Defense 0
Flame Strike: Instead of Normal Attack, can autohit one Legendary, Monster, Hero unit. (Uses up both attacks)

Metal Mystic
Hero
HP 2
Attack 2
Offense 0
Defense 4
Ultimate Defense: When in a settlement, adds 0/+1 to all allied troops within its walls
Mystic Knowledge: When in a settlement, decreases cost of advancements by 5 Resources

Mobile Walls
Elite
HP 1
Attack 0
Offense 0
Defense 2
Wooden Defenses: For every 4 in an army, can block 1 killing blow of a unit. (Usable Once per Battle). Extra Weakness: Any Fire attack towards this unit will have its Defense be reduced to 0 for the attack.

Gargamel
HP 2
Movement 1
Attack 2
Offense 2
Defense 2
Taste for Mushrooms: When up against Mushroom type enemies, they lose all defense and can only deal 1 damage to Gargamel

The Lost Troop
HP 1
Movement 1
Attack 0
Offense 0
Defense 0
Is This Living?- If killed, deals 1 damage to its killers

Sea Barnacle
Elite
HP 1
Movement 1
Attack 1
Offense 1
Defense 1
High Defense- Once per turn, removes 1 damage from an incoming attack

Rusted Warriors
Troop
HP 1
Movement 1
Attack 0
Offense 0
Defense 0
Rust Dust- The rust allows these warriors to give one enemy unit a -1/0


History: Escaping civil war and their rival warring states, the Yamabuki people fled high up into mountains. With the river as their guide and their saviour, they survived their decade long journey, finding safety upon its summit and much more.
As soon as the first footfalls touched the sanctuary of the lakeside, a glorious golden dragon erupted from the water before them, soaring into the heavens on warm white wings, its shining scales floating softly down like a rain of riches. And behind him, on the other side of the lake, stood the mammoth and magnificent mouth of a grand golden gate.
It was at this moment the Yamabuki knew they were blessed, their arduous ordeal for so many years their price to pay to for a resplendent new future. Using the scales of the divine dragon, they built their new city around the Dragon's Gate, as it was to be called, and from there they built a proud new nation using all the knowledge they gleamed from their mystical mountain home.

Trove


Sapphire Sphere:
Summons 1d3 Water Elementals to assist in battle.

Gives the wielder 0/+1


Small Black Button
Strength: Usable once per battle, a powerful Airship will spray up to d4 foes for 3 Damage each before leaving the battlefield.
Weakness: After being used, cannot be pressed again for D4 turns


Tiara of The Goddess
Strength: Can sway over an enemy troop unit on a roll of an 8+
Weakness: Uses up an attack action during battle


The Cleaver
A weapon with unmatched sharpness. With minimal effort it can cut a man in half.
Strength: For each successful hit against meatshield units, hit a further two meatshield units.
Weakness: Enemy elites and higher are +2/0 versus you.


Attire of the the Laughing God
A strange, brightly coloured costume.
Strength: Troop and Elite units must reroll successful hits against the bearer.
Weakness: Successful hits on the reroll inflict +1 damage.


The Hourglass
An ornate hourglass crafted from bone and the burned remains of a necromancer inside.
Each combat round gain D3 rerolls.

Gauntlet of Power
Strength: Can use the D-pad to decrease 1 Hero by -2/-2 or their damage output by 2
Weakness: The Hero takes 1 damage
 
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Nation Name: Academia Scientiarum et Magicarum, or the Academy for short.
Colonizer or Native: Colonizer
Bonus 1: Mercenary Hut
Bonus 2: Free advancement
Capital City: The Academy
Nation Flag:
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Government:

The Academy is run by a Head Master, who is assisted by two deans and supported by a team of expanding teachers. The Academy is not a democracy, what the Head Master says goes. However, Professor Brimstone’s mind isn’t set in stone. Polite, clear letters, with logical argumentation have worked in the past and generally one can get an appointment with him.

Leader: Carmine Brimstone
Carmine Brimstone was born in 1215, on the old continent. His early years were spent at his family estate, Concordia. His father, Fargus Brimstone (1195-1237), was a successful wine merchant with an excellent marriage. Fargus and Elena Brimstone (1207-1270) took great care to raise their son to be a polite young man. Carmine was privately schooled throughout his pre-adolescence.

Fargus taught him mathematics, book keeping, estate management, horse riding and politics. Elena focused more on literature, philosophy, etiquette and herbology. In addition, Fargus hired Simon Taft, the fencer, to teach his son swordplay. Fargus firmly believed that a healthy body equalled a healthy mind and he had enjoyed the sport when he was a young man.

For years Carmine was taught this way. Simultaneously he entered aristocratic society where he made friends and rivals among his peers. In 1235 Fargus, already suffering from cancer of the brain, declared Carmine’s education to be complete. Carmine, who had just turned twenty, requested that he could go to university to study the field he had grown to love, magic. Initially Fargus was opposed to the decision. He had hoped that Carmine would follow in his footsteps and study finance. After a lengthy conversation with his wife Fargus changed his mind and Carmine entered university a month later.

In 1237 Fargus passed leaving his wealth and his estate to his son. Carmine left the actual management of the estate to Elena, who cared for the estate lovingly until she passed in her sleep at the age of sixty-three in 1270. Carmine completed his master levels in 1241, but he stayed on at the university to reach Arch Mage status. His dissertation on the practical application of theoretical magics was accepted with some controversy. Especially Carmine’s criticisms of the University’s policies weren’t well received. Carmine left the university in the middle of the year 1244 after he sided with the student body against the university’s management.

The year he left university Carmine first came up with the idea to start his own academy. For many years he taught students privately, experimenting with different teaching methods. After Carmine’s mother passed, he took full control of the estate. In the following two decades Carmine would spend preparing to set up his own academy. He secured funding, recruited potential students and hired teachers.

Now, after a lifetime of work, he’s ready. The Academia Scientiarum et Magicarum is about to become reality. The land has been bought, his estate liquidated, his assets paid for and his taxes settled. At the age of seventy-five Carmine stands to become the first Head Master of the Academia Scientiarum et Magicarum.

List of Races: Humans
List of 3 Story Characters:
  • Carmine Brimstone, Head Master of Academia Scientiarum et Magicarum.
  • Simon Taft, fencer, close friend and ally of Carmine
  • Dean Thomas Witherfoot, dean, head of student discipline and examination.
  • Dean Jenna Overwood, dean, head of student problems and career consultation.
  • Any future student
Temperament: peaceful (not pacifist),

Religion:

The Academy’s official stance on religion is that, while it is not prohibited to be religious, students should focus on the complexities of their studies. At this time the Academy also would like to emphasis that it does not teach clerical or holy magics of any kind. The Academy would like to remind the public at this time that it teaches the Natural Sciences, not philosophy.

Preferred Region: Coastal grassland

End Goal:
The Academy’s end goal is to produce the finest, most educated mages in the world. It also likes to hoard artifacts, scrolls and other magic related knick-nacks

Policy:
Policy 1: Open door Policy: As and advancement the Academy can build a prep school in another nation’s capital (maximum of 1 per nation). These prep-schools produce 1 Novice troop unit if a player sacrifices 3 resources to it as a free action (maximum of 1 Novice per turn). The novices can then be sent to the Academy for further instruction.

Strengths:

Strength 1: Growing student body: The Academy gains 1 novice unit every turn.
Strength 2: Tuition: Every Novice & Adapt in the Academy receives the Tuition modifier. As long as the unit is attending the Academy (standing on the academy tile) it pays tuition. Novices produce 5 resources per turn, adapts produce 10 resources. The Tuition modifier is removed when a novice or adapt unit leaves the Academy tile or the master rank is achieved.
Strength 3: Scrying rituals: The Academy starts the game with the knowledge of where every colonizer nation is placed on the map and the means to magically contact them via scrying bowl. (This method involves filling two enchanted bowls with water. A small avatar of the two people speaking will form out of water in either bowl. This communication process can be easily hacked by any fully educated mage, this will enable to let the hacker: 1. End the conversation instantly. 2. Lower the volume so that either party might not be able to be heard. 3. Listen in on the conversation unnoticed by the casters of the scrying spell.)

Weaknesses:
Weakness 1: Anti-expansionist: The Academy cannot build additional settlements.
Weakness 2: Focused education: The Academy can only recruit novice units (mercenaries can still be hired)

History: See Carmine’s backstory

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: Tom Richards, Novice
Type: Troop
Rank: Rank 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0
Trait: Education: A novice becomes and adapt in 3 turns if it resides in the Academy.

Name: James Dunwall, Novice
Type: Troop
Rank: Rank 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0
Trait: Education: A novice becomes an adapt in 3 turns if it resides in the Academy.

Name: Loyd MacRoy, Adapt (combat mage track)
Type: Elite
Rank: Rank 1
M: 1
HP: 2
Attacks: 1
Off: 1
Def: 0
Traits:
Trait 1: Advanced education: An adapt becomes a master in 3 turns if it resides in the Academy.
Trait 2: Lasting flames: When MacRoy makes an attack against an enemy unit, the unit rolls a saving throw. If the enemy unit rolls beneath 6 it will take 1 damage every round of combat or forgo its next attack to put out the fire.
 
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The Flessi Assembly
Colonizer or Native : Native- Don't suffer Movement Penalties + Capital City starts at level 2

Capital Colony: Carcass

Nation Flag:
bcdab1cbbd24e54905bd3f3ffd5f552f.jpg
Government: Theocratic Dictator- The Assembly follow a very simple method of leadership where capability is the only right to rule. As a people singularly focused on cultivating the Growth, there is an unofficial hierarchy of work bosses and foremen who coordinate every effort the Assembly undertakes. But At the peak of that Hierarchy is the Architect, one who's gone above and beyond in feeding or spreading the Growth. Usually picked by the previous Architect, the newcomer must live up to their precedent's example. For if an Architect fails to live up the calling of the Growth, they will be executed and replaced for incompetence with little fanfare. Whoever takes his place must be buried inside the Architect's Shell, a cultivated armor wielded by every Architect for the past six centuries.

Leader: The Architect
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A name passed on through all the Assembly's leaders, the current Architect was a Head Cultivator leading work groups in the south of Carcass. When a rampaging horde of giant beasts from the south appeared, he was the one who lured them to the Growth and had them encircled and slaughtered en masse. With how sudden he was able to turn a dire scenario around, he gained recognition with the previous Architect. When the prior Architect was slain during the extermination of Carcass's last opposing force, the Nayzikki tribes, the Head Cultivator's violent retribution against the tribals was what finalized his ascendancy to Architect. With the last opposition in Carcass slain or tamed, the new Architect finally seeks to turn his attention to lands beyond the borders of Assembly's borders.

List of Races: The Flessi are beings wholly unique to the Growth, as they were born specifically from it. The most intelligent of the fungal creatures born from the Growth, Flessi are generally humanoid beings that bear a natural affinity for the Growth. This affinity drives them to endlessly cultivate and spread it until its strong enough to "Arise". However, there is a Subspecies of Flessi crafted from the remains of dead beings that are often utilized to expedite the creation of The Growth. These are known as Soilings, who more often than not take the general shape of their former bodies due to any lasting skeletal structure. Though functionally no different than Flessi, the Soilings are noted to be more vicious and prone to seeking resolution through conflict. As they are often products of violence given life by the Growth, the best way they know to return the favor to their creator is through even more conflict.

List of 3 Story Characters:

Cullmaster Irecap
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What most of those other peoples refuse to understand is the lack of direct ill will that fuels the Assembly's expansion. Most Flessi would gladly accept a less violent method of returning the Growth's true Body to it, but have simply found no alternative. For Corpsemakers, this understanding is the foundation of their position in the Assembly. Whereas troops and soldiers may bring death upon opposing armies, Corpsemakers handle the more generic slaying required to fuel the Growth's resurgence. Animals being raised, captives in chains, any body that does not meet its end in battle must be filtered to a Corpsemaker so as to keep as much of the flesh in top form for Cultivation.

Irecap has taken the heads off countless animals, prisoners and even the rare Flessi who finds their own contribution lacking and requests to be fed back to the Growth for a second chance. He has supplied cultivators across the entire Assembly with the flesh needed to make Carcass what it is today, and knows that should the Architect prove himself unworthy of the title, it will be his blade that helps pry him free of that shell he inhabits.

After years of bathing in the blood of numerouscreatures Growth-based and otherwise, fungal colonies began to grow upon Irecap's body. These additional fungal substances have altered him ever so slightly, but have transformed his sword into a gnarled, twisted blade that seems to enjoy his work more than even he does. His sheer expeirence in the field elevating him above the rank of mere Corpsemaker and to the status of Cullmaster.

Soiling WhiteBranch
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A weak and withered soiling said to have been birthed from a foul body, Whitebranch was unable to join her fellow Soilings on the battlefield, slaying countless in the propagation of the Growth. Instead, she took to directing her kin, letting them be the limbs she was cursed to go without. Her hatred for those who stand against the Assembly's cause is only overshadowed by her undying love for the Growth which birthed her from its earthen womb, and she will not allow her tattered body to fall apart until she sees her debt repaid in full.

Inspired by a Magical Shroom that she had cultivated, Whitebranch began gifting the Assembly with numerous Advancements to aid Cultivation in whatever ways she could. Chief amongst her discoveries was the Unorthodox Shell she cultivated for herself, finally allowing her to work utilized herself for the Growth in a far more hands-on matter.

Head Cultivator Blueglow
8cc2981e63aad398a0c2235377ca7298.jpg
A young Flessi in appearance only, Blueglow was one of the Flessi to discover the new Cultivation methods which helped transform Carcass into the thriving colony it is today. But unlike his fellow Cultivators, he was the first to direct these methods outwards. Having worked with the ldest living Corpsemaker, Irecap, Blueglow had assurance that the expansion of the Growth was needed now more than ever. After aiding the soiling Whitebranch in the eradication of the Nayzikki tribes, Blueglow helped her form the tribal remains into a Soling Army to send out past the newly established borders of Carcass to ensure the Spread of the Growth doesn't slow.

Temperament: Passive Expansionists/Violent Reactionaries- The Flessi will generally only hunt and kill beasts, monsters and animals in order to facilitate the cultivation of the Growth, as they hold some kind of inherent respect for beings of suitable intellect. However, any threat to the continued spread of the Growth is met with immediate hostility, as prior experience has led them to view threats to the Growth with absolute disdain.

Religion: Children of the Growth- The Flessi have understandably taken to worshipping that which gave birth to them, claiming the Growth to be the remains of a godlike super being that had been struck down countless eons ago. The Flessi recognize their purpose as parts of the Growth, and are constantly facilitating its spread in order for it to take its true form once again.

Preferred Region: Though the Flessi can reside anywhere, they are naturally inclined to prefer areas which have been infested with the Growth above all else.

End Goal: The Growth Arises- The Flessi are naturally inclined to spread and cultivate the Growth as much as possible. They believe that once the Growth expands to a critical Mass, it will regain its original godlike form and take hold of the world once again.

Policy: Cultivate & Spread- Any tile the Assembly leaves units on for long enough will be converted into a Growth tile, whereas successfully building colonies instantly converts them.

Strengths:
Growth's Boon- The cultivated lands of the Assembly are actually quite lush with resources due to the Growth's presence. (Settlements produce 25% extra resources.)
Death Begets Growth- The Assembly's long since known the value of the dead and convert any slain units they get ahold of, friend or foe, into resources to help nourish the Growth. (The Flessi gain 5 resources for each unit killed in a combat they are involved in where they can be considered victorious.)
New Kin- The Assembly can produce Flessi quite rapidly with their mastery over the Growth.

Weaknesses:
Single-Focus- Not much room for innovative thinking when one's entire purpose is growth and expansion, it takes much more for the Assembly to complete advancements than other Nations.

Constant Expansion- Though they try to respect other intelligent beings, the Assembly's unending drive to spread the Growth inevitably leads them into conflict with most forces they interact with. As such, their attempts at trade or negotiation are often less than ideal.

Starting Units:

Name: Flessi
DamUb9oVMAEP4LV.jpg
Type: Troops
Tier:1
M: 1
HP:1
Attacks:1
Off: (Units Offense modifier, default 0)
Def: (Units Defence modifier, default 0)

Trait: A People with Purpose- Even the humblest of small scale cultivators knows when they are needed, and will heed the call to battle if needed. (Units of Flessi in adjacent tiles to a combat containing others of their kind, may attack.)

Name: Soilings
maxim-verehin-mushroom.jpg
Type:Troop
Tier:1
M:1
HP:1
Attacks:1
Off: (Units Offense modifier, default 0)
Def: (Units Defence modifier, default 0)

Trait: Rampant Aggression- The Soilings know the truest method to spread the Growth is with more like them, more corpses to feed its expansion. In all the Assembly there are none who display as much aggression as these reanimated corpses. (For each fallen enemy at the end of each combat round, while a Soiling unit remains alive, roll a D10. On an 8+ gain an additional Soiling unit but do not gain benefit from Death Begets Growth for the unit the Soiling came from.)

Name: Shellbound
16705c92fb67895b270c82a869f37c5b.jpg
Type: Elite
Tier:1
M:1
HP: 1+1
Attacks:1
Off: (Units Offense modifier, default 0)
Def: +1

Trait: Cultivated Shell- Those buried inside these cultivated shells are expectedly resilient to outside force, allowing them to operate with far more durability than their contemporaries. (+1 HP and 0/+1 rather than +2HP.)

History: The Growth is what locals called the odd blossoming of fungus that grew deep in the belly of the carcass, a unique colony of fungus that would consume and spread slowly but surely. Its territory was largely considered impassable by most, though some would brave the dangers. Its threat was most provided by the odd monsters it would spawn, creatures of fungal flesh that were often aggressive to outsiders and would prey on those who drew close to its borders. As the growth slowly expanded out from the giant carcass it initially spawned in, the creatures became larger, more alien in appearance, until one could easily describe the territories within the Growth as otherworldly entirely.

And eventually, the first of the Flessi spawned.

As much a part of the Growth as any other Fungal creatures, the Flessi were undoubtedly the most intelligent beings who resided in it. Quickly establishing dominance ver the area by taming their wilder kin, the Flessi were naturally inclined to not only care for the Growth but to spread it as much as possible. Using the very intellect the Growth had gifted them, the Flessi would become masters of cultivation, learning the best ways to encourage the Growth's spread as much as possible.

And so they took up this task for years, continuing to cultivate the Growth through blearing heat waves and freezing blizzards until they evolved to a point where harsh weathers would be unable to deter their efforts. This dedication eventually led them to discover the greatest method by which to expedite the Growth so far: Death.

Just as the great carcass it had originally formed it nourished the growth through its infancy, the bodies of flesh and blood that roamed the land could also be generously utilized to expedite the spread of the Growth. And so the ever devoted Flessi set about hunting en masse, driving numerous beasts from the lands and warring with rival tribes in the area over hunting rites. While not willing to wage war with other intelligent beings initially, threats and refusal to allow the Flessi to continue hunting their herds pushed the Cultivators to a more aggressive stance.

The areas around the Carcass have finally been completely subsumed by the Growth, and with ever greater needs to Cultivate the Flessi must see to it that it continues to be fed. Only when the Growth is strong enough to take form and rise again will their job be done.

Colonies
Carcass (Lvl 3 Capital Colony)
The Spine (Lvl 2 Standard Colony)
The Bowels (Lvl 2 Farming Colony)

Policies and Advancements
Cultivate & Spread- Any tile the Assembly leaves units on for three turns straight will be converted into a Growth tile, whereas successfully building colonies instantly converts them.
Better Soiling Cultivation(Lvl 1)- Gain a free soiling with every training of Soiling
Lvl 2 Gain a free soiling with every soiling trained.

Flessi Movement Tactics (Lvl 1) The Flessi better learn to traverse the Environment- Flessi gain +1 movement in rough terrain
Lvl 2- When Flessi move into a battle, they gain 0/+1 for that turn of combat

Flessi Movement Speed Upgrade Lvl 1: +1 Movement

Shellbound Movement Tactics Lvl 1-Shellbound gain an extra +1/0 when they move into combat
Lvl 2 When moving into battle, they gain a 0/+2

Shellbound Movement speed Upgrade Lvl 1- +1 Movement

Soiling Movement Tactics Lvl 1- Soilings gain +1 Movement

Settlement Defenses (Lvl 1)- Garrisoned Troops gain an extra 0/+2

Better Farming Techniques (Lvl 2)- Farming settlements earn an extra 20 Resources

Improved Construction Methods Lvl 1-Buildings cost 10 less resources

Better Shellbound Cultivation Lvl 1- A second shellbound can be trained for cost+half



Total Growth Tiles: 9
Quest 2: Kill 6 Enemies (0/6)

Units
Carcass Garrison
The Hungry Planter
1 Shellbound
7 Flessi
The Spine Garrison
1 Shellbound
3 Soiling
2 Flessi
The Bowels Garrison
Magic Shroom
Chest Mimic
6 Flessi
2 Soiling


Southern Expedition League
1 Flessi
Resolution League
Metal Man
2 Shellbound
6 Flessi
8 Soilings
Northern Expedition League
2 Soilings
Assembly Pathfinder
1 Soiling
 
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"She calls, she calls!
Flesh from bone, flesh from bone,
Oh, she calls, she calls!
Burn the flesh, break the bones, drain the blood!
She calls, she calls!
Tear the body, rend the veil!
Oh, they come, they come, they come!
Shatter the spirit, claim the prize!
They're here, they're here!"


- Excerpt from The Veil of Souls and Mockery of Flesh.

d4r5vo9-4204a5bf-1c60-45e4-9765-a1e35830b12c.png

Nation Name
The Ascendant

Colonizer or Native
Colonizer [Two Hero Equipment, Two Ships]

Capital City
Red Dawn

Government
Theocratic Oligarchy
The cult is led by the Four Lectors: the Flesh, the Soul, the Mind and the Voice.

Leader
Pandora
ed81dc5cae1f0c91ec809a8123339b0d.jpg

Pandora is the current Voice of the Ascendancy. She is the one who guided them to this 'New World' with visions and promises of finally shattering the veil. She has been the leader of the Ascendancy for... some time, longer then any can recall, in fact. The details on the woman change depending on who is asked. Some whisper that she is a powerful sorceress who baths in the blood of children and virgins to stay young, others that she is a vampire, some that she is an ancient elven princess while others whisper she is from beyond the veil... a harbinger of the Ascension. They cannot even agree as to what she looks like, some say she is a crone, others a beautiful woman, some even whisper that she clearly a female ogre... The reason this is so widespread is because it, in a sense, is truth. Pandora 'appears' as a feminine variation of whatever the viewer is most attracted to or expects her to look like. It isn't known how she does this, perhaps powerful illusionary magic, an ancient artifact or some aspect of otherworldly blessing or being, but it is a very useful ability allowing Pandora to easily manipulate and mislead those she wants to.

There is a few things that all parties can agree to, however. That the 'woman' known as Pandora has a cruel sense of humor, a sharp wit and a depth of cruelty and depravity that can make even other Lectors sick.

List of Races
Humans primarily, but the Ascendant tend to attract the lesser desired and outcaste creatures such as Goblins, Orcs, Dark Elves and the like.

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

List of 3 Story Characters
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'Tavi' Shistara
Tavi is a dark elf and was originally a priestess among her people before being forced out in a coup. She is not a believer in the Ascension and considers them to be a bunch of crazy lunatics, but serves the Voice as a 'trusted' agent acting as a sorceress and, often, unwanted advisor as she always angles for a way to 'make use' of the lunatics to her own advantage and schemes. She picked the moniker 'Tavi' after growing tired of the cumbersome attempts made by the others to properly say her name. She holds special contempt for the stupid creature known as Thor'okk.

mad-ogre.jpg

Thor'okk Ug Masha
Thor'okk is a massive, even by their standards, Ogre Chieftain. Renown for his legendary hunger and belligerence, as well as lack of etiquette and basic reading comprehension, the Ogre serves as the iron fist of the Lector of Flesh acting out his will on the battlefield, crushing his foes and often acting as a messenger to the other Lectors. The fact the Ogre often forgets half, or even all, of the message he was meant to deliver amuses the Lector of Flesh to no end. Thor'okk is not a true believer in the Ascendancy as he does not quite understand what the small ones are always yapping about, but he knows that they always be fighting, and when there is fighting, there is food to be had and the flesh of other creatures is a delicacy he can never get enough of.

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Greeba
Greeba, or just Gree, has many titles. The Dauntless. The Cunning. The Eternal Warden. The Watcher. The Warden. The Illustrious Collectpr of Thingies and Doodads. Most of the titles are self-styled and given, while the others are given more in jest or joke to the tiny goblin for Gree is a runt, short and scrawny even by Goblin standards. He is not especially brave or intelligent, although he does have a very potent base cunning and ruthlessness to survive, Gree is always more then happy to throw himself at the feet of those stronger then himself to protect him. Lately, he has garnered the favor of the Voice for she finds him oddly endearing and amusing. Gree serves as her messenger, her herald and, in times of war when the Voice takes the field, as her standard bearer... Of course, being so small and the standard so large, it's actually carried by a small team of goblins who then plant the flag and hold onto it for dear life. Gree is a devoted follower of the Ascendancy believing it as the ultimate prize for his schemes, a chance for even a runt like him to become more. [He is the Voice's Hype Goblin]

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Temperament
Religious, Aggressive, Expansionist

Religion
Rites of Ascendancy
The Ascendancy is a cult that was pushed out of the 'civilized' world and forced to flee across the ocean to survive. It is the belief that through the pain, blood and the sacrifice, willingly or otherwise, of sapient creatures, the veil between worlds will shatter and allow passage beyond where immortality, paradise and endless pleasure awaits them. They believe beyond the veil, lies creatures although they do not know what kind, perhaps they are demons, daemons or some sort of dark void beings, but it hardly matters as the arrival of such beings would merely accelerate their ascension. The ascendancy tends to attract the lost, desperate and disillusioned of society, people who are looking for an escape, a second chance, a purpose... But also the twisted and vile, those whose darker natures would never be accepted in the world at large are desired, and even encouraged, by the Rites of Ascendance.

Despite their rather chaotic ways, the Rites of Ascendance holds a strict hierarchy of positions, power and responsibilities. This goes all the way up to the leadership which rest with the four Lectors. The Flesh is in control of the cult's military's forces and is expected to lead and command them. The Soul is in control of the masses, both part of the cult and those not yet indoctrinated, they shepherd them to glory and oversee most of the organized sacrifices. The Mind commands the research arm of the cult, studying the sciences, magic and ancient text to better understand the Veil and how to breach it and finally the Voice 'oversees' the others, ensures their loyalty and 'guides' the cult as a whole in a direction. The power of the Voice depends entirely on how willingly the other three are to listen to it for without the strength of the Flesh, the Voice cannot speak. Without the purity of the Soul, the Voice has no words. Without the foresight of the Mind, the Voice has no purpose... but only the Voice can combine the three to forge the future.

Preferred Region
Coastal

End Goal
To cause enough pain, to spill enough blood, to sacrifice enough of the believers and unbelievers to shatter the veil and 'Ascend' [Or drown the world in otherworldly entities... whichever happens first Or nothing happens and the cult collapses under the weight of it's own murders, honestly, it all sounds amazingly fun].

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Policy
Sacrifice
Gain sacrifice points, by sacrificing units, to unlock different one time bonuses or abilities
Willing sacrifice - 3 points
Unwilling sacrifice - 1 point

Holy Rage* [5 Points]Bloody Rampage* [20 Points]Uprising of Blood [50 Points]
Gives All Units in a Stack +1/0Gives the Stack a Second AttackSummons a Powerful Blood Elemental to Aid It In Battle
*Buffs last 1 turn.

Strengths
Martyrdom
"Those that die on the road to Ascendancy will echo in eternity."
Troop type units are half cost

Whispers of Ascendancy
"Come children and let me tell you a tale..."
Every turn, roll a d10. On an 8+, gain 1 troop type unit in your capital from a Random nation

Destiny Waits For No Mortal
"Push on! Let the Pain Fuel Your Soul!"
Ignore all difficult Terrain

Weaknesses
The Veil Stands!
"The Veil Demands Blood, Where Is It?"
Every 3 turns that the Nation is not at war, decreases Order by 1

You Waste Our Time With Mortal Demands!
"What is the point of this if it does not speed up Ascension?"
Advancements that don't focus on Ascension cost double

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Starting Units
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Name: Blooded
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0

Trait:
Martyrdom

Must be targeted before Elite units can be attacked

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Name: Blood Slaves
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0

Trait
Sacrifice

Can sacrifice in battle to add +1/+1 to a single unit. This does not count towards Sacrifice point total

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Name: Reavers
Type: Elite
Tier: 1
M: 1
HP: 1
Attacks:1
Off: 1
Def: 1

Trait
Ravage and Pillage!

If left on a tile that has road or a Population center, generates Resources and sacrifice points based on lvl, minimum 1 each.

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History
The Rites of Ascendancy is an old cult, believed to predate the nations of the Old World although such history and claims are hard to prove as most text about their origins have been lost or destroyed. Most of their history and 'beliefs' are passed orally or through a few sacred text, copies of which are in the treasuries of many nations of the Old World taken when they clear out Ascendant Cults. The Ascendancy has had many forms and shapes over the millennia, always shift and changing, but the core beliefs remain the same. Often seen akin to a phoenix, the Ascendancy rises up, scourges the land and then is beaten back and crushed by the more disciplined and well supplied armies of the Old World only to rise again decades, or even centuries, later, sometimes, on the other side of the continent.

The most common belief as to their start is that, long ago, when mankind was still young, a scholar received visions from dark entities. Entities that spoke of a veil, separating our world and theirs. A veil that could only be destroyed from the side of mortals. A veil that, once destroyed, would allow free passage back and forth. They could come to the mortal realm, but mortals can go to their realm, their limitless realm where time did not touch, where reality was whatever your mind could imagine and conceptualize, a paradise of eternal life... The veil could only be weakened through intense emotions of sapient beings, particularly, the darker emotions and feelings, pain, fear, anger, lust... These dark impulses weaken the barrier and should enough of it build up, should a potent enough source be found or a large enough 'offering' be made, the Ascendancy would occur. This belief was mad, struck down by the major religions, but it endured... Perhaps because there is some truth to it, perhaps by the amusement of a dark deity or perhaps fueled by the darkness in the souls of mortals, these ancient visions, are said, to be the core of the Ascendancy's beliefs even if the ancient scholar's name has long been forgotten in the sands of time.

The Ascendancy has never had much success, however. Their only true success has been in being cockroaches, never quite able to be thoroughly exterminated although... in the last uprising, in the last war, they came perilously close to just that. So close to destruction did they come, that Pandora, the current Lector of the Voice, declared that they would never be able to survive another attempt. The 'Old World' nations had become too advanced, too disciplined, too industrialized... Whatever flames they kicked up would be crushed before they could fan into a wild fire. But the 'New World'. The continent the nations flocked to, to stake their claim and plunder it for riches, this new continent was ripe for the taking. This new land would not be prepared, would not know of them, and their old enemies would not be able to project the strength to stop them so easily. This time, they would unleash the horrors of war and slaughter on a level unimaginable, they would drown the new world in pain, blood and death.. and this time... this time..

The Veil Would Be Sundered!

Completed Advancements

Blood Tithe [Lv.1]: Gain 10% of population cap as resources a turn
Arena [Lv.1]: Gain a Hero on roll of a 10. Can only have as many heroes created in this fashion as have capital levels​



 
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Nation Name: Rahzen

Colonizer or Native : Native
  • Native's don't suffer movement penalties.
  • Second starting settlement near capital
Capital City: Sunset Mountain

Nation Flag:flag.png

Government: Tribal council headed by the Sunset Tribe, the original founders of the capital city. Made up of eight tribes of Taur-Ahe and five Vulpine.

Leader: Requen Sunset, the current leader of the Sunset Tribe, is a calm and collected Taur-Ahe who rose to his position only four years ago after his father took ill and passed. A spiritual and peaceful leader, he plans to increase his nation's standing through diplomacy and trade but is not afraid to lead his men to war if he needs to. Tall, even for those among his race, at 10'7" with corded muscles, long horns and a long black mane, Requen strikes an imposing figure to those who he wants to intimidate.

List of Races: Taur-Ahe, Vulpine

List of 3 Story Characters:
Requen Sunset- Leader of his nation's high council and a powerful fighter who is now primarily kept busy with leading the council and thus unable to lead his armies.

Callarhan Storm- The current leader of the nation's army and the third son of the Taur-Ahe Storm Tribe's leader, he has earned his position due to his prowess on the field of battle in the rare times which the nation has gone to war. He hopes to keep his position till his death and will do his best to uphold the honor of his tribe.

Tasuma No-Name- An exile from the Vulpine Claw Tribe he has turned to a life of thievery and smuggling within the capital of Sunset Mountain and has built up quite the substantial black market, earning him the nickname of The Hidden Fox.

Temperament: Peaceful

Religion: The worship of nature and one's ancestors, there are many rituals which are performed throughout the year which are meant to honor the deceased and the natural spirits of the elements.

Preferred Region: Hilly grasslands

End Goal: To become a prosperous nation and lead other nations to become one with the earth rather than destroy it.

Policy: Strong Diplomatic Ties: Easier to gain favor with NPC nations or better deals in Explorations with NPCs

Strengths:
The Bounty of Nature: Farming Settlements generate double Resources
Nature Protects the Weak: Every settlement is protected by 4 Nature Spirits, even when no units are there
Nature Magic: Powerful Nature Magic augments all units with +1/0

Weaknesses:
Peaceful: Unable to declare war unless attacked first
Metal Allergy: Against mechanical foes, have 0/-1

Call to the Spirits- Each settlement has two garrisoned Spirit Troops with 0/0. Cannot leave settlement.

Defense of the Shaman- Friendly units have a save on a 10 while a Shaman unit is part of an army.

Diplomatic Council- Order +1
Level 2: Diplomatic Council- Gives a 9+ save against effects that alter unit alliance

Ears of the Fox- When meeting a new nation, that nation can accept a Rahzen diplomat. This will increase any resource gains made by trade with Rahzen by 10 Resources. If not, Rahzen can still attempt an infiltration on a successful roll of 8+. If this fails, Order drops by 1.
Actions that an Ear of the Fox can perform each turn. Only 1 Action-
Set back advancement/Construction/upgrade/training by 1 Turn Action
Steal 10 Resources (Requires roll of 8+)
Steal Advancement (Requires roll of 8+)

Bless the Harvests- 10 additional resources gained a turn

Hunt the Plains- Unlocks Hunting civilian unit. Non combatant units that generate 5 resources a turn. Can be recruited two for one at the cost of an elite unit, although recruited in one turn. May only have 4x where X is capital Level.

Holy Spirits- Enemies attacking a settlement of Rahzen are at -1/-1 from being harassed by the spirits

Light Taxes- Each settlement gains an additional 10 Resources

Crop Rotations- Farm settlements provide 25% more resources

Summon the Elements- Unlock Ice Elementals

Call to Fire- Gain Lesser Fire Elemental

Call to Air- Gain access to Lesser Air Elementals

Call to the Earth- Gain access to Lesser Earth Elementals

Call to Water- Unlock Water Spirits

Spirit Altars- Every time a spirit is summoned, gain a second of the same type of spirit for half cost without using a turn action

Sharkyards- Can now Train Aquilosh Warriors

Secrets of the Skull- Skull of the Seer can now be used to contact multiple groups at once

Prison Wards- This amount of research gives elemental units a 0/+2

Bread and Circuses- +1 Happiness

Return to Nature- +1 Happiness

Xion Corporation Advancement- Heavy Steel Manufacture: Elite units gain a +1 HP

Coghaven Advancement - Fury of the Great Cog (Lvl 1) - The Attacking Tribe is trapped in the space with Forgeheart. Forgeheart then Attacks and Self Destructs to attempt to destroy the Tribe and its forces.

Yamabuki Advancement - Lumber Yard: -1 action to settlement construction/upgrades

Straed Collective Advancement - Antigrav Handles - Decreases cost of Construction by 10

Yamabuki Advancement - Rice Paddy - Farming settlements produce an extra ten resources

Straed Collective Advancement - Extraction Magic Research - Upgrades on the Extraction Magic used on Resource Extraction Magitech. Gives a 10% percentage bonus to resource income.

Straed Collective Advancement - Surveying Magical Technology - May re-roll two dice during Explorations

Quest Reward: Troop units gain +1/0 against non organic units

Name: Foxes
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0
Trait: Fox's Grace: Fox's gain a +0/+1.

Name: Bulls
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0
Trait: Bull's Fury: Attacks hit a second unit on an 8+.

Name: Earthen Shamans
Type: Elite
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 1
Def: 1
Trait: Earth's Fury: If no other friendly units with two tiles, unit can sacrifice themselves to make an attack roll on any surrounding enemies. In addition, for each sacrifice used during an enemy siege, decreases the necessary troops to breach by 5


Blizzen
Type: Troop
HP :1
Attack: 1
Off: 0
Def: 0
Winter Wonderland- During Winter gains +1/+1
Absorb: If an enemy is down to 1 HP, instead of attacking normally, can instead roll a d10. On an 8+, it absorbs the enemy unit. This attack overcomes all saves and regeneration abilities.


Lesser Earth Elemental
Troop
HP 2
Attack 1
Offense 0
Defense 0
Hardened Rock - +1 HP and a 9+ save

Lesser Air Elemental
Troop
HP 1
Attack 2
Offense 0
Defense 0
Speed of the Wind: Gain +1 Attack

Lesser Fire Elemental
Troop
HP 1
Attack 1
Offense 0
Defense 0
Powerful Flames: +1 Damage
Hunting civilian unit. Non combatant units that generate 5 resources a turn. Can be recruited two for one at the cost of an elite unit, although recruited in one turn. May only have 4x where X is capital Level.

Starlight Swim Guard
Troop
HP 1
Attack 1
Offense 1
Defense 0
Combine: When 3 are together, they can combine and allows them to negate 1 damage per attack

Ice Elementals
Elite
HP 1
Attack 1
Offense 0
Defense 2
Freezing Cold- Can give one enemy -1/-1 due to the extreme Cold. If used on fliers, negates flying advantage.

Order Knight
Elite
HP 2
Attack 1
Offense 1
Defense 1
Holy Order: Gain +1 HP from intense training and a 9+ save if the hit would kill them.

Water Spirit
Elite
HP 1
Attack 1
Offense 1
Defense 0
Defensive Shield: Instead of attacking, can give 1 unit a 0/+1

Aquilosh Warrior
Elite
HP 1
Movement 4 (In water only)
Attack 1
Offense 2
Defense 0
Shark Swarm: For Every 2 Aquilosh Warriors, gain a +1/0

Spirit Guides
Legendary
HP 2
Attack 2
Offense 2
Defense 2
Force of Nature: Allows all spirit type units to gain +1 HP. (Does not Stack)

Vigo Myrt
Civilian Hero
High Shaman of the Waters- Gives all elementals a 9+ save
Ancient Knowledge- Decreases cost of training elementals by 5 resources

Blacktop the Undaunted
Hero
HP 2
Attack 2
Offense 2
Defense 2
Undaunted- If a killing blow is landed on this unit, it can survive roll a d10. For a troop 6+, elite, 7+, Legendary 8+, Monster 9+, Hero 10.
Rallying Cry of the Blizzen- All Blizzen units gain +1/+1

Tal' Ki
Hero
HP 2
Attack 2
Offense 2
Defense 2
Earthwall: Can block 1 unit from a deathblow. (Usable once per battle and can't be used on self. Takes no damage.)

Ancient Golem (Azghul)
Hero
HP 3
Attack 2
Offense 2
Defense 2
Heavy Stone: +1 HP and has a 9+ save
Guardian: Can block a killing blow for another Hero. This Hero Takes 1 less damage to a minimum of 1. (Usuable once a battle)

Vin’Taur The Heavy
Hero
HP 3
Attack 2
Offense 2
Defense 2
Thick Fur- +1 HP and a 9+ save
Heavy Club- A slam attack that hits 1d3 enemy units ignoring armor or saves. (Can do this, but it counts as using up both attacks)
Greater Elemental
Hero
HP 2
Attack 2
Offense 2
Defense 2
Flexible Spirit: Before each battle, can pick one of the abilities of other spirits and use that one to alter its stats or abilities

Aquilosh
Hero
HP 2
Movement 4 (Water only)
Attack 2
Offense 2
Defense 2
Water supremacy: When fighting an opponent on the water, deals 1 damage, even on a missed attack
We're gunna need a bigger boat: If Aquilosh battles a Troop unit on the water, it instantly is destroyed

The Fallen Star
Hero
HP 2
Attack 2
Offense 2
Defense 2
Absorption: For every unit killed, Gains 1 boost of an attribute on a roll of 9+. If a hero is killed, the roll is only 7+. If a leader is killed, instead of an attribute boost, he gains a new ability
The Chosen One: All Starlight units gain +1 Attack when in the same stack.

T'Kal The Armored Polar Bear (Equipped to Callarhan, Son of the Storm)
Heroic Mount
HP 2
Attack 2
Offense 2
Defense 2
Mounted Hero: This hero must be equipped to another hero. When that hero would take damage, this mount takes Damage instead
Deep Claws: Instead of the riders attacks, can allow the mount to attack instead with +2 extra damage on a hit

Norma
Hero
HP 2
Attack 2
Offense 3
Defense 1
Frozen Wastes: Turns the square resting on into a winter tile
Winter Wonderland: All Blizzen units gain +1 Attack on Winter Tiles

Warchief Callarhan Storm, Son of the Storm
Leader
HP 4
Attack 4
Offense 6
Defense 2
Storm's Descendant: Attacks always count as electric. On an unmodified hit roll of 10, roll an extra 4d10-on each 6+, lightning arcs from the initial target. Make another attack at half the leader's offense against a new target. If the initial attack kills the target, you may reroll one of the dice when making lightning rolls. Only the initial attacks may cause this effect.
Coalition of Races: Gain a stacking bonus the more different races are in the leader's army. [2 Races = +1/+1, 3 Races = +2/+2, 4 Races = +3/+3 and +1 Attack]
Spirit's Chosen: Either choose a trait from the spirits to use as own, or steal one trait from an enemy spirit type, gaining it while denying it to the spirit [Only Enemy Spirt is denied it's ability if taken


An old skull that holds great visionary power.
Strength: Can interact with any nation diplomatically whether met or not.
Weakness: Equipped character becomes non-combatant

Unassuming at first but even the angriest of beasts calms at its sight.
Strength: Monster type units will not attack the bearer. Other unit types are unaffected.
Weakness: -1/0

A heavy set of armor that glows a bright white.
Strength: +2 to any save and may ignore a single hit each combat round.
Weakness: -1 initiative tier

A large, intricately designed axe of a long since dead warrior.
Strength: Saves do no apply against these attacks.
Weakness: Misses hit friendly units

A small black blade that has some magical potency.
Strength: +2/0 and +1 damage.
Weakness: Misses on a 1 break the blade. A free action must be used to repair it the following turn. It may only be used against the turn after this.

Strength: Grants flying to the army of equipped hero.
Weakness: All units in army -1/-1.

A gold ring etched with elven text.
Can be sold as a free action for 100 resources.

Wyvern skin crafted into armour.
Strengths: Immune to flame attacks.
Weakness: Weak to cold attacks (cold attacks are +2/0)

Armor that binds to the bearer and protects them from even the most grievous wounds.
Strength: The bearer gains +2 to a save (or a 9+ if they don't have one already) and cannot lose more than a single HP per attack. Anything that would instant-kill or class him as dead is also reduced to 1 HP.
Weakness: Strikes last.

Strength: Summons powerful vines that cut through enemy armor
Weakness: After an attack, the user is reduced to 0 Defense for the remainder of that fight

A spear made of metal that seems almost too dark to mentally process.
Strength: The spear moves incredibly quickly, allowing more attacks than seem physically possible. Gain +3 Attacks
Weakness: It seems to sap the users life force: -4 HP. If this causes the number to be lower than the maximum, the remainder is subtracted from defense.

A large device with an unknown purpose. A relic of an old war, the XM-013 is a missile with a high yield explosive attached to it. Its launch mechanism is damaged however. The item is equipped to an army. This army can only move 1 hex for every 10 units and if it has less than 10 then it cannot move.
If the army spends one full turn stationary it can attempt to explode the bomb. It explodes on a 6+. All units and settlements on the tile, friend or foe, are destroyed. In addition, all units and settlements on adjacent tiles are destroyed on a roll of 10. Roll for each unit and settlement separately.

Strength: Turns a tile to any weather or season type
Weakness: Cannot change back for 3 turns

Strength: 1 Damage Block
Weakness: Enemies can willingly target you

The Tree of Spiritual Enlightenment
Strength: All Elementals gain a +1 HP and a 9+ save while in a Rahzen settlement

History: Rahzen was formed only twenty years ago through the work of Rajen Sunset, father of Raquan, and a devout shaman who foresaw the destruction of his entire race if they continued to fight amongst themselves. He went to each of the nearest tribes alone, risking his own life in the pursuit of peace, and convinced them to join him on his mission and soon word spread across the grasslands about his mission and the vision that he had seen. Within months he had gathered half of the Taur-Ahe tribes before he encountered his first obstacle, namely his tribes long term enemies, the Dawn tribe. After a brief but bloody war, in which Rajen lost all but his youngest son, he was able to turn his attention to his second obstacle, convincing the Vulpine to join his fast forming alliance.

With in a year he finally convinced the remaining tribes to join him and set his eyes on the Vulpine with whom they shared the grasslands. It took him many months of concessions and agreements before he was able to convince even a single tribe to join him. After this first tribe however the rest came much easier, trusting one of their own far more than a Taur-Ahe, and soon it was time to decide how the alliance would be run. It was at this point that Rajen proposed a council of each tribe with the tribal leader or, should the leader be badly injured or unable to perform their duties, a stand-in to act in the leader's place.

Now, nearly two decades later, the great disaster that he witnessed is soon to pass and his alliance turned nation must prove that they have what it takes to make it through the coming storm.
 
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The Takers of Heads
THE MABINOGI
At first there was just one man, one lone figure stood staring from the treeline. He was stood there for an hour and did not move. Eventually he returned to the forest and we thought him nothing more than a hermit. Then when night fell, the trees were illuminated in flame and the rampant horde poured forth. They slaughtered men and women while the children were carried off in sacks. If I had not become trapped beneath the rubble of my home I would have surely died too. The cries of the children...their screams screams still haunt me to this day.

-Lone Survivor of Mabinogi Attack
THE ROARS OF WAR
THE BOOGEYMAN
The history of the Mabinogi is shrouded in mystery. Tales of the boogeyman coming to snatch children from their beds have been rife since the days of stone, yet it is thought these early stories were based on the Mabinogi themselves. Monsters breaking into homes to take the youngest of a family before disappearing into the night. Those with this belief would not be wrong...

The tales of the boogeyman vanished around a thousand years ago, various myths and legends speaking of their own great heroes driving the beast away or slaying it in some grand fashion. Reality however was far more concerning. The Mabinogi went into seclusion, deep within the darkest recesses of the continent, searching for ancient artifacts based on their own, twisted religion. They were told to re-emerged in a millennia on the first blood moon of that year and now, that time draws near. The ancient tribes divided to search for their own artifact are to join together and unleash their true power on the world. Mankind and the others who inhabit the world turned their back on nature itself and once the Mabinogi are done, balance will be restored.




TIME TO RETURN
The tribes of the Mabinogi are led by three individuals, each warranting their position by bloodline or brutality. All pull in the same direction and fight for the same cause but on occassion some believe they could do a more suitable job. At present, the leaders of the tribes are as follows:

LEOLIN CWM ANNWN

Leolin is a monster of a man, rumours claim that he is the son of a Cewri while others think he has been sent by nature itself as her champion. Whatever the case may be, nobody within the Mabinogi has ever been stupid enough to challenge his authority after his beginnings. One fool spoke of overthrowing Leolin but word quickly reached the chieftain and the upstart was quickly dealt with. Bound to a tree Leolin brought his hands together in a thunderous clap, crushing the skull of the attempted usurper beneath his massive palms.

For all of his brutality he is a fair and just leader to his people. Supplies are evenly distributed amongst the populace and matters of discipline and law are settled without bias. One of his earliest tests of leadership involved one of his dearest friends wronging another of the tribe. Many expected his friend to walk away free but Leolin made an example of him, executing him as he would have anyone else.

CIGFA

The Derwydd, while human, are so overcome with magical energies that their forms and in most cases, minds, are twisted beyond recognition. Very few things scare the Mabinogi but the Derwydd are amongst that very, very short list. Cigfa is one of the fortunate Derwydd to maintain her personality and this, along with the reputation of her kind, allows her to rule her people with a grip unlike the others. She is ferocious and brutal, often for the sake of it. She rules with fear and there is nobody within her tribe who does not fear her.

PWCA

While the majority of the Mabinogi are human, there are those blessed by nature who readily help them in their cause. The Coraniaid have been part of the Mabinogi for as long as anyone can truly remember and the Mabinogi have been the better for it. Their powers of healing and close ties to nature make for plentiful supplies of all kinds. They are held in high esteem and that is why Pwca now leads one of the tribes. He is closer to Leolin in his style of leadership, being a fair and just leader.

THE POWER OF THE MABINOGI
UNIQUE NATIVES ABILITY

The Mabinogi start with three tribes hidden across different areas of the map. They begin the game hidden. One will appear from turn two. The others will only appear when an enemy unit moves within four hexes of their hidden location.

The first revealed will be classed as a level 2 capital with the others level 1 settlements. In addition, each settlement classes as having a permanent garrison of 2X Rhyfelwr where X is the settlement level and also a standard starting army [x3 Rhyfelwr and x1Derwydd].

The settlements are able to merge and once done, cannot be unmerged. The new merged settlement takes the average level of the merged settlements, rounding up. However, all benefits stack once merged. 2X becomes 4X and eventually 6X. Resource gain and population limit works at 2X or 3X (depending on the merge) based on it being a capital.

When a recruitment action is taken, each settlement may recruit a unit although resource cost must be paid for each. If merged, then 2 or 3 units may be recruited per action, depending on how many have merged.

Once all have merged, unlock a powerful magic item.

POLICY

Fear: The Mabinogi use fear as a weapon of war and few use it to such effective levels. When any of the below occur, a nation receives a fear token. :

-X Tokens - For every unit killed in combat on a roll of 10. X is the unit’s maximum HP value.
-1 (2) Token - For every five units killed in combat up to two hexes away from a settlement. If on same hex, increase to 2. If on capital then increase to 3.
-1 Token - For every five Mabinogi units involved in a siege or raid.
-5 Tokens - If an army is wiped out in its entirety.
-5 Tokens - If an enemy character is killed.
-1 Token for every four units involved in a raid. In addition, roll a D10 during a raid. On an 8+, gain a unit of Gerwydd. Add +1 to the roll for every four units.
-10 Tokens - Slaughter - When the Mabinogi take a settlement they take all of the children, and slaughter anyone else. They take their heads and put their bodies onto spikes. The settlement counts as destroyed and the Mabinogi gain a number of Gweledydd equal to 10% of the settlements population cap, rounding up and resources equal to that nations total resources divided by their number of settlements. One action must be spent clearing a tile where a slaughter has taken place before it can be built on again and will suffer from demoralised populace for 1d3+1 after the settlement has been built. If slaughter is conducted on a capital it grants 20 fear tokens.
-If the Mabinogi lose a battle the victorious nation loses 5 fear tokens.

The below penalties occur once a nation has triggered that number of tokens. If in combat, will take place after the current combat initiative tier.

Tier 1

• 0/-1 unit penalty
• Nation no longer benefits from trade routes
• Civilian/Non-Combatant units will not leave a settlement unless accompanied by military units matching at least 50% of their number.

Tier 2

• -1/-2 unit penalty
• Roll a 10 for every enemy unit, on a 10 units flee. They flee by tier order, troops, then elites etc.
• Settlement only produce 50% resources unless garrisoned units are equal to the settlement level plus three.
• Farming settlements produce nothing while these units are not garrisoned.
• When attempting an advancement, Mabinogi roll a d10. On an 8+ the advancement fails. One action is lost but resource cost and additional actions are refunded.
• Civilian/Non-Combatant units will not leave a settlement by any means and will disband if in an unwalled settlement.

Tier 3

• -2/-3 unit penalty
• Mercenaries demand triple resources to join the nation and triple upkeep.
• Madness and Desperation has gripped the populace, many of whom see embracing the bloody ways of the Mabinogi as the only way to survive. For every 4 mabinogi units within an army, roll a d10-on a 6+, gain a unit of [Nation] Wilder Lunatics. Preexisting Wilder Lunatics do not count as Mabinogi units for this trait. Wilder Lunatics have +1/0(increased to +2/0 when fighting against their home nation, whom they see as having betrayed them), and any single one of the troop traits of that nation(the sul's choice). In addition, they can be affected by 1 of the strengths of that nation(again, sul's choice).
• Advancements fail on a 7+ but no actions or resources are refunded in any capacity.

If a nation doesn’t receive a token for two full turns, they begin to degrade at a rate of five tokens per turn thereafter either until they receive another token or they have no tokens left.

STRENGTHS

-Indomitable: All units gain an additional number of base stat points equal to their tier level. Heroes gain +4, Leader +5 and they also gain an additional trait.

-Strike From the Shadows: Basic movement is +1 and ignores all movement penalties of any kind. In difficult terrain they can disappear and reappear anywhere that is up to double their movement away the turn after. If they attack an enemy this way it counts as an ambush.

-Headtakers: When a 10 is rolled and a unit dies, gain a head token. The effects are cumulative (units will gain all the effects of the lesser unit types them).

• Troops: 10's ignore saves. If a save has the "cannot be ignored" rule, roll-off.
• Elites: 10's deal an additional damage point. In addition, when rolling off to ignore saves, add 1.
• Legendaries: 10's Ignore any rules that would allow the defender to reduce, mitigate, ignore, reanimate, or heal incoming damage. Units killed by these attacks cannot be healed, reanimated, or repaired. In addition, add 2 to the roll-off.
• Heroes: 10's automatically kill.
• Leaders: 10's trigger an additional attack. These extra attacks cannot themselves generate extra attacks, although they can auto-kill with this trait.​

In addition, units that get hit with an attack roll of 10, even if they survive, become blood-marked. If the blood-marked units die during this battle, the Mabinogi still gain the token, even if it wasn't the attack roll of 10 that killed them.

-5: +1/0
-10: +1/+1
-15: +2/+1
-20: +2/+2
-25: Gain a magic item
-30: Gain a hero

The benefits above apply army wide and cannot be degraded by any means.

WEAKNESSES

-Nomads: Cannot build or capture settlements, however their starting settlements move.

-Non-Materialists: Cannot create standard trade routes.






RHYFELWR | TIER 1
TIER
1
ATTACKS
1
OFFENCE
1
DEFENSE
0
TROOP
The Rhyfelwr make up the bulk of the Mabinogi's forces but that does not make them lowly troops. They appear ferocious and wild as they slay those before them but in truth they are cold and calculating. Fearsome fighters raised in a culture where the weak and enfeebled are left behind, they know that death is only a moment away if they do not strike fast and strike hard.

Battletrance: Rolls of 10 to hit explode.





GWYLLGI | TIER 1
TIER
1
ATTACKS
1
OFFENCE
1
DEFENSE
0
TROOP
When the Mabinogi are known to be close, the sounds of demonic growls follow close behind. Few have lived to survive meeting a Gwyllgi. Part spirit, part demon, the beasts hunt the souls of a named individual and will not stop until it is killed or its prey destroyed.

Eternal Hunt: Only one Gwyllgi can exist at a time for every two levels of the Mabinogi Capital (1, 3 and 5). Name an enemy character secretly to Trek. If the Gwyllgi ends up on the same tile as that character then combat begins. No other units, friend or foe can take part. The battle continues until there is a winner. Both units ignore all magic items, strengths, policies and traits and count as having 3HP, 3 attacks and have stats 0/0. If the Gwyllgi wins, they immediately return to the nearest Mabinogi settlement with the characters corpse and any items they held.




GWELEDYDD | TIER 1
TIER
1
ATTACKS
X
OFFENCE
X
DEFENSE
X
NON-COMBATANT
Children have a natural affinity for communicating with animals that adults do not so the Mabinogi make use of this talent in their armies. Children, their own and those captured, instruct swarms of creatures to assist the Mabinogi in their objectives.

Animal Control: Gweledydd do not attack and cannot be attacked by any means. If no other Mabinogi unit exists in the army then the Gweledydd are destroyed. For each Gweledydd unit pick a friendly unit to gain one extra attack. Units can have at most two additional attacks from Animal Control. Cannot be recruited by any means other than Slaughter.




DERWYDD | TIER 1
TIER
1
ATTACKS
1
OFFENCE
5
DEFENSE
0
ELITE
Little scares the Rhyfelwr, but the Derwydd have the honour of being one of those things. Masters of magic who have become more horrific entity than human, float through the forest looking for anyone who may have become lost or separated from their friends. They rend the flesh from bone in moments, using the skeletal remains to craft jewellery that rattles as a warning to anyone who can hear it.

Horrifying: +3/-1 and their army produces x1.5 fear tokens, rounding up (Does not stack).





coded by yukitera & khocolatte | designed for valorous order: insignius blade
 
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Straed Collective

Colonizer or Native:

Colonizer
Free Advancement | 2 Starting Ships

Capital City:
Official Designation: Prime Ship
City Name: Freedom

Nation Flag:
1636252512602.png

Government:
Technocracy | Meritocracy
The Straed Collective is ruled by a science council composed of the greatest minds and largest contributors of the nation. The Council then elects the best of them to lead as Chairman.

Leader:
Kiel Wisteria

List of Races:
All races

List of 3 Story Characters:
Director Aleksey Bebutov | Research and Development
1636252494470.png

She is the person in charge of Research and Development. She works closely with other departments and committees to further enhance the magic-tech capabilities of the Collective. Her biggest contribution was discovering magical crystals and their use along with her then-partner Chairman Kiel Wisteria. Together, they spearheaded the developments of Magical Engineering in the Collective and made it what it is today. Was a candidate for chairmanship but refused her nominations in favor of Kiel Wisteria.

Chief Bromnir Starforger | Engineering and Works
1636252470992.png

One of the most respected people in the Council and the Collective in general. Bromnir's greatest contribution to the Collective was being the main proponent of the project that led to the Flight Systems of the collective's settlements and ships.

Meister Alfred zi Geheimnis | Magic and Mystery
1636252484040.png
The most mysterious member of the Council's Big Three. He is the person in charge of anything related to the mysterious arts of magic and also works alongside other departments to incorporate the mysteries of magic into technology.

Temperament:
Peaceful | Materialistic

Religion:
"Religion? The only thing we should worship is the mind. What are Religion and Deities compared to the greatest of minds and magical engineering? Just a bunch of outdated concepts."
- Director Aleksey Bebutov

"Listen here, lad. The only Gods I worship are my hammer and wrench!"
- Chief Bromnir Starforger

"Religion is a social construct by the weak-minded."
- Meister Alfred zi Geheimnis

"I am my own God!"
- Chairman Kiel Wisteria

The Collective doesn't have a state religion. Religious practices are not banned but they are looked down upon by most.

Preferred Region:
Eastern Coast as Colonizer | The Skies

End Goal:
Creating the greatest magical engineering construct in the world

Policy:
Magic Crystals
The lifeblood of the Collective. Most if not all operations and constructs are supported by Magical Crystals. Once a turn generates a special type of magical crystal. Can spend them as a free action for the following;​
Expedited Recruitment(1 Crystal)​
Summons a basic troop​
Operational Boost(5 Crystal)​
1 Settlement generates double resources for 3 turns​
Core Amplification(10 Crystals)​
Give all troops on the map a +1/+1 and a 9+ save for 2 turns​

Strengths:
Freedom of The Skies - All of the collective's settlements and ships are capable of flight due to magical engineering. The Capital is a City-sized Flying Ship that can move 2 spaces every turn while ships can move 4 spaces per turn. It can only be attacked by flying or long-range attackers.

Warriors of The Skies: All units of the Collective are developed with Magic and Technology. Built with the best of The Collective Engineering and powered with magic, these units are also capable of flight which allows them to traverse all types of terrains. | All units are flying units and gain +1/+1.

Fusion of The Skies: Instead of attacking normally, 4 mechanical units can combine together to form one more powerful unit - The Valkyrie.
Valkyrie
HP: 3
Attack: 2
Off: 2
Def: 2
Safety Net: If this unit is destroyed, only 1 unit of the combination is destroyed. The remainder is unable to combine again together for 3 turns.

Weaknesses:
Power Source: Most of the Collective's systems run on Magic Crystals and their energies. Due to the massive expenditure, the Collective must use 20% of its resources every 4 turns.

Quality Production: Prioritizing quality over quantity, the production of The Collective's units cost double.

Starting Units:

Sentinels(Flying Basic)

Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 1
Def: 1

Trait:
Protector: When another unit is going to be hit, take the damage instead.

Curator(Flying Basic)
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 1
Def: 1

Trait:
Unit Equipment: Instead of attacking can perform one of these functions instead;
1. Weapon modification: Boost an entire stack by +1/0.
2. Armor Modification. Boost an entire stack by 0/+1.

Aegis (Flyiing Elite)
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 1
Def: 1

Trait:
Absorption: On an 8+, absorbs strike. Instead of taking damage, holds on to strike. Can hold up to a max of 3 attacks in this manner. During battle may expend all attacks and then returns to normal

History:
WIP​
 
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WIP

Nation Name: Avvros

Colonizer or Native : Native

Capital City: Ter’nak’lan-Ka

Nation Flag: No formal flag, but the buildings and troops of the nation bear banner poles with intricately decorated pyramid-shaped totems adorned with exotic feathers and animal skins, eg.:
3FA3FFBC-5791-491A-A00A-69182958D486.jpeg

Government: Twin monarchies: a Queen for the lizard-like T’el Nok and a King for the (TBC).

Leader: Queen Xōchiquetzal leads the T’ek Nok following the death of her mother, Altacoya. Her ascension has been prophesied as the Dawn of the Epoch of Expansion and, to match that, her desire is to abolish her mother’s isolationist policies and restore the T’ek Nok empire that has shrunk significantly over the last two and a half thousand years.

List of Races:

The T’el Nok
An anthropomorphic lizard species that live in immense pyramid structures deep within primal jungles. The race is outwardly asexual, the individuals assuming no gender until the Time of Burning Skies, when their spawning cycle begins and sexual organs begin to form. The general percentage is 60:40 in favor of females, but this proportion changes from cycle to cycle, depending on factors such as attrition due to combat, plagues, famines or due to no significant losses. Previous spawning cycles have seen a percentage of over eighty percent females and as few as ten percent females, dependant on population. As a result, the T’el Nok have a fairly consistent population number.

The T’el Nok lay a single fertilised egg each spawning cycle and the spawnlings spend their early life in vast spawning pools before leaving them to go to the subterranean nurseries beneath the pyramids. There they develop rapidly and their caste is determined, a process that takes a little over a year and a half.
The caste system is determined entirely by the growth of the individual spawnling, and a T’el Nok will never leave their caste for the rest of their lives. The castes are hierarchical but there is no superiority or inferiority involved, at least not below the Queen.

The lowest caste is the T’el Zan, which are the heavy labourers and heavy infantry. These hulking creatures are powerhouses in their own right, standing as tall as 12 feet and about as wide across the shoulders. They are the least intelligent of the species, and benefit from having a higher caste leader directing their efforts whether it be carrying stone blocks up a pyramid or charging an enemy army.
The next caste is the T’el Vak, who are much smaller and less stockier that their Zan brethren, but still stand at 8 feet tall. They take the role of skilled labourers and mainline infantry. They can perform their tasks competently without higher caste supervision, and can lead the Zan at a pinch.
The next caste is the T’el Voz, who are considered leaders of the Zan and Vak. They have the same physique as the Vak, they they evolve brightly coloured crests on the tops of their heads or frills around their necks which identify them as leaders in an often vibrantly coloured T’el Nok group.
The next highest caste is the T’el Sek, who are as small against their Vak brethren as the Vak are to the Zan. A Sek is approximately five to six feet tall and is highly intelligent, able to learn other languages accurately and with a slightly ‘hissy’ accent. They take the role of skirmishers and highly skilled ancillary jobs in peace time, such as spawning pool and nursery attendants, medics and magitech builders and maintainers.
As the Voz are to the Vek, so the T’el San are to the Sek. Leaders of their brethren, they also take the roles of ambassadors, priests, mages, architects and attendants to the Queen herself.
The pinnacle of the hierarchy is the Queen herself. And it is this pinnacle which is the most divergent from the species. The Queen is a mere 5-5 1/2 feet tall and of slender physique. She is entirely unlike her brethren in that she is the closest to human as can be found among the T’el Nok, to the point of developing mammalian primary and secondary sexual characteristics, namely a feminine form with breasts, hips wider than her shoulders and hairlike feathers that fall down her back. A Queen is almost always sterile, never becoming fertile during the Time of Burning Skies. A Queen will only produce an egg when she approaches the end of her lifespan or at a time when the future of her people is at such a risk that she may be required to go to war to provide her significant magical skill and tactical knowledge to her brethren. On the very rare occasion that a Queen spawns an egg before the end of her life, she will usually kill and consume the spawnling. If, however, the spawnling grows to maturity, the rival Queens will fight for superiority in single combat with death being the only acceptable outcome. There have never been two Queens in the history of the T’el Nok, and there never will be. The lifespan of a Queen is how the T’el Nok measure time, each epoch starts with the death of the previous Queen and the ascension of the next. The current Queen has only recently ascended to her role and is noted as being more eager than her predecessor to advance her people.

The peoples of Avvros, the T’ek Nok and the (TBC), make extensive use of the extensive saurian creatures that proliferate their vast jungles as beasts of war, burden and foodstuff. Immense and aggressive bipedal carnivores, powerful and ambivalent herbivores and smaller, more intelligent pack hunters are captured and tamed to work for the Avvros.

List of 3 Story Characters:

T’er Nak Voz
Champion of the Pyramid of the Orange Treefrog

DBD9A1D7-BED3-4C37-8AB5-2804A520C91A.jpeg

A brave warrior and cunning leader who quickly demonstrated his dominance after leaving the nurseries, taking charge of the cohorts bound to the Pyramid of the Orange Treefrog. His loyalty to the new Queen is completely unquestionable and he follows her orders without hesitation.

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

Religion: (What are your nation's religious beliefs? The more detail the better)

Preferred Region: Jungle, tropical swampland.

End Goal: Restore the glory of the ancient times by rebuilding the First Empire

Policy: Shrewd businessmen - All TBC are trained to have advantage during dealings and gain double in trade.

Strengths:
Dangers of the Jungle - Any lands claimed by the Avvros are dangerous due to roaming Saurians. All enemy units are at -1/-1 in these locations.
Dino Riders - The peoples of Avvros are trained from a young age to ride the Saurians. All units gain +1 Move and a charge attack, allowing units in their first round of attack to be at +1/0.
Advanced Magitech - Advancement costs are reduced by 20%.

Weaknesses:
Big Eaters: Saurian units cost an extra 50% (1.5x normal units) resources.
Lack of Armor: Full armor is frowned upon and, as such, all units are 0/-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: TBC Skirmishers
Type: Troop
Tier: 1
M: 1
HP:1
Attacks: 1
Off: +1
Def: -1
Trait: Strikers (TBC are quick strikers and gain +1/0)

Name: Argonauts (T’el Vak Infantry)
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: -1

Trait: Poisoned Spears (Enemies receive 0/-1 from one unit in every three up to a max of 0/-3)

Name: Rampaging Tri-Horn
Type: Elite
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 2
Def: -1
Trait: Rampage (At the start of battle roll 2D10 for each Tri-Horn, on a roll of a 10, a hit occurs.)

History: (As long or short as your want, provide a background to your nation.)
 
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  • Nation Name: The Republic of Aurem

    Colonizer or Native: Native - no movement penalties over difficult terrain and double the number of starting units

    Capital City: Aurem

    Nation Flag:
    1637617251735.png

    Government: Mixed diarchic constitutional republic

    Leader: The Consuls Albicilla Australaves and Pennatus Corvidae,

    List of Races: Majority Birdfolk, some humans, Taur-Ahe, and various other species native to Hortencia

    Temperament: Pious, Expansionist, Warlike and Protective

    Preferred Region: Forested and Mountainous terrain, you know difficult terrain

    End Goal: The expand their empire, To grow their understanding of magic and technology, to be visited by the Isle of Lykos

    Policy: Still currently under discussion with Tek

    Strengths:
    Adaptable: After winning a battle with an enemy, roll a d10. On a 7+ gain an advantageous advancement.
    "The citizens of Aurem know a good idea when they see it. They are willing to adopt new technologies and techniques without prejudice, always eager to adapt and overcome their enemies."

    The Gates of Janus are Open
    : for every unit lost this turn, decrease the cost of the next trained unit by 2 for lost troop, 4 for lost Elite, 6 for lost Legendary, 8 for lost monster, 10 for lost hero. If at any point, this drops the cost to 0, the unit is trained for free without using an action cost. Any carryover is subtracted from the next unit purchased.
    "Aurem will not accept defeat. Will not sue for peace. They will fight until they have victory. For the Gates of Janus are Open, There is Nothing but War."

    Harmony of the Legions
    : Stat gains from traits apply to all units in a stack. Traits do not stack with themselves or lower tired versions of themselves.
    "To the Ourani, war is a song. Aurem holds this as one of their most scared values. The legions fight as one, each solider a vital note in the song."

    Weaknesses:
    The Price of War: Every 3 turns pay a 30% resource tax or N resources, whichever is higher. When this cost is not met, disable 'Harmony of the Legions' for 3 turns and decrease order and happiness by one.
    "Warfare is an expensive business. Aurem must stockpile food to compensate for the high energy costs of using flight and magic in war, along with buying better armaments, monthly sacrifices to the gods, maintaining the altars required for the armies magic to work properly, along with the domestic costs of public care, maintenance and municipalities..."

    Compulsive Stabbers
    : Ever 3 turns not at war, Order decreases by 1
    "The citizens and residents of Aurem are more then happy to put aside their differences in times of war, when they're at peace however..."

 
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Nation Name: The Diggers

Colonizer or Native: Colonizers

Capital City: New Krenichov

Nation Flag:
8tykhkv757w41.png


Goverment: Anarcho-Syndicalism

Leader: There is no singular individual responsible for organizing the Diggers, but if they had to pinpoint one man alone who they would trust above all else, that man would be Yaroslav Volkov. A masked figure, a legendary gunslinger, and a staunch protector of the movement. Hilariously, Yaroslav’s personality is a far cry from the grim resolve one would expect, and he demonstrates an upbeat, optimistic worldview, confident in the ability of his people to see things through.
4d7c34d6955bc6a5fc9cdceabd3a9fbc.jpg


List of Races: Though the Diggers originally featured largely only humans, many members of oppressed minorities throughout the confines of their homeland joined their movement, and have subsequently followed them in exile. Gnomes, Half-elves, Orcs and goblinoids are the most noteworthy amongst them/

List of 3 Story Characters: TBD

Temperament: Unruly but mostly Peaceful

Religion: The Diggers practice complete freedom of religion, with small sects of many faiths existing amongst their number. That being said, the concept of organized religion is frequently frowned upon as too corrupt to function.

Preferred Region: None, really

End Goal: To establish a stable, advanced society in which their Ideals can thrive.

Policy: Organized Workforce: Unlocks Laborer Civilian unit. At the start of each turn, one Laborer unit appears for free in a Digger settlement that has the most laborers currently


Strengths:
Unwavering Idealists: The Diggers hold a naive, borderline foolish view of the world, believing they can not only overcome any challenge, but do so “the right way”-without needless violence, extortion, and death. Silly as it may be, it is a beautiful idea to cling onto, even in the darkest of hours.

At the start of each turn, roll 1d10-on a 7+, increase either public order or happiness by 1(if the roll is unmodified 10, instead increase both by 1). If the maximum in either has already been reached, then the benefits of having the maximum tier are doubled for the turn. In addition, whenever happiness or order would be reduced, roll d10’s equal to the number of the order or happiness subtracted-for each 7+, the loss is reduced by 1.

Communal workforce: One would be surprised with how productive a man can be when he knows the work he does will not benefit some pencil pusher that doesn't even know his name, but his own family and friends. Coupled with the very strong sense of community that the diggers share for one another, the results are truly marvelous.

Settlements produce 10% more resources, with farming settlements instead producing 20% more resources. These bonuses increase to 20% and 30% accordingly at level 4.

We all lift together:
The ambitions of the Diggers are to create a heaven on earth, to usher an era of peace and prosperity unlike anything the world has ever seen, and all done without needless struggle and pointless tyranny. When put to task they give it their all, and then some, for they know that this is the moment of truth-the success or failure of their narrative hinges on them.

The actions required for construction or upgrading existing constructs are reduced by 1. If the actions required would already be 1 or less, then instead another construction action with a cost of 1(action) or less can be taken in any adjacent square, though the cost of the new construction is increased by 50% to reflect overtime bonuses.

Weaknesses:

Detached from Reality: The Diggers loathe conflict, seeing it as naught but the last resort of the incompetent, and much of their culture reflects this. Though they understand the need for maintaining at least a small defensive army, and have done so in the past, the actual participants of said army need a greater incentive to even consider it.

Costs for recruiting units increases by 15% for troops, 25% for elites and monsters, and 35% for legendary units.


Every Voice Matters: As anarchists, no one man holds dominion over the Diggers and their affairs, with everyone largely having a say in matters and actions. While a beautiful idea on paper this may be, any good politician could tell you that this is a recipe for disaster, as the petty whims of each man make any centralized strategy impossible.

Outside forces may exploit the Diggers political system to have them enact actions that they consider advantageous to themselves. To do so a faction must have contact with the Diggers.

Requests are divided within two parameters minor and major. The costs are not necessarily bribes-they can be fluffed as gifts, demonstrations, feasts, and so on. The costs of either type of action increase by 10% on each subsequent activation by the same actor, resetting to normal values after two full turns of no actions.


Minor actions require a payment of 15% of the current Digger treasury, to a minimum of 40. Such actions can include, but are not limited to:

Have a small force of Digger units(6 units or less) alter or halt their movement.
Have a force of Digger units take minor offensive action against "Enemies of the common man"(destroying a road, or some small raid)
Request temporary services of Digger civilian units.
Giving up information
Temporarily Establishing trade with a faction
Temporarily stopping trade with a faction.
Stalling minor construction work(1 action or less)

Major actions require a payment of 25%, to a minimum of 90. Such actions can include:

Temporarily gaining the services of Digger units as a mercenary force for a number of turns.
Altering or Halting the movement of a bigger Digger force.
Having a Digger force take major offensive action against a non-Ally
Passing a new Policy.
Abolishing a preexisting policy(cannot be the first one)
Have the knowledge behind an advancement shared.
Stalling major construction work.
Have a captive released.
Prevent a captive’s release


Do keep in mind that these rules are intentionally kept vague-a lot of this is rp based. Particularly charismatic demagogues, alluring figures, or simply individuals with good rapport might be able to get these requests through at a lowered cost, while particularly untrustworthy individuals or enemies of the Diggers might have these costs increased or even flat out denied.

In addition, there are some things that they flat out can never be convinced to do, such as turn on each other.


Starting Units:

Worker Mob: Anyone who underestimates the fighting spirit of men and women determined to defend their homes is in for a very harsh awakening
d3acu3s-bc53a4f8-1328-4090-bf1a-00d494babc0a.jpg

Type: Troops
Hp: 1
M: 1
Attacks: 1
Off: 0
Def: 0

Trait- Revolutionary Fervor: Called to arms, these people charge forward heedless of the danger, seeking to protect whatever stands behind them, with their lives if need be.
This unit has the Meat Shield ability.

Miners: Turns out, digging trenches for war is not that different from digging shafts, and these men make ample use of any lull to create defensible positions
62b238c956f12d69d6528f50c988f7d3.jpg


Type: Troops
Hp: 1
M: 1
Attacks: 1
Off: 0
Def: 0

Trait-Digging in: The Miners turn their skills to matters of warfare, making the terrain favorable for them and their allies at every available opportunity.
When fighting defensively, Increase the defense of this and one random allied unit by 1. One unit can only ever benefit from one Miner bonus


Tâlharii Coroanei: The proverbial "Black Sheep" of the Diggers, on a quest to atone for their mistakes, these outlaws are rowdy and disorganized, yet individually have several years of assymetrical warfare experience under their belt.
568479350a6a7ecacae30f806dc27fd3.jpg

Type: Elites
Hp: 1
M: 1
Attacks: 2
Off: +4
Def: -1

Trait-Ruthless Skirmishers: Your best hope to deal with the Crown Looters is to rush them while they're getting into position and lining up their shots. Any later than that, and you're already dead.

This unit fights last in the initiative order, But gains an additional attack, +1/0, and rerolls failed hit rolls.


History:
Many nations claim heritage from truly impressive sources. Magical conglomerates of tremendous knowledge, Theocracies led by God-Kings who had direct communication with beings out of this world, Empires spanning entire continents.

The Diggers do not have so much as a name. What they are called, what everyone knows them as, was but an originally derogatory term, coined by the propagandists that opposed them and their movement. They accepted and embraced it as a show of defiance, a demonstration that names and titles to them were unimportant compared to the results.
There was a degree of truth to it, however. The movement started in the bowels of the earth, in the Empire’s expansive mines that fueled it’s vast economy. Droves upon droves of workers toiled for 14 hours a day, with minimal pay and nary a thought given to their safety. Accidents were frequent. Fatalities were a reality. Discontent grew and grew yet without organization, it was contained fairly effectively. That was, until a woman named Bekhuli Aman appeared, orating masterfully and passionately to the tired workers day after day. She spoke of the horrible conditions they were in, of how they starved while the aristocrats over them grew fat on their own sweat and blood. She spoke of how all of them had grown to loathe their work, to lose any and all connection with the very things they took from the earth.

A more suitable environment for such teachings could not possibly exist, and very soon, the first strikes began, demanding better conditions and shorter hours and better pay. The local authorities were caught completely off guard by this. Attempts to bribe the workers only served to stoke the fires of their ire, and the guards sent to disperse them were horrendously outnumbered, though Bekhuli insisted that none of them be seriously harmed, only disarmed and sent back. In a last-ditch effort, an attempt on the mysterious woman’s life was made, but that too failed, as she had surrounded herself with a cadre of misfits and outlaws who were now hell-bent on protecting her.


The movement kept expanding, until it was much bigger than a single group of miners. Entire regions rose up in strike, echoing the same demands. Farmers, fishermen, smiths and factory workers, without any previous ties or organization, suddenly found common cause, putting any previous differences aside. It reached a critical mass, and the empire saw it’s profits plummet catastrophically. The loss was so great the Emperor himself was brought to the table, and the negotiations became demense-wide alterations to the legislation. Everything seemed to be going according to plan.


Unfortunately, as it goes with these things, the worst enemy of a mob is itself. Imperial agents stoked the fires of hate within more extremist parts of the movement, insinuating that diplomacy would achieve nothing, that the only way to get their Utopia would be by dethroning the Emperor, fighting through his armies and giving themselves absolute power. Disregarding cautionary warnings as mere cowardice, They launched a surprise attack, catching the Imperial soldiers completely off guard and inflicting large casualties.

The triumph was short lived. A conflict between organized armies composed of professionals with high quality gear and untrained peasants with tools motivated solely by revolutionary spirit is only ever going to go one way, and it did. But the true catastrophe was the legacy that these events left behind. Overnight, public support for the movement evaporated. What was seen as a righteous cause suddenly was seen as appaling terrorism of the highest order, and so, very few objected when the Strikes began to be brutally quelled. Everything came apart ten times faster than it had come together. What seemed like a fairytale at the start ended like a history lesson.

At the end of it all, though, the unlikely figure that had started all of this managed to salvage the situation, as much as that was possible, anyway. At her own trial, she poured all her oratory ability into arguing a case, not for herself, but for many of the Diggers that had not participated in the violence, who had never supported the radical ideals. Their lives here were over, yes, but they deserved a chance to build anew, somewhere far from the Empire. Banishment would be a lot more cost-efficient than Imprisonment, anyway, and hanging that many people was a hassle nobody wanted to go through.

The Judges were convinced-but on one condition. She, alongside many other important figures of the movement, would never board the ships of exile. Instead, long prison sentences awaited each and every one of them, from fear of retribution in the future. She accepted that punishment without complaint.

Thus ended the tale of the Digger movement, a cautionary tale to many who would seek to establish anarchy as their own preferred system.
 
Nation Name: Clan Spike Horde

Colonizer or Native : Native

Native Starting Bonuses-
  • Natives don't suffer movement penalties
  • Double number of starting units

Capital City: Dal Gargo

Nation Flag:
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Government: Elections followed by Trial by Combat

Leader: Chieftain Grizzakis- Chieftain Grizzakis became the leader after his father. He knew that as a clan, if they were to grow into a great nation, that they would have to grow beyond the old ways of pure strength. After defeating his father in combat, he took the reigns and began to find new ways to make better and more powerful weapons. But it wasn't until he saw a flying city, that he knew that he needed to work harder on his weapons of war. Soon they were able to construct siege weapons and refine their metals better than ever before. It is his task to lead Clan Spike Horde into the future, even if he has to do it kicking and screaming.

List of Races: Orcs

List of 3 Story Characters: Chieftain Grizzakis- With the recent alliance with the Cogs, Grizzakis has received even more clout within the clan, though some believe that he is moving too quickly, leaving the old ways behind in the dust. Will he continue to gain support, or will the fringe elements do something drastic?

Mahk- A young warrior that has been volunteered to be as a liaison between their warriors and The Cogs. He was here to fight, not to be babysitter. It was an insult. Grizzakis had said that he picked him because they are great warriors and he needs to represent the best, but Mahk knows that it is really that the Chieftain wishes to undermine his own growth as a warrior. Will Mahk be able to make his mark on the world or will he burn out doing something rash?

Bolar- A beauty among Orc Women who has chosen to change from pure blacksmith, to being a metalsmith. She wishes to learn the techniques of the Cogs so that she can improve her own abilities and add more strength her own way to her people. Will those within her tribe see the differences that she is making, or will she be judged for leaving the field of Blacksmithing?

Temperament: Militaristic but open to peaceful and beneficial trades. Respect Strength

Religion: Worshipping the Ancestors. They pray to their ancestors for strength and look to them for guidance, but don't have a major organized religion

Preferred Region: N/A

End Goal: Become a Powerhouse within the Continent

Policy: Technological Boon: Due to the recent drive for technological increase, military technology has greatly improved. Military Advancements cost 25% less

Strengths: Strong Warriors: The intense training that all warriors go through, makes them much heartier than their contemporaries in other nations. +1/+1

The Glory of Victory: The feel of victory is intense and can continue on as long as an army has a string of victories. When an army wins a battle, gains +1/+1 for 3 turns. Continuing the victories resets the countdown. This can stack up to a max of +3/+3

Scouts of the Wild: Clan Spike Horde troops and settlements gain a +2 against sneak attacks and raids due to their constant vigilance and understanding of the wilderness

Weaknesses: Learnedness from Ignorance- Despite their wanting to advance with technology, it is harder for their nation to grow with technology that is not weapon related. All non weapon or war advancements cost 25% more

Magical Flow: The Clan is susceptible to magic and it hits them harder than others due to it. Units are 0/-2 against magical attacks

Starting Units: 4 basic units and 2 elite.

Name: Orc Warrior
Type: Troop
Tier: Tier 1
M: 1
HP: 1
Attacks: 1
Off: 1
Def: 1

Trait: The Battle is Joined- Every time this unit successfully kills an enemy unit, roll a d10. On a 10, this unit becomes a hero unit.

Name: Dire Boar Rider
Type: Troop
Tier: Tier 1
M: 2
HP: 1
Attacks: 1
Off: 1(2)
Def: 1

Trait: Charging Boars- +1 Movement. When moving into battle, gains a +1/0

Name: Orc Catapult
Type: Elite
Tier: Tier 1
M: 1
HP: 1
Attacks: 1
Off: 4
Def: 0

Trait: Alternative Ammo- When going into battle, choose one of these options of ammo for different bonuses-
Boulders- +1/0 and +1 Damage against Elites. -2/0 against troops
Flaming Pile- Allows 2 attacks against troops
Heavy Darts- +1/0 and +1 Damage against air units. -2/0 against ground based troops


History: (As long or short as your want, provide a background to your nation.)
 
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The following is a work in progress; as we rebuild Mekhane, we shall also build a very pretty character sheet!


Nation Name: The Children of Mekhane. Referred to as "The Mekhanites".

Colonizer or Native : Native.
Bonuses:
Capital starts level 2
Double number of starting units

The Children of Mekhane
Apart, we are Broken. United, we are God.

Chapter 12: The Broken Mind of HER and How It is to be Built

  1. So it came to pass that the Heart and the Eye and the Tongue were together in one place, and the Quick-silver Ichor had been dredged from the Sea of the Dead and gathered into a vial, and the Soul—ransomed from the lands of Daevon—was sealed up and under watch.
  2. The Six Angels, reunited, were pleased with the works of the faithful. The people rejoiced in their blessings and protection.
  3. Then spake the Angel of Progress to his priests: "The time is short, and we are beset by enemies at every port. Go forth, then, in secret to the land of Khmer, where the Mind of the Broken One lies hidden beneath the temple of the Flesh-God."
  4. "A hidden stair in the Northwest corner of the central temple will lead you below. There you will find a hull of dark bronze, 3 cubits to each side."
  5. "With no fewer than five amongst you, lift it from its place of rest and convey it here with due haste."
  6. "Patience is a virtue best left to God."
  7. The priests counseled amongst themselves, and dispatched the acolyte Barnabus Smythe with four others to the lands in the Far East, that the Mind would be retrieved and that which was Broken made whole.
  8. Disguised as their heathen cousins, the five wandered over desert, mountain, and jungle for two years before coming to the temple which was foretold to them.
  9. However, upon finding the stair of which the Angel spoke, Smythe found the way was collapsed, and sealed with obscene sigils.
  10. With what gold lined his pockets, he hired seven workmen into his service. Smythe shared with them the words the Angels had told him, and the workmen, knowing that demons walked the land to destroy all order in the world, performed their task with great haste and skill.
  11. For thirty-nine days and thirty-nine nights they chipped and chiseled and dug alongside the seven noble Heathens. This act of toil, through which all gave offerings of their blood and sweat and flesh, the workmen were made pure and pleasing to HER.
  12. So that on the 40th day, the way was clear, and all twelve hurried below to bear witness to the Glory of the Broken One.
  13. But alas and woe! In the chamber below a great boulder had fallen, and the glorious Mind lay smashed in the rubble.
  14. The twelve faithful sifted through the wreck and gathered what pieces remained together in five large satchels, and conveyed them to their home. When they arrived the people wept to see the Mind so shattered, and implored the Angels for their aid.
  15. So spake the Angel of Conflict to his priests: "Haste has not aided us. Daevon and its Flesh has prevented us before our quest began."
  16. "The Mind is lost, and none amongst you can rebuild it."
  17. "Though you may toil a thousand years and master a hundred worlds and learn of many Divine Truths, no mortal man of broken Flesh with soft and feeble mind could repair or rebuild it."
  18. Then spake the Angel of Invention: "Fear not; there is a way. Bring to us a scribe of great skill and learning, that we might impart unto him the Truth of Design."
  19. "But great Angel," said the Acolyte Smythe, "To what purpose is this Design if no man can execute its mandates? We shall surely fail!"
  20. The Angel of Peace took pity on Smythe, and spared his insolence. "Dear Acolyte; though your eyes see and your ears hear, your mind cannot grasp."
  21. "The Design is not that of the Mind, but of a much simpler Truth which Man in his small wisdom can attain. This Design will beget yet another. And that yet another. And if faithfully executed, two more after their kind, until at last the Final Volume will be understood, and the Mind shall be restored."
  22. At this news, there was much rejoicing, and offerings of flesh and blood were made unto the Broken One, that soon her Assembly would be complete.




Capital City: Amoni-Ram

Her Shining Beacon "Great buildings fashioned of metal, impossibly tall. A bronze glow set them alight from the sun overhead. Between them resting smaller but still grand buildings of marble, stone, clay. Towering minarets and domes like those found in Mohammedan temples. A grand sight, altogether."


Amoni-Ram is a metropolis built where dense jungle once grew- now cut away and replaced by roads of stone and tall towers built from a bronze-gold colored metal, referred to by the Mekhanites as "Her Metal Flesh". It is said that the secrets of this metal were taught to the first Forgemasters by Mekhane herself. As such, it is considered a holy metal and all works with it are believed to be touched by the divine. The unique properties of this metal and the variations derived from it allow it to almost seamlessly blend itself with mortal bodies, without fear of rejection or poisoning- a property this transhumanist cult readily takes advantage of.

Amoni-Ram is a city of inventors and priests. It is touched by both the modern, the advanced, and the primitive. Tall metal buildings that pierce the sky, men and women with limb and blood replaced by machine and ichor, contrasted by oil lamps, camel drawn carts, and bow and spear. It is a place where primitive minds battle with the line between technology and magic, trying to make sense of the secrets of their god, ever chasing technological bliss.

The Mehkanite cult is all-encompassing and pervasive throughout the city, and all holdings of the Children of Mekhane. Religious iconography is carved into every wall, religious monuments in every city center, and a shrine in every house-hold.


The cities prominent features are its 8 towers, made of the Mekhanites distinct berrilyum-bronze alloy and shining brilliantly in the sun. Each serve as hubs of activity in the city, containing entire neighborhoods, schools, shopping plazas, businesses and more. These towers are arranged in an octagon, featuring walkways between each adjacent tower, surrounding the most important building in the city.

In the center of the city, is a large temple-palace complex, the home of the cities Metal-Priests (their blacksmiths) and its ruler, Her Living Voice, referred to as "The Voice of Mehkane", or simply "Her Voice". It features a large, domed tower set into a complex of buildings, each a different complex geometric shape and made of the berrilyium-bronze alloy. Unlike the temples and palaces of traditional cults, this is not a place of worship in the traditional sense, nor is it a stronghold of vice for the elites and "holy". Though fervent, zealous worship is conducted, it is in the form of invention, scientific research, and augmentation of the human form. The temple/palace complex referred to as "Bumaro's Workshop", is a hub of clinking gears, humming fan blades, and the gurgling of various ichors.

Beneath Bumaro's Workshop lays the most holy site in all of Amoni-Ram; and in their eyes- all of known creation: Her Bleeding Heart. Her Bleeding Heart is considered to be both metaphorically and literally the heart of their broken god; with only the High Priests and those deemed worthy by then allowed to enter. It is said to be a place where divine wonder and technology bleed into one; with angels made entirely of bronze-gold metal, strange and broken machines. It is the sanctuary the Shepherd Bumaro found refuge in all those years ago and where they found their god and Her Voice.


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Nation Flag: 1639940876174.png

Government: "Divine" Theocratic Oligarchy. The Children of Mekhane follow the orders of Her Voice, as interpreted and carried out by the Council of High Priests.

Leader: “Her Living Voice”, formerly known as Robert Bumaro.

"Her Living Voice" is a mechanical humanoid constructed entirely from "Her Metal Flesh". The composition of Her Voice is a seemingly random combination of various technologies, from clockwork, hydraulics, computers and even a seemingly "liquid" metal. One arm made of an intricate assembly of ticking gears, a leg made of pistons and the other of a flowing liquid metal. An old fashioned wind up camera lens for one eye and a dull red glow for the other. The figure has no discernable gender, and refers to itself as "We". Her Voice is both mortal and divine, as part of Mekhane fused with the Shepherd Bumaro, it formed a new being, that spoke with her voice. Their words are her words, their commands are hers commands. Robert Bumaro is not dead, but changed, made better, made part of HER. Her Voice is the unquestioned leader of Amoni-Ram.

They are computer-like in their thinking. Nigh perfectly rational and logical, upholding the ideals of the church perfectly. They can be almost cold, and inhuman, but this is the nature and goal of the Church. They are not cruel, and are generally a benevolent ruler- for rarely is the Good maximized but needless cruelty and callous disregard for emotion. But they are perfectly willing to make the sacrifices necessary to better the church, and in their eyes, therefore the Good as well.

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List of Races: Mostly humans, but they care little for race.

List of 3 Story Characters:

Oliver Frank - Holy Emissary and Scholar of the Lost Tech.
Oliver Frank is a man obsessed, consumed with a fascination for the lost technologies of the millennia past. He can often be found mulling over bits of rusted computers and machines, far, far beyond repair, musing of their functions and how the work. Forming, revising and often finally discarding theories regarding them. He posseses a brilliant mind, perhaps one of the brightest in all of Amoni-Ram. Unfortunately for Amoni-Ram and much to the frustration of his teachers and mentors, he has a wanderlust that must be satiated. His personal quest is to uncover lost tech that is not rust covered and water damaged beyond hope, and this cannot be accomplished within the confines of Amoni-Ram. Thus he joined the First Expeditionary Legion as an advisor and expert on Lost Tech. This being a holy act (that is, the researching of lost tech), Oliver has been minted a Scholar-Apostle (a low ranking, but full priest). Part of his role of priest means that he has a responsibility to spread the word of Mekhane to any unsaved they may come across, and thus also serves as a missionary.

Oliver Frank is a younger, but going on middle aged, man with brown hair and tan skin. His right eye and left arm has been replaced by augments. He is an easily excitable man who is a bit too fascinated by tech. Prone to rants regarding his theories and shifting between topics. He is over all friendly, if a bit awkward at times.

Richard Martin Dumont - Commander of the First Expeditionary Legion, "Her Hopeful Wanderers".
Richard Martin Dumont is a veteran soldier and seasoned officer, having both fought in and led multiple skirmishes against aggressive local tribes. He was hand picked to lead the Mekhanites first expeditionary force due to his experience, ability to remain cool under pressure and the resolve of his faith. Being a former legionnaire, he is heavily augmented, with all of his limbs removed and replaced, and external supports surgical implanted along his spine, with fingers wrapping around his back and chest, acting as an external ribcage.

He is a devout, no nonsense kind of man. He dishes out punishment when it is deserved, and praise only when it is earned. He is a man who commands respect, and whose respect is hard earned. He is far from cruel however, and has his moments of compassion and personality. Find him ina good mood, or when things are calm and he has no reason to be yelling, and especiallt when he has a drink in his hand, and you'll find him a pleasant enough conversational partner, if a bit gruff and roigh around the edges.

Illoyn Vron - "Chosen of Mekhane", Mekhanite Battle Psychic.
Illoyn Vron is a middle aged woman whose features are crisscrossed by thin bronze-lines with precise, sharp turns, tracing the many advanced cybernetic augments that have been placed throughout her body. Most augments that citizens of Amoni-Ram and its soldiers have are built by the cities Forgepriests- but hers were a direct gift from Her Bleeding Heart. After years of training, memorizing the holy texts and proving herself truly worthy, she was among the very few that are selected for the honor of being made Pure. Every part of her body is augmented, making her beyond the normal mortal. Her ultimate blessing his her Psionic powers; the results of augments implanted directly into her cerebral cortex. She has the ability to move and control objects with her will, and form walls of pure force; giving her both powerful offensive and defensive capabilities.

She is an incredibly devout and zealous warrior. A common practioner of meditiation to control her emotions, she is almost robot like. Laser focued 100% of the time, even Richard thinks she needs to relax every once in a while.

Temperament: Utilitarian Transhumanist Religious Zealots.

Religion:
Chapter 1: How Her Voice Was Heard
“When the wounded Shepherd Bumaro came upon Her Bleeding Heart, he was dirty and impure. But She opened her heart to him and embraced him. She gave part of herself so that he could live. His wounds were knit shut by silver thread, his flesh and limbs replaced by metal. He was made pure, and in doing so he was brought closer to Her. He was remade in Her image, becoming an instrument of Her will. He was Robert Bumaro no longer, for he had become Her Living Voice”

To outsiders, the religion worshiped by the people of Amoni-Ram is known as “The Church of the Broken God”, just as often used as a simple colloquial name for the Mekhanite religion as an insult. Followers of the church rarely refer to it as such, referring to themselves as “The Metal Flock” or “Children of Mekhane”.

Almost every inhabitant of Her Shining City are followers of Mekhane. Religion is the backbone of Mehkanite society- worship of Mekhane is baked into almost every aspect of their culture and history. It is nearly inconceivable for a citizen of the city not to be a follower of the faith, especially when the miracles of Mekhane and Her Living Voice walk amongst them. Other religions and other Gods are not outright banned necessarily (depending on their tenants), but are heavily looked down upon. What other god has blessed their people with such gifts? Why would any inhabitant of the city turn their back on the Goddess that birthed their people? It is not unheard of for citizens to worship others gods, but almost always secondarily to Mekhane.

Chapter 2: Her First Disciples
“The former Shepherd returned to his people. When they saw his new form, they were frightened and wept for him, for they believed him lost. “Do not weep for me” he spoke, “For I have been reborn. I have been made better, my failing body replaced by everlasting steel.”. “Do not fear me” he commanded, “For I am an instrument of Her will, and Her will is just and merciful”. But the people, plagued by beliefs in petty spirits and natural deities still did not relent in their fear. They cried and lashed out at him, believing him to be some demon. Only when he approached the villager elder, a man whose eyes had grown dull with and with a touched returned his vision, his eyes replaced with whirring gears and lenders, did they begin to understand.”


The Children of Mekhane worship the Goddess Mekhane, a diety that embodies technological progress, machines, logic and utilitarian ethics. She is often depicted as a mechanical humanoid sprouting clockwork wings and gear shaped halos. Mekhane is regarded as a benevolent goddess with the best interest of the mortal races at heart. Several ideas are core to the teaching of Mehkanism;

Chapter 4: On The Failings of Our Nature
"We are bound to imperfect and impure vessels, which constrain both our thought and well-being. Living Flesh is vulnerable to the corruption of disease and rot, and our minds to that of vice and heresy. Is it no wonder that much of the evils of mortals are rooted in their flesh?"
1. The weakness and impurity of mortal flesh. Our bodies are weak, prone to injury and decay. Once broken, there is often no fixing it and in time all bodies of flesh will come undone. It is for these reasons mortal biological bodies are seen in a negative light by members of the church, some even going so far as to view them as inherently evil.

Chapter 4: On The Failings of Our Nature
"Minds of Flesh are subject to the whims of mortal nature- emotion, delusion and false belief. All three lead to much suffering in our world, would we not be better off with minds not subject to these whims?"
2. The flawed, fallible nature of emotions. While emotions are key to the mortal experience, they are also the source of most if not all of mortal suffering. Yet well being cannot exist without it. To combat this apparent contradiction, the followers of Mekhane strive to maintain control over their often illogical mortal emotions and let logic and rationality rule their lives.

Chapter 5: Her Good
“The creed which accepts as the foundation of morals, Utility, or the Greatest-Well-being Principle, holds that actions are right in proportion as they tend to promote well-being, wrong as they tend to produce the reverse of well-being. By well-being is intended eudaimonia, and the absence of pain; by unhappiness, pain, and the privation of pleasure.”
3. The maximization of the good. Mekhane is a god which embodies the calculating, potentially cold, lens of Utilitarian ethics. The followers of Mekhane strive to maximize the good- this good being the well being of mortal races. Every action should lead to the over all maximization of this good in the long term, using calculating logic.

4. Technological progress is a force for good. In the beginning, before Mekhane, the mortals of the world were at the mercy of cruel Mother Nature. Starving, cold and diseased, every day was a battle for simple survival. It was through logic and innovation that the mortal races crawled their way out of the primitive darkness and into the technological light. Fire and simple shelters were just a beginning in a road leading ultimately to machines. Every benefit and good that has happened to the mortal races has its ultimate root in technological advancement, and it is only through its continued progression that the betterment of the mortal condition can be achieved.

5. The Purification of the mortal form. Just as a lack of control of emotions leads to mortal suffering, so too does the nature of their flesh. Much anguish and suffering is caused by the unavoidable and irreversible decay of our biological bodies. But this does not have to be the fate of mortals. Weak and sinful flesh may be replaced by pure and holy machine. Doing so is intrinsically good and brings one closer to Mekhane.

6. The rebuilding of Mekhane. For the rebirth of the savior of the Mortal Races is the ultimate good, and no price is too high a cost for the resurrection of the Divine Machine. This is the ultimate goal of the church.

These basic tenants explain much of the thinking of the Children of Mekhane. A logical, calculating and sometimes cold and intentionally unemotional people who strive to maximize good but see technology and transhumanism as the only paths to do so. These tenents combine to make a faith that promotes science, technological development, transhumanism and Utilitarian ethics.

Mekhane is said to be a great machine given form. But the state she is in now is but a shadow of her former glory; for she is broken into many scattered pieces- each a different technological marvel. These parts range from Her Bleeding Heart; a medical facility capable of healing any wound and implanting people with advanced cybernetic augments, to Her Failing Mind; an AI/super computer, to Her Blind Eyes, said to be a pair of augmented reality headsets. The ultimate goal of her followers is to find her scattered pieces and reassemble their God. This would be an ultimate good; for a reborn Mekhane could lift this world from this technological dark age and replace the weak flesh of every mortal with pure machine, and the church will stop at almost nothing to find and claim her pieces.

It is said than many thousands of years ago, a great and terrible enemy assaulted this world with legions of demons and other worldly horrors from beyond the veil. These forces swept through entire nations, slaughtering all within. A single member of the demon legion was said to be stronger than 100 men, merciless and relentless in their slaughter. The children of Mekhane fought against this enemy, using the divine tech of Mekhane to hold back the horde and protect the mortal races. But it is said that even their might was not enough. Mekhane, seeing her people falling, rose from her Bronze Throne and gave her body to save her people. Mekhane fought the demon legions and their infernal master, forcing them from this world. But just as she broke the legion, the legion broke her. Her shattered pieces rained down upon the world. And thus she became The Broken God. In the dark age that followed, much of her divine gifts were lost from the world, her people scattered and fell to barbarism. Her light would not been seen in this world again until Her Bleeding Heart was discovered by the Shepherd Bumaro. (edited)

When He found her, we was weak, sinful, and on the verge of death. She made him whole again, purifying his form. In return he swore to serve her, to find her broken pieces and rebuild her perfect form. And so he set out, returning to his village and bringing to them Her gifts. They returned to Her Bleeding Heart, founding a great city around it. Amoni -Ram. And thus the Children of Mekhane were born, their minds and souls forged of steel.


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Preferred Region: Desert

End Goal: Find the pieces of Her Broken Body and repair their broken god.

Policy:
The Shining City - The city of Amoni-Ram is the beating heart of Mekhane and her followers- quite literally. It must therefore be a cities whose spelndor and technological prowes surpases all others. Reduced Cost for upgrading the capitol (25 less actions + resource cost, rounded up)

Strengths:
Ever Burning Forges - A society dedicated to the building of machines is bound to have the industry to match. Capitol Produces 25% more resources.

Technocrats - While theocracies are not known for being particularly technologically advanced, when the religion is based around technology, you get the best of both worlds! Advancements related to technology or the building of machines costs 50% less actions + Resources (Rounded Up).

Unity Through Zealotry - An entire society based upon a singular religion and focus tends to function more smoothly than others. Begin with 1 Order.


Weaknesses:
The Cost of Perfection - Though their mechanical augments and technology is surely superior to flesh and nature, it is unarguably more expensive to create. All units costs 50% more.

A Shining Cage - The city of Amoni-Ram is a splendor to behold, with shining towers and great machines, built upon the beating heart of a God. Why would the followers of Mekhane wish to live anywhere else? Cannot found additional settlements.


Starting Units:
Name: Her Right Hands, Mekhanite Legionaries
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Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0

"Zealots Resolve" - 0/+2 when defending a settlement


Name: Her Fighting Falcons, Mekhanite Skirmishers
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Type: Troop
Tier: 1
M: 2
HP: (How many successful hits to kill, default 1)
Attacks: 1
Off: 0
Def: 0

"On the Wings of Mekhane" - +1 Movement and +1/0 against fliers


Name: Her Chosen Wrath, Mekhanite Psions
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Type: Elite
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 1
Def: 1

"Shield of Faith" Gives another unit 0/+1


History:
The foundation of Amani-Ram represents the resurgence if Mekhanism in this new age and is shrouded in religious myth. The city was founded by the Shepherd Bumaro-turned Her Living Voice, built upon the buried, bleeding heart of Her. It is said that through Her Living Voice, Mekhane bestowed technological secrets that lifted the formerly primitive jungle tribesmen from the Stone Age to the “modern” era, giving them insight into Metal working, engineering and medicine, allowing them to build a great city… and more importantly, begin the task of purifying themselves and rebuilding their shattered god. Slowly, the great Workshop and the cities shining towers, draped in jungle vines, were erected.

The world is a large and dangerous place, and for generations the Children of Mekhane hid within the relative safety of their home. But Her Living Voice has issued a new commandment: to go out and seek the Her Broken Body, for the world shall soon desperately need her return. And so the Mekhanites venture forth, with religious zeal and hopeful optimism.


CURRENT STATS:

Order: 1
Happiness: 0
Resources: 150

ADVANCEMENTS:


POLICIES:
The Shining City - The city of Amoni-Ram is the beating heart of Mekhane and her followers- quite literally. It must therefore be a cities whose spelndor and technological prowes surpases all others. Reduced Cost for upgrading the capitol (%25 less actions + resource cost)

SETTLEMENTS:
"Amoni-Ram" (Capitol - Level 2)

ARMIES:
1st Mekhanite Expeditionary Legion "Her Hopeful Wanderers" - 2 Legionnaires, 1 Skirmisher, 1 Psion.
1st Mekhanite Defensive Legion "Her Bronze Shield" - 2 Legionnaires, 1 Skirmisher, 1 Psion. (STATIONED IN AMONI-RAM)
 

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Nation Name: Empire of Ancalen

Colonizer or Native :
Native
  • Second starting settlement near capital
  • During Exploration, have a greater chance of a positive effect
Capital City:
Ancalen

Nation Flag:
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Government: Traditionally hereditary monarchy, but in the process of a tripartite split between heirs.

Leader: Scalanis Syllar, current supreme patriarch.

List of Races: Mainly half-elves, with a significant population of forrest folk such as centaurs, living trees and trolls.

List of 3 Story Characters:

Ivasaar Syllar
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The oldest son of Scalanis and a battle hardened veteran of countless wars and raids both against the 'arch enemy' and internal civil wars over the years. Ivasaar is a man with a taste of life, unbreakable of resolve and a strength of will equal to the hardness of steel, and for this he has earned the title of "Hammer of Ancalen". A strong sense of justice drives him, but at times his short temperament and vanity may get the best of him. He is feared by rivals and loved by the soldiers. Out of all, Ivasaar has certainly inherited the indominable duality of his human ancestors: proud and lively, but harsh and wrathful.

Faelar Syllar
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The most enigmatic of the three, the middle son was a prodigy of the most learned and wisest of the ancalenite elders. Born with the 'Curse of the Ancients', he is famous for his blank and cold gaze mirrored in the silver mask he has been wearing for as long as he can remember. Faelar spent much of his formative years confined from the social life of his peers, learning the ancient ways of philosophy and the art of ruling. In contrast with his other siblings, he is referred as the 'Philosopher Prince'. Very much is known about him outside those who personally met him.

Thalia Syllar
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The youngest of the three Syllars, Thalia is a gifted magician with a charming personality. A beloved princess of the common folk, Thalia is the embodiment of the druidic faith, having spent countless hours in the temples of the ancients, forever bound to seek the magical secrets between the fabric of reality and the realm of magic. Among her brothers, she has the most striking resemblance of the elves of old: ears as sharp as a spear, face as beautiful as nature's miracles and tall and lanky physical build. Her almost pure elvish aspect has earned her the title of "The Last Elf".

Temperament:
Traditionalist, pious and distrustful of foreigners.

Religion:
Druidic Faith - the core religious aspect is centered around the use of nature magic and the worship of the Realm of Magic. They do not worship single deities, however they worship ancestor druids as figures of saints. The use of nature magic is directly connected with the ancient elves and strongly bound to the enviroment. As such, ancalenite society is centered around the protection and usage of natural landscape to create harmony. Animals, lanscape and various sentinent beings are considered sacred.

Preferred Region:
Jungle and heavily forested areas.

End Goal:
Expanding and rebuilding the civilization of the ancient elven ancestors on the continent, simultaneously with deciphering and reclaiming the ancient secrets of the magic realm and ascension of the entire race.

Policy:
Ancient Splendour - Upon discovering an archeological site of ancient elven civilization a random roll is casted that might determine one of the following:
- Convert ruins into a level 1 settlement
- Discover ancient magical spell
- Discover ancient secrets which will give a random advancement decided by the GM

Strengths:
Nature magic - May manipulate the climate to terraform and add forest/jungle on one tile per turn
Great forest paths - Troops have no movement penalty for forest/jungle tiles
Native guerilla - -1/-1 for Enemy troops adjacent to a settlement

Weaknesses:
Unthrustworthy neighbours- Happiness is affected for every 1 non-allied civilization bordering Ancalen within two tiles.
Realm of Magic - Any failed attempts to cast magic miscast. Roll a number of hits against the caster equal to the spells casting value. The hits are calculated at offence 0.

Starting Units:

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Name: Shieldbearers
Type: Troop
Tier: T1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0
Ancalenite tactics: Receive 0/+1 for every 3 adjacent Shiledbearer units. Additional +1 Def if being attacked within forest/jungle tile.


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Name: Bowmen
Type: Troop
Tier: T1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0

Elemental concotion: Poisonous arrows have a chance to spread disease in a non mechanical troop unit. Roll a d10. On a 9+, deals 1 damage to 1 other troop unit.

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Name: Griffon Riders
Type: Elite
Tier: T1
M: 2
HP: 1
Attacks: 1
Off: 2
Def: 0
Sacred beasts: Troops adjacent to Griffon Riders receive additional +1 Off and Def only for the first turn of battle.


History:
'The Realm of Magic has infinite potential and deadly consequences, beyond the fabrics of reality lies both salvation and destruction. Without the guidance of the druids, our ancients forsake keeping the balance, venturing instead into depths unfanthomable to us today and shredding the fabric that is meant to keep us safe from madness and terrible malevolent beings. The very few archives we have preserved from the Fall tell us one thing: uncontrolled magic will always lead to suffering.' - Thalia Syllar, High Priestess of Ancalen

Time crumbles things. The distant past is just a memory floating in the darkness of the space and time. The distant past, today just an idea, or an illusion if you will, of what might have been or what has truly been. Ancalen is, perhaps, the only remaining shard of memory from the ancient and mysterious race of pure elves that had, at one time in history, dominated much of the continent. What has been reconstructed from oral tradition and archives offer us a glimpse of the Fall, an event long forgotten that has almost erradicated that civilization of these 'Ancestors' as ancalenites call them. Barely enough is known about the Fall, except the fact that magic unbound from the clutches of control has caused it in some degree of sorts. Druids and scholars alike are inclined to believe it had catastrophic consequences both for the continent and the race of elves.

The forrest of Ancalen, at the time of the disaster, was mostly inhabited by primitive humans. The forrest itself has a very unique magical attribute, and the elves of old harnessed this in order to create a barrier of raw magical power that shut the forrest away from the outside interference of raw untapped magic ravaging the continent. Those elves survived the brutal and untimely demise of their civilization and found themselves living among human subjects. Due to unknown circumstances to us but likely as a consequence to the Fall, the ancestors suffered from a magical plague that rendered them increasingly infertile and weak over time. Without any magical solution to this alarming decline of population, the ancestors were forced by circumstances over time to coalesence with mankind and thus irrevocably altering their offspring's genes. Likely through studies of the plague, the ancestors understood that in order to preserve what little memory of civilization they might have had once, they had to sacrifice their pure blood so that life can renew itself. Altough this plague can be inherited even today in some This is the most widely accepted theory from the scholars of Ancalen, altough plenty exist out there that try to explain the origin of ancalenites.
 
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Nation Name
Trystan Galvingar's Amazing Adventurers of Awesome [The AAA]
[Will be given a 'proper' party name once more party members join to have that debate]

Colonizer or Native
Colonizer
Extra 50 resources
Start with two Hero Equipments [One will be his spellbook because I like the idea of whomever kills him gets to just jack his spellbook].

Capital City
N/A

Nation Flag
[An 'Emblem' won't be picked until Trystan has graduated and earned it. He will be on the Academy tile for the next 6 turns, if not possibly more, so don't really worry about marking them on the map unless ya want to]

Government
Meritocracy

List of Races
Currently 1 Human. No restrictions on races that can join.

List of 3 Story Characters
N/A

Temperament
Adventurous

Religion
Ascendant.... Kind of. As a recent convert who has never even been to Red Dawn, prior to its destruction, he has no actual knowledge of the cult or what they do. He only knows the general gist, that by proving his strength, by fighting against the darkness of the world, and surviving, he can 'prove' himself and ascend.

Preferred Region
N/A, the road is their home.

End Goal
To prove his worth be that in ascending, becoming the greatest mage the continent has ever seen or simply lucking out until he is so famous his name is known throughout the world.

Policy
Level Up!
Trystan Galvingar, and heroes that join, can 'level up'. There is no set value for this or way to achieve it on my end. This is only given out by Trek as a reward for good roleplaying, a clutch battle, a cool scene, quest, adventures, etc. The 'Level Up' can be anything such as a stat upgrade, a new ability, a new spell or whatever Trek wants to give.

Strengths
Permanent Teleportation Circle
Trystan can set up permanent teleportation circles in any settlement he visits that he gains permission to do so. Trystan, and his party, can sacrifice their movement for the turn to teleport themselves to a circle they have set up. This transportation is instantaneous, however, if someone moves to attack a tile Trystan is on before Trystan's turn has been posted, he may not use it to escape, however, he can use it to defend or reinforce a settlement, if he uses it to reinforce a settlement he will arrive before the first round of combat that turn even if the attacker has 'moved' first. [Only becomes available after graduation].

Master of Illusion
Trystan, and only Trystan, is immune to any and all 'assassination' abilities, artifacts and effects. Any such abilities that must be rolled randomly to see who they hit will still 'hit' Trystan but simply do nothing [and so still be counted as being 'used' by the attacker even if it does nothing]. Assassination abilities being a 'know it when you see it' category. [Only becomes available after graduation].

Spellbook
Trystan has a spellbook where he records spells he discovers or has learned. Some of these spells will be battlefield effects, some will be 'campaign' effects, some will be adventure effects. Trystan will learn spells as he learns in the academy, can learn new ones on adventurers or as rewards for 'Level Up'. Unless stated otherwise [such as through level up], Trystan may only cast a single spell once per 'phase' [One combat spell, one campaign spell, one adventure spell].

Weaknesses
Adventurer(s)
Can never construct settlements of any type nor can they own settlements for any reason. [Because of this, this faction ignores population]

Chosen One
If Trystan dies, the entire party is disbanded and the 'nation' destroyed. It is assumed the other party members, if any, go their own way and are free to be given out by Trek later.

Tavern Party
Can never produce Troop/Elite/Legendary unit types. If, for whatever reason, they acquire them [such as through a combat spell, adventure or artifact], they may keep them on a case by case basis decided on by trek [Mostly for magical summons, animal companions and the like]. Otherwise, the unit is 'disbanded' and their 'value' is refunded at the end of the turn. [So if they were on an adventure and got 2 bandit troop units, at the end of the turn, both bandit units would disappear and they would gain 40 resources]. For fairly apparent reasons, this weakness does not extend to Trystan Galvingar, himself, who will not become a hero/leader until he graduates the Academy.... Not banning Monsters because maybe they get a dragon or gryphon or something and a hero riding one would be cool and I wanna keep that on the table.

Starting Unit
Name: Trystan Galvingar [Novice Mage]
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0
Trait
Education: A novice becomes an adapt in 3 turns if it resides in the Academy.

History
An urchin orphan, no different or more special then any others that lived within the Fafrium Empire, who got lucky in that he was both born with magical potential and happened to pick the pocket of the wrong woman. The woman was Lucille Côté, a powerful sorceress from a nearby nation that was inside the Fafrium Empire to test some theories on the Fafrium Empire's... adverse reactions to magic as well as ways that mages could move around their empire without attracting attention or adversely effecting them [which, thanks to her amulet, was a successful test]. Finding the youth promising, and amusing, although her true reasons were never discovered by the boy, she 'adopted' him and began his training. He lived with Lucille, as both a son, servant and student for nearly a decade until she was eventually slain by special order of the Fafrium Empire adept at hunting down mages and their unclean magics. With no way of truly defending himself, still a novice after all, Trystan took what valuables he could from her estate and set off to the new world to find his destiny. Through yet more extraordinary luck, the ship he was on was also full of other aspiring youths heading towards an academy for mages set up in the new world. Eager to finish his training, as well as having a place to rest, Trystan joined them, using the resources he took from the estate to build himself a small fortune as well as pay the outrageous tuition fees.

During his brief time at the academy, Trystan learned of a belief called the 'Ascendancy', the belief that through deeds and valor, a man could change their destiny. Could 'ascend', could change their fate. Such a belief was rather irresistible for the youth who had spent his life getting one lucky break after another because, surely, it meant that fate was on his side and he was destined for greatness! Yet, before he could set out to their colony, word reached them of their destruction by some weird tree people.... But it didn't matter, to ascend was through deeds and valor, he did not need others to believe or teach him. His deeds would speak for themselves and they would echo for eternity!.... Or he would die in a ditch on the road, only time, and fate, would tell.

Current Advancements
Advancement - Side Jobs
Trystan Galvingar is not above taking small jobs like janitorial duties, errand boy or slaying large rats in basements to earn a bit of money. If he is on a tile with a non-hostile settlement, he can use actions to take odd jobs to gain resources. More actions he uses, more resources he can gain.

Advancement - Extra Credit
Whenever Trystan Galvingar is on the Academy Tile, regardless of what class he is in, or if he is even a student anymore, he will produce a paper token for them.

Advancement - Student Aide
Whenever Trystan Galvingar is on the Academy tile, he can make use of Academy facilities and can use actions to gain a specific items {Potions, Scrolls, Mana Crystals, etc} from the academy facilities, as these are for his personal use, they are a bit different then what the Academy uses them for. [Feel free to change what these do, the cost, etc, for balance purposes]. All items are consumed upon use.

Advancement - I can't carry it, but I can carry you
As long as Ren is alive, the party ignores movement penalties

Advancement - The Fur Trade
While in a unclaimed tile, the party can hunt animals to collect fur and hides to sell. They roll a D4 for each character. The furs can be sold for X each.

Advancement: Lazarus Pit
The party can bring back any character so long as they have body [or most of it]. For members of Trystan's party, it will cost 10xT [Where T is the amount of turns the unit has been dead] in resources. If he is bringing back a character from another faction, either to try to bring them to his party or bring them back as a service, the price will be decided by Trek [May cost resources, may cost resources and consume the power of an artifact, may require a quest, etc].

They can only bring back mechanical characters if Elijah is alive. [They can only bring back organic if Trystan is alive, but if he dies the party disbands anyways]


Current Equipment
Trystan's Spellbook [Equipped to Trystan]
Trystan spellbook grants Trystan 'Metamagic'. Once per turn, Trystan may opt to boost a spell with one of three Metamagics. Only one spell, per turn, my be boosted regardless of how many Trystan can use otherwise.

Extended - If a buff or hex, the spell's duration will last an additional 1 turn. If a damage spell, the range of the spell will increase by 1 hex.

Empowered - The 'effect' of the spell is empowered. Buffs and hexes will have their effects strengthen or may hit more targets while damage spells will do more damages or hit more targets. Effect varies based on spell.

Maximized - The spell will have the benefit of both Empowered and Extended.

When Extended or Empowered are picked, roll a D10. On a 1, the spell fails and Trystan takes 1 damage with no saves allowed. On a 2-3, the spell fails. On a 4+ the spell goes off. [10% chance to hurt him, 30% chance of spell failure] When Maximized is picked, roll a D10. On a 1-2, the spell fails and Trystan takes 1 damage with no saves allowed. On a 3-5, the spell fails. On a 6+ the spell goes off. [20% chance to hurt him, 50% chance of spell failure]

For Non-Trystan
If a character other then Trystan has the book, instead, each turn they may randomly roll 3 spells from the known spell list that Trystan acquired. They may then select one of those randomized spells to cast for free. The magic and knowledge comes from the book, itself, so anyone, even those without magic are capable of using this ability. If the character that has the book is a magic user, they may undergo a quest chain to fully unlock all spells Trystan had recorded as well as unlock the ability to metamagic them as if they were Trystan.

Silver Mirror
This beautifully crafted hand mirror is a unique magical artifact allowing people to converse over any distance. All someone must do is go to any mirror, or suitably reflected surface, speak the name of the owner with the intent of speaking with them. The mirror will then mentally 'alert' the owner that someone is wishing to speak to them as well as who they are. If the user does not wish to speak to them, the 'call' will not go through leaving the caller stuck staring at themselves. If the user does wish to speak to them, they must merely pull out the mirror and face it. The mirrored surfaces will be replaced with the image of the other person and they are free to communicate as if they were standing right before one another.

Eye of Pandora [Equipped to Trystan]
Add +2 Damage to magical attacks. (Usable in Adventures once per adventure to roll 3 dice and take the highest number) but take 1 damage from Magical Overflow

Dispel Scroll [1]
May attempt to dispel an enemy spell.

Enchanted Crossbow - Equipped by Tam
+2/0. In adventures, allows a reroll on combat checks (Once per adventure)

Spell Scroll [1]
May cast an additional spell

Emerald Green Cape - Equipped by Ren
0/+2

Current Units
Trystan Galvingar
Leader
HP 6
Attacks 3
Offense 1
Defense 5
Damage 1(3)
Mirror Image
Every combat round, Trystan creates three identical copies of himself and they are all but impossible to tell the real him from a copy. Trystan has a 6+ save that cannot be improved. If hit by something that normally ignores saves, it goes to an 8+.
Quicken
Combat spells, and consumables, used by Trystan are treated at +1 Initiative. Campaign spells always happen before any movement, spells or actions are taken by other factions. [The restriction to Trystan using spells, or teleport, to escape an enemy moving onto his space still applies].
We Will Be Remembered!
Before every battle [not adventure], Trystan can give a speech to his party and allied forces. This speech must be written out and posted in the fluff of the post for it to work. This speech may give a buff to friendly units, may apply a negative to friendly units, may apply a negative to enemy forces or can even give enemy forces a buff. The exact outcome of the speech is decided on by Trek as well as what modifiers, if any, it grants. The modifier last for the battle. Only one speech, per battle, can be given.
THE BENEFITS OF EDUCATION
When in Battle, may target any enemy that he wishes unless an enemy ability causes redirection or blocking

Tamif Fizzlewick
Hero
HP 2
Attack 2
Offense 2(4)
Defense 2
The Pen is Mightier
When in battle, if facing off against a foe that has more HP, instead of fighting, can distract the opponent on a roll of an 8+ with wordcraft and style. This prevents that unit from participating in the battle.
Adventure Partners
While on an Adventure, allows a reroll at a +2. ( Usuable once per adventure and the roller must take the second roll)
Crossfire
Can sacrifice any points from offense/defense to add to damage on a 1:1 basis up to a max of +3 damage

WR3N
Hero
HP 4
Attack 2
Offense 2
Defense 2(4)
Powerful Robotic Frame
+2 HP and negates saves on a killing blow
Impressive Strength
During Exploration Battles allows a reroll at +2( Usable once per Exploration)

Rokk
Hero
HP 4
Attack 2
Offense 4
Defense 0
Endurance Training
+2 HP
Revenge
For every damage done to Rokk, that same damage is inflicted on his attacker. This action even occurs if a killing blow is struck, managing to dish out the damage before succumbing to his wounds. This ability overrides all counters.

Elijah Tillbury the 3rd
Hero
HP 2
Attack 2
Offense 2
Defense 2
Flying contraption
During Battle, allows himself and 1 other friendly Hero unit to count as flying. Unit Speed is 4 Inventor
Extraordinaire
If sitting in a settlement, can attempt to build a mechanical based equipment on a roll of a 9+

Communication Bot
Hero
HP 2
Attack 0
Offense 0
Defense 4
Communicator
Able to communicate with any technology nation that they have obtained the frequency for
Targeting Assistance
Can give 1 hero unit a +2/0 and an extra 1 damage to their attack for the battle


 
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The Synthetic Fae Court

The Court is a group of robotic constructs from an age long forgotten. Their technological level was unparalleled, even at the time of their primacy. Over the unforgiving years, members of this race began to fade and die. Secrets to maintaining aging robotic bodies slipped from memory. The ultimate secret of near limitless energy was lost to the years as well, and the court is getting increasingly desperate to preserve its ever dwindling ranks.

Worse yet is the grip of nihilism slowly crawling through the minds of the survivors. The group has lived for millennia, and has grown increasingly bored with earthly pleasures. Laughter and diplomacy are the best medicines against this, but even those could someday fail.

Fashioning themselves after a fae court, this group of ancient tricksters and hedonists scour the land with a horde of lesser beings who were given a taste of power. Though they put on a veneer of diplomacy and kindness- it is all a farce. Power cores and new, interesting events are all they care for anymore.

The Court is a centralized group of 70-100 futuristic constructs with sentient souls bound to them. Sitting at the helm of this coalition is an imposing yet decrepit robotic elk known as Zestari the Crowned.

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Zestari is one of the few “living” relics from an age long forgotten. So old is this creature, that he no longer remembers what his society was once like. His age is so uncountable that even amongst his peers, he is decrepit.

A being that has withered the arrow of time for this long will almost always take two paths: peace, or abject nihilism. Zestari walks the latter. He has seen it all, and done it all. Ranks of friends and family have all withered away at his feet, and he is watching what is the last vestiges of his race squabble like children. He secretly hates them all for their insolence, and he knows his race is doomed. The younger ones dream of a machine that will revive their entire society, but Zestari has watched plan after plan fall to preserve his people.

In his old age, he knows many paths to take and many ways to make an empire bend to his will. Ironically enough, when around lesser races he is quite calm and wise, as this is often the best way to secure alliances. Our intrepid leader knows the tortuous fate that would befall him if he showed his true emotions to his kin.

It should be noted that he has a peculiar form of immortality. This gift is a perfected form of lichdom- reassembly without a phylactery. No matter how grievous of an injury Zestari sustains, his soul floats to a new location and atomically rearranges surrounding matter into his old body. He is cursed to roam this damned earth forever.

There are no ways in which he can take his own life, and there are no ways out. (grumpy edgy old man basically lol)

Zestari the Crowned:

Everyone’s favorite incomprehensibly ancient and crabby grandpa elk! What wacky shenanigans is he going to get himself into this time? Maybe he finds a small child that he takes pity on and decides to show them eldritch horrors. Perhaps he stumbles across a patch of aesthetic grass and decides to cultivate it all across the land. Maybe he just gets really broody and mean with his friends! Find out on Zestari’s wacky adventure!!

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Cadeya the Aspirant:

The youngest person on the court by far at only a few thousand years old. To this day, she is the only newly “created” Fae Court member. Her coronation happened when a talented young warlock reached such dizzying heights of her magic, that even the court took note. There was a decommissioned Court member lying around, one of the only ones that could accept a new soul due to unique damage. Zestari was feeling inventive that day, and he successfully crammed her soul into the shell.

Cadeya reached the point she did because she fell in love with stories of what the empire was once like before its gradual unraveling. She wanted to walk the viridian halls of the old capital, and party for weeks straight with ancient beings. Having Zestari himself ensoul a vessel for her was a dream come true, as she had always admired her as a leader.

Despite her admiration for Zestari, the newcomer thinks she can do a far better job as a leader, and is one of the primary reasons for pushing the fae to actually do something for once.
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Orchid the Mirthful:

The loose cannon of the Court. Orchid embodies the capricious and fickle nature of a fae. Taking lovers and taking skulls, Orchid simply wishes to travel the world and do what they’ve been doing for millenia. Don’t let their honorific fool you though- Orchid also enjoys swordplay and assassinations to keep their blood going. They make a fantastic friend or lover, but a petrifying adversary.

Orchid was also once a member of the Greenwardens, an intergalactic coalition of nature wardens. If a planet began to pollute too much, the Greenwardens would begin threatening said planet, and if it got too bad the Greenwardens would take more drastic measures.

Temperament: Diplomatic and caring about their image as a faction. They wish to be as respectable as possible to as many sides as possible, for entirely selfish reasons.

Religion: They have seen the rise and fall of countless gods. Gods are all one in the same. Most fae have become jaded through watching countless gods rise and fall over time, but some keep the old religion, wherein they twin gods of order known as Dialeth-Astor. Those who worship Dialeth-Astor believe nature to be the supreme expression and order.

Preferred Region: Wooded areas, or plains.

End Goal: Gather a power source to continue living. Possibly find a method to go back in time to the height of their empire, or bring their empire into present.

Strengths:

Endless Party: Settlements controlled by the Court find themselves increasingly drawn into the sights, colors, and technology brought in by their new overlords. They are given technology that wouldn’t have been developed for hundreds of years. The longer they use this technology, the more they wish to serve the Court to spread the eternal party.

Troop units cost 50% less.

Wiles of the Fae Court: Those who lead the hordes of partygoers are incomprehensibly ancient. No situation is new to them.

At the start of every adventure, roll 3 d10s. When you make a roll, and after seeing the result, you may choose to substitute that roll with one of these d10s. Additionally, you may replace a roll by the DM with one of these d10s.

Random Access Memory: Even the most advanced memory preservation technology begins to fail after a few millennia. The leaders of the Court have forgotten where their old weapons caches are, and how to make new upgrades. However- sometimes a particularly strong hit of cyber-coke wakes up a latent memory.

Roll a d10 on the start of your turn. One of the following happens.

1 Brainfuck: Lose an action
2 Rusty Joints: Can only move one hex
3 Brainfart: Nothing happens
4-5: Forgotten Cache The court remembers where an old supply cache is. +50 resources.
6: A comrade awakes! The location of an old comrade flashes into the memory of the court. Gain one hero.
7: Party Offshot! Gain a troop.
8: Streamlined Process The Court remembers how to scrape together an elite like the good ol’ days. Gain 1 elite.
9: Lesser Advancement Old technology is slowly remembered. Gain a level 1 advancement.
10: Greater Advancement Gain a level 2 advancement.

Weaknesses:

Hypertech of the Eons: Making anything that isn’t a glorified meth head is rather difficult for this group of old bags.

All non troop units cost double.

Lavish Life: Each settlement is ruled by a fae lord. They get very jealous when another settlement is doing better than them, and will yell at their grumpy old leader.

You cannot build new settlements unless they are all the same level. The capital will be included in this until it is level 3, then it will always count as a level 3 settlement no matter where it’s at. After that point, it is no longer counted for this.

Honest Tongue: As beings spawned from a god of order initially, they cannot lie- as this goes against divine rationality. Even those who forget who Dialeth-Astor was fall victim to this.

Any full blooded fae unit cannot lie in diplomatic interactions. They can tell half truths and speak cryptically, however. Worshippers of the fae will also become increasingly restricted by this as they get more powerful.

Policy:

Cycle Saver: These green machines really want more money, so they are using all of their digital computing power to scrimp and save resources when possible.

1.15x resources per turn.

Additional Bonuses

- Second starting settlement
- Capital starts at level 2

Units:
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Name: Masked Zealots
Description: Emaciated, masked humans covered in scars and scantily armored. Animalistic visages hide their withered faces. This is the end result of partying too hard with the fae. Their minds and bodies have adapted to over-indulging. Many of them now worship the fae as pleasure-gods, and will do anything in their power to appease their mechanical overlords- even if it means suicidal charges to their death. They move with almost supernatural swiftness.
Type: Troop
Tier: 1
HP: 1
Attacks: 1
M: 1
D: 0
O: 0
Trait: Fearless Craving- The Masked Zealots fight fanatically, and are desperate to plead their fae lords. Feet rotting from frostbite won’t deter them.

Get +1/+0 when fighting in difficult terrain and ignore movement penalties

Name: Demi-elves
Description: Creatures that are deemed more intelligent, musically talented, artistic, or soulful than the average member of their species are treated quite well by the Synthetic Fae. The upper echelon are treated with a concoction of growth hormones, nootropics, and magic essence. The result is a creature that constantly has a soft green glow.
Type: Troop
Tier: 1
HP: 1
Attacks: 1
M: 1
D: 0
O: 0
Trait:
Arcane Assault:
The Demi-Elves take great pride in the magic that results from their transformation, and will relentlessly quell those who would dare strike out against the ancient ones.

On a roll of a 10 this unit hits an additional enemy unit.

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Name: Party Animals
Description: These creatures are small, implike robots that move with breakneck speed across the battlefield. Chemical synthesis chambers are built into them, and they can manufacture potent substances on the fly. They also make great mixed drinks. Don’t expect these smooth talkers to protect you in a fight though.
Type: Elite
Tier: 1
HP: 1
Attacks: 0
M: 2
D: 2
O: 1
Trait:
Party Drugs:
The Party Animals never lack substances that would go for hundreds of dollars a point on the streets.

Before a battle this unit can choose to give 2 friendly non mechanical units the following drugs

CB401.c “Slowmo”: A potent opioid that seems to slow down time: Gives a unit a 9+ save against damage

CB402.d “Take me to PNC”: A mixture of stimulants and pure adrenaline. Severely limits prefrontal cortex activity. +1 offence +1 defence.

COWARDLY: UNIT CANNOT ATTACK (it’s expensive after all)

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Name: Circus Tent of Abject Horrors
Description: Walking into this creature is a special type of hell. Created with a profane blend of fae magic and advanced technology, the Circus Tent of Abject Horrors is a truly bone chilling adversary. It takes the guise of an unassuming purple tent, but when enemies are near a sneering face appears. The Circus Tent can produce realistic illusions, and will try to trap foes inside. Once an enemy is inside the tent, their existence quickly becomes a mishmash of screams, guile, and woe.
Type: Legendary
Tier: 1
HP: 2
Attacks: 2
M: 0
D: 2
O: 2
Trait:

Sneering Defender:
The Tent was created to stave off enemies that would attack fae settlements. Although the fae care little for their followers emotionally, they show no mercy to interlopers that would seek to destabilize their source of income.

This unit cannot be moved normally. It may only be constructed on a settlement. It may be teleported from one Synthetic Fae Court settlement to another as a free action. It may not do this more than once every 2 turns.

Nightmare Artist: The Tent can create realistic illusions with ease.

This unit lures enemies into an illusory realm of terror and madness. Roll a d10 for each attacking unit. On a roll of a 1-5, that unit is lost temporarily in the madness and get -1 initiative.

(It spawns illusory horrors that attack enemies)

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Name: The Showstopper
Description: A towering spider like mech that is cloaked in greenery. A single crimson red eye sits in the center of the mech’s hulking mass. Missile pods and small rotating firearms dot the monstrosity, and two humanlike arms dangle from the center. Most impressive of all is a lengthy cannon that sits at the top of the creature's body. The cannon constantly hums with energy, and can propel metal slugs at a great distance.
Type: Monster
Tier: 1
HP: 3
Attacks: 2
M: 1
D: 1
O: 6 (4)
Trait:
Annihilation’s Trumpet:
A ranged attack that ignores all saving throws and gains +2 offense

Weakness: On a roll of 1 it overheats and can make no further attacks for the course of the turn

Quest Progress


COMPLEATED:
Gift Lord Tr'ment 50 resources. REWARD: Skeletal Builders
Gift Lord Tr'ment a settlement. REWARD: TBD
Make 10 units. REWARD: TBD



Items
  • Eyes of True Sight: "In battle or in exploration allows 3 rerolls as it displays all kinds of important statistical and analysis data for you." Soon to be implanted into a thrall.
Advancements
  • Skeletal Builders: Reduces building and upgrading costs by 10 resources and an action.
  • Increasing Savagery II: Each Each "Masked Zealot" in an army grants +1/+1, to a max of +2/+2. This bonus counts for other units only. So two masked zealots in an army will only get +1/+1 each. The animal masks begin to fuse to the masked zealots as a surge of power beams through the realm. They begin to take on more animalistic traits as well, and fight with supernatural abilities.
  • Cycle Saver +: Increase the benefit from Cycle Saver to 1.25x.
  • Frenzied Devotion: Now, when a Masked Zealot or Demi Elf is recruited, another unit is produced for free. The fae empire is returning, and all want to be a part of the eternal revel.
  • Zestari's Own Luck- Gives all units a 9+ save. The Luck of the Great Horned One curves away bullets and blade alike.
  • Eminence of Undeath: Enemy units get -0/-1 when in a tile occupied by Masked Zealots. Between S'yul T'rment and Zestari, the power of undeath was beginning to warp fae magic.
Extra Special Units
Soul Reavers
Legendary
HP 2
Attack 2
Offense 2
Defense 2
Warriors of Undeath: When a Soul Reaver kills an organic foe, roll a d10. On an 8+, they rise up as an undead warrior.

Undead Warrior
Troop
HP 1
Attack 1
Offense 1
Defense 0
Mass Horde: This unit must be killed before other units can be attacked

(5)

Giant Frog
Hero
HP 2
Attack 2
Offense 2
Defense 2
Swallow: The Giant Frog can instead of attacking that turn, roll a d10. On an 8+, it swallows the targeted unit and they are counted as incapacitated and captured.
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Nation Name: Free City of Noctis

Capital City: Noctis

Nation Flag:
1646523681469.png


Government: Oligarchic Meritocracy - While operating under this form of government, the council holds no real power in Noctis. A constitution laid down ages ago set the laws for the city. Leaders are elected to run different sectors of the government based on their expertise. Elections are held every two years.

Council positions include:
Speaker
Minister of Magic
Minister of Coin
Minister of War
Minister of the Interior

Leader: Speaker Luna - Officially she is the face of Noctis and the voice of the people. She has no power to make or break laws, and her sole responsibility is to ensure the council always puts the interest of the people first. It is because she is so good at this that she has been repeatedly elected for the past three decades. She is also the current acting Minister of Magic until a new one is elected.
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List of Races: The Kin - A collective of Anthropomorphic species which despise the words animal and beast.

List of 3 Story Characters:

Minister of War Snow Othern - Elected after spending many years of his life dedicated to the military, Snow proved himself a worthy general after he lead the army against a demon horde that threatened the Ancient One’s life. He is known to be stern and very focused on military might above all else. Snow is of the firm belief that Noctis should be settled to allow for greater expansion and Gan weaponize.
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Minister of Coin Torrin Tyto - Currently the youngest member of the council, Torrin of the House Tyto is the fifth of his line to hold this seat, but the first to deserve it. His intelligence and mind for growing money rather than just possessing it has made him a valuable asset to the council and all of Noctis. He is firmly against war as it is an expense Noctis can very rarely afford to engage in due to constant traveling, but he does support the idea of settling noctis and establishing lasting trade with wealthy neighbors.
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Minister of the Interior Hollie Laurent - A secretive and dangerous member of the council, Hollie is the only person in the city that the rodent populace will speak to and obey. She is believed to know what is happening as its happening in every inch of the city. While control of the city guard falls to Minister Snow, Hollie’s underground networks do more to maintain order and stability. She is not one for politics and was elected by the overwhelming vote of the rodent demographic. It is believed by other members of the council that she is a pawn of Speaker Luna and nothing upsets her more than to be accused of such.
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Temperament: Peaceful, Independent

Religion: Union - The Kin believe that in the beginning there was only one species, crafted by the divine which then broke down into the many creatures that exist today. They believe that chimera were the original species and hold them in the highest regard, referring to them as the Ancient Ones. While these amalgamations are worshiped, The Kin believe hybrids born from crossbreeding are abominations and sinful. It is viewed as trying to play the role of the gods and recreate something that is out of their power to create. The Kin believe one day the gods will return them to the form of the Ancient Ones.

Preferred Region: Mountain, forests,

End Goal: The Free City of Nocis has one goal and that is to create a city-state to rival all nations

Policy:
Gan - Nocris sits upon the back of an Ancient; a large elephant thousands of years old that carries the city about. Gan can only move 1 Tile per turn normally, but can accrue movement points when spending turns not moving., up to a maximum of 4 movement points.
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Strengths:
Magi-engineering - The Kin’s mastery of magic and use of it in all engineering makes it easier for them to master new technology. (8+ each turn gives a free level 1 advancement.)
Change to Defensive Fortification- All Noctis units on the same hex gain +1 attack
Diversity - The Kin come in many different shapes and sizes and because of this they are able to do battle in a variety of climates without suffering negative effects. (Immune to movement penalties and debuffs from weather/temperature)

Weaknesses:
Berserk - Although evolved, sometimes the troops of the Free City can become overwhelmed with aggression and lash out with no regard to strategy. (Roll a 10d at the start of every battle. Rolling less than a 5 causes one unit to become enraged. Enraged units suffer -1 Def.)
Regulated Procreation - In order to avoid offending the gods and overcrowding, a strict policy is in place that allows only a few random families to procreate every year. (Double Order/Happiness penalties)

Starting Units: 2x Flying Talons, 1x Death Roll Knights, 1x Arcane turrets

Name: Death Roll Knights
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Type: Troop
M: 1
HP: 1
Attacks: 1
Atk:0
Def: 0
Trait: Hardened for war - The scales on their bodies are enhanced by magic to withstand great physical damage. (+1/0 When Defending)

Name: Flying Talons
1646781422852.png
Type: Troop
M: 1
HP: 1
Attacks: 1
Atk: 0
Def: 0
Trait: Defensive Formations - (+1/0 When defending against air units)

Name: Arcane Turrets
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Type: Elite
M: 1
HP: 1
Attacks: 1
Atk: 0
Def: 0
Trait: Anti Air - (+1/0 against flying units)

History:
The Free City of Noctis is a few hundred years old with its origins being steeped in blood and darkness. For thousands of years the Kin lived in peace and harmony, but then the nations of man expanded their borders to surround the territories of the Kin Kingdom. Difference in opinions caused the kingdom to fall into factions with different leaders. In a sudden turn of events the factions went to war with one another with many trying to form a new kingdom over the ashes of the old.

Desperate and out of options, Noctis and its leaders decided that they would flee the continent. They awoke Gan, one of the ancients and begged that he save them from the impending destruction. With great magic at his command he constructed the new city and the Kin boarded the elephant. As they made their escape they were chased from the continent by Kin and Man alike, all of which wished to control the Ancient and take their fortified city. But Noctis fought them back and escaped the continent.

For centuries Gan wandered the world with Noctis atop his back and the city thrived and slowly grew. New governments and new laws were put in place to protect the people as well as the Ancient. Their latest voyage has taken them to a new continent where they hope to remain for some time and establish new friends.
 
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