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Nation Building BoN Age of Colonialism CS

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OOC
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Lore
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Trektek

Happy Necromancer
Roleplay Availability
Roleplay Type(s)
Country Name:

Capital City:

Country Flag: (Can be existing picture, need not be custom made)

Leader of Country:

List of Races within Country: (Singular race or mixed races)

Temperament: (Peaceful, Warlike, Aggressive Trading, etc)

Policy: (Mandatory military service, Armored Trade Fleet, Cadre of Diplomats, etc)

Location: Which spot on the map

Strengths:

Weaknesses:

Military:
[Picture if they want]

Unit Type: Infantry
Race:
Attack Type:
Attack Bonuses: +0
Defence Bonuses: +0
Weaknesses:
Trait:

[Picture if they want]

Unit Type: Ranged
Race:
Attack Type:
Attack Bonuses: +0
Defence Bonuses: +0
Weaknesses:
Trait:

History if Applicable: (If you wish to provide history about your country or how it came to be.)

--------------------------
Example:

Country Name: The FireBrand Tribe

Capital City: FireBrand Village

Country Flag:
stock-vector-flaming-sword-cartoon-219773089.jpg


Leader of Country: Chief Grem FireBrand

List of Races within Country: Goblins

Temperament: Peaceful

Policy: Elite Mage Training

Location: ???

Strengths: Aggressive Breeding- Increases the population rate by double
One with the Flames- Fire attacks do little to no damage to FireBrand troops. Requires a 9+ to eliminate a troop
Friendly Nature- Good natured and always willing to aid an ally. Gives all allies in range a +1 Defense

Weaknesses: Powerful Mages- Magic troops cost double resources due to their advanced training
Stuck in the Mud- Due to their advanced fire magic nature, all Earth Based attacks are extra effective. On a 4+ it can eliminate a troop

Military:
Goblin Fighter
dcfzp95-937bd7b6-4504-42a4-ad70-8ce22c3d3cbb.png


Unit Type: Infantry
Race: Goblin
Attack Type: Martial
Attack Bonuses: +0
Defence Bonuses: +0
Weaknesses: Earth Based Magic can eliminate at 4+
Trait: Extra Aggressive- Damage enemy at 5+

Goblin Crossbow Unit
andrey-vasilchenko-29.jpg


Unit Type: Ranged
Race: Goblin
Attack Type: Ranged
Attack Bonuses: +0
Defence Bonuses: +0
Weaknesses: Close Quarters; Weak to close quarters combat- -1 Defense to melee
Trait: Fire Attack: +1 to hit

Wolf Riders
a34faf42bd4505e1509cebe1b05fb057--fantasy-creatures-mythical-creatures.jpg


Unit Type: Cavalry
Race: Goblins
Attack Type: Melee
Attack Bonuses: +0
Defence Bonuses: +0
Weaknesses: Pikes and pitfalls can give them pause decreasing their defenses by -1
Trait: Great Charge- If moving into combat on the same round, +1 attack

[Picture if they want]

Unit Type: Artillery
Race:
Attack Type:
Attack Bonuses: +0
Defence Bonuses: +0
Weaknesses:
Trait:

History if Applicable: (If you wish to provide history about your country or how it came to be.)
 
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[class=tabs] color: #fff; height: 30px; font-weight: 700; font-variant: small-caps; font-size: 14px; padding-top: 10px; text-align: center; [/class] [class=tab] box-sizing: border-box; display: inline-block; width: 100px; height: 100%; cursor: pointer;[/class] [class name=tab state=hover] color: #f44; [/class] [script class=tab on=click] hide tabsContent set currentTab (getText) if (eq ${currentTab} NATION) (show tabsContentNation) if (eq ${currentTab} RACES) (show tabsContentRaces) if (eq ${currentTab} UNITS) (show tabsContentUnits) if (eq ${currentTab} FAMILIES) (show tabsContentFamily) [/script]

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[div class=tabs][div class=tab]NATION
[div class=tab]RACES
[div class=tab]UNITS[/div][div class=tab]FAMILIES[/div][/div]
[div class="tabsContent tabsContentNation"]⦿ Other Names: The Carmine
⦿ Capital City: Sylvania

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____________________________

⦿ Leader of the Country:
• Alucard Carmine

alucard.png

____________________________

⦿ Temperment:
• Grandeur | The immortal race view themselves with a level of grandeur, seeing the mortal races around them as lesser beings. That being said, they have their uses and even if then do look down their noses at them, they will readily trade with them and deal in certain levels of diplomacy.

____________________________

⦿ Policy:
• Undead Builders | Necromancy allows for corpses to be raised as free, tireless labour. Building structures and settlements are -1 turn and -1 resources. If this were to take the turn count of the action to 0 then a second structure or settlement may be created. The resource cost remains the same and this second building does not count as one of the nations three actions.

____________________________

⦿ Nation Traits:

+ Vampiric Bite | The bite of a vampire turns those on the receiving end into Vampires themselves. When an enemy is defeated in combat, on an 8+ the enemy unit joins the Vampire army.

+ Necromancy | As masters of the necromantic arts, the Carmine can use it to help push their nation forward. The undead make up their workforce and the cannon fodder of their armies. The Carmine have a unique resource called Necromancy. X Necromancy is gained each turn where X is Carmine settlements. The resource is use it or lose it each turn. By utilising the Necromancy points in a turn the following actions may be carried out with the assosciated cost:

1 | Can reduce an actions cost by 1 turn or 1 resource.
1 | May spawn an undead unit. Can only use this once a turn.
3 | Grants 1 additional action.
5 | Generate 1 resource or 1 pop for each Carmine settlement.
10 | Spawn an undead horde (5 undead units). Can only be used once a turn.

+ Immortality | Vampires live as long as time itself meaning that they can gain experience and skills over millennia. Leader units have +1 attack and may take an additional trait.

- Eternal Darknesss | Lands under the control of the Carmine are plunged into eternal night. This makes it extremely difficult for the Carmine to spend any particularly long time in sunlight. If a Carmine unit is more than 2 squares outside of their territory, they must roll a dice each turn. On an 6+ they are killed.

- Light of the Sun | Vampires and the undead are highly susceptible to light. All Carmine units have -2 defence against light magic attacks.

____________________________

⦿ Location:
• The Isle of Shadows [X3]

____________________________

⦿ Strengths:
• Immortality | All vampire races are immortal.

• Necromancy | Masters of necromantic magic, they can summon hordes of undead to work for them.

• One With the Darkness | The creatures that lurk in the dark and haunt dreams are friendly with the Carmine.

____________________________

⦿ Weaknesses:
• Light magic | Vampires have a weakness to light magic.

• Daylight | Long exposure to sunlight can cause spontaneous combustion in vampires.

____________________________

⦿ History:
• The Beginning | In a battle so bloody that even historians fear speaking its name, two nations when to war over a minor dispute. The reason has long since been lost but rumours refer to a spilt drink. Whatever the reason, it culminated in a battle involving over one hundred thousand men. By the end only two remained, Lucas Altdorf and Alucard Carmine. In a twist of fate the last two remaining were those who had sent the other hundred thousand to their deaths. Atop a literal mountain of bodies the pair fought until finally Alucard severed the head of his opponent. As it tumbled down the gigantic corpse pile the sky above turned black and blood rain fell from the sky. Alucard realising the sheer horror of what was around him dropped to his knees in a flood of tears. However the usually clear tears of humanity made way for tears of crimson. A pain wracked his body as it contorted and twisted in a most unnatural way. The pain and torment last a full day before finally ceasing. When he arose next he was no longer human...but something else.

• The Mutations | In the years that followed Alucard learned of what he had become and realised he could share his 'gift' with others. For centuries he did so but as new generations were born clear mutations began to occur. The first Strigoi to be born was considered a monstrosity, assumed not worth allowing to live. However the parents refused to let the child be killed and as it grew it became clear the Strigoi were a fearsome addition to the burgeoning Empire. The next mutation to come was the Reaper. Much more prolific than Purebloods or Strigoi, the Reapers numbers make up a large part of the race, outnumbers only by the turned. Even with their ferocity and the power of the Strigoi, both pale in comparison to the Purebloods. The direct descendants of Alucard himself. Unmatched speed, strength and magic prowess gives the Purebloods dominion over the others.

• The Families | Initially the Empire was made up of five families, each led by a Pureblood descendent of Alucard. They acted as his advisors, generals and confidants. The Vikhrov, Strieber, Bolshov, Fuchs and Brandt families were loyal until a madness overcame the leader of the Brandt. Hans Brandt spoke of a world where he would sit atop a throne of skulls and sinew, feasting on all mortals at his whim. He tried to convince the other families to join his cause and rise up against Alucard. Word reached the ears of Alucard within hours and by time the day was out, Hans was flayed and left hanging from the main tower of Sylvania. Alucard will not allow Hans to die, his flesh reflayed several times a week as it regenerates. His cries serve as a reminder to everyone that Alucard's rule is absolute. The remain of the Brandt family bent the knee and were subsequently absorbed into the other four families.

____________________________

⦿ Ecology:
Climate | Cold and mountainous

Reproduction | All breeds of vampire can procreate with each other but also other races. The vampire gene is strong and means any baby born to a vampire parent will be a vampire. That being said, due to immortality they reproduce far less frequently than other races. In addition to standard procreation, vampires can turn others into vampires through biting them.

Gender Dynamics | The gender dynamics of the nation can vary at times depending on the number of people turned but it tends to be an even split between male and female.

Fauna | Much of the wildlife is extremely feral and violent although the vampire races are spared their wrath. From dire wolves to bats, vengeful spirits to the fearsome terrorgheists, much of the fauna becomes repurposed for battle. Apart from this there are great quantities of cattle who are bred to support the much needed supply of blood for the populace.

Flora | Much of the flora appears dead or decaying but in reality they are filled with life. They feed on the energy of living beings near them making it difficult for invading armies to gain a foothold in their territory.

Extremes | High altitudes and extreme cold at the mountain peaks.

Key Natural Resources

Gemstones | The region is flush with a huge range and variety of gemstones. They are used heavily in the creation of flashy jewellery but also certain types can be attuned to amplify magic.

Silver Iron | Veins of silver Iron run through the mountains of Sylvania. A metal that is extremely strong meaning it can be used for not only construction but also weaponry.
[/div][div class="tabsContent tabsContentRaces" style="display: none;"]⦿ Vampire Types:
All vampire types need blood to survive but its source does not matter. The blood of livestock and cattle is as effective as that of a human or an elf. In addition to this, Vampires have the capability to reproduce with each other and even other races. The vampire genes will always override that of the other partner, no matter the gender meaning the offspring will always be vampire in nature. The biggest weakness to vampires is fire and direct sunlight.

• Pureblood
The direct descendents of Alucard Carmine, the individuals are the most dangerous of all the vampires. While Strigoi are stronger and Reapers are more ferocious, the intelligence, magic and martial prowess of the Purebloods is unmatched..

Average Height: 6'1" (Male) / 5'7" (Female)
Intelligence: Extreme
Magical Capability: Extreme
Combat Prowess: Extreme
Life Span: Immortal​

pureblood.png

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• Strigoi
A genetic mutation created the Strigoi, beastly creatures who are cousin to the Purebloods. The mutation resulted in a loss to all former human appearance, leaving behind a walking monstrosity.

Average Height: 6'8" (Male) / 6'4" (Female)
Intelligence: Medium
Magical Capability: Non-Existent
Combat Prowess: Extreme
Life Span: Immortal​

strigoi.png

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• Reapers
Another mutation that occured but unlike the Strigoi, the Reapers retained some semblance of human appearance. However the standard canine fangs of the other vampires are joined by a lower jaw that can split to give better purchase on a bite.

Average Height: 6'1" (Male) / 5'7" (Female)
Intelligence: Extreme
Magical Capability: Extreme
Combat Prowess: Extreme
Life Span: Immortal​

reaper.png

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• The Turned
A wide ranging collection of various races who have been turned by bites from one of the blood born vampire races. They retain almost all visual aspects of their original race, only becoming paler and growing fangs..

Average Height: Depends on turned race
Intelligence: Depends on turned race
Magical Capability: Depends on turned race
Combat Prowess: Depends on turned race
Life Span: Immortal​

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⦿ Monsters and Beasts:
The lands of the Carmine are awash with all manners of beast and monster, all of which have national affinity for their vampire rules. Trespassers on the other hand are not so fortunate.

• Undead
The bulk of the Carmine workforce is made up of the Undead. Able to work relentlessly and without respite, they are great at ensuring the quick building of settlements and structures. They are also very handy cannon fodder.

Average Height: Race Specific
Intelligence: Almost None
Magical Capability: None
Combat Prowess: Below Average
Life Span: Immortal​

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• Bats
Bats inhabit the world but those which inhabit the lands of the Carmine are by far the biggest and most ferocious of all.

Average Wingspan: 6ft
Intelligence: Animalistic
Magical Capability: None
Combat Prowess: Feral
Life Span: 10 Years​

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• Direwolf
Giant wolves capable of inflicting great punishment to any who cross them.

Average Height: 5'6"
Intelligence: Extreme
Magical Capability: None
Combat Prowess: Extreme
Life Span: 30 Years​

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• Terror of Carmine
The Terror of Carmine are giant, dragon-like bats capable of great feats of destruction. While dragons are farmed for fire, the Terror of Carmine unleashes a cry that can shatter stone and explode the heart within a mans chest.

Average Height: Unknown
Intelligence: Extreme
Magical Capability: None
Combat Prowess: Extreme
Life Span: Immortal​

terrorofcarmine.png
[/div][div class="tabsContent tabsContentUnits" style="display: none;"]⦿ Military:
• Infantry
Undead | Using the art of Necromancy the Carmine summon hordes of the walking dead.

undead.png

Race: Undead
Attack Type: Martial
Attack Bonuses: -2 (Untrained)
Defence Bonuses: -2 (Weakness)
Weaknesses: Light Magic -2 Defence (nation trait)
Traits:
Massed Numbers | So many undead make up the units that they blanket the battlefield. All enemy attacks must be directed at Undead units before any other.
Necromancy | Can only be summoned through Necromancy. May ignore a hit on 9+.
Weakness | -2 Defence
Untrained | -2 Attack

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New Bloods | Basic units from other nations turned to vampires by the Carmine.

theturned.png

Race: The Turned
Attack Type: Martial
Attack Bonuses:1
Defence Bonuses: -1
Weaknesses: Light Magic -2 Defence (nation trait)
Traits:
New Bloods | New bloods can only be created through Vampiric bite and affects basic units.
Blood Urge | Newly turned vampires can be highly reckless and bloodthirsty. +1 attack and -1 defence.

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Reaper Legion | The main infantry unit of the Carmine, the Reapers drive each other into a blood frenzy when they reach combat.

reaverlegion.png

Race: Reapers
Attack Type: Martial
Attack Bonuses: 0
Defence Bonuses: 0
Weaknesses: Light Magic -2 Defence (nation trait)
Trait:
Waves of Silver Steel | Gain a second attack at the end of each turn. Hits on 8+ and is unmodifiable by any means beyond the following: If choosing focussed attack, the Reapers will attack after all other units but the bonus attacks will hit on the same score as their first rather than the 8+.

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• Ranged
Pureblood Snipers | The finesse of purebloods make them the perfect ranged unit, capable of pinpoint accuracy at long ranges.

sniper.png

Race: Pureblood
Attack Type: Martial
Attack Bonuses: 1 (2) (trait)
Defence Bonuses: 0
Weaknesses: Light Magic -2 Defence (nation trait)
Traits:
Precision Fire | Snipers are +1 to attack as standard. If they choose to precision fire they will be +2 to attack instead but will lose the always attack first bonus.

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• Light Beasts
Dire Wolves | Beasts do little justice to the Dire Wolves, they are highly intelligent predators and will always target an enemies alpha.

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Race: Dire Wolves
Attack Type: Martial
Attack Bonuses: 1
Defence Bonuses: -1
Weaknesses: Light Magic -2 Defence (nation trait)
Traits:
Alpha Hunters | Dire Wolf units will always attack enemy leaders before any other units.
Primal Ferocity | Dire Wolf units are +1 to attack and -1 to defence.
Pack Law | Only 1 out of every 10 units can be a dire wolf unit.

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⦿ Non-Combatants:
• Map Presence
Diplomat | Vampire diplomats have an advantage over most others in discussions and that is their otherworldly charm.

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Race: Turned
Attack Type: Martial
Attack Bonuses: -2
Defence Bonuses: -2
Weaknesses: Light Magic -2 Defence (nation trait)
Traits:
The Masquerade | Carmine diplomats receive a huge bonus to diplomacy with NPC nations.
Lone Warrior | -2 attack and -2 defence.
[/div][div class="tabsContent tabsContentFamily"]⦿ The Carmine
• The Carmine are the leading family within the empire for it is Alucard Carmine who is the first of the Vampires. His powers were gifted after a long and bloody war that saw most of the Isle's inhabitants killed. In the millennia since the population of the empire was reduced, it's numbers have increased dramatically. Alucard rules with total control, the only resistance to ever come up against him wiped out within moments. The Carmine Empire is called just that because Alucard's power is absolute. The other families are all his direct descendents however they took the names of their mothers to allow them their own part of the Empire.

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The Carmine Crest

Alucard Carmine | Alucard is a just ruler and even with their direct ties to death and even their need for blood, he leads his people in the course of what is right. More often than not it is what is right for the Carmine and not necessarily other nations, but he will always consider them in his decisions. He understands and remembers the Orc threat all those years ago and wants to ensure that they do not have a resurgence. For that he knows that the Carmine will need the other nations. Whether through diplomacy or subjugation, he knows that the nations of the continent must work together or risk destruction.

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Alucard Carmine

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⦿ The Virkhov
• The Virkhov are heavily focussed on martial prowess, preferring to utilise skill over brute force. This applies in all aspects of their day to day existence, producing some true works of art but primarily destroying their enemies with surgical precision.

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The Virkhov Crest

Alexei Virkhov | Alexei is the heir apparent should his father ever expire. Even with such power one person away, Alexei has absolutely not intentions towards his fathers position. He serves willingly and happily. Satisfied with his own family and the free reign that provides, Alexei would sooner walk into direct sunlight than try to overthrow his father. He is a master duellist and has a liking for fine artwork.

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Alexei Virkhov

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⦿ The Strieber
• The Strieber provide the majority of the undead workforce within the empire. Masters of Necromancy they make up almost the entirety of the Belfry and Johann Strieber, the patriach of the Strieber family, is the leader of the organisation. His skills with necromancy are second to none, even surpassing Alucard. His capabilities allow him to raise vast swatches of the undead with the click of his fingers.

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The Strieber Crest

Johann Strieber | While Alucard's grasp of the dark arts dwarves all others, nobody has a better understanding of necromancy. From his birth he had a natural talent and power to raise the dead, often returning dead crows to life for fun. Now his powers have grown exponentially and he is the master necromancer of the nation.

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Johann Strieber

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⦿ The Bolshov
• The Bolshov are the true artisans of the Carmine. While the Virkhov have some skill in fine arts, the Bolshov have complete mastery over it. Whether it is designing wonderous architecture, composing beautiful music or painting lifelike portraits, the Bolshov are the true masters within the empire. The skills and depth of the family allow them to export much of what they produce to increase income from foreign trade. Even with their artistic side however, they are foolish to cross. Their women are as lethal as their men and twice as bloodthirsty.

bolshov.png
The Bolshov Crest

Valeria Bolshov | Valeria was once referred to as the Red Angel and with good reason. She has a beauty that few could compare to but her bloodlust was second to none. She would bathe in the blood of animals daily and tear through cattle on a daily basis to sate her hunger. Of Alucard's children, she is the most deadly. She would be able to bring a nation to it's knees with her beauty alone.

valeria.png
Valeria Bolshov

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⦿ The Fuchs
• Where the Virkhov are the scalpel the Fuchs are the hammer. Front line experts who plow through even the most experienced soldiers, they are soldiers and soldiers alone. Art and music have no place in the Fuchs household, instead of paint brushes there are only swords and instead of instruments there are only maces. If Alucard has to call upon the Fuchs then it is a sign to the enemy that they will be shown zero mercy.

fuchs.png
The Fuchs Crest

Rutger Fuchs | Rutger is a towering pureblood, the tallest of his kind who even dwarves many strigoi. Where his brother Alexei almost dances across the battlefield, Rutger crushes his enemies with his giant, spined mace. Crushed skulls and broken bodies are always left in his wake and it is said he brought down a mountain with one swing of his mace.

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Rutger Fuchs

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⦿ The Brandt
• Of all the families the Brandt are the biggest disappointment. Skilled in necromancy and combat, they were a key component of the Carmine Empire. However their leader Hans had a lust for power that surpassed familal bonds and common sense. He led his forces against his father in a coup that lasted mere minutes. His brothers and sister were all offered the chance to join his cause but telling them showed how much of a fool he was. The family are now non-existent, wiped out for their patriarchs foolishness.

brandt.png
The Desecrated Brandt Crest

Hans Brandt | When Hans and his small force of most loyal soldiers arrived at Alucard's abode to no defenders they thought their luck was in, rushing the Citadel in the hope of catching Alucard by surprise. The reality however, was that his siblings had told their father of Hans' intentions. They soon reached the leaders chamber and stormed in. Within moments Hans was the only Brandt soldier left standing, the rest cut down by Alucard. The speed and ruthlessness of his attack meant the doors were not fully open before blood began to spill. Rather than kill his son for his treachery he had him flayed alive and hung from a tower for all to see. As his skin regrows from his vampiric genetics, he is reflayed in a public event that many turn up for. Alucard can forgive failure but will never forgive treachery.

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Hans Brandt after his flaying

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The Jade Union

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Country Name: The Jade Union ( aka Valley Kingdom, The Heavenly Realm)

Capital City: Takamagahara (T18)

City List:

  1. Mori (Mining city in the mountains, S19)


Leader of Country: Daimyo Sayogoromo
Race: Kitsune
Gender: Male
Appearance:
His 120 pound body is of course, very thin and being six feet tall doesn’t help. Several of his bones are clearly defined thanks to his weight troubles. Because he looks so sickly, Sayogoromo makes sure to take very good care of his olive skin. While it does lack a radiance expected of someone his age, his skin is still soft and smooth. Just above his chest, Sayogoromo‘s collarbone is proudly on display with his ribs being easy to see and count. His spine is just as visible as the aforementioned bones. Of course, his fingers are very thin with short nails painted black. Sayogoromo’s long legs are the same way and lead down to a set of toenails that are also painted black. Because he is underweight, whenever, Sayogoromo’s blood starts to race, the veins in his arms and hands become visible.

Long, silky, black hair cascades down his back to the top of his buttocks. His hair is well taken care of and is rather thick, but he looks like a member of the undead whenever it is not styled. Normally, he wears his hair in ways that women often would. Intricate styles and ornate accessories are normal for, Sayogoromo and his hair is normally done up in a classical shimada style. Golden combs, flowers, and a variety of items have been used to adorn his hair whenever he is at home or out for a special occasion.

A set of bangs usually hide, Sayogoromo’s forehead and come down far enough just to touch his thin eyebrows. Under his brow, a pair of eyes look out upon the world. A dark brown in color, narrow lids give them a sharp form, while skill allows them to switch between warm or dangerous at a moment’s notice. His black lashes create a dense canopy around his eyes and accent his eyebrows. Because he takes such good care of his skin, Sayogoromo’s sunken eyes do not look as bad as they could. His high cheekbones are close up under those brown eyes and are made more proud by the hollow cheeks below. Thanks to his weight issues, his cheeks are rather shallow and add to his deathly appearance. A pair of supple, bow-shaped lips contradict his other features and the lovely smile they create, illuminates and somewhat revitalizes his countenance. Sayogoromo has perfect teeth and a pair of average ears hidden by his hair, unless he’s wearing earrings.

Sayogoromo’s fashion taste runs away from the current norms of society. His daily attire consists of both susohiki and komon style kimonos, the style depending on his mood and planned daily activities. More often than not, Sayogoromo’s outfits are either brightly colored or simply warm. Very rarely does he wear dark colors. The only time that he strays from this preferred way of dressing, is when he has to engage combat.

List of Races within Country: Tani (Humans, Kitsune, Dragons, Tengu, Enkō, various other spirits)

Temperament: Peaceful

Policy:
Monetary Wisdom - Only the Union’s government possesses gold, using it solely for international trade. (Grants +1 gold for every 10 gold in the kingdom’s treasury.)


Traits:
  • The Tani are not hindered by mountain or hill terrain and units maintain regular movement speed.
  • Synchronicity: The soldiers of the Union fight more efficiently the more of them there are. For every 5 units in an army, receive 1 extra attack that hits on the average attack score of the army.
  • Mountain Wealth: The Mountains of the Union are riddled with gold deposits and various other veins. Through meticulous practice the Tani have mastered mining. Mountain mines worked by the Union producer twice as much resource.
  • Honor Above All Else: The Jade Union soldiers place honour above everything else. As such they treat retreating in battle as the ultimate shame. Any time the Jade Union attempt to disengage from battle roll a D10 for each unit. On a 8+ that unit dies.
  • Corruption: The Tani are susceptible to dark energies/magics and have their defenses lowered by it.
.
Economy:
The Jade Union lacks a monetary economy and instead utilizes a trade system wherein the citizens trade amongst one another. The government alone possesses funds in the shape of gold, silver, and copper, collected from the mountains’ mines.


Culture:
A majority of the citizens of The Union are vegetarian, with the exception being carnivorous yōkai such as dragons.

Age of The Fox - Also known as the Sayo Era, the Age of The Fox was declared when the humans and yōkai chose a Kitsune to be the leader of The Jade Union.

The Jade Union has a very vibrant culture full of celebrations. Every year the government hosts four large festivals:

Summer Solstice Festival - Held first day of Summer.

The Beacon Festival - During the middle of Summer, marks the founding of the village.

Winter Solstice - Thrown on the first day of winter.

Unity Festival - Occurs during the first day of Heian, marking the start of a new year and celebrating a peaceful coexistence between the residents of The Union

Religion: The Union has no specific religion, but most of the creatures do hold the beings that helped found, The Jade Union in high regard and honor them with works of art.

Location: Seikatsu Valley (T18), Mori (S19)

Ecology:
Nestled within the valley of a mountain range, many small streams and rivers run through The Jade Union’s territory, creating a lush environment within the valley. Though lacking any real forests, the valleys are riddled with small pockets of wooded areas that house a variety of yōkai.

The cold mountains themselves are decorated with caves and carved secret paths that make traversing the mountains easier for the residents.

The wildlife on the mountains consists mainly of birds, sheep, bears, and mountain lions. Finding fish in the streams is very rare.

The valley’s plant life is mostly trees, with evergreens being the most common and a few Sakura trees scattered about. Lotus flowers are the only flowers which grow in the valleys.

Strengths:
Mountain Climbers - Natives of the Union are skilled mountain climbers and as such units do not suffer a movement penalty when traveling on hills or mountains.

Weaknesses: Dark Vulnerability - The Tani are vulnerable to dark energies/magics and have their defenses weakened. .


Military:


SAMURAI
3F4598C7-BDA7-4A7B-900B-62507D038DF6.png
Type: Infantry

Race: Human

Attack Type: Martial/Ranged

Attack Bonuses: 0

Defence Bonuses: 0

Weaknesses: Dark Vulnerability -1

Traits: Mixed Weapons - Samurai attack before all other units in the first round of combat (apart from other ranged units). However they are at -1 to attack for this round.


ASHIGARU
6632CD80-7DC2-43D1-B48D-4A6AF094B6B5.jpeg
Type: Infantry

Race: Human

Attack Type: Martial

Attack Bonuses: 0

Defense Bonuses:

Weaknesses: Dark Vulnerability -1

Traits: Shield Barrier - The magically infused shields activate to project a barrier around the unit. If 9+ is rolled, the attack will be reflected upon the enemy.


WYVERN CANNONS
5E06FE6C-CB81-4B18-9F98-0E208DD6EA72.jpeg
Type: Artillery

Race: Human

Attack Type: Ranged/magic

Attack Bonuses: 0

Defense Bonuses:

Weaknesses: Dark Vulnerability -1

Traits: Elements - Cannons can utilize elemental rounds (Lightning, Fire, and Ice). 1+ damage to enemies with respective elemental weaknesses.


KIHEI
5C026740-2CDB-415F-AB3B-26D3BBEDB4FA.jpeg
Type: Beast/Cavalry

Race: Komainu

Attack Type: Martial

Attack Bonuses:

Defense Bonuses: Cold Resistance +1

Weaknesses: Dark Vulnerability -1

Traits: Warning Shout - The Komainu’s roar is so powerful it rattles the bones of any foe, stunning and slowing them.


BLACK ARMY
79193A31-5561-44CE-9631-936CA336B851.png
Type: Magic, Hero Unit

Race: Human (Onmyoji)

Attack Type: Magic

Attack Bonuses: 0

Defense Bonuses: 0

Weaknesses: Dark Vulnerability -1

Traits: Their presence on the battlefield is barely felt as the Onmyoji are silent and few. They have +1 to their evasion.

Abilities: Shikigami - Onmyoji can summon spirits to temporarily possess the bodies of fallen soldiers or puppets to fight upon the battlefield.


FOX ARMY

Type: Leader Unit

Race: Mixed

Attack Type: Mixed

Attack Bonuses: 0

Defense Bonuses: 0

Weaknesses: Dark Vulnerability -1

Traits: To The End - The Daimyo’s presence inspires soldiers to fight on, giving their all to honor their master. On a 7+, units will attack once more before dying.

Abilities:
Release - Sayogoromo can shapeshift into any living being, but on the battlefield he transforms into a 20ft tall nine-tailed fox and gains +1 hp.
Division - The Daimyo can can transform each of his tails into an individual Fox, each one making use of his elemental magic to fight alongside him.

BLUE ARMY
C7D82DCE-45F7-4777-B02B-863F5CC2CF05.jpeg
Type: Beast

Race: Dragons

Attack Type: Martial

Attack Bonuses: 0

Defense Bonuses: Magic Immunity +1

Weaknesses: Dark Vulnerability -1, Artillery -1

Traits: Immunity to Magic - The dragons possess an immunity to magic and when hit by it the energy is absorbed and used to heal the beasts.

RED ARMY
A7209E5B-20A6-4DCD-BF76-01641C3B33B9.jpeg
Type: Infantry

Race: Tengu

Attack Type: Martial

Attack Bonuses: 0

Defense Bonuses: 0

Weaknesses: Dark Vulnerability -1

Traits: Endless Valor - The Tengu utilize magical items to heal themselves and continue the fight. On a 8+ roll, unit will recover from any damage taken.

YELLOW ARMY
4552A4F0-33C5-41D7-9054-5DBD1412B5A6.jpeg
Type: Flying, Beast

Race: Phoenix


Attack Type: Magic, Martial

Attack Bonuses:

Defense Bonuses:

Weaknesses: Dark Vulnerability

Traits: Eternal - The Yellow Army’s beauty stirs strength within the soldiers, causing them to fight harder. Ranged unit will attack twice at the start of the battle.

History:

The Jade Union was once a small flame, a single bonfire that provided warmth to several dozen humans that struggled to survive their first winter within the valley that would become a kingdom. When it seemed like the nomads would need to leave and rush to a warmer place, they were visited by a dragon. The great creature’s flames provided them with warmth for the season and when spring finally came, he departed.


In the spring the humans struggled to deal with the large amounts of water left behind by the snow and the overflowing rivers that flooded their crops. When it seemed that they would leave for less wet terrain, Kappa spirits appeared and taught the humans how to make use of the water for farming, thus creating an irrigation system.

In the summer with nearly perfect weather, a Tengu spirit arrived and imparted to the humans the wisdom and value of craftsmanship, he taught them to build homes and places to store their goods. By the time winter came back around, the number of humans had increased and their bonfire had become a beacon in the blizzards. Finally they were visited by a spirit that appeared almost human, but was in fact a kitsune. He had sent each creature/spirit to aide the humans and for that they were extremely grateful. As a show of thanks they built the kitsune a large home at the center of the valley and welcomed the many creatures to join their blossoming village.

It was not long before the valley was littered with homes providing shelter to humans and a variety of other creatures. For his wisdom and influence the kitsune was named leader of their growing village and with time his home turned into a manor, then into a palace. The Jade Union’s denizens became reliant upon one another and time blurred the lines of when they began living together. The valley has since become the capital of the nation with a second city being founded atop the mountains.
 
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Country Name: Kingdom of Hjemriget

Capital City: Filleskabet


Country Flag:
1575510756311.png
Leader of Country: Baldur hollow the Hardened
1576374932767.png
unit leader: Baldur
attack: +3 defense: +2
abilities: tactician, a flat bonus of +2 in either defense or attack before a battle to all units in a title.
architect, build is a free action and the cost is cut in half, with a cooldown of two turns traits:
Deadly feint Whenever you score a hit on your opponent, you may negate any trait that would prevent that hit from connecting.
Make that attack again with a +2. If the second attack is also successful, the enemy takes an additional wound. Cooldown of two turns.



List of Races within Country:

They are all under a sup species of humans called haretke

stjernerviser
around 10% of the population

stjerneviser are a sup race of haretke how has a strong connection with the stars, and therefore they are normally the captains or priest, they have purple eyes

Folkera around 60% of the population

Folkera are the most common people you will find in Hjemriget, they are a people who though the ages have been connected deeply with the waters, they are warriors, mercents and craftsman, they have dark blue eyes

Tjerner around 30% of the population

Tjerner are the lower people of the kingdom, they are the ones who have the least connection with the stars and water and are therefore seen as inferior, they are normally farmers, slaves and miners, they have grey eyes

Culture:

Traditions:

When born the baby will be brought out too sea and be bathed in the water, this is religious, and shows what race you are, by your eyes, it is called sjælved



When a kid becomes the age of 6 they will begin to learn to fight, swim and sail.

When the kids become the age of 13 they must go though a rite of passage, were they are left at sea alone for ten days, it is said that stjerneviser will see the high vessel in the distance on the last day,



Every year when the water freezes over it is traditionally to destroy the ice as ice is a sign of ghosts



Blind people are feared, and are normally killed at a young age, though this is not always the case, when they become 13, they are pitted against one of the warriors from the town, and if they survive they are stated to be great leaders.

They hold a great tournament every year in the middle of summer to scare of the clouded


Temperament: aggressive trading,

Policy:

People of the rivers, because of their connection to the sky and the waters they can move two tiles along of coasts in one turn.

Location: B13 grassland by the coast, b17 the island they come from

Strengths:

Stargaze- the stjerneviser can stargaze and though that they can navigate the world, more easily allowing them to move two tiles on seas per turn.

Peoples defense- they teach their kids from a young age to fight therefore every settlement has one +1 defense in every settlement.

Raiding- they can raid by moving there army over to a settlement and take half of those resources they produce, For one turn



Weaknesses:
watering guide- if disconnected from coastal, river or water tiles for too long or are far away form them they will become mentally and physically weakened giving them a -2 on magic, martial, range and construction



Vengeful gods: because of their god’s connection to running water and the sky, they are told by their religion that any who enter deserts, thick jungle and snow wastelands are doomed to wander forever never to rest. This gives them a –5 in attack and they have to roll a 10d every turn there if it lands on a +3 they must retreat



Religion: Kingdom of Hjemriget follows the believes of the Versern, Versern is centered around the high vessel, a mythical ship that is said to sail the great seas of the world, where sailors, warriors and the leaders drink and enjoy the afterlife. The only way to be sent there is if you die while near running water, it is said then that after you die the ship will sail to you, and give you a new body after which you will become one of its crew members or as they are called væked. Those who don’t die near the waters are forever doomed to wander the earth without a body, whilst your mind either burns and you become one of the ashen or your mind freezes, and you become a ghost. The worst of the worst like kin slayers, the blasphemous and the blind become the clouded, they are said to serve the starless night and conflict with the high vessel, they lead the armies of the ashen and the ghosts and are prophesied to one day freeze or burn all oceans, the high vessel is fighting against this.


Military:

1575510883147.png
Unit Type: raider
Race: Folkera and stjerneviser
Attack Type: martial
Attack Bonuses: +0
Defence Bonuses: +0
Weaknesses: - 1 attack because they aren’t well trained
Trait: can settle which makes a settlement but destroys the unit
1581524107958.png
Unit Type: infantry
Race: Folkera
Attack Type: martial
Attack Bonuses: +0
Defense Bonuses: +0
Weaknesses: -1 in attack if three titles away from a settlement
Trait: fighting for home, +1 in attack if 3 titles near a settlement

1575510898784.png
Unit Type: heavy retinue
Race: Folkera and stjerneviser
Attack Type: martial
Attack Bonuses: +0
Defence Bonuses: +0
Weaknesses: -1 gold per turn
Trait: +1 attack +1 defence, well trained warriors


1575510912334.png
Unit Type: Ranged
Race: Folkera
Attack Type: range
Attack Bonuses: +0
Defence Bonuses: +0
Weaknesses: no shields, -1 defence
Trait: wild hunt, +1 movment

1576372340869.png
Unit: diplomat
Race: tjerner
Attack Type: martial
Attack Bonuses: +0
Defence Bonuses: +0
Weaknesses: no protection, -2 attack -2 defence
Trait: since they are tjerner and therefore dont have a deep connection with the water, they arent affected by the watering guide. They are also sine as already dammed so they fear not the gods.

1577496450808.png
Unit: cavalry
Race: Folkera and stjerneviser they rid the crocodiles
Attack Type: marital
Attack Bonuses: 0
Defence Bonuses: 0
Weaknesses: hard to make, they are hard to make and therefore are +1 turn
Trait: can cross ocean with out ships
1576619259587.png
Unit: priest
Race: stjerneviser
Attack Type: none
Attack Bonuses: 0
Defence Bonuses: 0
Weaknesses: they cant fight, and they receive a massive penalty from vengeful gode so that it is a +1 or they retreat

Trait: eyes of the gods, they have an ability where they can boost an units speed by 1 for two turns

Though earth, they have the ability that made though 5 turns they can give the a tile an improvement that lest navel ships move though them

History if Applicable:

History in the Kingdom of Hjemriget is counted form when the high vessel arrived to the island with the first Folka



1000 BHV:

The universe is created by the great navigator, he along with his brothers build the night sky.

800 BHV

The haretke are created by the great navigator

600 BHV:

The first clouded is created form a child who wandered into the jungle

400 BHV

The great navigator creates the stjerneviser too fight the clouded and so the war of humans begin.

300 BHV

The clouded retreat from the physical world.

100 BHV

The high vessel is created as a medium between the physical world and the spiritual world.

0 BHV

The first stjerneviser dies near running water, his name is røsfte and he becomes the first captain, he is told by the great navigator were the island of guldkorn is and he transports his children there.


152 AHB

The first king takes over the island and makes the Kingdom of Hjemriget, he is only known of his deeds as his name has been forgotten to time.


345 AHB

The Kingdom of Hjemriget shatters into civil war because of a succession crisis, both heirs are killed in the war.


399 AHB

The kingdom is united by king Noid hollow, Baldurs great grandfather,


450 AHB

King Vielma hollow takes over from Noid Hollow his father.


470 AHB

King Vielma is struck by plague and dies at the age of 45. His son Kalmum Takes over at the age of 16


540 AHB

Kalmum Rewrites the law of succession so that his youngest son Baldur become king, after which he dies, this throws the kingdom into civil war.


545 AHB

Baldur kills his older brother Ask in a fight and the civil war ends
 

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Country Name: Altura
Capital City: Valencia
Country Flag:
Unknown.png
Locations:
P24 Valencia: Capitol City
O20 Fuerza: Military Settlement
O21 Dolor: Military Settlement
O22 Guyana: Mining Settlement
Q21 Rica: Mining Settlement
Q21 Orea: Mining Settlement
N23 Moneda: Mining Settlement
O25 Barcos: Mining Settlement

Current Public Health Initiatives + Pop Gain: 18 per Turn

Inma
R23 Ciela : HQ

Leader of Country: Santiago del Cielo, Holy Leper, Miracle Maker
IMG_6487.JPG
Santiago, Miracle Maker
Ability Divine Retribution:
Santiago cannot be targeted by non-hero units unless he has no ordinary units in his own army stack. If he would receive damage from an enemy leader, the enemy leader takes 2 damage. This damage cannot be prevented in any fucking way except by making a 6+ save for each point of damage.
Trait, Heretical Healer: All allied units in this nations army stack gain 1 HP.
Trait, Savant and Savior: Saves made that would prevent the death of an allied unit have their check to succeed lowered by 2, and these saves cannot be prevented for any reason. IE: a 7+ becomes a 5+


List of Races within Country: Human
Temperament: Peaceful, Expansionist, Crusading

Policies
1. Brimstone from the Pulpit:
Population can be mobilized by fiery oratory of doctors and priests or the quiet and calm example of Santiago the prophet. Population may be tapped for additional workers, reducing construction time on buildings. Working even onto death, men and women will answer the call. Building structures and settlements may occur at -2 turns, if you use this policy in a turn, sacrifice a population. Otherwise structures are at -1 turn to create. If there were to take the turn count of the action to 0, then a second structure or settlement may be created. This second building or structure does not count as one of the nation's three actions.

Strengths:
1. Battlefield Medicine: When adjacent to an Alturite military unit: Give allied Nations’ Units or allied units +2 to Defense, if one of these units would be destroyed, on a roll of 8, 9, or 10, it remains on the map with one hit point. Monsters or constructs cannot benefit from this strength.
2. Public Health Initiatives: +2 Population/Settlement/Turn
3. Parish Collections: +2 Resource per 10/Population/Turn

Weaknesses:
1. We Are One Body: Take a -1 to attack when fighting against alive, and fully human units.
2. The Flesh is Weak: Take a -2 to attack and -1 to move when fighting in white tiles
3. Tiempo de Agosto: Every 12th turn, the holy month reigns, units will only defend themselves and make no willful attacks. Siege timers set by this nation's army do not count down this turn. No new production can be started this turn.

Buildings
1. Temple Grounds
- Allows recruitment of Tetrad poster boy: Jose
- Allows construction of temple foundation
2. Hospital of Humors
-Sacrifice 4 population, instantly research a medicine or augmentation related research from experimentations.
3. Artillery Foundry:
-Enables Long Range Modern Artillery Construction

Heroes
Inma:
Grand Prophet Inma Unit type: Ranged Attack:+1 Defense:+1 Trait: Inspiring: Gives +2/+2 to all allied troops within the same tile as well as a permanent +1/+1 to herself Ability: Summon Allies: Once per turn, Inma can call allies to her side. 1-3 refugees. 4-7 Fanatics. 8-9 Tin men. 10 a new Hero Unit
> Saria
> HP: 2
> Unit type: Assassin
> Race: Pureblood Elf
> Attack type: Ranged/Melee
> Attack Bonus: +3
> Defense Bonus: +0
> Weakness: -3 Defense when exposed
> Trait: Assassin traning-+3 Attack
> Unit ability: Saria is a skilled assassin. At the beginning of combat she can attempt to assassinate a hero unit, or if there is none, the most powerful unit on the enemy field that is susceptible to assasination. On Hero Units, she requires a roll of 7+ and units a 5+. After assassination whether she succeeds of fails, she has been exposed and suffers a -3 defense during that combat round.
Jose:
Trait: Halves recruitment cost of mercenaries, and may recruit at his location, may recruit for no actions, but for every recruitment, subtract two population.
Ability: May roll a 1d3 every turn, may convert equivalent number of mercenaries to tier one infantry. Pay 3 resources for every unit converted in this way.
Anastasia
HP: 2
Unit type: Holy Light Mage
Race: Jade Union Human
Attack type: Magic
Attack Bonus: +3
Defense Bonus: +0
Weakness: -2 Defense against Melee attacks
Trait: Holy Crystal Light As long as Anastasia is in the same space as the crystal, she can resurrect from Death
Unit ability: Light Crush- Anastasia is capable of using her Light Magic to attack an enemy hero unit twice in one turn
Military:
Unit Type: Desperados
IMG_6488.JPG
Race: Human
Attack Type: Melee
Attack Bonuses: +0
Defense Bonuses: +0
Weaknesses: We are one Body: -1 to attack when fighting humans
Trait:
Dead Men: Soldiers of Altura are inculcated with a lesser strain of delta phos bacillus endotoxin,
these men feel no pain, +1 to defense.

Unit Type: Maestros De Enfermedad
IMG_6490.JPG
Race: Human
Attack Type: Ranged
Attack Bonuses: +0
Defense Bonuses: +0
Weaknesses: -2 to Attack against undead creatures.
Trait: Masters of Disease spread decay into water supplies and hurl foul concoctions over walls and noxious gases at enemy lines
When adjacent to an allied nation's unit or allied unit, enemy units in combat with that unit take a -2 to defense.

Pilgrim Priests
f8e2dbb8f53d0281095a95ce22b69e19.jpg
Race: Human
Attack Type: Ranged
Attack Bonuses: +0
Defense Bonuses: +0
Weaknesses: -2 defense against ranged units
Trait:
1. Holy Sacraments: Every turn spent in a square will "sanctify" a tile, removing permanent darkness, or removing blight by 6%.
2. Forced Apologetics: If part of a combat with an enemy before combat, role a d10, on an 8+, that unit is converted to join this nation. It loses all abilities and stat boosts or debuts and becomes a desperado tier 1 unit. This cannot affect monsters, constructs, leaders, or heroes. If this effect cannot target an opponent, or the opponent is immune, the pilgrim priest gains +1 def this turn.

Consecrated Siege Organ
images.jpeg
Race: Human
Attack Type: Range
Attack Bonuses: +0
Defense Bonuses: +0
Weaknesses: Aerial Assault: -1 to defense against flying units
Traits:
1. Hymn to the All-Father: +1 Atk to adjacent allied units.
2. Dreadful Cacophony: May select one enemy unit adjacent, that units movement is decreased by 1 this turn. If that unit is an undead, it may not attack or move this turn.

Gained Militant Elves: +1/+1 Always attack first

Terror Tanks
HP: 4 Attack: +2, Defense: +4
Trait: Heavy Armaments: +2 HP
Trait: Flamethrower: Roll 1d2, that many enemy units cannot attack this turn.
Anti Infantry: During battle, roll 1d4. That many non hero infantry units are crushed by overwhelming firepower and advancing treads.
Unknown-1.jpeg

Tercio
HP: (2)
Attack: +1 Defense: +2
Trait, Impenetrable line: Roll a 1d2-1, that many wounds that would be dealt to your allied units are negated this round.
images-5.jpeg





Research:
Mixed Infantry Tactics: Mixed Infantry Tactics: Mixed Infantry Tactics allow the Leper's to live up to their perfected art of fighting defensively. In armies with a ranged and melee unit-- that army gains certain abilities due to the cohesion of pike and shot. Units embroiled in the whirl of pikes and bullets for too long suffer the cost. Units using multiple attacks must roll a d10 for every additional attack, on a 9+, that enemy unit suffers a wound. Increased cohesion increases map speed over long distances. If an army with a melee and ranged unit moved at least one tile, they may move one more tile at the cost of 6 resources.

Trench Warfare I: Units may not move past this nation's armies. Any enemy force that attempts to move through this army or through an adjacent square requires a roll of a d10. On a 6 or lower, the move action is negated. Multiple actions may be spent to overcome Trench Warfare in one turn.

Trench Warfare II: Digging in, building a trench complex grants this army fall backs and arrays hindrances for the enemy. For each allied unit that is defeated in combat, roll a d10. On a 7+ that unit escapes but cannot attack that turn.

Overlapping Fields of Fire: If a unit would take damage, roll a d10. On a 6+, pick a new allied unit to take the damage.

Heavy Armor Engineering: Enables the Terror Tank to be produced. These tanks may benefit from research implemented from allied lepers.

Just Cause + 2 minaret buildings: Factories spew smoke into the heavens and new armaments, armors and tactics are perfected. The rabble is turned into the grand army. Fanatics and refugees are converted to Tercios.

Crystal
*All allied troops within the same tile as the crystal gain +1/+1 and Holy damage. If an enemy is killed, that unit can gain 1 additional attack(Only applicable once per unit)*

--------------------------------------------------------------------------------------------------
History:
Valencia is a city of exiles. Originally a leper colony, Valencia grew into a rich city of art and sciences over many long, painful centuries. Disease has become ingrained in the genetics of the Alturans. Many great thinkers, philosophers, and religious minds slowly made their mark on the sickly colony. After a brief industrial revolution, the concepts of vaccination, public health, and weaponized illness were adopted by the Alturans. Bread mold antibiotics, cleanliness, and the discarding of miasma theory as well as other medical discoveries have helped make the colony whole and allowed it to turn to art and allowed them to bring life to their villages. The holy leper, Santiago has become a favorite of the people, much to the chagrin of the lepers democratic council of 4, known as the Tetrad. The Tetrad has yielded more and more power to this prophet. Preaching the love and hope of eternal, and everlasting life in their God, Santiago uses his fiery oratory to bring his once low colony thundering onto the world stage. Basking in the glow of the All-Father's sun and his people's adulation, Santiago and his countrymen makes their claim for this new land. Guyana is the first city, founded in the mountains it overlooks the rest of the continent, a bold new step for the fledgling nation. Back in the capital of Valencia, the holy lake, Lago de Espiritu sees Santiago baptizing and washing the feet of his people daily. The inherit nature of their genetics has resolved a thickened arachnoid matter to appear in these men, it is rumored it may even render them incapable of allowing them to become vampires. The nation swells, and looks eagerly to spread their light across the country, meanwhile, Santiago begs for his food, and rides quietly along on his donkey healing and bringing wholeness wherever he goes. The people beg the man to rise to meet his destiny.
 
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E71C7652-F615-4911-88FC-27461BE3DDA9.jpeg

Country Name: Kingdom of Lothren

Capital City: Thoronathrad

Leader of Country: Laeroth Helemaer



List of Races within Country: elf

Temperament: Xenophobic

Policy: Cadre of Diplomats

Location: (mapmaker knows)



People of Lothren: When building a settlement it counts as being in a forest even if there is no forest there. Meaning with the forest resource bonus, elf tiles generate 3 resource. If a tile already has a forest or mountain, the tile generates 4 resource.
Eye of Lothren: Elves are accurate in combat but especially at range. Ranged units and artillery are +1 attack.
Immortality: Elves no longer die due to age. Leader units have +1 attack and may take an additional trait.
Trektek Trektek

Fire Weakness: -1 versus fire attacks
Wilderness: +1 turn to building due to the trees



History:
The Carmine Empire didn’t start out as a dominion of the vampires. It first was a proud human empire and when the orcish horde attacked the empire, the elves came to help. They pledged support to the emperor and stood together with the humans. After the Carmine Empire plunged into darkness the elves were reluctant to stick around because no plants or trees would grow. The people of lothren turned their backs on the empire. And left the island for what it was, a place of darkness. The elves then found the city of Thoronathrad and swore they would never interfere with the other races again.
Military:
Unit Type: Lothren chosen's
Race: Elf
Attack Type: Martial
Attack Bonuses: +0
Defence Bonuses: +0
Weaknesses:+1 gold to recruit
Trait: hold the line (unbreaking morale +1 defense)

1580403293999.png

Unit Type: Royal Riders
Race: Elf
Attack Type: Shock cavalry
Attack Bonuses: +0
Defence Bonuses: +0
Weaknesses: +1 turn to recruit
Trait: fear for the deer (+1 attack)
BBAAF068-FDE6-4331-9D92-B19999197696.png

Unit Type: Lothrens rangers
Race: Elf
Attack Type: range and martial combined
Attack Bonuses: +0
Defence Bonuses: +0
Weaknesses: lightly armored -1 defense
Trait: rangers tracking (+1 movement in own/forest area)

87E7A31F-D47F-4ABF-8F5B-5E17453CC421.jpeg

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Name: Laeroth Helemaer

-Natures Emissary: Wherever Laethor goes, nature's glory follows. As a free action may spend 2 resources to put a forest on his current or an adjacent tile. Only one tile a turn. Tile cannot be water based or have a settlement on it.

-Defender of Nature: Laethor fights with a ferocity that tears intruders to ribbons. When on forest tiles he receives +3 to his attack and defence.


-Nature's Wrath: While fighting on a forest tile, Laethor can summon a giant treant. Treant has the special properties of a monster and +2/+2. This ability goes on cooldown once the treant dies or once the combat ends, when it dissapears. Cooldown of 3 turns.
-Gaia's Protection: When the leader would lose their final wound, roll a D10. On a 6+ they do not lose the wound and continue fighting. If they are defeated in combat, roll a D10 at the start of each round. On an 8+ they are revived with one wound, otherwise roll again the following turn. If no friendly units remain then the roll is no longer made.
 

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Country Name: Sors Leporidae

Capital City: Aestimatum Asa (Valued Home)

Country Flag:

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Leader of Country: Regina Mater (Queen Mother); Alitura “Tura” Naturae
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HP: 3
Unit Type: Leader
Race: Lepus Populi
Attack: +6
Defense: +4
Trait: Natura Nunquam Moriatur
Tura really has a hard time staying down, much like her Lepus, and much like patron. Unless she is hit three times in one turn, with each of the hits being at a +8, she can completely restore her hit points at the beginning of the next turn. Alternatively, this is called, Don't Fuck With Nature.
Bonus Trait: Auxilio Matris
Tura's friends, the Naturcani, don't like it when she is at threat of being attacked. If she, or an ally on an adjacent tile is being attacked, Tura can summon d4 Naturcani units, which will attack the enemy unit in the next turn.
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HP: 1
Attack: +3
Defense: +1
Trait: Mother, May I?: The Naturcani do anything Tura says, and will follow her lead, or the lead of an ally in the same square as her.
Ability 1: Pacem Dulcia
Tura's peaceful and pleasant aura can sway even her enemies to stop fighting and join her cause. Allies receive a +3 defense and hero units gain 1 temporary HP in the same square. Enemy units before combat must roll a d10. On an 6+, the unit is swayed to Tura's side.
Ability 2: Natura Benedictio
Tura communes with the power of Nature and can revive d5 units to their maximum HP. It is draining and requires a one turn cooldown before she can do so again.

List of Races within Country:
Lepus Populi
Lepus Medietas
Lepus Pura

Temperament: Peaceful, Provider, Submissive

Policy:
Nature for Nurture - Can create forest tiles in a 9 turn action
Natural Connection - Turn and cost decrease by 1 to Build New Settlements and Structures

Location: HIDDEN H9-I9

Strengths:
Healer Soul - The Lepus, healers at heart and soul, are immune to attrition, disease, plague magic, necromancy magic, and curses. Because their life force is so strong compared to their weaker bodies, they are unable to have their life drained from them by any means.​
Population Nation - The Lepus have many children, and have a faster gestation and maturity period than humans. (2x Population/Turn)​
Live to Serve - The Lepus are fantastic at providing. (Can grant allies +2 population or resources, or reduce the time needed to research tech or building by 2, either per turn)​

Weaknesses:
Frailty - Lepus are not strong. Bones are incredibly easy to break. Leave them alone. (In combat, units have -1 attack and -4 defense against everything that isn’t plague, necromancy, or curse magic)​
Training is a B!tch - Fighting doesn’t come naturally to the Lepus. (Takes an additional turn to train combat units.)​

Sors Leporidae, or the Lepus, started off as a native nomadic tribe, traveling near and far across the lands and sea to see the world. For a while, their peaceful nature was respected by other nations, who allowed the gentle people to visit and had been friendly with them.

Then, of course, peace never lasts long when conquest and war are options. They were attacked many times, and moving to different parts of the land never seemed to work in their favor as it had before. Alitura, then Princess, had grown tired, much like her Mother, that they couldn’t live in harmony as they had before, and as their Mothers before them. The Princess has gone searching through the small archives of Mothers Past, finding a place Sors Leporidae had lived safely for many years before they became nomadic.

She had no idea how useful that would be in the next few weeks of her life.

The prior Queen Mother was slain down as her daughter escaped with some of their people after an ambush. Alitura, young and frightened, resolved to hide away with the last of her people, wanting to protect them as much as she possibly could. She was tired of fighting, and just wanted her people to live. Now the new, youngest Queen Mother of her time, after their Revonamen ritual, Alitura brought her people - her family - to the place the Mothers Past had created.

It has been decades since they’ve found solace in their new home. All has been well, as they have lived without war since the murder of their former Queen Mother. But now, the Queen Mother has grown slightly restless. She is tired of hiding. She must make alliances; as she wishes her people to survive and thrive amongst the world.

But will history allow for this?
The Lepus:
A nation that considers everyone, regardless of looks, to be equal to one another. Sors Leporidae is a matriarchal society, with the leader of their people being called the Queen, or the Queen Mother. The Lepus are majorly women, with some men, who are treated just as well as their female counterparts. The Lepus are pacifists at heart, preferring anything else to violence. They respect nature, and in turn, nature respects them. They have insurmountable respect for their Queen Mother, and will do as she says without question, as to them, she represents the closest link to Mother Nature. The Lepus speak three languages: Cuniculus, the language of rabbits; Terra, the language of the earth; and Common English.​

Types of Lepus:
Lepus Populi: The humans with rabbit features. Prefer to provide to the children, research. Only in “charge” because the Medietas and the Pura ask them to be.​
Lepus Medietas: Anthropomorphic rabbits. Can be small or large, but they are definitely in between the Populi and Pura. They prefer to gather, cook, clean, and build instead of being in charge.​
Lepus Pura: Actual rabbits. They prefer to scout. Can converse with other Lepus just fine, as the Lepus have their three languages; Pura speak Cuniculus and Terra.​

Events:
Revonamen - The Ritual of Ascending. A yearly event. When a Lepus comes of age, they, along with the other Lepus, are celebrated. This ritual may also include the Coronation of the Queen Mother, regardless of the Princess’ age, if it is necessary.​
Ver - The Blooming Ritual. Another yearly event that corresponds with when the flowers begin to bloom once more. The Lepus get together and create flower crowns, and dance and sing to the earth to show their gratitude for a new year.​
Ceres - The Harvest Ritual. Another yearly event that corresponds with when the leaves begin to turn color, the Lepus have a Cornucopia they fill with resources to sacrifice to the earth to prolong their survival for the next year.​
Sortis - The Love Festival. A month after Ver, Sortis is a festival that celebrates love for the earth and one another. The Lepus read from the archives of Mother's Past, finding a few stories from the Queen Mothers who came before their current, and show appreciation for the current Queen Mother as well as to their people and history, while eating well and dancing and singing to one another.​

Turns:
0, 1, 2, 3, 4, 5, 6 [Located on Discord], 7

“Military”:
Bonus Gained During IC:
HP: 2
Unit Type: Hero
Race: Atropa Belladonna
Attack Type: Magic/Ranged
Attack Bonus: +1
Defense Bonus:-1
Weakness: -2 against Fire Magic
Trait: Standing in a square causes all Darkness, Radiation, Poison, Pollution, Dark Magic, Negative Energies, Negative Thoughts, and anything that causes environmental damage to begin to dissipate and become less effective over time. Also -2 to any of these attack types while she is in the square.
Unit Ability: Plant growth: Allows as a free action to either speed up the growth of forest by 2 turns or can initiate forest growth for the full amount of time as a free action.
Found Cal.​
HP: 2
Unit type: Hero
Race: War Machine
Attack type: Ranged
Attack Bonus: +3
Defense Bonus: +3
Weakness: -3 Defense against Magic
Trait: War machines are built for war and gain a +3 Attack/Defense
Unit ability: Full Attack- Cal gets to attack twice in one round
Researching Cal gave the Lepus access to armor, changing their -4 Defense to a -2 Defense.​
Researching the Transport Vehicle gave the Lepus Carriages, which allows them to move at a Default Speed of 2, rather than 1.​
Finding the Orange Stone during exploration of F8 rewarded the Lepus with +2 Resources per turn.​
Finding the Bush on I10 unlocked the Bush Hero Unit and researching it allowed more Bush units to be made.​
HP: 2
Unit Type: Hero
Race: Plant
Attack Type: Melee
Attack Bonus: -3
Defense Bonus: -3
Weakness: None
Trait: Immune to all negative effects
Unit Ability: Happy Dance- Capable of moving at speed 4 on its own, Bush is able to dance for the unit in the same square and give those troops the necessary morale to move up to 4 speed for the turn.
Researching the Transport Vehicle again gave all vehicles access to holding two more units.​
On a 10 roll after restoring the research facility, R.A.I.S. along with the scientists developed a way to maintain defenses within your settlements without troops in place through Aggressive Plants.​
Researching Ephialtika and Cerulean English now allows the Lepus to speak and understand these languages. (+5 Culture and +5 History for each language learned)​
Exploring the Lighthouse on I11 allowed the Lepus to meet Spymaster Clara, allowing them to train spy units.​
Researching Atropa Belladona increased the understanding of plant/people hybrid physiology. (+5 Knowledge)​
Researching Winter allowed the Lepus to make snowshoes, heavy winter clothes and coal for warmth. (Now no longer affect by Winter)​
Researching the Aircraft again allowed the Lepus a greater understanding of flight mechanics. They have access to the plans for Rudimentary Bi planes, but they still require Resources to be made.​
Restoring the Lighthouse allows all allied ships crossing the water in that area to gain a +1 Defense.​
Researching The Ascendant's Orcs gave the Lepus a +2 Attack and +1 Defense, changing their -1 Attack to +1 Attack, and their -2 Defense to a -1 Defense.​
Researching Always More Besides for The Ascendant gained the Lepus +3 more population per turn, +1 for every settlement after the first.​
Researching Pawns of the Great Game for The Ascendant allowed the Lepus +1 movement and the ability to move as a free action.​


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Unit Type: Scout
Race: Lepus Pura
Attack Type: Null
Attack Bonuses: +1
Defence Bonuses: +5 against plague, necro, or curse magic
Weaknesses: +1 Attack, -1 Defense against anything else
Trait: Quick Footed (+2 Speed on Tile or Combat)
Sweet bunnies. They go out on scouting missions for their Queen. Since they just look like normal bunnies, they tend to not garner suspicion as easily as the next scout. Of course, they cannot fight, but they can move fast. Like their mage counterparts, they cannot get sick.

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Unit Type: Nursemaids
Race: Lepus Populi, Lepus Medietas
Attack Type: Null
Attack Bonuses: +1
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: +1 Attack, -1 Defense against anything else
Trait: Abuntantia (Raises the population gained per turn by 1. Only two of these units are allowed on the field at once, and the user must roll a d2 to see if it works or doesn’t (1/N, 2/Y) every turn.)
Nursemaids take care of the offspring and have most of the children. They also do most of the cooking and cleaning.
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Unit Type: Gatherers
Race: Lepus Medietas
Attack Type: Null
Attack Bonuses: +1
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: +1 Attack, -1 Defense against anything else
Trait: Natura Modulor (+2 Resources/Turn on a Tile)
The gatherers go out to collect resources.

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Unit Type: Gardeners
Race: Lepus Populi
Attack Type: Null
Attack Bonuses: +1
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: +1 Attack, -1 Defense against anything else
Trait: Mater Natura (Decrease time for Forest Tiles by 2 turn)
Gardeners tend to the earth, and the earth tends to them. The trees and the flowers are their friends.
Only three Gardeners are allowed on the field at once.
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Unit Type: Diplomat
Race: Lepus Populi
Attack Type: Null
Attack Bonuses: +1
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: +1 Attack, -1 Defense against anything else
Trait: Pacify (Prevent a unit from attacking for two turns)
The kind hearted diplomats only go out to make alliances.
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Unit Type: Researchers
Race: Lepus Populi
Attack Type: Null
Attack Bonuses: +1
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: +1 Attack, -1 Defense against anything else
Trait: Wise (2x Research or Explore / Turn)
The Researchers tend to travel with the Diplomats to learn more of the land and the nations around them.
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Unit Type: Builders
Race: Lepus Medietas
Attack Type: Null
Attack Bonuses: +1
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: +1 Attack, -1 Defense against anything else
Trait: Can We Fix It? (-2 Turns for Building Structures, Settlements, Developing Trade Routes, or Equipment)
Builders love, love, love, to build. They are architects at heart, and have been sad to have been shut away within the forest, delegated to building treehouses for the Lepus, which they don't mind at all! They just wish that they could build something more...exciting. Maybe soon they will get more use.
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Unit Type: Mage
Race: Lepus Populi
Attack Type: Support
Attack Bonuses: +1
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: +1 Attack, -1 Defense against anything else
Trait: Medicus (Can either add one hit point to a Leader or Hero unit, or can give +2 defense to any allied unit; must wait for another turn to go by before the trait can be used again)
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Country Name: The Dominion of the Ascendant

Capital City: The God's Fist, a stronghold at the base of the mountains

Country Flag:
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Leader of Country: Varghul, Hope's End
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List of Races within Country: Corrupted Humans
Orcs
Fimir
Beastmen
other mutants.

Temperament: Extremely Warlike and Agressive. The Ascendant seek to please their gods through violence and debauchery.

Policies: All must serve: an additional amount of population equal to 3/4ths(round up) of total population is available for recruitment.

Unquenchable Zeal: In part due to the influence of the Gods, in part due to their own harsh life, in part due to their own mindset, the Ascendant are extremely determined when they have a goal, and can march to lengths that would drive most other armies to exhaustion, or press forward even when not instructed to.

All armies gain +1 movement range. One army that has not moved normally this turn can be moved one tile, regardless of speed as a free action. An army cannot move in this manner if it has moved normally, and cannot move normally after moving in this manner in the same turn.


The Favored ones: All nations may claim to possess "Leaders" and "Heroes", but the Ascendant have the blessings of beings almost as old as life. While many do not survive the surge of energy, those who do make for truly fearsome foes.

All hero and leader units gain +3/+1. Unlocks further research on heroes and Leaders.


Location: The northwest frozen wasteland(E6)

Strengths:
A nation of warriors: The Ascendant live to fight, and enjoy the spoils of victory. They are immune to any trait that causes Morale-related effects, are resistant to attrition and adverse effects(like disease, poison, exhaustion, or cold), and all marauder, shock infantry, skirmisher and light beast units cost -1 resources to train.

Raiding expertise: Raiding,Defiling and sacking is considerably more effective when performed by the ascendant. Additionally, the *build war-camp* action is made available. In addition, slaves can be gained instead of resources.

Details:
Build War-camp is an action that can be taken for the cost of one action when an army has spent at least two turns without moving. It gives the army +1 defense when fighting defensively. Destroying a war-camp costs an action and enables moving again. The war camp is automatically destroyed if the ascendant lose it. This action can be performed in tandem with raiding or similar actions for the same action cost.

Sacking gives the Ascendant 17 gold instead of the regular 10. Razing gives only 5 gold instead.

Defile is an action similar to raiding, only that instead of taking resources, it kills one population and spreads corruption.

When raiding, instead of gaining resources, you may gain population as slaves. Slaves are used for rituals to gain favor, reduce build time, or press-ganged into fighting.

Heralds of the Gods: The ascendant are immune to corruption, and gain many actions related to favor( a new resource gained from fighting and rituals) and spreading corruption.

Corruption follows the following rules:

The Taint: Through their actions, the Ascendant weaken the barrier between this world and the primordial planes. While this weakening only allows for a minor sliver of the God's power to slip through, it is more than enough to utterly ruin the balance of the material plane in this area. Trees wilt, spare for some distorted weeds. Wildlife becomes mutated and highly aggressive, and the people...Madness, anger and paranoia are all results of the taint. Weakness, incoherence and frailty are the results. It is as if though the souls and minds themselves of those affected by the Taint slowly wither and die. The main way that corruption is spread when a warband takes the Defile action, similar to raiding mechanically. The warband applies a 3% corruption to the land, with an additional 1% added for every unit beyond the first. Corruption decays at a rate of 4% per turn when there are no ascendant, monoliths or focal points within 2 tiles of it. Corruption has three tiers: Active(33%), Ravenous(66%), all-consuming(100%) At the first tier, all non allied units within the area get -1 attack and -1 defense. Additionally, they must all roll a 1d10 before taking any actions. On a 1 or 2, the unit is devastated*, taking an additional -1 to either attack or defense( they may roll again for it to be determined). Settlements inside the area cannot benefit from bonuses from forests or mountains, and building and research takes an additional turn. Strongholds fall after 7 turns of siege

At the second tier, the debuff increases to -2 to all. The devastated status effect now happens on a 3 or 4, and units that roll a 1 or 2 are killed instead(tier 2 units may reroll with a -5 if they are to be killed. Tier three units reroll with a -3) Settlements take an additional turn to train units, two additional turns to building and research completion, and population and resource generation is halved. Strongholds fall under 5 turns of siege

At the final tier, the debuff increases to -3. Devastated status effect at 5-6, and anything below that kills the unit(same rules for rerolling apply, but only tier 3 units may reroll, at a -5). Settlements gain no population and resources, all turn-based debuffs increase by 1-turn, and settlement loses 1 population and 1 resource per turn( the maximum amount of wealth and pop that can be subtracted from any settlement are based off of the number of settlements possessed. Strongholds fall after 4 turns of siege. Nations can build a tier two building which allows them to cleanse the corruption faster, increasing decay rate by an additional 3% for a radius of 2-tiles. The buildings are only half as effective in reducing corruption in areas in which natural decay wouldn't occur.

Monoliths require a warband to spend three turns erecting(without doing any else), and cost 4 resources to do so. Once placed, they spread corruption at a rate of 2% to areas within 1-tile of them, and prevent natural corruption decay to areas within 2-tiles of them. Destroying them takes two turns during which an army must remain unopposed.

Focal points are created when the ascendant conquer a city, and instead of sacking it, raze it and make a mighty monument to their gods. A focal point prevents taint decay within three tiles of it, and spreads corruption at a rate of 6% to 2-tile areas, and 11% to 1-tile areas. A focal point remains for 3 turns.


Buildings: Mustering Grounds: All units cost 1 less resource to train.




Weaknesses:

-We're no farmers!-Settlements only produce one resource, and forests and mountains produce no additional resources. Trading is impossible.

-Bad infastructure-Buildings and research take an additional turn to finish

Military:
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Marauders: Born in the wasteland, life from the first moment is nothing but toil and fighting to these men. As such, they are easy prey for the primordial Gods. Well trained and determined to prove their worth, these men are eager to fight, and improve their station. The influence of the gods upon them increases the longer they stay in battle, causing them to enter a mighty battle trance that makes them increasingly lethal. However, their lackluster armor makes them weak against missiles
Unit Type: Infantry
Race: Mixed
Attack Type: Martial melee
Attack Bonuses: +0(up to +4 depending on battle trance state)
Defence Bonuses: +0(-2 to missile)
Weaknesses: Null armor(-2 to missile defense)
Trait: Battle Trance: Every turn the unit stays in combat, he gets +2-+3-+4/+1.This lasts for two turns out of combat before it goes away
The ways of war: The marauders use a wide variety of weapons, each giving them an additional trait. The most common of the variants are

Bulwarks: Carrying large round shields, these marauders can somewhat alleviate the weakness of their horribly exposed bodies. The weakness to missiles is removed. Gain +1 defense on tier 2, increased to +2 on tier 3. Starting at tier 2, can attempt to guard up to two other units.

Maulers: With great strength and mighty two handed weapons, the Maulers are able to break through shields and armor alike. Attacks ignore one point of the defender's armor. Gain +1 attack across all tiers. Whenever the attack surpasses the enemy's defense by 3 or more, the attack deals an additional wound. If the enemy only had one wound, instead a -5 penalty is applied on any attempts to heal, resist the damage, or revive the target. Whenever a 10 is rolled, the enemy cannot avoid loss of the wound via any means. This becomes a 9 at tier 2, and 8 at tier 3. On tier 2, gain Headhunt, which makes them seek out enemies with more than one wound.

Slashers: Armed with twin weapons, these madmen chop and cleave through opposition. Enemies that underestimate them may discover that the twin weapons allow for tremendous damage output... When rolling a 9 or 10 on an attack roll, they may attack again. This effect triggers as many times as criteria are met. If the Slasher dies this turn, he will continue attacking until the trait is resolved before he gives. The DC for this reduces by 1 for every tier of trance. Starting at tier 2, when the slasher dies, he makes one additional attack with +1. At tier 3, he makes two with +1.

Impalers: Even brutes such as the marauders understand that polearms are the one true way to defeat cavalry. They gain +2 attack and defense against cavalry and light beasts. After tier 3, gain line-stopper, which can prevent up to two units from using their traits this round. Cooldown of one round

Taskmasters: Particularly vicious fiends, even by marauder standards, taskmasters fight with red-hot branding irons and torches, being the ones who run the slave pits and trophies. Their cruelty and sadism are only matched by some others of their kind... Their love of fire is also undeniable, as they claim few deaths are more enjoyable to witness than the death of a man on fire.
Taskmasters deal both melee martial and fire damage. When attacked by them, pick the one the defender is weakest to. Taskmasters get a +1 to any rolls to commit arson or destruction.
Whenever the taskmasters kill a unit, the screams and cries of the burning might demoralize their allies. Roll a d10 for the three units adjacent. On a 6+, they are unaffected. Otherwise, they take -1/-1 for the next turn. If a tier 2 unit is killed, then the DC increases to 5+, or 6+ for tier 3. If there are less than three adjacent units, then the DC for the remaining ones increase by 1. Enemies rolling 1 or 2 get terrified, which doubles the debuffs. At tier 2 the debuffs increase by an additional -1/-1 and units that get terrified cannot use their traits and abilities this round. At tier 3, terrfied units gain infectious fright, and force one other unit in the army to also make the check at random

Hunters
Unit Type: Ranged infantry
Race:Any
Attack Type:
Attack Bonuses: +2
Defence Bonuses: +0(-2 to missiles)
Weaknesses: Null armor(-2 to missile defense)
Trait: The fact that they need to close the gap in order to loose their javelins upon their foes puts these warriors in a precarious position. They may not act until all other ranged units have acted first. On a 9-10, they attack again, however, as javelins are much more lethal than arrows.

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Aspiring shamans:
Unit type: Agent
Race: Any
Attack type: Null melee
Attack bonuses: -2
Defence bonuses: -3
Weakness: Not much of a fighter
Hard to commune with the divine: +1 resource cost
Traits: Agents of the Primordial: these priests automatically spread 4% corruption on any tile they're currently in, unless they for whatever reason choose not to. If part of an army, they can instead give a unit +2 attack for this turn( 1 turn cooldown).
Protect me!: The priests have a higher position in ascendant society, and as such, cannot be targeted until all other units in an army are gone

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Orcs
Unit type: Melee Infantry
Race: Orcs(duh)
Attack type: Martial melee
Attack Bonus: +1
Defense Bonus: 0
Weakness: None notable
Trait: The Horde: Already very pack-minded, the influence of the dark gods has amplified this connection. Whenever army units(own or allied) kill three enemy units, an orc unit with this trait pushes forward with renewed vigor and enthusiasm .
If the condition is met, an orc unit with this or a similar trait gains an additional attack. This attack has +2 and explodes on 9-10. This trait prioritizes the unit with the highest attack. If the Orc unit died this turn, then it continues attacking until the condition is resolved before it gives out. This trait can trigger as many times as applicable.


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Pale Orcs
Unit Type: Melee infantry
Race: A variant of the standard orc breed
Attack type: Martial melee
Attack Bonus: +1
Defense bonus: +0
Weakness: None notable
Trait:Cull the Weak!: Whenever the attack score of this unit surpasses the defense of the attacked unit by 3 or more, the unit may attack again. This can trigger as many times as suitable. If the unit dies this turn, it continues attacking until the condition is resolved before giving out.

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Goblins
Unit Type: Melee infantry
Race: A variant of the standard orc breed
Attack type: Martial melee
Attack Bonus: +1
Defense bonus: -1
Weakness: Runts
Traits: Shared excitement Whenever 3 enemy units are killed, the goblins get excited, albeit not to the point of their bigger cousins. Gain +1 attack or +1 defense.
Breed like true pests: Goblins train at half the population cost. Whenever a goblin unit is trained, another one can be trained as a free action. Goblins and Goblin archers are retrained even at 0 cost.

Goblin Archers
Unit Type: Ranged infantry
Race: A variant of the standard orc breed
Attack type: Martial melee
Attack Bonus: +2
Defense bonus: +0(-3 against melee)
Weakness: Runts
Traits: Breed like true pests: Goblins train at half the population cost. Whenever a goblin unit is trained, another one can be trained as a free action. Goblins and Goblin archers are retrained even at 0 cost.

Brays
Unit type: Melee Infantry
Race: Beastmen
Attack type: Martial melee
Attack Bonus: +1
Defense Bonus: -1
Weakness: Runts
Trait:
Ambusher: Can attack ranged units if ambush successful, attacks first if ambush successful, +1 to lightning strike, +2 attack on first round, doubled if ambush successful.

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Ungor Raiders
Unit type: Melee Infantry
Race: Beastmen
Attack type: Martial melee
Attack Bonus: +2
Defense Bonus: -1(-2 against missiles)
Weakness: Runts
Trait:
Ambusher: Can attack ranged units if ambush successful, attacks first if ambush successful, +1 to lightning strike, +2 attack on first round, doubled if ambush successful.
Eagerness for Slaughter: +2 attack
Weakness: -1 defense, -1 defense against ranged(not counting melee attacks from ranged)

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Gors
Unit type: Melee Infantry(tier 2)
Race: Beastmen
Attack type: Martial melee
Attack Bonus: +3
Defense Bonus: +1
Weakness:
Trait:
Ambusher: Can attack ranged units if ambush successful, attacks first if ambush successful, +1 to lightning strike, +2 attack on first round, doubled if ambush successful.
Eagerness for Slaughter: +2 attack
Primal Fury: Has +3/+1. Attacks twice, thrice if ambush successful.
Weakness: Wont follow without loot: Costs an additional resource and 2 additional pop to train

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Bestigors
Unit type: Melee Infantry(tier 3)
Race: Beastmen
Attack type: Martial melee
Attack Bonus: +5
Defense Bonus: +2
Weakness:
Trait:
Ambusher: Can attack ranged units if ambush successful, attacks first if ambush successful, +1 to lightning strike, +2 attack on first round, doubled if ambush successful.
Pure Savagery: Gain +5/+2. Attack thrice, or five times in the first round of combat if ambush succesful.
Weakness: Will only follow true beastlords: They cost three resources and three additional population to train. Take an additional turn to train

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Minotaur
Unit type: Monster
Race: Beastmen
Attack type: Martial melee
Attack Bonus: +4
Defense Bonus: +2
Unchained beasts: Gain +4/+2. Attack two more times in the first round of combat
Bloodgreed: This ability can be toggled on and off. Whenever it is activated, gain +3 attack. Whenever an attack inflicts a wound, gain an additional attack(up to 4 times per turn).
Weakness: Voracious Carnivores. These units cost 6 population to train. Whenever bloodgreed is active, upon rolling a 1 or 2 for an attack, instead instantly make an attack against an allied unit. Bloodgreed can trigger off of allies as normal, but the extra attacks will not continue targeting allies, unless further 1-2's are rolled.



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Cult Leader:
Unit type: Agent
Race: Human
Attack type: None
Traits: Gives all cultist units +1/+1
Trait: Hidden(Undetectable by enemy units)
Weakness: Certain actions once inside a settlement might expose him( list shall be sent)
What do you mean "pretty?": costs an additional resource and an additional turn to train.

Warhounds:
Unit type:Light beast(+1 speed)
Race: Mutated boodhounds
Attack type: Martial melee
Attack bonuses: +0(+1,+2)
Defense bonuses: -1 against melee attacks(not counting melee from missile units)
Trait: Flesh rippers. Hounds can capitalize on exposed limbs and sloppy attacks much more easily than any human. They gain +2 against missile units, or units with 3 defense or less. Additionally, before attacking, roll 1d10-on a 6+, the hounds succesfully outflanked the army and will target ranged units. On a 9+, they will attack twice.

History if Applicable: A very long time ago, there was the primordial gods. Gods so ancient they represented the most base desires and emotions of all humanoids. Of course, the humanoids being what they are, through their actions they tremendously empowered the "Evil" gods: That is to say, the God of War and violence, the god of death and pestilence, the god of power and magic, just to name a few of the more dominant ones. No one really remembers them anymore, but the very few that did know that they were sealed by magic a very long time ago, never to return.

Three thousand years ago, the black orcs were defeated. With their leaders defeated, the mighty heroes that vanquished them turned their attention on some lesser races that fought alongside the black orcs, determined to slaughter them to the last. Some lesser orcs, beastmen, and tribes of humans were the unlucky victims. If you ask the heroes, they will proudly proclaim that they vanquished evil on these days-of course, most are dead, but if they happened to be alive, so they'd proclaim.

The truth, however, was a wholly different one: These allies of the orcs were by no means allies but slaves, tortured and forced to fight. Decades of abuse by the orcs were followed up by a mass genocide by their "liberators". They were forced to retreat deep within the mountains. Alone in the dark, starving, and at the end of their rope, they raised their voices in unison and begged for anyone-anyone at all to save them.

And thus, the barrier that had been weakened by the total war that the orcs had been bringing about the world snapped with this final act of despair, and the gods rose from their slumber. They saved the former slaves, showing them how they were to repay their debt-and take horrible vengeance upon their tormentors.

The millennia passed as the tribes repopulated and prayed in secret. Until one day, a man named Varghul, infamous for his violent ways and orphaned, was chosen by the gods. They claimed they finally had enough power to enact their influence upon the world, but they'd need the help of the tribes to do so, under his leadership. And thus, the tribes ascended to the surface, and they were tribes no more- they were Ascendant. The Gods promised Varghul the destruction he'd help bring upon the world would be so total, nothing, not even hope, could survive. And thus, Hope's End was the title he was given. Of course, this did not come without opposition, and many warhead tried to dethrone Varghul and claim the role of leader. All perished.

The world is mainly unaware that the consequences of it's past mistakes are back. But soon, they will know the consequences of the actions of their forefathers. They will feel as the tribes felt. Their beautiful lands torn from them and turned to wastelands, their people killed or enslaved. Until finally, the second, weaker barrier breaks, and the gods may reform the world in their image....

Culture: The Ascendant have their own language, called Ephialtika. It is a barbaric-sounding but surprisingly well developed tongue. The many other races also have their native tongues, and thus the dominion mostly utilises common, so as not to cause mass confusion( although Ephialtika works better when trying to commune with the gods or animals corrupted by their power).

(TBC)


Varghul, Hope's end.

Trait 1: Avatar of War "A Hundred thousand years of Carnage. From the moment the first primate picked up a rock to brain another, to the intricate techniques of the most prestigious of champions, all flowing through him by their dark Blessings. And you would seek to fight him? You would think yourself capable of killing Him? Folly beyond compare..." -Whenever an enemy rolls 1-3 on their attack against Varghul(ignoring modifiers), Varghul instantly makes a counterattack against them -Whenever Varghul rolls 9-10 on his own attack roll(ignoring modifiers), he may -if his attack would kill the target, attack again -if his attack would not kill the target, inflict an additional wound

uPGRADE: Attacks and counterattacks generated by this trait are non-negatable(no trait can stop them from appearing). Gain +1/+1.
Trait 2:

As the avatar, Varghul was granted two mighty artifacts of champions past
Sword of Ruin
: Varghul's attacks count as martial, fire, poison/disease, and curse/darkness. Enemies cut down by Varghul take a -5 penalty to rise again/be restored to life through healing. If this would happen without check, then a check of 6+ needs to be passed. This ability also grants +3 to attack.
After upgrade: Wounds lost to this item cannot be restored for three full turns. the debuff increases to -7. and it applies to any checks to resist the damage caused by this weapon. If the resistance would require no check, then it now requires a check of 8+.

The faith's defender
: Varghul gains a +3 on any checks to resist or remain unaffected by magic, whether harmful or not. Additionally, he gains +2 defense
After Upgrade: Bonuses to Checks to resist magic increases to +6. Even if a magical effect would trigger without check, the enemy must still roll a d10-the effect affecting varghul (in any way) or manifesting altogether only on a 7+. Defense bonus increased to +2.

Trait 3: Blessings of the Gods Varghul's already tremendous martial ability and endurance have been boosted tenfold by the Gods. Varghul attacks twice and has +1/+2. Also, he has an additional point of temporary health. Once depleted, this point regenerates after two turns in combat, or one turn out of it.
After Upgrade: Varghul gains an additional point of temporary hp. The regeneration happens every one turn instead, whether in combat or out of combat. Whenever Varghul would receive damage that would reduce him to 0 hp, he can ignore it-this ability has a three-turn cooldown after it is used once.

Ability: Unholy Invocations As Varghul fights and kills, he feeds the Gods. Once sufficient tribute has been provided, they may give a helping hand....
Every turn in combat, Varghul gains a stack of Attention (not to be confused with favor). Every kill on an enemy unit also grants attention. 1-3 depending on tier,+1 for artillery, +2 for monsters and elites, +5 for heroes and +15 for leaders. Attention can be spent on several sub-abilities.

War God: Berserker's Fury(8 attention)/Deathblow(10 attention)

Berserker's fury gives him two extra attacks and +2 attack for the round
Deathblow gives him +4 attack and makes his attacks deal double damage this turn. Deathblow targets whatever has the highest defense in range

Death God: Iron Flesh( 10 attention)/Unholy mending(12 attention)

Iron Flesh Gives +4 defense this turn

Unholy mending instantly restores one hitpoint and the temporary hitpoint. If Varghul already has the temporary health point, then he instead gains +2 defense for this round

Power God: Bolts of malice(8 attention)/Devourer of Hope(22 attention)
Bolts of Malice gives his attacks +3 attack and allows him to manually target any enemy unit

Devourer of hope creates a massive rift that destroys anything in it's path. The rift remains for 3 turns and "attacks" three enemy units at random per turn with a +2 magical attack that ignores defense(except for defense of leaders and heroes, which instead are attacked by a +4 attack but keep their bonuses)

After upgrade: All attention costs are reduced by 1. For every wound Varghul loses, he gains 1 attention(including temporary). The Gods can bestow their favor even if it is not Varghul's turn to act.

Ghazvur Horde-Leader:

Trait 1: Big'un: Has +2/+2

Ability: Horde-Leader: Whenever the horde would procc, Ghazvur also gets the benefits alongside the second best candidate. Attacks made from The Horde in an army ghazvur is part of explode on a 9-10(ignoring modifiers), or 8-10 for Ghazvur himself.

Ghazvur is an orc and is affected by all research to empower those

Ability 2: Furious battlecry. All attacks of the army(including his own) this turn gain +3 attack and explode on 9-10. If attacks would explode due to some other trait, then the DC is lowered appropriately. Cooldown of two turns.

Khazrak the Ripper:

Trait: Master Ambusher Any army that Khazrak is a part of gains +2 on any attempts to perform lightning strike. Any debuffs the enemy has due to being ambushed are doubled. All units in Khazrak's army gain attack first, and units that already had attack first or ambusher gain +2 attack. Khazrak attacks twice in the first round of combat, or thrice if enemy is ambushed, with attacks first

Ability 1: Erect Herdstone Khazrak can, as a free action erect a herdstone. The Herdstone affects all ascendant units and constructs within two tiles. -While under the herdstone's influence, the army gains +1 attack and +1 defense, doubled in the first round of combat -For every 3% of corruption done by units or structures within the herdstone's range, an additional 1% is inflicted. -If Khazrak uses Call the Bray-Herds! within the Herdstone's range, then he makes the rolls with +1

Ability 2: Call the Bray-Herds! Khazrak sounds his mighty Horn, and, animated by it's magic, the Beastmen sprout from the undergrowth to inflict carnage on his behest. -A bray herd is summoned within 2 tiles of Khazrak on a tile of his choice. Roll 1d10. 1-3: Summons a unit of Brays 4-7: Summons a unit of Warhounds, Ungor Raiders, or Ungor archers(choose) 8-9: Summons a unit of Gors, Centigors, Beast-Tamers (choose) 10: The above summons, but roll this die again. 11: Summon a unit of Bestigors, Wargors or a Minotaur.(choose). Roll again. 12: Summons an advanced monster. Roll again 13+: Summons a hero. Roll again(if the summon is advanced monster or hero, do not roll-instead gain the remaining rolls in Ungor raiders.)

Molvar the Seeker:

Beast of the Fog
Passively, gain +1 to any ambush rolls. As an active ability, the battlefield is surrounded in thick fog, leaving Ascendant unaffected but heavily hindering the enemy. Enemy units gain -1/-1 until the end of the turn. Ranged units and artillery are even more heavily hindered, losing attack first and having the debuffs on them increase to -3/-3, as well as having their traits disabled for the turn. 2 turns cooldown.

Tail Mace "Even the brutish orcs know better than to stand in front of a fimir when it swings it's tail about" The first attack made each turn has +3 attack and deals two wounds of damage. This attack targets suitable opponents(opponents with more than 2 wounds) if they are in reach, ignoring any obscuring or cover effects.

Hardy carapace "The particularly gifted or battle-scarred Fimir find that their shells grow even hardier and larger-providing them tremendous armor but not hindering their mobility" Gain +1 HP and +2 defense. At the start of the turn, designate 1d4+1 friendly units-attacks that would target them target this Hero instead. Whenever this Hero would lose their last wound, immediately perform a tail attack against the killer-if the attack is fatal, you can reroll the death save once.

Army performs Lightning strike if they attack first. Against armies that have not taken the attack or defend action, Lightining strike is more effective and much harder to resist.

all units have +2/+1
all units have +2 defense
all heroes and leaders have received runic markings(Minotaur and Varghul too).
All heroes and leaders have an extra attack and +2/+1.
Death temple allows units and heroes to resist wounds at 9+(8 for heroes and leaders)
The first scheme is complete, and cannot be negated.
(more to come)
 
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Country Name: Tartarus

Capital City: Yomi
City List:

Country Flag:

Leader of Country: God-King Maat

List of Races within Country: Helians

Temperament: Isolationist, Slavers

Policy: Slaver Nation -

Population for Tartarus represents slave numbers. Any resource cost that would be spent to do an action can instead be replaced with population.

In addition, population can be spent to reduce the time tasks take. For every 2 pop spent, an action can be reduced by 1 turn.

Trade routes with other nations can generate population for Tartarus instead of resources.

Traits:
  • The undead units of Tartarus can be reconstructed after defeat, costing no resources but an extra turn.
  • Slaves form the foundation of Tartarus and for every 10 slaves the nation gains +1 resource
  • When fighting against armies of races they have enslaved, the Hel gain the advantage and attack first.
  • When fighting on wet terrain the Hel take attrition for every turn they are there.
  • Undead troops take are vulnerable to fire based attacks.
Economy: Tartarus lacks a monetary trade system and instead the citizens trade amongst themselves with services or goods while the government makes use of actually resources.
  • Economy: Tartarus lacks a monetary trade system and instead the citizens trade amongst themselves with services or goods while the government makes use of actually resources.

Culture: N/A

Religion:

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

Strengths: The undead units of Tartarus can be reconstructed after defeat, costing no resources but an extra turn.

Weaknesses: Cold - Helians are vulnerable to cold and suffer greater ailments because of this.

Military

TARTARUS SKIRMISHERS
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Unit Type: Infantry
Race: Mixed Undead
Attack Type: Martial
Attack Bonuses: +0
Defence Bonuses: -1
Weaknesses: Fire -1
Trait: Unrelenting - On a +7 roll, the units will be reconstructed at half strength and strike back.

SAND SNIPERS
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Unit Type: Ranged
Race: Mixed Undead
Attack Type: Martial
Attack Bonuses: +0
Defence Bonuses: -1
Weaknesses: Fire -1
Trait: Restless - Can fire twice at the beginning of a battle.

WAR CHARIOT
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Unit Type: Cavalry
Race: Mixed Undead
Attack Type: Martial
Attack Bonuses: +0
Defense Bonuses: -1
Weaknesses: Fire -1
Traits: Undead Courage - Lacking fear the horses of the cavalry stampede head on into any enemy force. +1 damage toward non-monster/beast units.

SCARAB SWARM
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Unit Type: Beast
Race: Insect
Attack Type: Martial
Attack Bonuses: +0
Defense Bonuses: -1
Weaknesses: Water, Fire -1
Traits: Famine - The swarm causes an settlement they descend upon to suffer, causing -1 population every turn they are present on an enemy tile.

HEX HURLER
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Unit Type: Artillery
Race: Mixed Undead
Attack Type: Magic
Attack Bonuses: +0
Defense Bonuses: -1
Weaknesses: Fire -1
Traits: Contagion - Projectiles are cursed and spread poison to enemy units upon impact. -1 to enemy HP if attack is successful.

BONE COLOSSUS
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Unit Type: Monster
Race: Mixed Undead
Attack Type: Ranged
Attack Bonuses: +0
Defense Bonuses: -1
Weaknesses: Fire -1
Traits: Deflection - Bone Giants have greater resistance to basic archery attacks. They have +1 armor against archer units.

DIVINE GUARD
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Unit Type: Spearmen
Race: Mixed Undead
Attack Type: Martial
Attack Bonuses: +0
Defense Bonuses: +1, -1 Fire
Weaknesses: Fire -1
Traits: Resolute Defenders - A +1 to defense

JACKAL HUNTERS
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Unit Type: Monster
Race: Monster
Attack Type: Martial
Attack Bonuses: +0
Defense Bonuses: -1
Weaknesses: Fire -1
Traits: Undead Horror - Incites fear among the enemy units, causing them to delay their first attacks.

KHALIDA
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Unit Type: Hero
Race: Helian Undead
Attack Type: Magic
Attack Bonuses: +0
Defense Bonuses: -2
Weaknesses: Fire -1, Cold -1
Traits: God Speed - Grants +1 movement to all units starting on the same tile as her for one turn.
Ability: Khalida casts Life Drain upon an enemy unit. -1 HP to target.

GOD-KING MAAT
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Unit Type: Leader Unit, Cavalry
Race: Undead Helian
Attack Type: Magic
Attack Bonuses: +0
Defense Bonuses: -2
Weaknesses: Fire -1, Cold -1
Traits: Supreme Being - Grants +1 attack to allies.
Abilities:
Caron’s Breath - A highly lethal poison fog exhaled from the user’s mouth.
In Death - Raises an ally unit or enemy unit from the dead to fight for Tartarus.

History: Once part of a powerful empire, Tartarus is the remnants of a forgotten way of life, now settled upon foreign shores. The King and his loyalists are all that remains of the old ways of Tartarus.
 

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Country Name:
Kingdom of Bullarum

Capital City:
Polypus


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Leader of Country:
Ophthalmos, The Deep Sea King
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"Simultaneously an omniscient creator and an innocent fool, a malicious destroyer and a childlike prankster, the trickster-hero serves as a sort of folkloric scapegoat onto which are projected the fears, failures, and unattained ideals of the source culture."

List of Races within Country:
Bulla are spooky and magnificent creatures of the deep sea that mostly prefer to be hidden from the rest of the world. They're so diverse in appearance, abilities, and behaviors but all share the same culture and have an undying loyalty towards one another. Mermaids, sharks, starfish, dolphins, squids, and many others all belong in their subgroup and are present in the Kingdom of Bullarum, many being immigrants from different parts of the world.

NPCs:
Semel: Semel is Opthalmos' closest companion. He's unable to talk, unlike other Bulla, only emitting bubbles from his mouth when he does try to speak. He has the ability to create bubbles that allow people to breathe under water, and he can also make it so his bubbles might suffocate someone. Semel is a mysterious manta ray with unknown origins, there seems to be only one of him.
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Egnarion: Egnarion is Ophthalmos' maid, second-in-command, and secretary. This octopus-mermaid is both sadistic and sarcastic, though she's harmless overall. Egnarion can multiply her legs as many times as she would like, making her a master of multitasking. She constantly jokes about stepping on others.
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The Council: The Council is a very important group of people that Ophthalmos has appointed to simply hangout with him.
Mollis: Mollis is a starnose, their noses glow in the dark. He is very orange and is constantly in a state of confusion.
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Pes: Pes is an coconut octopus, his coconut hat is indestructible. He worries a lot.
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Optimus: Optimus is a vampire squid, she has the ability to suck others' life force. She mostly just laughs in the background. If you make a joke and she doesn't laugh, it was really bad.
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Quam: Quam is an easily excitable lumpsucker. They tend to stick to anything and everything, slowing everyone down.
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Recipe: Recipe is a sea angel slug, she's probably the most mature one out of the group. She has healing abilities.
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Lifeguards: Lifeguards are a task force made up of axolotl that patrol the borders and keep everyone in line. They have the ability to freeze others.
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Temperament:
Mischievous

Policy:
- Rolling in the Deep: Kingdom of Bullarum is in the depths of the sea, so far down and concealed by deep sea magic, that it is quite difficult to come upon the nation unless it is willed by the leader or one is very, very lucky. If a nation attempts to explore their tiles, they must roll a d10, and will only discover the nation on an 8+.
- Pikachuuu: or Mandatory Electricity Magical Learning. All Bulla possess electricity magic and gain additional bonus for actions with electricity magic and decrease cost by 1.

Location:
J13, K13, I13

Strengths:
Bermuda Triangle: Bulla have the ability to flee from battles into the depths of the sea, or any body of water, without fail. (Bulla can also use this ability to help allies flee from battle if they're in water and have rolled higher than a 2 in a 1D10.)
Holy Water (AKA Healer Soul): Thanks to the blessing of their patron, Bulla are also immune to attrition, disease, plague magic, necromancy magic, and curses. (+5 Defense against curse, attrition, and necro magic)
Hook, line, and sinker: Let's face it, fishes are hot. The mermaids and the Sirens of the nation have a supernatural ability to lure in the unwary. Mermaids will be able to bring in friendly help with a roll to attract followers on a d4 with a roll of 3+. Sirens however can draw enemies to their demise. When enemies arrive within territory belonging to this nation, roll a d4 for each unit. On a 3+ that unit has been drowned or killed.

Weaknesses:
Dehydration: Bulla cannot survive without water for too long, they start getting anxious and eventually die once they're out of their habitat. (They lose ⅓ of their HP every turn they're out of water until they die, unless they reach a body of water on time and replenish any HP lost from dehydration.)
Do you even lift: Bulla aren't nearly as skilled in hand-to-hand combat as they are in magic. Nerds, all of them. (In land combat, units have -1 Attack and -3 Defense against everything that isn't curse, attrition, or necro magic. In water combat, units have +1 Attack and -1 Defense against everything that isn't curse, attrition, or necro magic.)

Units:
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Unit Type: Builder, Tier 1
Race: Rock Crab, Bulla
Attack Type: Null
Attack Bonuses: +1 in Water, -1 on Land
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: -1 Defense against everything that isn't curse, attrition, or necro magic in Water, -3 against everything that isn't curse, attrition, or necro magic in Land
Trait: Yes We Can! (-2 Turns for Building and Upgrading Trade Routes)

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Unit Type: Architect, Tier 1
Race: Clammy, Bulla
Attack Type: Null
Attack Bonuses: +1 in Water, -1 on Land
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: -1 Defense against everything that isn't curse, attrition, or necro magic in Water, -3 against everything that isn't curse, attrition, or necro magic in Land
Trait: Hydro Pump (Creates Rivers, Channels, or Other of Bodies of Water in 4 Turns)

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Unit Type: Researcher, Tier 1
Race: Bass, Bulla
Attack Type: Null
Attack Bonuses: +1 in Water, -1 on Land
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: -1 Defense against everything that isn't curse, attrition, or necro magic in Water, -3 against everything that isn't curse, attrition, or necro magic in Land
Trait: Dat Bass (2x Research or Explore/Turn )

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Unit Type: Diplomat, Tier 1
Race: Merfolk, Bulla
Attack Type: Null
Attack Bonuses: +1 in Water, -1 on Land
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: -1 Defense against everything that isn't curse, attrition, or necro magic in Water, -3 against everything that isn't curse, attrition, or necro magic in Land
Trait: Stop! In The Name of Love (Sings to d4 units, stopping them from attacking for two turns)

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Unit Type: Gatherer, Tier 1
Race: Sea lion, Bulla
Attack Type: Null
Attack Bonuses: +1 in Water, -1 on Land
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: -1 Defense against everything that isn't curse, attrition, or necro magic in Water, -3 against everything that isn't curse, attrition, or necro magic in Land
Trait: Mufasa (Gathers 2x Resources; Can Move 4 Tiles in a Turn)

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Unit Type: Infantry, Tier 1
Race: Red Lobster, Bulla
Attack Type: Null
Attack Bonuses: +1 in Water, -1 on Land
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: -1 Defense against everything that isn't curse, attrition, or necro magic in Water, -3 against everything that isn't curse, attrition, or necro magic in Land
Trait: Big Meaty Claw (+3 Attack)

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Unit Type: Ranged, Tier 1
Race: Pistol Shrimp, Bulla
Attack Type: Null
Attack Bonuses: +1 in Water, -1 on Land
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: -1 Defense against everything that isn't curse, attrition, or necro magic in Water, -3 against everything that isn't curse, attrition, or necro magic in Land
Trait: Pew pew (Can attack twice in one round)

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Unit Type: Tank, Tier 1
Race: Turtle, Bulla
Attack Type: Null
Attack Bonuses: +1 in Water, -1 on Land
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: -1 Defense against everything that isn't curse, attrition, or necro magic in Water, -3 against everything that isn't curse, attrition, or necro magic in Land
Trait: Cowabunga (Can put up a barrier to protect d5 allied units including themselves for two turns)

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Unit Type: Mage, Tier 1
Race: Siren, Bulla
Attack Type: Null
Attack Bonuses: +1 in Water, -1 on Land
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: -1 Defense against everything that isn't curse, attrition, or necro magic in Water, -3 against everything that isn't curse, attrition, or necro magic in Land
Trait: Thottery (Sings to d4 units on a d2; If the roll is a 1, the rolled number of d4 units fall asleep. If the roll is a 2, they begin to attack one another)

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Unit Type: Support, Tier 2
Race: Octomaiden, Bulla
Attack Type: Null
Attack Bonuses: +1 in Water, -1 on Land
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: -1 Defense against everything that isn't curse, attrition, or necro magic in Water, -3 against everything that isn't curse, attrition, or necro magic in Land
Trait: Inkredible (Sprays ink that boosts speed by 1 and gives 1HP to allies, or reduces speed by 1 and reduces HP to a minimum of 1 of enemy units)

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Unit Type: Mage, Tier 2
Race: Jellyfish, Bulla
Attack Type: Null
Attack Bonuses: +1 in Water, -1 on Land
Defense Bonuses: +5 against plague, necro, or curse magic
Weaknesses: -1 Defense against everything that isn't curse, attrition, or necro magic in Water, -3 against everything that isn't curse, attrition, or necro magic in Land
Trait: Harmonia (Secrets a poison that causes Fear in d6 enemy units; this Fear causes the units to attack their own allies)

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Derrick
Hp: 2
Unit type: Hero
Race: Human
Attack type: Melee
Attack Bonus: +0
Defense Bonus: +0
Weakness: None
Trait: Builder Supreme- Capable of speeding up building by 2. If turn is decreased to 0, gain 1 resources. Does not apply for Unit Ability.
Unit ability: Speedy Builder- Derrick can build 1 building every turn for free at 0 turns

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SAM
HP: 2(7)
Unit type: Ancient Robotic Hero
Race: Ancient Robot
Attack type: Melee/Ranged
Attack Bonus: +5
Defense Bonus: +5
Weakness: None
Trait: Ancient Robot gains +5 HP, ATTACK, and DEFENSE
Unit ability: Ultimate Laser System- SAM's systems are powerful enough to enable him to go toe to toe with Demons, as such, when going against any non demon non Hero Unit, he can eliminate one such unit type from combat before combat commences.

History:
Ophthalmos originally belonged to a desert nation far, far away. He was the heir to the throne, being the oldest son of the ruler at the time, a fact his step-mother didn't take too kindly to. An oracle gave a prophecy to Ophthalmos' step-mother predicting that her own son was never going to be able to compete with him, and not only that, but he was also going to be the downfall of both the mother and the son. Hearing that, Ophthalmos' step-mother plotted and schemed for months, until eventually she succeeded in accusing him of a crime he hadn't committed. A crime so heinous that the entire nation labeled him a monster and sealed him away in an underwater prison for all eternity, barricaded with magic. Hundreds of years passed in solitary, until one night, someone paid him a visit in his dream.

Quest Log:
> Normal settlement, +2 population, 1 Defense
> A defensive wall was built around the capital giving it (+2 Defense)
> Deep Sea Magic: Gained the ability to cast Waves of protection with any 1 units stack square within Range 1 around a settlement (+2 Defense on the turn cast)
> Capital City has been upgraded to Level 2 increasing Max population and defenses.
> Underwater Ruins research gains a +1 Defense to Settlements
> Tear Shaped Crystal research gains an understanding of electricity Magic
> Research for Cylinder Vessel: Increases understanding of water dynamics: +1 move in water
> Adopted Mandatory electricity Magical Learning.
> Research Mystic Orb: Unlock prophetic Visions. Once per turn, visions that might come to pass will be revealed
> Research Ice Statuette: Gain the ability to cast Ice Magic
> Created mining settlement, +4 resources
> School of Fish gains +2 Education, cuts time with research by 1 turn due to library
> Derrick and SAM join the team
> Derrick can build 1 building every turn for free at 0 turns. Capable of speeding up building by 2. If turn is decreased to 0, gain 1 resources. Does not apply for Unit Ability.
> Deep Sea Magic: All magical units gain +2/+2
> Cylindrical Vessel: All water units gain +2 speed while wearing "underwater jet packs"
> Underwater Mining: Gain +2 resources from underwater mining.
> Workshop at J14, allows 1x Building/upgrading when building/upgrading something.
> Engineering Wing built- Gains 1 free tech a turn
> GREAT MAGICAL POWER- All magical troops gain a bonus of +2 and unlock the power to summon a random unknown unit per turn
> Glowing Purple Crystal- Boost the effects of elemental magic
> Starbuck's: a hip underwater cafe with service so good, people from all over come to try it. Allows 2+ population every turn.
> Unlock new ability for SAM- Mirror Images: Should SAM take damage, on a 7+, it was a hologram copy instead
> Mermaids: Mermaids become even more irresistible and decreases the check by 2
> Metal: Bullarum units can craft rudimentary metal armor and gain +2 Defense

More NPCs:
Modred: The energetic, overly optimistic leader of the Researcher unit, he's widely known as "Professor Modred" and is a well-respected figure throughout Bullarum. Modred is a workaholic so he's still single. Modred discovered the ancient ruins hidden away in the capital city and found a mystical orb that gave him a vision so frightening he became ill soon after.
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Arthur and Gavin: Arthur and Gavin are both orphans taken in by Modred and are also researchers. They both have visible scars from an incident years ago. Arthur is more outgoing while Gavin is more docile. They're constantly bickering with one another, but they also can't live without one another. They came across an ancient cylindrical object while goofing off one day.
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Poppy: An aloof sea lioness from the gatherer unit. She's been curious about the outside world ever since the news of Professor Modred's visions started making rounds. She might come off indifferent and quiet but she's actually kindhearted and willing to help others in need. She's currently training Daisy, a sea lioness cub, to become a full fledged gatherer and is an older sister figure to her. She, along with the rest of the research unit, brought Derrick and SAM back to Bullarum.
Riku Fran: A Bulla that secretly enjoys writing letters using enchanted scrolls and squid ink. She has a poor love life, until she started exchanging letters with the an ancient robot in the guise of Riku. She didn't think he would be interested in her if she told him the truth. Fran meets him and they both immediately get along, shattering her expectations.

 
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Name of Nation:
Aught n Naught

Country Name:
None

Capital City:
None

Location:
none



Temperament:
Duty Bound

Policy:
- Sharing is Caring:
Have the policy of a nation once they have been befriended.

Strengths:
Aught n Naughts are an ancient civilization of shape shifters and they can transform into any living thing to the point where they can even perfectly mimic the physical features of any being they wanted so long as they have seen them.
Aught n Naughts are able to communicate with each other no matter the distance. Their wireless communication is so potent that they can perfectly show their thoughts, imagination, and emotions. They can also perfectly listen to what their fellow Aught n Naught is thinking, imagining, and feeling.

They can do it with other people too. If they were to communicate with someone that's not an Aught n Naught, consent must be asked to communicate with them mentally. If consent has been given, they are able to telepathically communicate with them. If no consent has been performed or if it is denied, an Aught n Naught can mentally force their way in.

Three D10s must be rolled to communicate with them. One for how far they are with the one they're communicating with. Another one for any psychic resistances. Finally, one more for their mental strength. Once inside, an Aught n Naught can control how much of his/her thoughts, emotions, and imagination s/he lets the other being experience.
Some of you may have thought as to how a civilization technically made up of only 6 beings would be ancient, that is because they are immortal. Immortal in a sense as long as they don't end up getting killed, they're able to live as long as time would allow. If however one of them dies, their soul leaves their body. They are able to chill among their fellow Aught n Naught soul until they find a new body.

Once they've found a new host, of course there is a spectrum of difficulty as to how difficult it is to possess another body based on how powerful their consciousness is. A D10 is used to figure out the necessary required roll. 3 for insects and plants, 6 for wild animals with no self awareness, and 8 for beings with human-like level of self awareness.

The Aught n Naught gets three tries to possess a new body, if all three tries fail, his/her soul gets pumped out of the body and gets damaged. Enough spiritual damage will lead to actual death. If successful however, the Aught n Naught consumes the soul and is then able to possess the body.

Weaknesses:
They can only have the stats of the species they shape shifted into, except for their original form. So no hero or leader stats for them. They will also have the weaknesses of the species they transformed into.
As communicating from a distance requires all of their mental effort, any Aught n Naught is physically stationary and are not aware of what's happening around them. Though their effort of mental concentration depends on the distance of the one they're communicating with.
This only applies to the Leader and the Court of Kings. Another way to kill an Aught n Naught's soul that's roaming around is to find a way to sever the connection between the soul's link between the physical and spiritual realm.
Aught n Naughts cannot build settlements, only join already made ones.



Leader of Nation:
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Unit Type: Leader

Race: ???

HP: 3

Attack Bonuses: +0

Defence Bonuses: +0

Trait: Collective Unconscious
-Can use the abilities of all of his fellow Aught n Naughts.

1st Ability: Psychosis
-The First Parasite can manipulate a being's senses if the three conditions are met. S/he first must be in the same tile as the Parasite. Second, the being is needed to be currently seen by the Parasite. Last but not the least, the 1D10 roll must pass. 2 for regular units, 4 for hero units, and 6 for leader units.

2nd Ability: Silver Tongue
-the Parasite's persuasive skills that have been cultivated through multiple years have given it the ability to convince others easily.

The Court of Kings:
If you akin a nation to a body, the leader would be the head and this court would be its legs.
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Unit Type: Soil Mage

Race: Lepus Medietas

HP: 1

Attack Bonuses: +0

Defence Bonuses: +5 against necro, plague, and curse magic

Weaknesses:
-His soil magic is tied to his stamina so the more he uses his magic, the more he gets tired. Darius would no longer be able to voluntarily move his muscles if he only has 5-0 stamina point/s left.

Trait: Fertile Hands
-Can conjure potent fertile soil where he can controllably overcharge properties of any plant or tree to levels which could not be acquired with normal techniques of gardening. With his endurance as a Lepus and multiple years of training in this niche magical art, he is able to have 1000 stamina points at his disposal for all the magic he's gonna do.

The cost for Fertile Hands are largely dependent on 2 factors, the number of properties being overcharged and the potency of his soil magic. A single property costs 3 points. There are three tiers to overcharging a plant or tree. Tier 3, at the cost of 3 points, overcharges by 50%. Tier 2, at the cost of 13 points, overcharges by 150%. Tier 1, at the cost of 20 points, overcharges by 300%.

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Unit Type: Healer

Race: Human

HP: 1

Attack Bonuses: +0

Defence Bonuses: +0

Weaknesses:
-She is only able to cast the spell by touching the being.

Trait: Life or Death
-Can use her special healing spell where effectiveness depends on the roll of a d10. 1 can heal minor injuries such as cuts and bruises, 5 can heal major injuries such as getting stabbed with a sword, 9 can heal virtually anything, and 10 can give a being an super cancer that can kill anyone in an instant.

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Unit Type: Wake Master

Race: Earth Dragon

HP: 1

Attack Bonuses: +0

Defence Bonuses: +5 to waves

Weaknesses:
-Tolerance levels get lower as she strays further away from species transformations that use earth-based magic, specifically those which use waves.

Trait: Earth Shaker
-Can create waves to which she can manipulate its frequency to match the breaking point of anything. Waves are transferred to the target by touch. The stronger the waves however, the more likely it's going to damage her as well. Her dragon form has the highest tolerance level to her earth shattering trait with about 100 tolerance points. Using Earth Shaker on a tile requires a tolerance of 20.

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Unit Type: Engineer

Race: Werewolf

HP: 1

Attack Bonuses: +0

Defence Bonuses: +0

Weaknesses:
-His technological objects limits are based on the resources found on his location.

Trait: Advanced Ancient Knowledge
-Has a vast knowledge and bountiful years of experience in making technological objects allowing him to understand any machine in the blink of an eye and create advanced machinery himself. Costs 1 turn.

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Unit Type: Ranged

Race: Kuwago

HP: 1

Attack Bonuses: +0

Defence Bonuses: +0

Weaknesses:
-The heavier the object, the harder it is to control its speed.
-Can't control objects that are not in momentum.

Trait: Unlimited Ammo
-Can conjure feathers that she is able to telekinetically maneuver. Once a feather has been removed from her body, Portia can allow it to mix with anything it touches. As a feather and an object become one, she is able to control the speed of an object. The range of the feathers is as far as one tile.

Units:
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Unit Type: Parasite

Race: ???

HP: 1

Attack Bonuses: +0

Defence Bonuses: +0

Weaknesses:
-Like a cockroach, all you need to do is squish it, then it's dead.
-the limit for its transformation is the size of a 6 foot man.

Trait:
A spider parasite for the undead that is able to manipulate its movement and abilities through attaching itself to the undead's magic.

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Unit Type: Parasite

Race:???

HP: 1

Attack Bonuses: +0

Defence Bonuses: +0

Weaknesses:
-Like a cockroach, all you need to do is squish it, then it's dead.
-the limit for its transformation is the size of a 6 foot man.

Trait:
A worm parasite for the living that can manipulate the brain functions by going inside the victims head and attaching itself to the brain through the use of its tentacles, multiple tentacles.

 
Country Name: The Drelvor Imperium

Capital City:

Country Flag: ioana-muresan-bannaer-mages_7.jpg

Leader of Country: Rez the Dark Mage
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Rez
HP:3
Unit Type: Leader
Race: Human
Attack: Ranged
Attack Bonus: +3
Defense Bonus: +3
Weakness; None
Trait: Magical Growth: Magical energies as well as any detrimental forms of energy actually make him stronger, giving him a +3/+3 for each that he is exposed to
Unit Ability: Powerful magic: Attacks 3 times with powerful magic at +3/+2/+1 (Cool down 2 turns)
Ability: Darkness within: During Battle, Rez can summon 3 units of shadows to assist during battle. Each will willingly get destroyed to prevent him from taking harm.

List of Races within Country: Dark Elves

Temperament: Aggressive

Policy: Magical Power above all: All magic units gain +2 attack and during battle can gain an additional +2 Attack for a -2 Defense

Location: Dark Elven Forest

Strengths: The Forest Gives Us Strength: While inside the Dark Forest, all units gain +2 Defense and can only be killed on a 8,9, or 10
Your Life Has Meaning: By Sacrificing a unit, all Allied Units within the square gain +2 to Attack and a second Attack for that round
Darkness Lives in All of Us: When a Unit dies, roll a D10. On a 6+, that unit's shadow continues the fight until the entire battle sequence is done

Weaknesses: Hatred of the Light: Dark Elves do not like the light and will suffer from it (-3 Defense from Light Attacks)
Magic is our Bond: Anti Magical attacks against Dark Elf Units are performed at a +3 due to their reliance on their Dark Magic.

Military:
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Dark Elf Swordsmen
Unit Type: Infantry
Race: Dark Elf
Attack Type: Melee
Attack Bonuses: +2
Defence Bonuses: +2
Weaknesses: See Dark Elf weaknesses above
Trait: Dark Energies of the Unholy Blade: Gain +2/+2 fir the dark energies in their blades

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Dark Elf Ranger

Unit Type: Ranged
Race: Dark Elf
Attack Type: Ranged
Attack Bonuses: +4
Defence Bonuses: +0
Weaknesses: same as above
Trait: Focused Attack: Rangers gain +4 attack due to their precise nature, which doesn't leave as much room to defense.

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Dark Elf Sorceress
Unit Type: Mage
Race: Dark Elf
Attack type: Magic
Attack:+2(4)
Defense: +2(4)
Weakness: Same as Above
Trait: powerful Magic: Gain +2/+2 for powerful magics and also a Defensive aura that blocks one attack per round.

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Dark Elf Wizard
Unit Type: Mage
Race: Dark Elf
Attack type: Magic
Attack:+4
Defense: +0
Weakness: Same as Above
Trait: Powerful Spellcasting: Gain +4 attack and a second attack at +0


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Corrupted Treant
HP:2
Two Attacks
Unit Type: Monster
Race: Treant
Attack type: Magic/Melee
Attack:+4
Defense: +4
Weakness: Same as Above
Trait: One with the Forest: Traveling anywhere within the forest takes one move action. While within the forest, Attack/Defense are +4/+4

History if Applicable: (If you wish to provide history about your country or how it came to be.)
 
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