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Nation Building BoN: Medevial Age CS

Trektek

Happy Necromancer
Roleplay Availability
I am currently recruiting for a roleplay.
Roleplay Type(s)
  1. Group
  2. Nation Building
All nations will be placed here and then evaluated by myself and THE COUNCIL in order to properly balance all the nations in the world.



- Leader (Player character and does not need to be the leader of your nation): 3 points to spend on Martial/Magic split (Dom Magic)
Fire
Air
Earth
Water
Nature
Astral
Death
Blood
- Pick a singular keyword and then each player is given options and chooses 2 abilities. (Everyone gets their own)

- Nation creation: Receive 4 points to spend. You can make one part of your nation at -1 to gain an extra Point to use. However that will put you much further behind in that area.
- TP- Theme Points- Reflects how focused on outside the normal world your nation is.
- MP - Military Power - Reflects how strong that players military is (At 0 starts with 500 points and gains an additional 500 per point as well as gaining a new unit type for every 2 MP.
- CP - Currency points - wealth of your nation. Every 2 CP gains your nation a UNIQUE RESOURCE
- RP - Resistance points - how difficult it is to infiltrate/assault a nation - Every 2 points you gain a UNIQUE BUILDING



Note: If you take '4' you also get the unlock reward for 2.

**Military Points**
-1 - You have 0 military points when going into battle. Not only do you not have a military, your people are staunchly against forming one for whatever cultural reason makes sense. Social reform is going to be needed to start a military.
0 - 500 Military Points when going into battle.
1 - 750 Military Points when going into battle.
2 - 1000 Military Points when going into battle. UNLOCK: Every military unit [and character] gains a faction unique combat skill
3 - 1250 Military Points
4 - 1500 Military Points. UNLOCK: Veterans of the Eternal War - Pick one unit that you start with, these units can either be: Empowered or have their point cost reduced [once you pick, it is what it is]. This effect is permanent.


**Currency Points**
-1 - You have nothing of value, your cities are barren, your people often starve, not only do you not have anything, not having things has made your people unusually gullible and desperate making trading or acquiring wealth far harder.
0 - Broke, you have very little, if anything, it has been a trying few years for you.
1 - You have enough resources to spring into a venture!
2 - You have solid foundations in which to build UNLOCK! Unique Resource. This resource is *entirely* unique to your culture and will never exist anywhere in the RP outside of those you deem to touch a few scraps. This can be a powerful drug or an incredible metal that has unique proprieties.
3 - Your nation is abundant in natural resources and you can grow and invest rapidly to push this edge further.
4 - Your nation is a beacon of wealth and prosperity the world over. Not only do you gain a *SECOND* unique resource but your nation gains: "Wealth Breeds Wealth" as a modifier, making gaining CP or finding phat loot come more easily to you.


**Resistance Points**
-1 - Through supreme confidence, or arrogance, your people have never built walls, towers or any defensive structures. The notion that anyone would have the gall to spy on you is ludicrious. Social reform is needed before you can start to build walls or root out potential spies.. Events or uprisings are very likely to happen and progress rapidly before you are even aware of them.
0 - Walls exist!... Somewhat. Mostly. Ran out of money halfway through.
1 - Your capital has defenses.
2 - Your capital is well foritifed, forts guard critical locations and local forces are adept at rooting out spies. UNLOCK: Unique Building. You gain a unique building that will grow and evolve along with your nation. This building can never be replicated by anyone.
3 - Anyone who said 'Offense is the best defense' is a fool, 'Defenses that make them piss their pants and go home' are the best defenses
4 - You don't have a nation. You have a fortress pretending to be a nation. Your people are an iron wall that watch for dissidents and love every second of it. Unlock: Monument! Your nation has a unique awe-inspiring monuement. This monument grants great boons and can grow and evolve just as the unique building. This monument can be a massive bronze colossus that may someday walk to crush your foes or a grand arena that people from all around the world beg to visit. The mighty look upon your works and despair.

**Warning** DO NOT go max resistance and -1 military.... a fortress without soldiers is not ideal.

**Theme Points**
-1 - Utterly Mundane. Your nation is a medieval nation from our world that got dumped here. You have no magic, no advanced tech, no otherwordly nature, nothing. Your men and women with swords. Great work is going to be needed to adopt things that, in your mind, should be impossible.
0 - Minor variant on the mundane.
1 - Your people have something strange or are tapping into forces that others have not touched..
2 - This theme has woven into the fabric of your people's nature. Unlock: Depends on theme chosen
3 - The theme touches every single person in your nation, willingly or not. It is inescapable, as part of their culture as breathing is to life.
4 - Your nation doesn't have a theme. Your theme has a nation. Unlock: Depends on theme chosen.
 
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LEADER: High King Staunir Thunderheart, 3 Magic (Air)
KEYWORD: Stormblessed Seafarer

- TP - 2
- MP - 2
- CP - 0
- RP - 0

The Tribe of the Goliaths became Great Clans, and the Clans became Petty Kingdoms in an unwieldy confederation... a confederation that fell to civil war that one may rule all. King Grogi Thunderheart was the only petty king who sought out and found the ancient Great-Hearted Alexandros in his secluded retreat, and so he was the only one who received Alexandros's blessing. With his might, he finally brought peace to the clans. In the years since, however... the Thunderheart line found that their land impoverished and weakened from the civil war, though their military was as mighty as ever. King Staunir Thunderheart inherits a kingdom on the precipice of a food crisis, as the Goliath population has simply filled their ancestral land to capacity. So he turns to the sea, to distant lands, to seek the Goliath's fortune...

Military Units:
Bondsmen
Armed with a large hefty axe, large shield and a nice suit of chain, Goliath Bondsmen are the 'mainstay' infantry of King Thunderheart, each of them wears an iron band around their left biceps which shows their status as free men and women who have chosen to bond themselves to their king's service, acting as his warriors in war and keepers of his word in peace.

Iron Piercers
These goliaths have large sheaths full of javelins on their backs, these javelins are made of solid iron and it is a testament to Goliath strength that such things can even be thrown much less as an effective weapon. The iron helps conductive lightning to aid in combined assaults and as massive iron javelins, they pack quite the punch, but their range is very short.

Thunderfist
Thunderfist are a strange order of fist fighters that use their magic to enhance their blows. They use no weapons, considering them to be 'ungoliath' and 'cowardly', as a real warrior uses only their body and the power of their spirit! They strike with fist of lightning and storm, fighting up close and personal to break bones and char flesh.

Storm Wardens
Heavily armored goliaths, these are the true 'warrior caste' of the Goliaths and are the personal retainers of King Thunderheart, his bodyguard and companions. They use large iron shields they surge their lightning through, helping to deflect blows and making charging into their shield wall a deadly proposition. They are the anvil which holds the line.

Skybreaker
These are giants, of once was known as the Glimmerhill Giants, they mostly keep to themselves and their people, but perhaps their shared love of storms sometimes convinces one of the great giants to descend the mountains and fight alongside their smaller kin. These massive hulks of muscle and bone are capable of calling the storm, smashing foes with lightning bolts or giant fist.

Thunderstep: Once per scene, a military unit of goliaths may 'leap' into the air, becoming a bolt of lightning and descending onto the battlefield at a place of their choosing, having a chance to damage nearby enemy units with thunder and electric damage. Characters may thunderstep as many times as they have Air Magic Levels a scene.

Daring Seafarer: May 'ride the storm' to travel to any coastal region, however any massed combat you engage in after traveling in this manner forces you to fight with all units 'Disorganized'

Great Blot - Thunderheart is determined to leave his legacy on this land, to unite his people and bring the goliaths back to the peak where they belong. As a turn action, Thunderheart can declare a 'Great Blot', a ceremony that brings the goliath people together for food and drink, to venerate the gods [or whatever it is they worship] and share deeds of valor. While at this blot, Thunderheart will tell of his greatest deed [whatever you have accomplished since the last one]. The greater the deed, the more valor is gained and you can gain items, resources or other such things as gifts from your people. Should the deed be truly mighty, you may obtain a 'Great Name'.
 
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- Leader: Inkle Quillen - A wise Raven strongly attuned to the magic of Qwerkus and the tree - 3 Magic - Nature
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- Keyword: Druidic

- Nation creation: Receive 4 points to spend. You can make one part of your nation at -1 to gain an extra Point to use. However that will put you much further behind in that area.
- TP - 2
- MP - 1
- CP - -1
- RP - 2

Knights of the Last Acorn
These brave squirrels have been in deep sorrow since the last acorn fell and no new ones have grown. They march to war under their banner displaying the Last Acorn and proudly fight to defend it at all cost.

The Honkers
These geese are some of the most terrifying of all the children of Kwerkus and few can stand before them as they inspire Fear.

Dryads
Dryads that are a part of Kwerkus, itself, and are capable of calling upon the power of nature to poison foes or impale them with vines. With the waning health of Kwerkus so too has their power waned, but when the Great Oak recovers, so to will their strength.

Brother Bears
The greatest of all forest denizen, the mighty bear is a protectors of the small folk so long as generous amounts of honey and food is offered. Immense, sturdy and possessing the fury of nature itself, only foolish mancreatures try to bar their path!

Great Owl
These immense owls sit upon the highest reaches of Kwerkus and spend most of their time musing on the mysteries of life and share their knowledge to those that climb high enough to speak to them. In battle, a single Great Owl is capable of swooping down to grab entire squads in massive talons. Great Eagles are bitter rivals to them

Shrink CV 23
You shrink a foe which lowers their size by one category. The larger the foe, the harder it is [A giant is more likely to resist then a human]. This effect is permanent unless the one afflicted manages to find a means to reverse this spell. While shrunken, everything about them is reduced to fit their new stature as such a mighty warrior will find that their mighty self is suddenly much less mighty!

Vine Arrow CV 8
A green arrow flies from your hand to strike the target, doing some damage, afterwards vines will spring from it to try to entangle the target and hold them in place.

Regeneration CV 16
A willing creature you touch, this can be yourself, gains Lesser Regeneration and will heal every round. This can, potentially, be used to save something on the brink of death. It will not regrow limbs but will help endure poison or other similar effects. This effect last 6 rounds.

Rain of Acorns CV 14
Reaching into a small pouch, you take a beakful of tiny acorns and throw them into the air and whisper the magic incantations, the acorns will grow vastly in size to crush the person they were thrown at doing good damage. If the spell fails, the acorns are still thrown, but any damage done is emotional from the embarrassment of having acorns thrown at them.

Summon X CV -
Pick Animals, Swarms, Giant Insects. Whatever you pick will have its CV listed. You can take this spell as many times as you want in place of other spells on this list. [IE, if you pick Animals, this spell becomes Summon Animals CV -.. But you can take this spell again in place of, say, Vine Arrow and pick Giant Insects and have both]

Barksin CV 7
Your flesh becomes like wood, greatly increase the armor of yourself but you do become vulnerable to fire. You can opt to cast this at CV 15 to target a group, if you cast it at CV 24 every ally on the field gains this bonus. You must declare you are doing so before rolling, failure to declare will force the spell to be the smallest regardless of your roll. This effect last 6 rounds.

Nature Calls: When using magic to summon creatures, Inkle may pay a higher stamina cost to summon twice the amount.
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Grand Oak [Kwerkus]- Unique Building
The Grand Oak inspires the forest creatures. It holding on to life from being sick and dying due to a barren land, it inspires for those that live under its branches.Every time an action is taken to create something new, there is a chance that something else gets discovered in the process

The Oaken Path - As an action, the Qwerkus can attempt to create a grove, at the center of this grove will be a new Great Oak that Kwerkus will be connected to, through its roots until, eventually, the roots spread across the world and bringing wonderous growth to all the lands. The more of the land is covered in these roots, in these groves, the stronger Kwerkus will become and more benefits the Great Oak will grant its people.
 
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The Cult of Light - Guardians of the Eternal Flame

Leader:
High Illuminator Hadurich ve-Rosk
Magic 3 (Fire)
Keyword: Incandescent - Guardian of the Flame - Your light burns brightest at its source and when defending your homeland, your troops HP is +1

Military Points: 0
Currency Points: 2 - Cinnabairon (Bright red metal with excellent enchantment properties?)
Resistance Points: 2 - The Eternal Hearth
Theme Points: 0

This old clan of dwarves fanatically guards the Eternal Flame, believing in an ancient prophecy foretelling the doom of their people should it ever extinguish. It is kept in the most sacred temple of their fortress home, but also spread whereever the Cult goes, warming homes and lighting hearths. Such is their fanaticism that any dwarf will sacrifice his beard without hesitation to carry the fires to safety, should it be required. For their worship, they would often burn themselves for ritual scarification. Combined with their ginger beards and preference for brightly colored clothes, they seem to emulate the flame even in their physical appearance. They also have a reputation for being hot-headed and short tempered, indeed the tone can often be rough, but it is usually in a hearty way. The Clan loves good stories and values their telling as a high form of art - a popular form of folk theatre makes do with just the storyteller impersonating all his characters, supported only by a fire bowl and a canvas to throw shadows on.

Each clan member is expected to cycle through different services to the community. Most of the time, they would be workers, keeping the many forges and workshops running, doing construction or field work. But regularly, phases dedicated entirely to worship are a must. During this time, clan members tend to the fires and hearths, meditate or engage in hour long philosophical and theological debates. Military service is the third part of the cycle, each dwarf should be able to defend their home and regular guard service and training drills reinforce this. Only the magically adept priest caste is elevated above this, performing the most important rituals, governing the theocracy and creating the potent Cinnabairon. The secrets of its creation are well guarded, as its magical properties are potent.
High Illuminator Hadurich currently guides the Cult, having been elected into his position by a council of priests, as it is customary every 33 years.
Hearthguard: Hearthguard are heavily armored warriors armed with great shields and maces. Each mace is 'hollow', but when it is time for battle, they smash it on the ground igniting the cinnabarion inside and beating their foes to a fiery pulp.

Rangers: These brave dwarves are the ones who patrol the clans lands, always on the lookout for danger or threats. They use powerful heavy crossbows that have cinnabarion tipped bolts. These bolts are great at piecing armor, and thanks to their special tips, tend to ignite those whom they shoot at.

Crimson Smiths: Crimson Smiths are some of the finest smiths and artisians of the clan, each one is an accomplished fire mage knowing how to tend and stoke the flame and keep the Eternal Hearth going. Armed with great rune hammers, they can crush skulls or incinerate foes with blast of fire.

Cinder Blaster: A massive iron tube is filled with a large nugget of Cinnabarion and then packed full of ash and soot taken from the Eternal Hearth.. When it is time, a Dwarven fire mage heats up the tube and activates the Cinnabarion which rapidly heats up and fires out the Eternal Hearth soot.. When this soot touches the flesh of those not blessed by the light, they are burnt down to the bone. Extremely short ranged and the crew is often in perious danger, but the damage this beauty unleashes is scary.

Molten Man: Cinnabarion, steel and a willing sacrifice is mixed within the Eternal Hearth, and what emerges is the 'Molten Man', a living golem of Cinnabarion, Magma and a single drive to protect Hearth and Home. The sheer heat radiating from the Molten Man can cause flash burns and ignition of clothing and armor of those nearby, and its molten fist can punch clean through a man.

Spells
Fireball CV 14 - A ball of flame is conjured and thrown at a group of foes. Despite the small size, the fiery explosion it releases is anything but and does damage to a fairly large area. However, Fireball is very inaccurate and hard to aim, do be careful.
Fireshield CV 16 - A wall of fire surroundes the mage, anyone trying to strike the mage in combat will be burned by the fire shield first [So if it kills them, the hit never lands]. The damage of the fire shield increases with the power of the caster.
Bond of Fire CV 12 - Shackles of fire will trap the target of this spell, if they try to move, the shackles become exceedingly hot, otherwise they stay bearable. [Does not restrain, but whenever they move, they take damage]. This spell last 6 Rounds.
Rage CV 8 - Hadurich tries to spur the heat that burns in their heart, to stoke it into an open flame! The target must take a test else become Frenzied Attacking any and all targets around it, priortising those closest [Friend or foe]. They test each round to try and regain their senses.
Fire Darts CV6 - A small dart of fire is shot out at a foe, it is not great against armor and the damage is low. However, you can choose to 'up cast' this to make more darts and quickly turn it into a storm of darts! You must declare what level you are casting this before you roll otherwise it will be assumed to be at the lowest level. You may split whom the darts strike or focus one target.CV 8 - Two Darts; CV 12 - Four Darts; CV 16 - Six Darts; CV 20 - Eight Darts; CV 24 - Twelve Darts; CV 30 - Twenty Darts
Flaming Missiles CV 6 - You and a small group [So either yourself and 2 other characters or yourself an an allied military unit] have their ranged weapon imbued with bonus fire damage. This effect last 6 rounds. If casted at CV16, it last the scene [must declare you are trying before rolling]. If cast at CV 22, it effects all your allies for the scene.

Unique Resource
Cinnabairon - This crimson metal looks almost crystaline, like a beautiful blood ruby that is transparent. Just holding it in the hand, even without it being processed, the heat radiates through their skin and into their bones. Cinnabairon is not naturally occuring, instead it is made by placing other metals and gemstones into the Eternal Hearth and watching in amazement as they are fused together to make Cinnabairon. Only the Cult of Light is capable of holding this amazing metal, any others will burst into flame and take constant damage until they let go. The reason for this is unclear, but the Illuminators likely believe it to be a matter of faith. This crystalline metal is incredibly strong and carries natural fire properties, any item made from it is likely to hold great power over the flame or empower fire mages.

Unique Building
The Eternal Hearth - This great hearth holds the eternal flame, and it is this flame, and only this flame, that can create Cinnabairon or burns hot enough to mold the great metal. Any crafting attempts using the Eternal Flame are more likely to succeed and create greater marvels then the lesser forges of others. But the Hearth holds many secrets that the High Illuminator is still uncovering...
 
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The Iron Pact
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Leader: Grand Master Ferrovane
Magic 3 (Blood1/Earth 2)
Keyword: Artifice
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1: Elemental Processing - Within the body are small runic canisters that slowly condense the magic of the Pact, on demand, they may raise up their hand and a small opening will form on their palm and a torrent will be unleashed. What comes out depends on the magic paths of the character, the more magic paths they have in that element, the more damage is done. They can only do this as many times as they have magic levels per scene [So you could use this 2 times for Acid and 1 time for Blood]

Fire - Fire
Water - Frost
Air - Lightning
Earth - Acid
Nature - Poison Gas
Astral - Stellar
Death - Withering Fumes
Blood - Boiling Blood

2: Liquid Metal - Within the 'veins' of your metallic body are a strange liquid metal, a gift from the Iron God. When damaged, this liquid metal will ooze out of the wounds and start to harden when exposed to air which helps to seal and close them, providing basic field repairs and wound staunching. Gain Limited Regeneration [Slow].

Soul Forger - When 'processing' mortals into thralls, Ferrovane gets to roll twice and take the best result for the Iron Citadel's gains.

Purity of Iron - Whenever you gain a character, roll a D6 and they will gain skills or stats to represent their rebirth as parts of their bodies is transformed and embraced by the Iron God. If you take this, please roll 2d6 so Ferrovane may benefit from his glorious evolution. You may spend actions to research more such augmentations to push the boundaries of iron.

TP: 2
MP: 0
CP: 0
RP: 2

Blood
Bleed CV 4
With a gesture, the target begins to bleed profusely, blood pours from their nose, eyes and mouth. This causes the target to Bleed [Take damage each turn until they pass a test. This damage ignores resistances]

Blood Heal CV8
You attempt to mend the flesh of the target and repair it. If you sacrifice a slave or ally, this spell will be empowered [Can only heal organic units].

Earth
Stoneskin CV7
Your flesh becomes like stibe, greatly increase the armor of yourself but you do become vulnerable to frost. You can opt to cast this at CV 15 to target a group, if you cast it at CV 24 every ally on the field gains this bonus. You must declare you are doing so before rolling, failure to declare will force the spell to be the smallest regardless of your roll. This effect last 6 rounds

Earth Meld CV 11
A small group of foes you target start to sink into the ground, they must test to escape this. While trapped, they cannot move or attack.

Blade Wind CV 12
With a swish of the hand, whirling blades are conjured and flung at the foe, this spell is poor against heavily armored foes but devastating against the lightly armored.

Crumble CV 10
The armor and weapons of the foe are forced to rust into dust and vanish into the wind, leaving a target unit or foe especially vulnerable [Does not effect natural armor, magical gear is likely to resist and strong magical items are immune]

Iron Thrall
The Iron Thralls not only make up the basic labor of the Iron Pact, they also make up the combat fodder. Being entirely mechanical, post their rebirth in iron, they are quite sturdy, however they lack any skill and tend to move a bit ponderously using tools like picks, scythes and other such equipment of their trade in place of weapons.

Overseers
Overseers are members of the Iron Pact that have some level of status with much of their bodies having been replaced by blessed Iron [although hard to tell under their outfits]. The Overseers are not true warriors and combatants on their own, instead they're more... management. Overseers guide lesser troops and improve their efficiency by encouraging their metallic bodies to move to the Iron God's will and its not uncommon for Iron Pact units to shrug off blows that would fell lesser beings of flesh while under the watchful gaze of the Overseer.

Iron Warlock
These are the 'basic casters' of the Iron Pact, having some rank within the Pact, but many of the greater secrets and knowledge remains denied to them. They are gifted earth and blood mages, able to hurl conjured blades or boulders at their foes, but also able to whisper in a dark tongue and 'mend' the bodies of others in the pact.

Iron Coffins
These large contraptions look almost like wagons from a distance, but they.. are not. Rather then wheels, great metal tracks rumble and pull them across the terrain. There are no riders or drivers, instead it is a giant moving rectangle of iron.. This Coffin is powered by the souls of many thralls and when it rolls into battle, it crushes foes under its treads before large mechanical arms reach out to grab the corpses of the dead and shove them into its confines for 'processing'.

Iron Liche
Unlike the casters of lesser nations, or even among the cabal itself, there is only one Iron Liche within a 'regiment', for an Iron Liche is a force upon itself. They are the most blessed by the Iron God, it is they who have transcended flesh and it is whispered that so long as the Iron Citadel stands, these beings are immortal, reborn in the grace fo their God. The devastation they can unleash with their magic is considerable.

Iron Citadel
The Iron Citadel is one of the greatest fortresses in the known world, attempting to storm or take this place would require incredible guile or a force of immense size. Within the Iron Citadel, the inner workings and secrets of the cabal unfold and it is here that mortals are.. processed before the Iron God. Captured Slaves or Converts [sometimes the same thing] can be converted as a turn action. When you do this, you will roll a d20+the units sacrificed that turn, depending on the roll, you may gain MP [Soldiers], CP [Laborers], special items or skills, or even a gift from the Iron God. As the Citadel grows in power, so too shall its hunger.


The Iron Pact have turned away from the worship of the Moon, survivors of the great schism that tore the Moonsworn apart in religious strife. All species are welcome to their cause, if they so dare to take up the teachings and ways of the Iron God. None know the True Name of the Iron God save for those within the Iron Citadels of the Pact. To speak the True Name in the presence of plant life offends the Iron God. The Pact itself is ran by a cabal of powerful warlocks rather than priests, each forging a personal bond of power with the Iron God as they give more and more of their flesh over to it. The greatest leaders of the Pact are the Iron Liches, those who have fully turned themselves into machines, their souls inhabiting impressive metal frames.

The Iron Pact is driven by a desire to pursue progress and advance the sciences. Their means are utterly without morality. Souls are viewed as the only important part of a mortal. The Pact raids and pillages lands beyond its own to seize mortals. The offer is always the same, pledge yourself to the Iron God or be made into an Iron Thrall. The entirety of the labor force of the Pact is Iron Thralls, constructs with mortal souls bound into them. The cruel irony is those souls act as much as power sources for their bodies as they are meant to service as laborers and cannon fodder for the Pact's loyal soldiers. The deeper secret is the conversion rituals are acts of sacrifice to the Iron God, their flesh to be taken and rendered down into various materials and alchemical components needed for the works of the Iron Pact.

Iron Pact faithful slowly sacrifice their flesh, giving up limbs and organs until one might fully become a machine, soul bound to it in reward. The dark irony is happily embraced that the Iron Pact is 'gifting' this immortality to the Iron Thralls from the beginning of their conversion. Their reward being eternal servitude to the still flesh and blood faithful until such a time as one might embrace the Iron God and become a true believer. Mortal troops of the Iron Pact wear iron masks, the level of covering indicating their status among the Pact's warrior class.

The current leader of the Iron Pact is Grand Master Ferrovane, whose age is unknown. He lurked within the ranks of the Iron Liches for ages before emerging from a recent power struggle to be recognized as the greatest of the warlocks in the Pact. Ferrovane is a calculating and ambitious being, hungering for expansion of the Pact's power base. The Iron God has called him to service and he is eager for greater rewards for expanding its influence upon the world. Some whisper that Ferrovane was originally an Iron Thrall himself who gave into the teachings of the Pact, growing in power over centuries until he finally seized his moment to take over.
 
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Opening Narrative & Character Form
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[Introduction Theme] - [Core of the Astral Sea]

You are the rose I relinquished; the part I let go. A sense of self forever lost. A sameness yet difference in heart, in expression... of your own. Many would call it idiotic, pointless, self-destructive. To give up the core of oneself, when I say all to the contrary. But, in the Astral, nothing is ever simple or straight-forward. Trey, I have the honor to have been you. And now, I have the honor to be with you. Though, we shared it briefly in the physical world, it lays around us both forevermore... Distance still stings. I cannot deny that. From our first words together, how you called me assface, how you possessed the Solfren Fox for which you are namesake. A fox of frozen jungles, spreading rice and tricks wherever they go. A Redfall callback. A relic of an eaten world. An horrible end conjoined to an eternity of more. And now as we reach the next era, we will be the furthest apart we've been in hundreds of years. I've come to dread it, but you understand now. Now that I remember why all of these lives, these quests, these journeys began. Why ought the Astral do all these things. A byproduct, a unexpected accident in the design but a welcome one. Trey, you understand what I must do. While Eric and I was able to present in the infancy of the First People of the Astral, I can no longer. Eric will be with you. And I know you both will search me. Many will seek to stop the design, stop what I will become. What I already am... And the Age of Astral that will begin once it is complete. Wicked gods will not advocate their thrones, their powers willing. Or gods in general rather not become lesser to the Astral. Demons face genocide and extinction. Naturally, they shall resist should they see the thorns, the claws that come for their throats. But that swipe will come when they cannot avoid it. To ensure that nothing is discovered, you must come find me. I know you will. Follow your heart and it will come to you like water... like the blizzards you form. Ones like that of the herd. Oh how you love to insult water queens and fire kings. Especially the ones in question. But, let them not know the extent of my gaze. For the planes stand as an adaptation of the world from the demonic shedding and are not part of the Astral design. An indication of what waits in store for them... will be a difficult problem for you to handle Trey.

Astral of Aether and Sufuragas filling and the divide easing. Eric and I's influence amassing as we collect more of the power we always had. Titania will ease any alarm bells that will rang, which will be many...

And I know they have splintered, taking the pillars for which I left and began to follow particular ends. All according to plan. Seek the Cold Front, they have dedicated themselves to you Trey and will be easiest to convince to return. The wealth, the infrastructure I built will have withered when you arrive. But, they followed their parts. They strengthened the Astral Connection. And you will see the effects of that quickly. They strengthened the Astral Forest, and the Astral Balance has began to heal the world. Eric and I's connection will be stronger than ever, and the world will begin to show signs of the historical Astral influence. And the many creatures for which call home in Eric and I's minds will surely be there for you. And they will obey you. Have no worries for that. How the other peoples will react will remain to be seen. But, Titania, my sweet little girl, has already kept the gods and others in the dark. They will not suspect what this means. Why now, why this world. Try not to tip them off.

You will do fine. Reform them, guide them... do it your way. Don't be like me because it won't work. I believe in you, and I got your back. Always. Its time for them and the world to know that the Astral is a pantheon. Though, I think the term is ill-suited for us. We are not celestials, though I do take their traits (in truth to Eric and I's tendencies). I am not sure what to call it, but I know you will. But, it is time for the world to know that you have you place just as I, my love, and my two daughters.

Can't wait for you to tell me how chapter one goes.

- Ivan

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Leader: Trey Michael Solfren, The Winter's Trick. Elacyn of the Aeon, Avatar of the Aether of the Astral Sea.
Martial 1 / Magic 2, Water 1, Astral 1.
Keyword: Trickster Fox (With a winter + order theme)

- TP: 4
- MP: 0
- CP: 0
- RP: 0

Units / Trey’s Entourage---
Mimicka: While not the strongest, these “wielders of great potential form” form a cosmic tide that supports many ecosystems in the Core of the Astral Sea. Like Plankton, these blobs make more energy than they consume, telling that pesky thermodynamics guy to STFU. They look like a self-contained universe and often give off many colors while in combat. From the few bits of information that leave the core, it is theorized that the first universes came from Mimicka.

Astral Wisp (Aether Version): A gentle ball of light, pure astral energy. Once used by the Mystics for a myriad of purposes. These little guys shoot out bolts of the power of creation (Aether: light, creation, order, heaven.) at those that don’t know their manners. To the keen eye, it will appear as a gentle butterfly with a core color of periwinkle and cyan. Tapes of astral runes and the swirling tide of the Core place the wisp in a sort of cocoon. Ever aflame and ever frozen. A soft symbol of Ivan and Trey, their bond, and their connection.

Trey’s Cherub (Pup Version): Minor Astral angels made by Trey after the Stone Age of the world. Taking upon the appearance of a fox cub with nine tails, four eyes, and fluffy fur, these little cuties use the basic levels of astral magic and love to cause pranks. They often have cyan or Caribbean ocean blue fur, ice around their body, and telepathic powers.

The Riptide of Stars: It is believed that the wyrmlings of Astral Core Dragons, or Isynom, astrally project from the Core of the Astral Sea to many other places, creating forms to blend into their environment. They do this to hunt “prey”. Isynom are hard to study because they seek defilers of the Astral Balance such as demons. Which can often change depending on the world they find themselves in. If all else fails, they find a good place to hide, wait for prey or a portal to open, and collect the energy of the sun and stars meanwhile. Should they reach adulthood, which is almost certain, they have many shapes and forms, but their gift for the enigmatic magic of the core and their demigod like powers over creation and destruction show their belonging in the Astral Kin. However, as a wyrmling, they possess incredible powers over the perceptions of others. Never revealing their true nature to their prey. They appear still as frozen time, striking when none look at them. Phasing in and out through their projection, they rapidly move and change. Their claws sinking into the minds of their prey, letting them experience beyond their senses… beyond their bodies.

Water
Cold Bolt CV 8
An ice bolt leaps from the casters hand and strikes the target dealing some Frost damage.

Desiccation CV 7
The caster attempts to pull the water from a small group of enemies body causing severe dehydration, if they fail to resist, they will lose stamina and continue to lose stamina on each of the following turns, but they will get to test to resist this effect on each turn before it procs.

Astral
Blink CV 6
The caster creates an instability in space that teleports them up to one hundred meters to a space they can see. This spell cost more stamina the more times its used in succession.

Twist Fate CV 8
The caster gains a single reroll known as a 'Twisted Fate'. This reroll last until used, but they can never have more then one Twisted Fate applied to them. Playing with Fate is dangerous, and anytime this reroll is used and if it results in a critical failure, they gain a 'Hungering Mark'. A 'Hungering Mark' never goes away and will persist between game turns or regardless of how many in-game years pass or what dimension they flee to. Sooner or later, something is going to come and collect on those marks, if you're lucky, it'll be before you've stacked up too many.

Aether Abilities: [1/1]
From Beyond The Veil: Unarmed Strike that hits all units in a straight line with a single powerful punch. Deals double damage.

Keyword:
Crafty Like a Fox: Gain advantage on intelligence based tests

Tide Points- You gain tide points based on your achievements, what you manage to do in the Astral Sea, getting missions and quest, etc. You can then cash in those 'Tide Points' to shift the Astral Sea and 'buy' things from it. These things to buy will change every year.

Jolly Ol' Adventures on The Astral Tides- Once a year the veil between worlds thins and as an ACTION, they can enter the Astral Sea and see where the Tides pull them

 
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Leader: Lord Goromedes Earthmaker
Time went by quickly for Goromedes after the end of the Iron War. Many of the old Stonekin were destroyed in the fighting, with the rest becoming servitors as the Iron Lord's people were welcomed into Goro's Basin. Content with the peace that ensued, Goro engrossed himself in research and crafted a new generation of Stonekin - one that was finally, truly sentient and self-aware. His powers waned as he spent his soul on the task, but still remained his eternal spark with the power of a planar entity.

Keyword: Soulmage Artificer
Possession is Nine Tenths of the Law
Goromedes can possess any of the golems under his command. If his body gets destroyed, he can move his mind into another Golem body. (In this way, either the soul needs to be destroyed or the entire golem populations of his nation)

Nation
MP|-1
CP | 1
RP | 0
TP | 4

Theme Perks:
The Scrolls Speak to Me
Goromedes was once a powerful mage and he seeks to become one again by REMEMBERING. Taking this will ease the ability to learn new spells/magic.

The Tower of Brimstone
Once per year, the Inside of the Tower glows Once more. By spending an action, You can venture inside to repair it and possibly discover more loot or spells.

Magic: Earth [2] Astral [1]

Astral
Arcane Bolt CV7
A bolt of arcane energy is flung from the hands to strike a foe, does small damage to normal units but is powerful against units that are not meant to be on this plane of existence [Undead, Demons, Angels, Etc]

Twist Fate CV 8
The caster gains a single reroll known as a 'Twisted Fate'. This reroll last until used, but they can never have more then one Twisted Fate applied to them. Playing with Fate is dangerous, and anytime this reroll is used and if it results in a critical failure, they gain a 'Hungering Mark'. A 'Hungering Mark' never goes away and will persist between game turns or regardless of how many in-game years pass or what dimension they flee to. Sooner or later, something is going to come and collect on those marks, if you're lucky, it'll be before you've stacked up too many

Earth
Flying Shards CV 6
The caster calls stones from within, or on, the earth and flings them at their foes! each stone has fairly low damage, but this spell can be 'upcasted' to through more stones. You must declare what level you are trying to cast it before rolling else it will automatically default to the lowest regardless of your wishes or dice!

CV 8 - Two Stones
CV 10 - Three stone
CV 12 - Four Stones

Reconstruction CV 12
Whispering to the earth and steel, the caster wills them back together, mending and repairing damage. This spell drains a lot of stamina depending on the repairs attempting. Does not work on organic creatures.

Summon Iron Ant CV 8
A strange dog sized iron ant is pulled from the Elemental Plane of Earth, it is very durable, being nearly solid iron, and has a hell of a bite.. But it is not sapient in any way, being little more then a little metal puppet.

Tremorsense CV8
The caster can 'feel' the vibrations in the earth as part of them. Able to 'focus' their mind on the vibrations and pinpoint exactly where it is. They don't know what it is, but they can almost always hazard an accurate size. This termorsense goes out 60 yards in all directions, but they can burn additional stamina to increase it to 120 yards. This spell last 30 minutes.
 
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The Remnants of Sarsaria

Leader: General Octavius, The Butcher
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Might: 3

“The General of the battle hardened Veterans of Sarsaria. His size has no match within our forces… this ‘man’ may be mistaken for nothing more than a bloodthirsty brute by some others. Wielding a large cleaver stained with blood of countless foes and carrying a multitude of trophies of worthy foes upon his worn armor, Octavius had no equal back home. However, despite his brute-like appearance and fascination when it comes to collecting ‘trophies’, Octavius isn’t a General of the best that Sarsaria has to offer for no reason. While he much rather prefer to be on the frontlines battling physical foes instead of battling mental ones on paper, the Butcher is cunning of his own right, having led his forces to victory time and time again and suffering few defeats. While I am uncertain as to what dangers this strange land has… I feel safe knowing that Octavius has been brought along with us.”

Keyword: [Resilience]

“Time and time again, us Sarsarians had suffered through various perils and wars amongst threats from both our neighbors and our fellow men. However, we preserved through any threat to he same. While this is a new danger which holds much unknowns for us, I have a feeling that the whatever may plague us, they shall find us to be far more stubborn than anyone else.”

Nation creation:
- MP - 4: “Our forces are thankfully made up of the best that Sarsaria has to offer. Either filled with prodigies or experienced soldiers of their own right, or veterans of countless campaigns and wars, having seen the worse of any man and still managing to survive through sheer grit and stubbornness.”

- RP - 1: “While not certainly as good as one of our fortresses, the abandoned castle we had found will serve as a long term temporary, potentially future permanent home of our forces for the moment. While… the skeletons stripped of their flesh and dried blood staining the walls certainly didn’t help to paint a pretty picture as to what happened, it seems safe enough for us to stay for now.”

- CP - 0: “Can’t you feckin believe it, Wilson? We got brought to a whole new world without gettin’ any lootin’ done beforehand. We are practically poor and eatin’ nothin but hardtack out here practically! Oi, don’t snicker at me like that, I know we got something here in this castle to eat but still… if it weren’t for the wine ‘ere, I’d go mad… urp…”

- TP - -1: “Magic… Magic is bloody real. I’m not crazy, I’ve seen a giant dragon flying in the air! Steve was with me and he saw it as well! Just imagine if that thing decided to come back and fight us, what do we have to even use, just sharp sticks and foul mouthed words? We gotta get someone that can use this ‘magic’ or else we are screwed!”

Backstory: Hailing from an alternate world from the nation of Sarsaria, the Remnants were originally made up of an elite group of soldiers that were the best that Sarsaria. Battle hardened veterans of their own right, they are led by the Bastard Child of Baron Octavio, Octavius, the Remnants have been originally traveling to the neighboring kingdom of Yharnus in order to lead a campaign throughout its territory to reclaim lost land from a previous world only for an Astral anomaly to warp the entire army into an world entirely different and unknown to them. Barely managing to fight off whatever strange and unknown dangers that the world had to offer, the Remnants eventually found an intact abandoned castle, its precious residents having been mysteriously slaughtered, but doing nothing from deterring the Remnants from residing within the castle, currently spending their time licking their wounds and preparing for exploring of the world all around in order to claim supplies to better their survival, uncertain of their fates but the liking to tough it out until the bitter end.
 
Bur Nettle, The Grand Mind

LEADER:
Bur Nettle, 3 Magic (2 Nature, 1 Earth)
KEYWORD: Assimilating Hivemind

- TP - 4
- MP - 0
- CP - 0
- RP - 0

Short Description: Bur Nettle is the sole mind in control of and consisting of a massive expanse of fungi. This hivemind overlord expands its territory by growing, then using its magic to terraform the land into more a preferable environment.


The Grand Mind opened its senses to a lack of fanfare, a lack of understanding, a lack of... well, anything that a normal sentient creature may normally have. It could feel itself beneath the soil, its mycelium touching each of the plants around it- consuming, assimilating, an on occasion, forming symbiosis. This was its life, its purpose. Spread, assimilate, grow, learn.



Time passed. The Grand Mind didn't know how much time passed. Nor did it have much of a concept of time beyond the dark time and the bright time, the warm time and the cold time. Still, it knew that it was older, more experienced. It could recognize sounds now. Creatures, rain, the rustling of leaves in the wind. Sight, as it was, was still beyond it.



More time passed. The Grand Mind felt... large. It was no longer contained within its little glade. Small creatures, tiny-minds, consumed, assimilated. Sight was no longer beyond the Grand Mind. And so, when it grew enough to find not the ordered discord of nature, but rather orderly rows of golden plants, it had to taste them. Slowly, as with most things it did, the Grand Mind grew onto the golden plants, taking in the abundant nutrients within. It was then that it earned its name, the first words any creature had ever spoken to it.



"Burn it all", the two-legged small-mind told its companions. Was this a name? Were these friends? The sounds confused it. It had no burs, nor did it resemble nettle in any way. But if they wished to call it Bur Nettle, it would accept. The companions returned quickly, carrying sticks of warmth and light. They reached for Bur Nettle, gifting the beautiful sticks to it. When they touched, Bur Nettle was confused. They dried it's tendrils, burnt it's growths. This wasn't a very fun gift, but time and understanding would fix that. Perhaps it should greet them as well?



Bur Nettle roiled and writhed, moving its mass to match the odd movements of the small-minds, yet it must have done something wrong. The small-minds ran. They left Bur Nettle behind, the golden field burning away, stopping it from reaching out to hold their hands in the way that they seemed to greet one another. Bur Nettle was sad. What was sadness? Was it because it was only one mind? Did it... crave interaction with other minds? The tiny-minds were no fun, they had no words or deeper thought. Perhaps Bur Nettle didn't understand yet. Perhaps it needed to grow... and grow... and grow. Once it was big enough, surely all the small-minds would want to be it's friend...
 
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The Black Tide
Leader: Thryssk (Might: 3/Magic: 0)
Abilities: Gain an Adaptation Point for each Might you have [3]. This is a limited power pool you can spend to do special attacks or techniques during battles and scenes. They recharge back to max once the scene or battle is concluded.

Redundant Organs [Cost 1]
May use at any time, Thryssk has special redundant organs that can kick in when its taken extreme damage to help remove the stress and load on its other vital systems. When activated, Thryssk will regenerate a portion of his health and stamina. If taking death saves, Thryssk can use this to add +2 to the roll.

Chameleonic Skin [Cost 1]
May use at any time. Thyrssk's carapace can briefly 'adapt' to the surroundings, copying them to make it harder to spot, while this is activated, it nearly perfectly blends into the environment gaining advantage on all stealth checks. This effect last until Thyrssk attacks. If two adaptation points are spent, Thyrssk gains Invisibility for six rounds, if he is in combat while trying to turn invisible, he forces a check on his foes else he vanishes completely and cannot be targeted. Invisibility ends should any hostile action be taken.

Parayzing Poison [Cost 1]
May use on your turn. Any foe struck by Thyrssk must pass a check else become Paraylzed. The foe may test each round until they pass, but while parayzled, the Black Tide is free to stomp them into a fine paste.


Theme: To swarm and multiply; organic based buildings and units (Think Zerg). The more they consume, the more they can expand (pray you get eaten, otherwise you're in for a bad time)
Theme Power 1: Biological Mastery
Unlike others, the Black Tide are capable of altering not just equipment, but their very soldiers. Before going into battle, the Black Tide can alter and customize their units to fill certain niches or cover vulnerabilities, or even make their units worse in order to free up the mass to make more! When building their army, each unit will have upgrade, or downgrade, options included that they can mix and match to build an ideal force for the ideal situation. Want to field more warriors then you can afford? Lower their armor to lower their points and flood the field. Need more tankers to break a line to get to the chewy archers? Increase their power and make their charge more devastating.

Characters, when gained, will be given a small list of adaptations that are added to them permanently. You can expand the list of such adaptations and alternations through actions, research, quest or from rewards. Through such research, the Black Tide may even learn how to alter the make-up of other races and offer such services [or enslave them and do it to them without consent].

Theme Power 2: The Great Cavern- Once a year, a great shaking is felt from a cavern deep down below. As an ACTION, you can explore to uncover the cause. Great Reward and Great Danger could lay at your feet.


Keyword: Proliferate
Keyword Power: Fruitful Multiplication: The Black Tide breed at an incredible rate. It takes half the amount of time to increase MP
TP- 4
MP - 0
CP - 0
RP - 0

Cave Grubs
Cave grubs are a strange insectoid creature that the Black Tide was forced to survive on during their time in exile, these wretched little creatures travel in great swarms that rip the chitin off a drone in a second or whatever else is in their path. Over the long years, the Black Tide has managed to 'break' them, bending them to the will of the Hive through careful breeding and manipulation of their genetic code. They are pitifully weak alone, but they move in massive swarms, wiggling grey chitin and flesh that scour the land clean of plant or flesh before they are brought back to the hive to be 'processed'.

Formic Skirmishers
These are drones that have been specially bred and designed to have large acid sacks in their abdomen that can be 'squeezed' to eject acid streams from their mandibles short to moderate distances to coat the enemies and melt them down to size. Loss of flesh to acid is not seen as too large of a deal as grubs or drones can always come by later to slurp up the goo left behind and bring it back to the hive for a new purpose.

Warriors
The true warriors of the Black Tide. These appear vaguely like drones, but only in the way a dog resembles a wolf. Warriors are larger, stronger, better. Their chitin is thick, as thick as any of the armors used by other creatures, and they are a well disciplined and drilled force, they know their business, they have born and bred for war. For conquest. For feeding the hive. You may opt to pay a premium, when fielding this, to include 'Super Majors', Warriors with even thicker armor and immense heads and mandibles capable of cleaving knights in half.

Tenders
Tenders have been specially born and 'altered' to be nature mages. They tend to the queen and the young, healing injuries, being attendants and assistants, or, as their name implies 'Tending'. They are also adept at improving food growth with their magics allowing the Tide to keep a careful stream of supplies. When they go to war, the Tenders use their healing magics to keep the tide forces on its inexhaustible march to consume, but they are still capable of launching bolts of poison, although their damage output is very low for mages.


Rock Eater
The Rock Eater is a Black Tide creation from gathering samples and leftovers from massive shed skin they found in their underground home. They dubbed these cossolal beast 'Korva' and from the shed skin, it seems they are truly gargantuan, living and tunneling through the earth, likely the creatures of much of the original caverns the Black Tide fled to, fortunately, they have never returned to this area. From this skin, the Black Tide were able to alter some of their own larva to take some of these traits, while not nearly as large as the estimated size of the Korva, they are still truly massive creatures. Appearing like giant black plated worms with gapping maws, they tunnel through the ground before ambushing their prey on the surface by exploding out onto it and 'noming' them. However, its very hard for the Rock Eater to 'go back' underground once its emerged as it takes a lot of time and assistance from drones so it tends to stay on the surface after emerging to gobble up foes of the Black Tide.

The Black Tide are a race of insect like beings; the closest approximation to them could be relegated to humanoid ants. While their origins remain unknown, with even the Queen herself being unable to recall their homeland, they hold within them a desire above all else- to grow. Expand. To swarm, and consume this world and its constituents. And so they did. Expanding outwards from their central hive, they blanketed the land they woke up in. When they encountered the Flesh Prophets, an unholy alliance was struck- the Flesh Prophets with their endless carpets of regenerative flesh could provide unending food for the Black Tide, and the Black Tide, with neither blood nor flesh, proved their worth as a reliable ally. Both wished to grow, one to consume, and one to convert. A match made in Heaven, one might say. Or rather, one made in hell.

However, in the advent of the Flesh Wars, they were eliminated. Or so it was thought. Enough time has passed that the horror of their existence has been forgotten. The Queen was struck down, but her slayers made the mistake of not "double tapping", so to speak. An untold time later, and she awakes once more, in the ruined hollow of what was once the Grand Hive. Its tunnels collapsed, it is nothing more than a mere shadow of what it once was. But the world has forgotten; it has moved on. The ground above is lush and verdant. With the beginnings of her new brood, laid and hatched, they will begin anew. Like a wave, they will spread outward once more. They will grow, and either the world will buckle under the weight of their advance, or they will perish once more before they can meet their destiny. It all depends on luck, and perhaps a good dice roll or two.


The Black Tide are a race of antlike creatures. Many among them adopt a humanoid appearance, making them resemble hulking monstrosities compared to true formicidae. Lesser beings within the worker caste tend to adopt a more traditional antlike form. In general, the Black Tide tend to stand anywhere from around four to five feet, depending on the caste and specific unique. The Royal and Emissary Caste tend to be predominantly humanoid, but with highly optimized forms to allow them to best perform their duties. The worker caste tend to adopt more traditional insectoid forms, due to their duties being mostly utilitarian. The soldier caste, by nature, tend to vary widely in form depending on their usage, and also tend to have the highest amount of divergence from the traditional Black Tide physiology to facilitate unique advantages as needed depending on the battlefield and to pursue optimization.

Outside of Individuals, the Royal and Emissary caste, and some units within the Soldier and Worker caste, the Black Tide are usually mindless, lacking critical thinking skills and relying on the directions of a higher being commanding them through their neuropathic connections or more traditional pheromones when it comes to wider and more general tactics and movements. They have chitnious exoskeletons rather than flesh, covering a minimalistic nervous system and hemolymph, a green liquid that performs a function similar to traditional blood. Rather than through their mouth, they have several small holes along their entire body that take in oxygen and distribute it through their bodies. Additionally, they do not have the three typical body parts ants do, preferring a more homogenous appearance with less weakpoints.

Compound eyes allow them to have greater kinetic vision, but generally poorer eyesight compared to more traditional eyes. These effects have been mitigated and optimized somewhat through bioengineering, but long range vision would require a more specialized build. It should be noted that special units within the caste system and most Royal Caste members do not suffer from this issue.

The Black Tide have no culture. They are conquerors and raiders, not artisans. Among their kind there are no aspirations for art or music, or to write and compose. There are some among the Emissary cast who have obtained a liking for art and writing, and utilize Hive resources to fulfill these aspirations. Such individuals are regarded as abnormal, but not a threat to the Hive's safety, and thus are allowed to follow their pursuits, simply on the off-chance it may prove to be of some use in the future. Likewise, they do not have any economy, do to not requiring money. However, some within the Emissary caste handle any money or perceived valuables obtained or harvested through raids or exploration for the rare occasion when they do dabble in purchasing or selling items.

Hives are typically where the Black Tide reside, underground dwellings with branching tunnels and chambers in a labyrinthine setup not indifferent from a traditional anthill. The only difference is that rather than a sizeable hill, they typically have a central entrance comprised of a hole in the ground and a sloping ramp that leads down, along with a few auxiliary entrances throughout the system for evacuation or discreet entry. The Tide, in the past, had several of these Hives, expanded outward from the Grand Hive, the first and only surviving Hive in the medieval era. Once large and expansive, it is decrepit and mostly collapsed. The Black Tide may yet recover their strength and secrets, but until then, they can only build anew on teh ashes of what once was.

The Black Tide are predispositioned to spread and expand uncontrollably. Diplomacy and negotiation is not exactly their style. It is not impossible, however, for them to acknowledge greater opponents, form alliances, or offer their services to another in exchange for payment, be it in organic material or some other tangible means. However, outside of the Emissary Caste and some units within the Royal and Soldier caste, the Black Tide's drones are not capable of conversation or higher thinking. So long as their general path or duties are not interrupted or blocked, or one does not come too close to the Hive, one can likely be safe around them as they move about. The only exception is if they are actively foraging, in which case, one would be wise to stay away from them, lest they themselves become a target.

Special units within the Emissary Caste can anoint visitors with pheromones marking them as friendly, allowing them access to the Hive and to interact with the drones in minimal ways, but this is rarely granted. The Emissary and Royal caste are capable of acknowledging threats and situations the Tide cannot handle properly, and responding accordingly. Surrender is never an option, but if combat or war can be evaded through negotiations or an alliance, the Queen will allow it. However, one would be hard pressed to convince the Queen to live a peaceful life. The Black Tide, without question, hunger to grow and expand, and sooner or later, they will outgrow whatever confines one places them in.

The Black Tide are omnivorous, and are able to consume both plant and organic matter with little issue. While they prefer meat, their workers can process organic matter of any kind into a sort of sludge-like paste that can be used for consumption to sustain the Hive, or used to improve their units or aid in expansion in certain ways.

The Black Tide do not pursue technology in a traditional way. Rather than invest in learning about things such as gunpowder and combustion, the Black Tide devotes its time and research into developing new units and further optimizations of their own physical forms. Any buildings and objects they create are distinctly organic in nature; they may replicate the functions of more mechanical constructs, at the expense of looking far more grotesque. Not that the Black Tide particularly cares about aesthetics. They have specialized chambers where units can be adjusted or revamped, or where eggs can be modified to grow into different forms. At their peak, they could field many unique creations; most of that knowledge has been lost, but with time, perhaps it can be regained. Or better yet, even better options may become available.

The Black Tide are eusocial, boasting the highest level of social organization possible within the insect world. Dominated by a Queen, their system can be diverged into four distinct casts, bolstered by the Queen's prodigious reproduction capabilities. The Royal Caste features the generals, mages, and Queens of the Black Tide. Their numbers have always been few, but they are seen as the highest authority within the Hive and the most important. The Emissary Caste are the ones in charge of diplomacy, rare as it may be, as well as finer things such as whatever scarce understanding of the world around them, other cultures and individuals, and finances, when applicable. The Soldier Caste are the sword of the Tide, these ones are the mightiest warriors the Black Tide have to offer. They have the strength needed to charge out and slay enemies with impunity. They know no fear, they know no pain. The only thing they know is that which what the Queen Commands. And then there is the Worker Caste, filled with drones, builders, and utility workers, along with the individuals in charge of research, both in general and for optimizing existing units or creating more through bioengineering.
Grand Queen: The central Queen of the Black Tide, a semi-immortal being incapable of aging. She perpetually lays eggs and ensures the continued survival of the Black Tide. Arguably one of the most important intelligent unit within the Black Tide.

Queens: At their peak, the Black Tide had several hives, each under the reign of a Queen, subservient to the Grand Queen. In the war that lead to their erasure, they were all killed. None exist at this moment in time, but perhaps in the future, the Grand Queen will have the resources needed to expand.

Sovereigns: Sovereigns were, when the Black Tide was at its strongest, the highest ranking among the Royal Caste, confidants of the Grand Queen herself and who carried out her will. In other Hives, they served as second in commands and chamberlains, ministering to the nest and ensuring her will was carried out. Each Hive by design would have at least one, with even bigger having anywhere from two to three, depending on their size. Sovereigns, by design, tend to be inherently tough and strong. Menacing fighters, they serve not just as administrators but in times of need, as potent field commanders able to use pheromones just as well as the Queen herself to direct the lesser castes to war. Their distinctive design is unique even among others of their kind, meaning that a keen observer can easily pick them out in a swarm. As of right now, however; the Queen has little need to have any more other than Thryssk, and the cost and effort to hatch such a strong and potent individual is far more than what the Tide can afford currently.

Resonator: The Black Tide do not take to magic easily; thus, those who do are viewed with high regards. Outside of units engineered to specifically wield magic, any who display proficiency or the capacity to use magic are immediately elevated to this position. Despite their importance, they are the lowest ranked members of this particular caste. Currently, the only known units within this caste system are the Tenders.

Envoys: Specialized members of the Tide engineered to be less intimidating and more approachable than other units within the Black Tide. They have softer appearances, are generally smaller, and don't have as big of mandibles as other members of the cast, all to present a less menacing appearance. They are typically weaker than most other units, but have refined vocal chords allowing for easier to understand communication and bigger brains with which to understand complicated concepts such as non-aggression pacts, peace treaties, and trade agreements, as well as how to write them. When battle is not an option, they can be counted on by the Grand Queen to facilitate negotiations.

Artisans: A rare position within this caste that has few members. Those within this category are typically seen as eccentric and weird; the Tide do not dream, nor do they have imagination. But these ones challenge that disposition, trying their hand at making music and art. It doesn't always come off as nice, but the Grand Queen shows some interest in their pursuits; perhaps, in a perfect world, they can be the key to unlocking a different path for the Black Tide outside of conquest.

Regulators: These drones are much like Envoys, but were engineered to hyperspecialize in appraisal and understanding of money and magical objects, as well as how to put them to good use. The Black Tide do not often buy or sell things, but when they do, these ones will be responsible in assisting the Envoys to make it happen.

Soldiers: These general purpose units vary in size, shape, and form, but they all perform one specific duty- to guard the Hive, defend the Queen, and attack the enemies that threaten their very existence. Current individuals within this position are the Formic Skirmishers and the Warriors.

Seekers: These general purpose units vary in size, shape, and form, but they all perform one specific duty- to scout out positions and mark areas of interest. They are not directly suited for battle, but can perform decently in some situations. No known units exist within this position.

Slayers: Menacing individuals, these are the strongest units within the Soldier Caste and with the capacity to have critical thinking skills; almost always named, they are the elite of the elite. Capable fighters, they are by design typically meant to engage in small or one on one battles, targeting key or powerful individuals within an army and personally seeing to it they fell. Their forms tend to vary depending on each one's taste, but the wicked looking weapons and claws they wield and their hyper aggressive appearance and attitude will always make it clear what their true nature is. In times of yore, the Black Tide Hero known as Gayla was one such notable figure. Currently no Slayers exist within the Black Tide as of this moment, but perhaps that can change. Units that demonstrate hyper lethality with the capacity for greater thought may be afforded this title.

Dominator: Hyperlethal units capable of dominating the battlefield. A unique position created to facilitate the inclusion of rare super units capable of mass destruction. Currently the only known unit with this title are the Rock Worms.

Worker Drones: Basic units who fulfill everything from mining and harvesting to collection of biomass and resources. They do everything, including expanding the tunnels of the Hive.

Nurse Drones: These units tend to the larvae the Queen lays, taking care of them and performing an auxiliary role in distribution of nutrient paste derived from the biomass workers and cave grubs bring in.

Harvester Drones: These mighty workers boast formidable mandibles, allowing them to bite through things with far greater force than a regular worker. Their primary role is to harvest biomass and facilitate the processing of corpses and organic material brought in by workers in cases where cave grubs had not already processed the items into nutrient paste, be they carcasses or plant material, with the assistance of in house cave grubs. Their bulky mandibles means they cannot use them with any degree of finesse, making them unsuited for combat should the need arise.

Pouncers: Tiny ant like creatures, their sole purpose is to eliminate pests and small insects that pose a threat to the Black Tide, such as parasites and smaller, more mundane insects that may intrude upon the nest. They also serve as an optional secondary supply of food, supplying the nest with a meager, but not unsubstantial, amount of small insects and creatures the normal workers might not be capable of catching.

Architects: These worker drones have elevated thinking skills, and are engineered to be more adaptable when it comes to construction and expanding the Hive. They are responsible for directing workers in creating buildings, chambers, and mapping out the layout of the Hive.

Cognitor: Specialized drones secluded in the deepest chambers within the Hive. They devote their entire lives to researching, optimizing, and creating new units for the Black Tide. Outside of the Grand Queen, these can be seen as the smartest and most intelligent units within the Hive.
 
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Aurelius The Penitent One
image0.jpg

Martial: 3
Magic: 0
Keyword: Faith


The Order of the Penitent

Theme: Religion - Acts of Faith, Miracles etc
TP: 4
MP: 1
CP: -1
RP: 0

Backstory
Long after the departure of the Penitent into the next state of existence, their former home had become little more than pile of rubble. It's former glory long since faded and corrupted by time. Looters taken anything of financial value with all that remained being the books of the library that told the tale of the ascended people.

Aurelius and his mercenary band found their way into Caerleon and upon reading some of the books, found himself drawn further into the light. Some of his men stayed and others left but he held no malice. He had found his meaning for living, his true calling. The tale of the creeping darkness was one that filled him with dread and with it, he took his followers down a different path to that of Orpheus.

While Orpheus believed in growing the number of believers through their own belief and faith, Aurelius, a man of war, founded a doctrine far more strict. Showings of faith weren't prayers or services once a week, but acts of self flagellation, bloodletting and vows ranging from silence to celibacy. Each person makes their own personal vows, but each sacrifices a part of themselves all in the name of the light.

The Order now stands on against all that is dark in the world and will aid those who call for it, albeit for a fee. Such is the amount of evil in the world, it can only be fought one bit at a time and often the target of the Orders righteous fury will be the one that provides them with the biggest income.
 
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Hive of the Great Mother

Leader: Representative Go'lra
Martial: 0 Magic: 3 (Astral)

Keyword: Inventive
Theme: Technology

TP - 2
MP - 0
CP - 2
RP - 0

Embroiled in war soon after leaving their cradle, the bug people quickly learned to hate it. As soon as it was over they instead focused on satiating their limitless curiosity as a fledgling race.

With the passing of the Great Mother, their old ways were abandoned. Their connection to nature and ability to adapt their biology were exchanged with a strive for discovery and technology. Their discovery of the secrets of the old world bunker only bolstered this.

Though they do know that conflict is inevitable, they will happily let others do it, while supporting them from behind.


 
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tumblr_611c16f61dcc871f2843a350d83c2268_b55ad728_1280.jpgThe Pinstripe Fellowshiptumblr_21d98bc2aece033b356edf31352ec33b_61fcb9a4_1280.jpg



Mayor O'Lantern
(Martial I / Magic II - Astral/Nature)
[Autumnal]


Military ~ 0
Currency ~ 2
Resistance ~ 0
Theme ~ 2

Notes on the Fellowship
  • O'Lantern is the current leader of the Fellowship, referred to as Mayor O'Lantern, or Jack O'Lantern. These titles are interchangeable; Jack acts as both an honorary first name for a Fellowship leader, as well as a title, with the leaders true name subjugated to a honorary surname.
  • The Fellowship may have some point been against violence altogether, but the Rumbling Circus brothers changed that. They prefer to be against it, but if oppressive push comes to fatal shove, they will do what is necessary to sustain their people and their peace.
  • The capital of the Fellowship isn't impressively built; they are still a fairly new civilization, and having a heavy focus on community, they have some large community structures along with villages, but not any major fortifications. The 'capital' itself is only really recognizes as having been grown around the old Barn Haven.
Resources
  • Spookarium: An interesting crystal that seems to only grow within the lands of the pinstripe Fellowship. It is a black crystal that has a number of uses. It can be used to make an opaque glass, crushed up as a potent ingredient in potions, or used as a salve. It also seems to get more powerful during autumnal months.
Abilities
  • It's That Time: During the Autumn, everything is just BETTER for the Pinstripe Fellowship. MP is doubled (Only for that turn. Not permanent), it is easier to improve magic or build structures. Things are just more fun.
  • Thematic Appeal: Autumn is a very special time for your people. If they all wish it enough, they can even temporarily override a season and keep it autumn, at least for their home region. You can spend 2 CP to keep autumn in your lands for an extra turn. It is then on cool-down for 2 turns. Note, this means It's That Time is in effect.
  • Rise Up!: Inspire yourself to take an additional action that turn by performing a traditional dance.
Folks & Figures
  • Gourdians: One of the four original Fellowship races. Do not consider themselves Gardiens due to their greater population size, and little variation unlike the produce race. Known Gourdians include the original Mayor, Jack Horner, from which the twin title of Mayor and Jack originated.
  • Gardiens: One of the four original Fellowship races. Have a wide variety within their species, including both fruit and vegetable folk.
  • Felixians: One of the four original Fellowship races. These catfolk all have dark fur, and a penchant for standing on two legs, unlike their wilder counterparts.
  • Dukkaen: One of the four original Fellowship races. Known colloquially as poppets, these folk are much like large puppets, dolls, and similar materials.
  • Hengians (Giggling Gargoyles): A new race that has membership with the Fellowship; moving statues of varying degree that were never carved. They can hurl stones into battle if involved in combat, and have an added defense with their stone skin.
  • Eotian (Spooktastic Treants): An old race that has now become part of the Fellowship. Ancient treants that have a small glow present behind their eyes and mouths, similar to some Gourdians. Many strangers do not know they are passing the Eotian due to how well they blend into any forest. In combat, this also allows them to have lasting, strong stations in combat, and induce fear upon unsuspecting enemies. Wise and ancient, but still learning.
  • Harvest Companions (Red Scarecrows): These scarecrows carry their own poles, really scarlet-iron-tipped spears, into any combat. Their stuffing, while flammable, makes it difficult for them to be damaged by piercing weaponry. They are constructed by members of the Fellowship and granted life through unknown means. Many construct a scarecrow to help guard their fields, or aid with the harvesting of crops and other small chores, though it is looked down on for one to make their companion do too many tasks.
  • Rings of Beldam (Cackling Witches): Not a species, but instead a position that any Fellowship member can take if they have experience in the astral arts. Tending to be cheerful, they can gleefully cast spells and on the rare occasion, hexes, on persons of their choosing. They wear no armor to be closer with their magical souls, but perhaps a method of added mobility could be crafted.
  • Garrote Jockeys (Headless Horsemen Brigade): Little that is not fiction is known about these riders. They reside in a dark chamber that is unavailable to many, but can be summoned by greater needs of the Fellowship. They bear no heads, and their body types are guarded by dark, yet finely inscribed metal armor and noble robes, so their race cannot be determined, but it is mostly thought that they were once Gourdian. They wield powerful halberds and pole axes into combat, and ride strange dark steeds.
The Mayor's Arsenal
  • Whispers of the Night (Astral/CV6): The Caster seems to grow in size, the light from his pumpkin turning a sickly green as the jovial smile is turned into sharp, razor teeth... At least in the minds of his enemies, he didn't actually change at all physically. This spell makes the caster cause 'Fear' for 6 rounds.
  • Twist Fate (Astral/CV8): The caster gains a single reroll known as a 'Twisted Fate'. This rerolls last until used, but they can never have more then one Twisted Fate applied to them. Playing with Fate is dangerous, and anytime this reroll is used and if it results in a critical failure, they gain a 'Hungering Mark'. A 'Hungering Mark' never goes away and will persist between game turns or regardless of how many in-game years pass or what dimension they flee to. Sooner or later, something is going to come and collect on those marks, if you're lucky, it'll be before you've stacked up too many
  • Pumpkin Juice (Nature/CV8): This spell creates a small wood vial filled with delicious pumpkin juice! Why do pumpkin people drink pumpkin juice? Don't think about it. This juice can be drunk to recover some hit points. This spell can only ever create one vial at a time, before it can be cast again, the previous pumpkin juice must have been used, however pumpkin juice will last until used.
  • Summoning ~ Pumpkin Pop! (Nature/CV7): A pumpkin rapidly grows at the caster's feet, growing several vine legs with a large friendly grin on its face. It acts akin to a 'dog', jumping around and loves to be pet, but it can be sent to charge and detonate on an enemy covering them in super-heated pumpkin guts. The Pumpkin Pop is not particularly durable or strong outside of its 'pop'.

 
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eve of the velkira

magic
2 Blood, 1 Nature

keyword
life

resist
2

theme
2

Squawk! Nero! Squawk! Nero!

5iErZEb.jpeg

"The swamp does not understand you, child. And one day, it will ask why."

Have you traveled far to seek spoils? Or have you been forgotten, abandoned, forsaken? If the former, turn away, for you are not welcomed. If the latter, come closer, follow the green orb and find the path, for Abywrath will make way to you alone.

Ancient magic runs deep through the veins of the swamp, sustained by The Velkira, an old witch coven that reigns Abywrath. Whispers of dark art and unseen mysteries lie in wait. Bound by a curse, a deal, and the land itself, the power of four compels them each year to return to the meeting point where blood is offered at the altar and a ritual performed to uphold their bond and to their strengthen magic.

Life in Abywrath is quaint, its people hardened by the swamp's nature. Many make their trade as fisherman, herbalist, healers, hunters, trappers, or bog farmers. Watchers and protective wards are etched into the doors of wooden homes. Charms are held and created to protective themselves from outside and unseen forces of the swamp. Magic is not only found within the land but also through traces of blood and bloodlines. Those found with magic are 'marked' and trained. Some, bound by ancestral debts, serve The Velkira.

units

Kobold
A kobold is a very small lizard humanoid that are said to be related to dragons.... Very distantly. They are very cunning and love to follow beings of power seeing them as their 'masters' [especially dragons]. The kobolds have pledged themselves to the coven acting as the 'meat' of their forces and their personal assistants.

Wisp
Wisp are very small fae spirits that appear like a floating light. They are tricksters and pranksters and often love to lure visitors to the swamps to their doom, getting them hopelessly lost. They obey the witches though and when its time for battle, they join together, the energy that binds them being unleashed into bolts of lightning to strike their foes. They are short ranges, but wisp are incredibly fast and hard to hit with ranged fire.

Sesthra's Troupe
Sesthra is the witch of the west, the face-stealer, the Mistress of Masques.. Sesthra is widely considered to be the most vile and terrifying witch of Abywrath as to look upon Sesthra's true face is to lose your own. Thankfully, she prefes to wear mask.. either porcelain or satin, or a face she has stolen. Her 'Troupe' are those that have looked upon her face, by accident or twisted design, and so in place of a face they have only a fleshy expanse, no eyes, no nose, no mouth.. just flesh. As such, she 'dresses them up' in masks and outfits, puppets bound to her whim by invisible magic threads. Sesthra loves the theatre, and so puts on plays with her little puppets.. And what is war save for another play? Due to the unnatural movement, they are a bit less skilled then others, but as puppets, they are utterly unbreakable

Coven Witches
The witches of the coven are the personal entourage and students of Eve, witch of the center, keeper of blood and contracts, the one that binds Abywrath together. These witches are her students, hoping to learn from her and her ways, to master their gifts of magic away from the world that ousted them and rejected them. They are skilled blood mages, capable of enforcing pain in their foes or launching blasts of boiling blood to overwhelm them, as witches, they have an affinity for potions and, depending on the number of witches fielded, they may bring with the unique tonics and potions that can be handed out to other units to strengthen them.

Hydra
The Hydra is often considered to be the 'King of the Swamp' for few have the power to challenge them. Creatures of immense size with many serpent heads, the older the hydra, the more heads they have with some whisper of a 'hundred headed hydra', the Mother of all Hydras, living somewhere in the swamp. They possess incredible regeneration powers, breath a potion fear and are covered in a poison miasma that harm any creature [friend or foe] that gets to close. The Hydra is a powerful, and terrifying, anchor piece for any army, but earning the help of a Hydra is immensely difficult, so they are very, very expensive.

spells

Blood
Reinvigoration CV 6
This is one of the only ways, in the game, to regain mage stamina [so be able to cast more spells]. However unlike other blood spells, you MUST sacrifice a worthy creature [humanoid, sapient creature] for this to work. Doing so will restore much of the caster's spent stamina, how much is restored depends on the 'quality' of the sacrifice.

Blood Bend CV 9
Reaching into their body, you compel their blood to move as you will, forcing their muscles to obey. The target gets to attempt to resist, but if they fail, you decide a single action they must do on their next turn, if the task is impossible, the spell fails. Make them stab their friend, or themselves, make them say what you wish, move where you want

If you sacrifice a valid target for this spell, the check is harder to pass.

Blood Heal CV 8
You attempt to mend the flesh of the target and repair it. If you sacrifice a slave or ally, this spell will be empowered [Can only heal organic units].

Blood Burst CV 12
Blood explodes out from dozens of wounds that open all over their body. This spell ignores armor, does very good damage, and the target must take a check to resist the Bleed effect. This spell only works on those capable of bleeding.

If you sacrifice a valid target, you may cast this on a group.


Nature
Summon Scarecrows CV 8
Channeling the power of nature, plant fibers quickly come together to form several animated scarecrows. They are not especially powerful units, but are fearless and unbreakable.. although very flammable.

Lesser Animal Form CV 6
Pick a single animal [Per DM acceptance]. You may cast this spell to take the form of that animal. Generally, 'wolf' is the highest this spell can manage, but fox, crow, deer, etc are all valid options. If you take too much damage in this form, you will be shunted back to your human form [try not to be flying too high if bird].

unique building

Blood Altar
At the center of Abywrath lays the Blood Altar of Eve. This altar is large and made of a strange silver metal with red veins running through it, if someone leans in close enough, they can almost here a soft, constant thrum as if the altar is a single beating heart and if they lay their palm on it, they will feel the steady beating. Any contract written upon this altar is empowered and a blood mage of sufficient power may add their own punishments to ensure that any that dare to break a contract will have the chance to spend eternity regretting it. As a turn action, the owner may sacrifice sapient creatures upon its surface to gain a gift, boon or reward, often from beings on the other side. The Unseelie Fae are particularly fond of this altar.... As are Horrors. The altar seems to be.. growing? Almost. Who can say what will become of it and what creatures will soon heed the call of the blood softly dripping from its surface.

keyword ability

Fleshcrafter
Eve has the ability to reconstruct bodies and make them whole once more. She can restore limbs. Cure disease. Restore sight and sound. Few people know the bodies of creatures as well as she, but so too can she twist these for her own gain. She gains [Crossbreeding] as a Perk, and as a turn action, may blend organic creatures together to make new ones. Mix a turtle and an aligator and get a Snaptooth. Mix a bunny and a woodpecker and get a thumper... Or mix a human with a bear and get something truly unnatural.

theme power

I'll Take Thee Away
Abywrath is a mysterious swamp, and has a strange pull that brings the destitute, the unwanted, the outcast and the misunderstood. Few people that venture into the swamps truly understand why, but the pull is undeniable as something in it calls to them, whispers in their ear and guides their steps into its murky depths. Each game turn, more people find their way into the swamp, this could manifest as a character, or it could give you resources or manpower, maybe a mage comes and Eve manages to learn some new spells or a peddlar who drops off a powerful item. Whatever the case may be, people are always ending up in Abywrath and it is in Abyrwath that they remain.

In addition, whenever you use sacrifice to the Altar, you always count as having at least 'something' to sacrifice, after all, you are always getting visitors.
codebydeer
 
Spine of the World (Goblin Hordes)
SpineOfTheWorld.png

Norkered.pngLeader: Nuk Nuk the Norker​
"A grey, dull, horrible little creature" - Calvistan Yorick, as written in '10 Years in the Eye of the Storm: a Memoir'

Stats:
Martial: 3

Keyword:
STONE

The Spine:​

TP: 1 - Goblins and goblinoids with a touch of Elemental Earth about them, striking the earth and digging deep....

MP: 2 - The goblins and goblinoids dwelling in the Spine of the World are numerous and tough, their low cunning abetted by sharp claws and stony hides.

CP: 2 - In their greed, the goblins of the Spine have found great promise in their excursions within the earth. The riches of gem and stone are bestowed upon those who sing the song of the Goblin's Pick.

RP: -1 - The tunnels the goblins dig have made the Spine of the World one of the easiest mountain ranges to cross in the world, and the place is so riddled with cracks, caves, and petty tribes that Nuk Nuk hasn't the slightest idea of who actually lives here.​
 
Character:
Gyllou Lucian De Mammoni, Dhampir of Duke-Councilor Lucian Faliero-Mammoni
Martial 2, Blood 1
Keyword: Alchemist

A rare "Dhampir" born from the seed of the current Duke of the city-state of Selphgere. Where the normal Homunculus is a monstrous humanoid beast that combines the monstrous traits of both vampire and man with the strength and innate magic of a vampire, a Dhampir is an intelligent creature capable of speech, learning, love and hate. Dhampir are as close to the stereotypical "perfect" half-vampires vampiric and mortal alchemists alike have dreamed of, though they are far from it. They do not require mortal blood to sustain themselves, but instead require the flesh and blood or still living or recently slain prey (beast or human, matters not but one certainly tastes better) on which to feed. They can freely travel beneath the judgement of the sun and can practice spell-craft rather than the innate magic of a Homunculus. Though, just like their cousins, they are bond magically through blood to their progenitor.

Gyllou is one of the most trusted servants of the Duke-Councilor, tasked with many missions both public and of a more sensitive nature. Being magically compelled to serve someone as if under the terms of a blood contract does tend to lend credibility.
Nation's Leader:
Duke Councilor Lucian Faliero-Mammoni

Prominent Figures:
Lord-Councilor Bajamonte Tiepolo, a rising and ambitious vampire who is the youngest vampire in recent history to be elected as head of the House of Barons.

Nation:
The Blood-Bond Republic of Selphgere, "The City of Blood and Gold"

Located on the coast and a center of commerce, Selphgere is one of the wealthiest cities in the region, dominated by marble villas, ornate statues, and thriving arts and entertainment districts, featured prominently along the banks of the cities many canals. It is "managed" by Vampiric aristocrats, who operate out in the open and are even celebrated by the inhabitants as they protect the city, ensure stability and are responsible for its prosperity, leveraging their generations of wealth and knowledge. The Vampires rule throuhg a council, the house of barons, which delegates certain powers to the house of blood in which elected mortals help run the city. The city is run in a mostly libertarian, free amrket fashion where people are left to rise and fall by their own merits, for better or worse.

**Military Points**: 0
**Currency Points**: 4
**Resistance Points**: 0
**Theme Points**: 0
 
Lord Gloom

Magic: 3 (Astral 2, Blood 1)

Keyword: SUPREME ULTIMATE LORD GLOOM (first word)

TP: 0
MP: 0
CP: 4
RP: 0

History:
There was nothing.

Then there was Lord Gloom.

The first life. The ultimate life form. The embodiment of darkness. The supreme! All Hail, Lord Gloom!​
 
Kuro Aros
Fire 1, Nature 1, Death 1
Archmage

Sworn to the Archfey Lahara and turned into a demon by a mask of stone and his own mistakes, Kuro Aros has returned from the Feywilds with his people.

- Nation creation:
- TP- 4 - AROS
- MP - 0
- CP - 0
- RP - 0

The Aros, an ancient tribe of humans. Long did they reside in the Crooked Forest in the settlement of Laetalos, and it was there that their story would intersect with the whims of the fae. Their first interaction began when their leader met with an Ent and was given a dryad's seed, the same one that would eventually become his wife Asari. Their next came twenty-five years later when Kuro Aros, the same leader who met with the Ent, swore himself to the Archfey Lahara and became a warlock to help protect his people. From this moment on the Aros began their fall towards a darker and darker path, first aiding the Elf Kharsis in retrieving a powerful artifact, and then finding themselves under siege from the forces of the Plane of Fire. It was during this latter event that Kuro, now found to be an immortal mind in an aging body, wore a mask that they had found, one which would allow him to become something new and restore himself the strength to protect his people. But something went wrong. Kuro Aros was transformed, but it was not into a form that was without risk. He had become a demon, a creature of death and destruction, and with this transformation came all the instincts of the awful beings. And yet, the Aros endured. It wasn't until the God-King of the Crossroads began to bear down upon their home with fire and brimstone that they were forced to change. It was once more the Fae who intervened, Lahara dragging the village into the Feywilds both to protect it and to draw its people further under her control. And now, a millennia later, the Aros have returned once more, changed and something new yet ready to continue on the path that they had once walked.​
 



Sigismund Becker

might
2 Might

magic
1 Fire

keyword
duty

curr.
2

militia
2




Valor with Honor
Duty with Compassion
Faith with Love

At least, that is what she said each night she laid me to rest on one of those beds, lined up in a row in that run down orphanage with the other 'prospects'. Valor with Honor. I have walked so many roads, rarely have I seen Valor with Honor. Duty with Compassion. Duty, yes, they are always so quick to remind us of our duty, to point to the scripture, to the oaths, to the rules, at least, when it suits them. But compassion? Why is it that it is always the sinner who screams loudest of compassion? Why is it the wealthy and powerful that expect so much grace? I once dined with a merchant who smiled at me and said, 'The poor are generous which is why they are poor,' that stuck with me, for some reason, like the pheasant that was stuck between his teeth. I think the truth is the poor give what they can because they know what its like to have nothing, while the wealthy give little because that is all they have... Faith with Love. Why do they speak of love to Paladins? We are not permitted to love, yet it is used so often, a word they like the sound of, the idea of, and so they push it onto those who can never have it for themselves. Fatih... I have yet to see anyone feed their families on faith, I have yet to see prayers stop the headmen's axe.

Valor with Honor. Duty with Compassion. Faith with Love. I know it is flawed, and I confess I no longer believe it, but why do I still repeat it to myself before I go to sleep?

units

Neophyte
Those who choose to walk the path of the Paladin must first crawl the path of the Neophyte. Religious teaching and martial training take over their lives and only once they have slain numerous foes will they become a Paladin. Roll a D10 at the start of each battle for each Neophyte unit, on a 10 they become a unit of Paladins for no additional MP cost. Neophyte are equipped in light armour with a single hand weapon and shield

Paladins
The main rank and file of the Scions of Light. They are feared warriors and their faith is only outshone by their discipline and martial prowess. Armed with medium armour, a single hand weapon and shield, the Paladins receive a bonus to saves against incoming ranged attacks.

Clerics of the Cloth
Faith alone isn't enough to keep yourself alive, sometimes you need some help. The Clerics of the Cloth are Clerics specialising in healing magic. That being said, they are no slouches in combat. Equipped with light armour and spiked censors. Capable of healing magic, when an allied unit is slain and removed from the field, roll a d10, on a 9+ they are placed back on your battlefield edge.

Sisters of the Sword
Some people send cannons, the Scions of Light send the Sisters of the Sword. Walking, living, breathing tanks. These select women are clad in heavy armour and wield giant two handed swords. They move like they are wearing nothing and treat their swords as if nothing more than sticks. Whole units crumble at the sight of the sisters tearing forward through their allies. This unit causes Fear.

The Organ
A large Organ that is carried by Condemned who have stayed on after their compulsory service, an honour that even the most devout Clerics are jealous of. The Organ plays the music of the heavens and each song has its own purpose. Choose one song at the start of each turn.

Song of Joy
Friendly units gain a boost to their save.
  • Song of Sorrow - Unleash beams of devastating light upon the enemy. Rolls D3 and hit that many units.
  • Song of Banishment - Units on the battlefield not of this realm (horrors, angels, demons etc) must roll a D10. On a 1 or 2 they are sent back to where they come from and count as destroyed.

spells

Searing Wounds CV 5
Doesn't heal, but can be used to stablize people and end effects like Bleed

Firebrand CV 7
The uses sword catches aflame doing bonus Fire Damage, this spell last 6 rounds, at the end of which, the caster can attempt to continue it with another roll, if this roll fails, the spell ends and they take damage.

keyword abilities

Duty to the People
The general public are the most important part of the Ecclisiarchy, without them, there are no followers. When fighting defensive battles, all rolls you make are improved by 1. This is every single dice roll you make during that battle. Improvement can be a reduction if that is the best natural outcome.

military abilities

Battle Tactics
For a religious sect to have such a fine military comes down to discipline. It allows clear and concise instructions to perform a variety of complex manoeuvres to perfection. At the start of battle, you roll a D10 for each unit you control. On a 9+, that unit starts the battle with strikes first. Once per scene, your characters count as rolling max initiative.

might

Zeal [2]

Glory Be To Her [Cost 1]
You utter your deities name amongst a prayer, channeling her power into your weapon. Attacks this turn count as empowered.

Holy Strike [Cost 1]
Attacks gains the 'True Death' ability for the round. [Note: Attacks still need to kill the creature for true death to proc, if the attacks fail to bring it down, the effect ends and is a wasted might]

resources

Soul Silver
While at first it appears to be nothing but a normal silver ore vein, the reality is that Soul Silver is much more. With a density and flexibility rivalling steel, it's true power comes in the form of its effect on beings without souls. Demons, angels and a myriad of other beings are struck down with relative ease compared to regular metals. Counts as magical for the purpose of attacking.
codebydeer
 
Dominion of Honorborne

~ Character ~
Sir Marcus Welkinglory, the Exemplar

~ Martial / Magical ~
3 Martial

~ Keyword ~
Anti-Magic

MP - 2
CP - 0
RP - 0
TP - 2

~ Backstory ~

Once known as the Kingdom of Honorborne, the Kingdom was ravaged by the Great Death 200 years ago, a plague so terrible and devastating that it wiped out whole towns and villages, leaving behind many mounds of dead. Among those that succumbed to the ravages of the plague were the entire Royal family and all of the nobility, bringing a sudden and shattering end to the aristocratic monarchy of Honorborne. Of those that survived, only the knights of the Great Houses remained, and rather than seize the available lands and titles for themselves, the knights chose to come together and formed the Knightly Order of Honorborne, the beginnings of their Dominion.

In the early years, the Knightly Orders launched an investigation into the source of the Great Death, in an effort to understand the plague and to ensure it would never devastate Honorborne again. The Knights came to discover that the plague was no naturally occurring disease, but a curse. Those that survived the plague did so not out of luck or good health, but because the strength of the curse weakened in the presence of particular people. With further study, some of those who survived were found to have a some manner of latent magic-negating ability, a attribute that weakened the curse to the point it was no longer fatal, eventually purging the curse from the body of the negator as well as those that surround them.

In a world filled with great and terrible magic, having the ability to take it away is nothing sort of a great boon, especially for a largely non-magical society like Honorborne. The Knightly Order dove eagerly into the study of these newfound negating abilities, learning how they could draw upon and focus these powers, learning how to harness them and use them like a weapon. Surrounded on all sides by magical enemies, the Knightly Order had no shortage of moving targets to test their latest discoveries, and Honorborne, weakened by the plague, proved a tempting target for every would-be magical warlord out there.

Over the decades, the embattled knights eventually learned to master the power of magical nulllification, using it to push back the tide and even repel their enemies, though the struggle costed them dearly. The endless wars were a constant drain on the treasury, taxes were often high and the people lived in hardship, for everything was devoted to the war effort and the dominion's defence. Finally, when the Knights got the upper hand, something resembling peace began to take root, though it was a fragile and uncertain peace plagued by distrust and suspicion of all things magical.

Today, the Knightly Order continues to hold together their embittered country, the scars of their many wars against magical foes plain to see everywhere one would travel. The Knights, devoted to their craft of magic nullification, had little time for anything else besides their studies and their practice in the arts of war, leaving the common people in a dismal state with little chance for improvement. The Knights themselves lived well but not in luxury, and even those knights at the top governing the Dominion, known as the Exalts, had to make personal sacrifices for the good of the country. The leader of the Exalts is known as the Exemplar, though the role is mostly ceremonial in matters of domestic policy, with nearly all functions of the state handled by the Exalts. Instead, the Exemplar deals with matters of diplomacy and foreign relations, and leads the Dominion's armies in times of war.

The current, and very recently appointed, Exemplar of Honorborne is Sir Marcus Welkinglory, a young but exceptional knight, whose rise to power came after he thwarted an invasion by yet another of Honorborne's enemies, the self-proclaimed Sorceror King Ordred the Black. Sir Marcus, along with a ragtag band of adventurers, defeated Ordred and thus spared Honorborne of yet another costly war against a magical foe, which showed the inadequacies of their old Exemplar, and forced the Exalts to 'retire' him in favor of their newest hero. Sir Marcus's mission as Exemplar is simple. For 200 years, Honorborne has been assaulted from all sides by magical enemies, and now, after so many years of gathering strength, the time has come to strike back. Sir Marcus is to lead the armies of Honorborne into battle, invading their neighbours and destroying these aggressors for good, using their powers of negation to the fullest.
 
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The Sisterhood of Hel

Leader: Helga Bjornside
3 magic (2 death, 1 blood)
Keyword: manipulator

Nation creation:
TP: 2
MP: 2
CP: -1
RP: 1


As the living members of the Brotherhood declined, a new ruling party rose in the Shadows. Led by an 'immortal' woman by the name of Helga Bjornside, the Sisterhood of Hel slowly formed in the ashes of the flesh plague. After many decades, unbeknownst to a majority of outsiders besides those who have met one of the 'witches' of the Sisterhood - and survived to tell the tale - all power that once belonged to the living elites and the undead hoards of the Brotherhood were stripped. Soon all that was left were the undead, existing only to serve the whims of the Sisters.

Whilst these Sisters rarely left their lairs hidden deep within lands deemed inhospitable to even the most hardy of known lifeforms, they knew all that was happening both within and without their borders. They were master manipulators, using their Majiks and promises of power they slowly overtook the neighbouring regions, leaving only wandering corpses as they did.

In their early years, their grip on the land was absolute; the living were driven out or killed and the dead were controlled completely. However, the neighbouring lands saw this and decided that what remained of the Brotherhood was no longer human. As such 50 years of near constant war ensued until the Sisters decided that they would give their subjects free will once again and allow the living to resettle. After several decades of this, from an outside perspective the influence of the Sisters appeared to be extinguished. However, that was not the case. The Sisters remain, sitting in their lairs. Watching. Waiting for the time that they would make their presence known once again.

Side characters:

Sigil Odinside ('Leader' of the living population)
Canute Makelson ('Leader' of the dead hoards)
 
Solavet, the Radiant Temple
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A massive temple-fortress of monks with a sunlight aesthetic. A small city has popped up around the temple. They are known to be insanely good doctors and academics, and people from all over come to study here. They do worship ZOA, but are not warlike. They believe ZOA is a healing deity of the sun and body, and are unaware of the Flesh Prophets' true origins.

Theme Word: Flesh
Leader: Marcilla, Hand of the Living Sun
Leader Stats: 2 Martial, 1 Blood

Nation Stats:
🛡️ RP: 4
🌞 TP: 1
⚔️ MP: 0
💰 CP: -1 (they are poor monks, after all)

Unique Building: Flesh-Hospital
One of the most equipped hospitals in the land. People from all over come here to be healed. Also doubles as a laboratory for fleshcraft, though this is almost never done on patients unless asked for.

Monument: The Eversun
The temple-fortress sitting in the center of Solavet. Equipped with libraries, forges, and many other useful things. At the center is the mummified corpse of a long dead ruler—Selassie. The monks wish to bring her back some day.

Temple Guards: These Guards mostly patrol the Fortress and the Flesh Hospital to help keep out nefarious ruffians. They wear old worn leather armor and wield Heavy Metal Clubs. Their arm muscles have been altered to be stronger than they appear.

Flesh Bowmen: These Archers do not use a wooden bow and arrow. Instead, during battle, they alter their arms into a bow and arrow. As such, they cannot be disarmed easily.

Healers of The Flesh: These robed Clerics specialize in using blood magic to heal not only your forces, but those who come to the temple to be healed.

The Marked of The Flesh: These monks have scripture carved into their skin under their robes. It gives them more strength as they are closer to their god. Their arms can turn into blades or hammers and their skin can be as tough as steel.

Knights of the Flesh: These soldiers protect all that is right within their religion. They wear Half plate and wield Steel Blades. They act as the Face of Solavet on the battlefield, inspiring many a people.

The Flesh Can Be Restored — For Solavet leaders and Hero units that fall in battle, if they can be recovered before the end of a season, the Solavet Monks can reforge a new body and transfer the essence into it.

Flesh Hospital with Laboratory: While the upper floors provide excellent medical care, beyond your neighbors, the real pride and joy lay in the levels below ground. Volunteers participate in various ranges of experimentation which can range from providing cures to diseases, to new growth changes of the flesh, to greater understanding of various species Physiology. Your Faction has a greater chance of gaining unit improvements. Higher chance of success for autopsies, flesh related activities, etc.

The Eversun of The Skilled: The Libraries, Forges and facilities bring in skilled people from all over the continent that wish to partake in its knowledge. Increases the chances of automatically gaining a Hero, new Spell or improved weapons/armor.
All allied troops defending the city gain advantage on attack rolls.

Malus: -1 CP
Sad Stare of Affairs: The temple and its fortress stand as a shining beacon for all. However, the people inside and the surrounding land languish due to not enough food. The only thing keeping them from passing away due to malnutrition is their top-notch medical care.
Something must be done soon to help raise the people from their suffering.

Death Magic
Animate Dead (CV6): You animate the corpses of dead humans. If they are still 'fleshy', they will be zombies. If they are just 'bones' from decay and time, they will be skeletons.

Skeletal Body (CV6): The body of the caster dries up and becomes impossibly thin and skeletal. Gain resistance against pierce and slashing weapons [but a vulnerability to blunt].

Decay (CV8): A target must pass a check or begin to 'Decay', rapidly aging. They rest each round until they pass, but it does not take many rounds for a creature to die and become dust. If decay has gone on long enough, before they pass, they may become 'Enfeebled'.

Shadow Bolt (CV12): A bolt of dark energy is fired out and strikes a target. They take moderate damage and must test to resist being stunned.

Blood Magic
Bleed (CV4): With a gesture, the target begins to bleed profusely. Blood pours from their nose, eyes, and mouth. This causes the target to Bleed [take damage each turn until they pass a test. This damage ignores resistances].

Blood Heal (CV8): You attempt to mend the flesh of the target and repair it. If you sacrifice a slave or ally, this spell will be empowered. [Can only heal organic units].
 
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THE DRAGON RIDERS OF KYTH


  • "Old folk tales claim the Dragon Riders were taught their craft by a great king of legend. One declared pious by the gods, yet enraptured with the occult. It is said he could command the very forces of nature itself. That he could bring forth fire and storm upon his unworthy foes.

    This is bullshh- silly. This king, if he even existed, was of no concern to them and they were of no concern to him. He ruled a land far, far away and the Riders had lived in scared communion with the Dragons since time immemorial. Forever riding across the northern skies, uncaring of earthly concerns. Rider and Dragon bonded. One soul, two bodies.

    Oh what, no I couldn’t tell you how we learned how to ‘make them our friends’. I ain’t no Wormtoothed priest. Angles know there’s few of them around these days. Just shh, and let me continue reading.

    For ages uncounted the tribes flourished. They lived simple lives, as hunters and herders. They quarrelled yes, as they were many peoples not one, and on occasion they would raid the kyracians for sheep and cattle. Much as we kyracians raided each other. But food was plentiful in those golden days. Many great beasts lived on earth and sky. Dragons chief among them. Majestic, brilliant dragons. Adorned with scales that shone like all the precious metals of the earth, resplendent in the light of the sun.

    But as time went on a slow withering inflicted them. Inflicted all of us. A thousand years of frost. Each generation their power waned, more eggs went unhatched, the dragons became weaker or more feral. They learned how the cold felt. Even the sky whales went extinct, and many breeds of dragon followed. Bitter fighting broke out for what little was left. Hunger. And cold. And strife. Ate them bit, by bit, by bit.

    Slowly they faded. Into the embrace of myth and legend. The majesty of the dragons soon to be lost forever…

    But in the darkest of nights the Angels will provide a flame. The flame of our late King Dragan. Once simply the charismatic Chief of the Telgar Clan, a lowland tribe bonded to fire drakes. The Angels called to him and ordained him with his holy quest. For you see the fire drakes had weathered the withering cold far better than their cousins, with their host tribes almost undiminished as a consequence. Clan Telgar in particular, had hearty beasts. Blessed as they are by the Angles.

    A genius mind, Dragan of the Telgar unified the other fire drake clans. His success helped him rally more and more dragon riders to his cause. He laid siege to the Great Citadel City of Kyth and deposed the cruel Tyrant King Lyon. Freeing all of Kyracia from his capricious ways.In his hour of triumph Dragan of Clan Telgar renounced his heathen ways. He accepted the light of the Angles that had guided him to his destiny, and was crowned King Dragan I of Kyracia. “


    — A heavily paraphrased reading of ‘The Salvation of Our Saviors’ by Brother Jovius of Lakewood, an old propaganda piece and historical account of the early reign of King Dragan the Mad.

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