Darkness (A Conquest RP)

Romero

New Member
The Nation Sheet


To submit a nation, simply fill in the nation sheet below and post it here. If you are accepted then I will like your post. If there are issues then I will PM you about them.


*How Many Traits do I Get? : 21 trait points, plus a max possible of two racial and two bonuses from races, for a max beginning pool of 25.


NATION



Nation Name:


Chosen Colour for Nation (For Map):


People of Importance:


Races:


TRAITS:


National Trait:


Army Type:


Conscript Military Units:


Elite/Professional Military Units:


Military Traits:


Navy Type:


Navy Units:


Naval Traits:


Necromancy Traits:


Divine Magic Traits:


Elemental Magic Traits:


Illusion Magic Traits:


Technology Traits:


Racial Traits:


Nation History


MILITARY:


Navy:


Army:


Races: ((Max of 2) Each Race can select 1 racial trait for free.)


Dwarves:
+1 Trait for either Lesser Earth Magic or Military Traits


Humans: +1 Trait for either Military, Divine, or Necromancy Traits


Orcs: +1 Trait for either Military or Necromancy Traits


Goblins: +1 Trait for either Military or Elemental Traits


Gnomes: +1 Trait for either Illusion or Technology Traits


Elves: +1 Trait for either Elemental or Military Traits


Ogres: +1 Trait for either Military or Lesser Fire Magic Traits


You may have up to 2 races in your country, gaining the bonus traits for each. However the following list shows which races do not coexist well.


Dwarves and Ogres



Elves and Orcs



Gnomes and Goblins






National Traits (CHOOSE ONE)


Homeland Security: The walls have ears; a deep running distrust for your neighbours has forged an elaborate spy network all across your lands that all but stops any enemy informants or spies getting over your borders at all. And those that do make it into your nation, never leave again… (You do not need to publicly announce your troop numbers or movements within your home provinces. However you will need to tell me each turn via PM)


I believe you have underestimated the sneakiness sir: They say knowledge is power, and your nation has a thirst for knowledge about its neighbours. Expert scouts and spies can silently enter enemy territory and return with detailed reports on anything they could find. (You will know the exact troop numbers and movements of all the provinces that directly border your own)


Cunning Linguists: Your Nation has long been in the forefront of diplomacy, thus not only are your diplomats smooth in their speech, but they are also masters of customs and dialects of foreign nations, making foreign courts more apt to accept their proposals as coming from a kindred spirit. (Any diplomacy with the NPC nations will have a far greater chance to succeed)


Raise It From the Ground!: Centuries of working with stone and timber has led your nation to be capable of magnificent building feats (All buildings take 1 less turn to construct; to a minimum of 1)


All We Need is a Keen Blade: Whether it’s some unknown mineral that seeps into the water, or the long hours of harsh physical labour on the fields, your nations population are strong and powerful, a weapon quickly becoming just an extension of their arm. (Your nations Heavy Infantry, Light Infantry and Conscript Infantry all have an advantage in combat)


The Hunt is On: Your nation’s population all learn how to hunt from almost before they can walk, and there is little difference between killing a deer and ending your enemies life... (Your nations Artillery, Archers, Crossbowmen and Conscript Bowmen all have an advantage in combat)


Ride Them Down: A powerful warhorse, ridden by a well-trained horsemen, is a nigh-unstoppable force, and your nation breeds some of the finest horses, capable of ploughing through the enemy like a scythe through wheat. (Your nations Light Cavalry, Heavy Cavalry and Conscript Horsemen all have an advantage in combat)


The Winds of Magic: Your nation’s people all carry some spark inside of them, whether it is from the air or even the land they call home, this spark, when cultivated and allowed to blaze, makes them very powerful Mages. (Your nations Magi and War-Magi all have an advantage in combat)


The Secrets of Black Powder: Your nation embraced gunpowder when it found its way to their lands and has mastered its use, perfecting it and making it even more deadly. (Your nations Arquebussers and Cannons all have an advantage in combat)


Rule the Waves: Your nation has always lived upon the sea as much as it has lived upon land, conquering the waves with their mighty navy and sending anyone who opposed them to the bottom of the ocean. (Your nations Ships, Transports and Ironclads all have an advantage in combat)


An Army of Steel: Your nation, ever since the technology became available, have created towering machines of steel and iron, ready to march forward and fight in the name of your nation (Your nations Mechanical Walkers and Mechanical Warriors all have an advantage in combat)


Hold Your Ranks!: Whether it is incredible unflinching devotion to your nation, or ruthless officers that are all too happy to execute any soldier that tries to flee, your nation’s armies are unfaltering in war and will not take even one step back, no matter the size or prowess of the enemy (Unless specified by you, your soldiers will never retreat)





The Nation is Everything: A burning unquestioning loyalty burns bright in your populations hearts. No matter what happens to your nation, and what seemingly insane moves your leader makes, your population will never waver in their support and loyalty to your nation (Your population is extremely loyal, rebellions are non-existent)





Army Type (CHOOSE ONE)


For King and Country!: Serving in your nation’s armies is considered an immense honour, as your forces are made of highly skilled and well equipped soldiers, men who have been forged into great warriors from hours of relentless training and hundreds of enemy souls separated from their bodies. This strong elitism means that conscripts are seen as a stain on your proud armies and so are never seen as part of your forces. (Start Army Size: 100 Elite Units)


Grab Yer Pitchforks and Get Marching!: When war comes to your nation, then all able-bodied men are dragged from their homes, given a basic sword or spear and then thrown into the raging conflict. Training is unheard of, but so long as you heavily outnumber your enemies you have a chance… (Start Army Size: 800 Conscript Units)


The Knighthood: The nobility of your nation are trained almost from birth to be peerless knights who will then lead your nation’s conscripts into battle. While the core of your army is superbly trained and well equipped, the vast majority of your forces is made up of barely trained conscripts. (Start Army Size: 400 Units (50 Elite, the rest Conscripts.))





Golden Horde: Your nation is militaristic and has a large standing army, with an equal split of trained and conscript soldiers. Your soldiers know how to handle themselves, but aren’t all the best of the best. (Start Army Size: 200 Professional Units, 200 Conscript Units)








Conscript Military Units


Conscript Infantry: Nothing more than farmhands, basic weapons thrust in their hands and directed towards the enemy. These soldiers, if they can be called soldiers, must rely on their superior numbers if they are to succeed, as against any trained troops they will be slaughtered (1 Unit of Conscript Infantry = 500 men)


Conscript Bowmen: Simple hunters who are not accustomed to hunt anything bigger than a rabbit, these men are just as likely to shoot their own foot as they are to hit the enemy. (1 Unit of Conscript Bowmen = 500 men)


Conscript Horsemen: These men often have to learn how to ride from raw experience. They are mere shadows of the legendary Heavy Cavalry that can shatter shield walls or the lightening quick Light Cavalry. (1 Unit of Conscript Horsemen = 250 men)








Elite/Professional Military Units


(In terms of selecting these Units, the Professional and Elite matters little. It is only in combat itself where the Elite versions of the units prove to be better than the equivalent Professional versions)


Light Infantry: These men are skirmishers at heart, soldiers who are lightning quick and can move through even heavy undergrowth unhindered. They are armed with a short spear or a simple blade, and are protected by a simple hardened leather jerkin, but they have perfected the art of guerrilla warfare and can spring from the shadows to cut down the enemy before disappearing into the undergrowth again, or flank the enemy and cut their way through poorly protected artillery or ranged units. However they will be slaughtered by Heavy Infantry and Heavy Cavalry will carve a bloody path through them, and their leather armour will provide little protection against ranged units if they are caught out in the open. (1 Unit of Light Infantry = 100 men)


Heavy Infantry: These are the veterans of your armies, men who have seen the horrors of war and laughed in the face of nightmares that would crush a lesser man. Wearing heavy plate armour and wielding fearsome and deadly weapons, these men are just at home slaughtering their way through lesser troops as they are holding the line and letting the enemy break over a solid wall of shields and thrusting spears. (1 Unit of Heavy Infantry = 25 men)


Archers: Highly skilled with the bows they wield, these soldiers wear simple padded jerkins or boiled leather so they can quickly move around a battlefield, always seeking the best vantage point. They are poorly equipped to defend themselves should the enemy reach them, but they can unleash a withering hail of arrows that will stop enemy charges dead in their tracks. However their bows are fairly ineffective at puncturing the heavy armour that the better equipped Infantry and Cavalry units wear. (1 Unit of Archers = 100 men)


Crossbowmen: The crossbow is a heavy and cumbersome weapon, slow to reload and awkward to carry. But when wielded by one that is skilled in its use, the crossbow becomes a horrifically deadly weapon. Crossbow bolts can punch clean through even the heaviest armour and when fired at one who isn’t wearing heavy armour, the result is a nightmare of blood and gore. Although they have a low rate of fire compared to their bow carrying brethren, crossbows can tell a bloody toll on anyone the firer so chooses. (1 Unit of Crossbowmen = 50 men)


Light Cavalry: Breathtakingly fast, these soldiers crouch atop their steeds as they dash across the battlefield, before suddenly wheeling towards the enemy and tearing a ragged hole with their lances. Armed in light armour so as to limit their weight, these men are deadly at flanking the enemy and crashing into their rear, or tearing through the poorly defended ranged units or artillery. While they may be incredibly fast, any attempt to charge a Heavy Infantry unit will result in severe casualties and a well-timed volley from a ranged unit can easily cut down these poorly armoured riders. (1 Unit of Light Cavalry = 50 men)


Heavy Cavalry: The resplendent knights in shining armour, Heavy Cavalry wear heavy plate armour and wield deadly lances and fearsome longswords. With their equally vicious and well armoured warhorses as their steeds, these soldiers have spent years perfecting their skills as cavalrymen and they are truly a breath-taking sight on the battlefield. They can simply mow through lesser troops and shrug off all but the most heavy ranged weapon fire. (1 Unit of Heavy Cavalry = 10 men)


Arquebussers (Requires the This is my Boomstick trait): Armed with the deadly Arquebus these men let loose a hail of metal shot to devastate enemy formations. Effective against light armour at long range, and even able to penetrate heavy armour at close range, these are deadly weapons. (1 Unit of Arquebussers = 25 men)


Artillery: Whether it’s the Ballista, the Catapult, or the Cannon (If you have the trait) these units all have one thing in common; they have the potential to utterly devastate the enemy. Whether it’s blasting gaping holes in the fortifications placed before them, or targeting the enemy themselves and tearing men apart like they were nothing, these units are immensely powerful and deadly. (1 Unit of Artillery = 1 Artillery Weapon)


Magi: These are the men and women who can feel the winds of magic as they faintly blow by, who can channel these winds into spells and enchantments, whether it be controlling the elements, shadowing others with illusion, raising the dead from their graves or calling down the power of the gods, these Magi are devastating soldiers who stand with your troops raining destruction on the enemy. (1 Unit of Magi = 20 men)


War-Magi: (Requires Magi) These are to the Magi as the Magi are to a normal man. They are the physical embodiment of their chosen school and can unleash the most devastating skills singlehandedly. They are breath-taking when they go to war, unleashing magnificent and nightmarish spells upon the enemy. These men are those that the legends speak of. (1 Unit of War-Magi = 1 man)


Mechanical Walkers: (Requires Mechanical Walkers Trait) Towering marvels of engineering, these monstrous metal creatures lumber across the battlefield on six powerful legs, belching out black smoke as they move towards the enemy, the soldiers protected inside unleashing death to any who stray to close. Thick metal plates protect the crew of this creature from all but the most dedicated and heavy attacks, so these walkers are incredibly hard to destroy. (1 Unit of Mechanical Walkers = 1 machine)





Mechanical Warriors: (Requires Mechanical Warriors Trait) Standing taller and broader than all but the largest men, these robotic creations are a technological masterpiece. Able to be controlled and programmed by only the most gifted engineers, these warriors can follow through a whole host of intricate instructions. By no means the most skilled warriors, they shrug off nearly all attacks and are deadly when they do strike back. (1 Unit of Mechanical Warriors = 5 machines)








Military Traits


Strategists: Your army’s high command has a talented cadre of men who have studied military strategy and have good odds of being known as being among the Great Generals of their age. (You have extended options when you engage in battle)


Superior Forging: Your weapons are forged in an extraordinary manner, whether it’s attributed to dwarven craftsmanship, magical imbuements, or technological advances in blast furnaces, your weaponry is a step above the average. (Your soldiers have an advantage in combat)


Mithril Armour: Stronger then steel, but light as a cloth shirt, Mithril armour is the best armour an army can have, but it’s rare to come by. (Your soldiers are much harder to kill)


Flitting Shadows: Centuries of fighting from the shadows and moving quickly across the battlefield has created an incredible experienced and deadly force of Light Infantry in your army, capable of appearing from the undergrowth and cutting down the enemy before disappearing just as quickly. (Your Light Infantry have an advantage in combat)


Born of War: It is for good reason that your nation’s Heavy Infantry are feared, for men that have seen their comrades torn apart besides them, who have seen the light go out in an enemy’s eyes when their soul leaves their body, who have seen the horrors of war and stood strong, no longer fear death and are an unstoppable force on the battlefield (Your Heavy Infantry have an advantage in combat)


Longbows: Superior bows; they have longer ranges and the ability to penetrate even plate armour at closer ranges, making your Archers suddenly a lot more deadly (Your Archers have an advantage in combat)


Steel Bolts: Sharpened metal points, when fired with the force of a Crossbow, are deadly. Able to punch through anything that tries to stop it, steel bolts can transform a crossbowman from deadly to downright nightmarish. (Your Crossbowmen have an advantage in combat)


Purebred for Speed: The horses that your Light Cavalry ride into battle are the sheer peak of stallions, bred over centuries until they are lighting quick, always sure on their feet and just as vicious as their riders. (Your Light Cavalry have an advantage in combat)


Knights of Legend: Only the thunder of hooves act as a warning for the enemy before your Heavy Cavalry scythe their way through the enemy before turning away. These are the riders whose very mention brings terror to the hearts of others, whose acts and victories ring throughout legend and folklore. (Your Heavy Cavalry have an advantage in combat)


The Smell of Sulfur: After decades of experimenting, and countless explosions and failed tests, your nation has perfected the use of black powder, and your Arquebussers can spit out devastating shards of metal and lead that will shred the enemy (Your Arquebussers have an advantage in combat)


Masterful Artillerymen: It was long ago that your nation realised the sheer devastating potential that Artillery can provide for your forces, and so generations of training has bred men and women who can work as if their mighty weapon was but an extension of themselves, perfectly targeting and slaughtering the enemy. (Your Artillery have an advantage in combat)


Wizardry: Centuries of delving into the schools of magic have granted your nation a deep understanding of how the winds of sorcery blow across the lands, and have adapted to channelling it. (Your Magi have an advantage in combat)


Mastery of the Schools: Whether it is from your people natural affinity for the magic that flows across the land, or many centuries spent paging through the mighty tomes of magic, your War-Magi are unbelievably powerful, capable of slaughtering those before them with ease. (Your War-Magi have an advantage in combat)


Unstoppable Machines: Merely the rumour of your hulking Monstrous Walkers can chill even the bravest man’s heart, for it is near impossible to bring the mighty feats of engineering down before they reach the enemies lines. And when they do reach the enemy, the destruction is indescribable. (Your Mechanical Walkers have an advantage in combat)





Whirring Cogs: Your Mechanical Walkers form a terrifyingly inhuman core that shoes no emotion and will never cease until its objective is complete or they are utterly destroyed in the attempt (Your Mechanical Warriors have an advantage in Combat)








Navy Type (Requires Ship Building (CHOOSE ONE))


Iron Waves: Your nation has a small but very powerful navy of elite 'Ironclads' that carry a formidable amount of firepower and when their guns fail, can simply shatter enemy ships with their own bulk. (Start Navy Size: 50 Ironclad Units)


Travel the Seas: Constant crossing of oceans has created the need for a navy that can carry your people across the seas as well as providing the ships of war to protect your nation (Start Navy Size: 50 Transport Units and 100 Ship Units)





Peaceful Crossing: There has never been a need for ships of war in your navys, so the only ships you possess are designed to do nothing more than transport your population (Start Navy Size: 100 Transport Units)








Navy Units


Ships: Ranging from mighty galleons to small but quick War-Canoes, a nations ships are amazingly diverse. Yet they all serve the same purpose, to defend your nation and your Transports from the enemy. (1 Unit of Ships = 5 vessels (1 Unit of Ships = Capacity of 1 Units))


Transports: Designed to carry your land forces across the oceans to where they can best be used, these vessels can carry large numbers of men below decks (1 Unit of Transports = 1 vessel (1 Unit of Transports = Capacity of 3 Units))





Ironclad (Requires Ironclad Trait): Your boats are sheathed in steel, allowing them to take immense damage before going under as well as giving out immense firepower themselves (1 Unit of Ironclads = 1 vessel (1 Unit of Ironclads = Capacity of 0 Units))








Naval Traits


Ship Building: This trait permits your nation to build boats that are ready for war. (Allows your nation to have a navy)


Ship Artillery: Allows you to mount catapults and Ballista (Or cannons if you have the trait) on board your ships. (Your Ships have an advantage in combat)


Steel Prows: All of your navys ships have been built and trained with the capacity to ram enemy ships and then them plunging to the bottom of the ocean. (Your Ships have an advantage in combat)





Extended Holds: Your nation’s navy has been heavily adapted to carrying as many men across the seas as possible (Your Transports have a capacity of 4 units)


Ironclad: (Requires 3 Technology Traits) Your boats are sheathed in steel, allowing them to take immense damage before going under. (Your nations navy is able to field Ironclads)








Necromancy (Cannot be taken with Divine)


A note on Magic: Each Unit of Magi/War-Magi must select one spell to cast at a time, as the act of casting a spell is immensely strenuous and requires all their effort. So at the start of each battle, state the spell each Unit of Magi/War-Magi that is present at the battle will be casting from any of the spells you have studied. The more Units who are casting the spell, the more powerful/effective it will be.


Animate Dead: Cause the dead laying in the ground to rise up once more, whether as zombies or as skeletons these forces are mindless and can follow only simple instructions. They command none of their former skills from their life, and are armed only with what they died with, or what you provide them. (When the spell is used, summon 3 Conscript Infantry/Horsemen/Bowmen Units for every Unit of Magi casting, and 5 Conscript Units for every Unit of War-Magi casting)


The Spirits hear my Call (Requires Animate Dead trait): Ghosts, wraiths, and other fell spirits obey your command, permitting you to summon them to your will. (When the spell is used, summon 1 Professional Unit of your choice for every Unit of War-Magi present)


Negative Energy: You know how to manipulate the powers of darkness and bend them to your will. You can drain life from foes; leach away their strength, and other methods of negative energy. (When the spell is used, the Magi/War-magi that cast it have an advantage in combat)


Nightmares: Your Magi can reach into the deepest, darkest recesses of the enemies minds and pull forth their greatest fears, rendering them petrified with terror and useless (When the spell is sued, it will induce fear into the enemy)


Plaguewalker: (Requires 2 other Necromancy Traits) Disease is a useful tool when your soldiers are already dead. You have learned how to create diseases through magic, and spread them through various means. (When the spell is used, it will kill a number of enemies decided by the number of Units of Magi/War-Magi that is casting it)





The Deepest Black: (Requires 3 other Necromancy Traits) Even the brightest light can’t penetrate the darkness in your Magi’s souls. (When the spell is used, you can block any Divine spells, the number and effectiveness of the blocking is decided by the number of Units of Magi/War-Magi that are casting it)








Divine (Cannot be taken with Necromancy)


A note on Magic: Each Unit of Magi/War-Magi must select one spell to cast at a time, as the act of casting a spell is immensely strenuous and requires all their effort. So at the start of each battle, state the spell each Unit of Magi/War-Magi that is present at the battle will be casting from any of the spells you have studied. The more Units who are casting the spell, the more powerful/effective it will be.


Angels Whisper in Your Ears: Your priesthood has the power of prayer, and receives answers. The questions they ask the higher powers receive answers, even if they don’t always make sense. (When this spell is used, you will receive vital news about the enemy’s tactics and weak points)


Divine Energy: The power of Christ compels you! No seriously, you are able to channel the power of your god(s) into healing energy, buffing the natural attributes of your followers. (When this spell is used, your soldiers become harder to kill, the amount they become tougher is decided by how many units of Magi/War-Magi are casting)


Holy Wrath: (Requires Divine Energy) Your priesthood can not only heal with their gods magic, they can also wreak havoc with it, doling out the energy of the gods to smite your foes. (When the spell is used, the Magi/War-magi that cast it have an advantage in combat)


Divine Charisma: The power of the gods powers not only your arm, but your tongue. Your priesthood is able to rouse the crowds to great feats through their oratory, and are able to convince people to see your point of view with ease. Your people follow you and may even worship you as a god yourself. (When this spell is used, there is a chance that enemy units will join your side, the chance of which is increased by the number of Units of Magi/War-Magi that cast it


Fanatics: (Requires 2 other Divine Traits) Your nations priests can spout fiery talk of hell and redemption that can stir even the most unreligious solider into a roaring frenzy (When this spell is sued, all of your soldiers have an advantage in combat, the extent of which is decided by the number of Units of Magi/War-Magi that cast it)





Holy Light: (Requires 4 other Divine Traits) Your gods themselves pour their power into your Magi’s, allowing them to combat even the most powerful Black Magic (When the spell is used, you can block any Necromancy spells, the number and effectiveness of the blocking is decided by the number of Units of Magi/War-Magi that are casting it)








Elemental Magic


A note on Magic: Each Unit of Magi/War-Magi must select one spell to cast at a time, as the act of casting a spell is immensely strenuous and requires all their effort. So at the start of each battle, state the spell each Unit of Magi/War-Magi that is present at the battle will be casting from any of the spells you have studied. The more Units who are casting the spell, the more powerful/effective it will be.


Lesser Air Magic: Your people can control the winds in minor ways, creating small barriers of air to block arrows, creating fists of solidified air, creating or diverting small breezes. (When this spell is used, the Magi/War-Magi that casts it has an advantage in combat)


Greater Air Magic: (Requires Lesser Air Magic) You can hurl bolts of lightning or create/redirect gale force winds. All the fury of the storm is at your beck and call. (When this spell is used, the Magi/War-Magi that casts it has a large advantage in combat)


Lesser Water Magic: You can create water from nothing, freeze it to create a shield of ice or create spears of ice to cast at your foes. (When this spell is used, the Magi/War-Magi that casts it has an advantage in combat)


Greater Water Magic: (Requires Lesser Water Magic) The tides obey your call; you can raise and lower the levels of water in any area with ease. Ice storms can be conjured from thin air to pelt your foes and walls of ice can be raised upon even a desert floor, though it’s not likely to last long unless you sustain it. (When this spell is used, the Magi/War-Magi that casts it has a large advantage in combat, as well as giving an advantage in combat to any Navy Units if the Magi/War-Magi is being transported across water)


Lesser Earth Magic: The ground beneath your feet lends strength to you, you can reshape rock faces to a form more pleasing to you, raise small juts of earth in front of you to form small defensive emplacements or pick up and hurl a small rock and have it grow to a boulder in the course of its flight. (When this spell is used, the Magi/War-Magi that casts it has an advantage in combat)


Greater Earth Magic: (Requires Lesser Earth Magic) The forest speaks to you, the ground beneath your feet informs you when someone treads upon it. You can rip asunder stone walls like it was made of paper, and can create earthquakes that sunder the homes of your foes. (When this spell is used, the Magi/War-Magi that casts it has a large advantage in combat, as well as giving an advantage in combat to your Military Units)


Lesser Fire Magic: You can start even wet wood on fire and can propel jets of flame from your hands. (When this spell is used, the Magi/War-Magi that casts it has an advantage in combat)





Greater Fire Magic: (Requires Lesser Fire Magic) Great balls of fire, that’s right, you sunder the earth and fill the air with the smell of burnt flesh. You make walls of flame to cordon off your foes and make people spontaneously combust. (When this spell is used, the Magi/War-Magi that casts it has a large advantage in combat)








Illusion Magic


A note on Magic: Each Unit of Magi/War-Magi must select one spell to cast at a time, as the act of casting a spell is immensely strenuous and requires all their effort. So at the start of each battle, state the spell each Unit of Magi/War-Magi that is present at the battle will be casting from any of the spells you have studied. The more Units who are casting the spell, the more powerful/effective it will be.


Master of Disguise: Your magic allows you to alter your appearance, convincing those around you that you belong to a different race, or sex, then you really do. (When this spell is used, you can alter the information that your enemy will receive, the extent of which you can alter it is decided by the number of Units of Magi/War-Magi that are casting)


Cloak of Invisibility: You are able to extend a blanket of illusion over a fair sized area and grant yourself and others the illusion of not being there.(When this spell is used, you can make parts of your army invisible to the enemy, the extent of which you can make invisible is decided by the number of Units of Magi/War-Magi that are casting)


Spectral Army: You are capable of forming an entire army of imaginary soldiers from the stuff of your mind. Unfortunately at the slightest knick they poof out of existence. (When this spell is used, you can summon 5 Elite/Professional/Conscript Units for each Unit of Magi casting and 10 Units for each Unit of War-Magi casting. Your enemy will full believe these troops are real, but they can do no damage)


Imaginary Swords Cut Too: (Requires Spectral Army Trait) You are able to fabricate illusions so convincing that those pierced with the weapons of your imaginary attackers feel real pain, and can die from the assault. (When the spell is used, summon 1 Professional Unit of your choice for every Unit of War-Magi present)





Clear Vision: (Requires 3 other Illusion Traits) Years of manipulating Illusion Magic yourself has allowed your Magi to see clean through any attempted Illusion Magic against them (When this spell is used, your troops will be able to see through any enemy Illusion spells, the extent they can see through is decided by the number of Units of Magi/War-Magi casting)








Technology Traits


This…is….my…BOOMSTICK!: You are able to create an Arquebus, a firearm capable of piercing plate armour at close range, but at long ranges it will only penetrate lesser armours. (You are able to field Arquebussers)


Flamethrowers: That’s right, who said you need to know magic to throw magic around! With a tank of highly explosive materials strapped to your back, and a wand held in front of you, you can let loose a burst of flame! Course if someone should hit that tank… (Your Mechanical Warriors/Mechanical Walkers all have an advantage in combat)


Alchemical Alloys: (Requires 1 other Technology Traits) You know the secret of combining metals to create a stronger end product. But you go further; through alchemy you can transmute them into something stronger than others would even dream! (Your Mechanical Walkers/Mechanical Warriors are harder to kill.)


Cannons: (Requires This is my Boomstick Trait) You have decided that if you can make a small metal ball be fired at someone, why not go with a large one? You have cannons with which to pulverize your foes! (Your Mechanical Walkers/Ironclads/Ships /Artillery all have an advantage in combat)


Steam Engine: You can create energy by boiling water! Amazing! (Your Mechanical Walkers/Mechanical Warriors/Ironclads all have an advantage in combat)


Mechanical Walkers: (Requires 2 other Technology Traits, one of which must be Steam Engine) Born from the crazed designs of some of the more insane scientists and engineers, huge advances in science has finally brought a war machine to life! (You are able to field Mechanical Walkers.)





Mechanical Warriors: (Requires Mechanical Walkers Trait) Men are weak. They can feel fear, and their flesh is weak. But remove that emotion, and replace that flesh with cold steel and your armies cannot be stopped! Or at least not easily (You are able to field Mechanical Warriors)








Racial Traits


Ogres:


Awesome strength: No other race can compare with you for sheer brute strength. A single hit from you is enough to send a lesser race flying across the room. (All your soldiers have an advantage in combat)


Increased Fortitude: You can take a hit and keep on coming, even if that hit just ripped one of your arms off. After all, it’s just a flesh wound right? (Your soldiers are harder to kill)


Impaling Throw: You wield thrown weapons in a capacity feared by your foes, you are able to pierce common metals with your thrown javelins, imagine what you can do to people hit by them? (All your soldiers have an advantage in combat)


Orcs:


Berserkers: Your warriors go berserk in battle, blind with bloodlust they ignore wounds they take and fight with a ferocity such as to set fear into your foes. Of course they rarely survive such a bout of bloodlust, since while in it they ignore threats and wounds they have taken in the name of killing as many people as they can. (All your soldiers have an advantage in combat)


War Chiefs: Your nation has a single war chief who leads the armies, and he has proven himself in battle time and again. This war chief is considered one of the Great Generals of the age. (You will have more extended options just before a battle)


Shamanistic Ties: Your people are close to their ancestors. The Shaman of your nation hold great authority in your nation for good reason, their elemental magic is potent enough to drive your people away from the more common arts of necromancy.(You get 1 Lesser Elemental trait free)


Goblins:


Horde Tactics: Always fight with overwhelming numbers, that is the rule of thumb for your military. (You can take 100 more Conscript Units.)


Sneaky Lil Buggers: Masters of the ambush, your people are experts at using hidden structures to watch for incoming foes, and setting up ambushes in the terrain you know. (You will have more extended options just before a battle)


We’re Not Running Away, We’re Advancing To The Rear!: Your people may not be the bravest out there, but by god they know how to survive a fight! You always have a back way out of any city, or fight, prepared in advance. (You can order a retreat at any time)


Humans:


Explorers by Nature: Your people have been filled with wanderlust for as long as you can remember, you have extensive maps of the world and know where most other nations lay. (You will have a greater knowledge of your immediate neighbours)


Born on a Horse: Your people have always viewed the horse as a form of wealth, and even now children seem to learn to ride a horse before they can even properly walk. Your cavalry is second to none. (All your Cavalry gain an advantage in combat)


Farming is in the Blood: Your people have tilled their fields for so long, that they ARE the land. Agriculture is an integral part of your nation, and you work hard at it. (Your nation will avoid any Disasters to do with starvation)


Elves:


Elven High Mages: Your Magi are exceedingly powerful, having studied for hundreds of years the arcane lore they have accumulated. They can weave powerful defensive enchantments over your lands, creating defences that will dazzle foes with their intricacies. (Your Magi/War-Magi all gain an advantage in combat)


One with the Forest: Your people are adept at living among the woods, you know when something is wrong and you know how to travel it without being noticed. (All your soldiers gain an advantage in combat when fighting in a Forest Province)


Master Archers: Your people have practiced archery since your people have existed. They are unequalled in their accuracy with a bow. (Your Archers/Conscript Bowmen all gain an advantage in combat)


Dwarves:


Stone Fortitude: Your people are stalwart warriors, and have long lived in harsh environments. They can take hits that would kill lesser men and keep on trucking. Poison has very little effect on your people. (Your soldiers are harder to kill)


Gems in the Rough: Your people are obsessed with the wealth hidden in the mountains and below the ground. You have delved long and hard, and have been rewarded with rich deposits of precious metals, gems, and other valuable commodities. (You can take ‘Mithril Armour’ or ‘Superior Forging’ for free)


Dwarven Defences: Dwarves know how to build structures that last the ages. And when they build for defence, no one can best them. Your defences are the best out there. (Your soldiers gain an advantage in combat when defending Provinces that your nation controls)


Gnomes:


Need More Boom: Your guns and cannons pack a bigger punch then others can manage. This is due in part at least to your aptitude for experimenting with things and blowing up your workshop in the course of your studies. (Your Arquebussers/Cannons all have an advantage in combat)


No One Lives Here, Honest!: Your people are masters of concealing entire communities with a shroud of illusion, making it difficult for others to find you. (You can control the reports of your enemies Scouts against you)





Hiding is a Skill: Your people are adept at concealing themselves (You gain the ‘Cloak of Invisibility’ Trait for free)






NATION


Nation Name: Romeri


Chosen Colour for Nation: Red


People of Importance: Emperor Augustus Perelius, Consul Maximus Julii, Consul Albus Scipio


Races: Dwarves and Orcs


TRAITS:


National Trait


-All We Need is a Keen Blade


Army Type


-For King and Country


Conscript Military Units


Elite/Professional Military Units


-Heavy Infantry


-Archers



-Light Cavalry



-Artillery



-Magi



-War-Magi



Military Traits


-Strategists


-Superior Forging



-Mithril Armour



-Born of War



-Mastery of the Schools



-Longbows



Navy Type


-Travel the Seas


Navy Units


-Ships


-Transports



Naval Traits


-Ship Building


-Ship Artillery



-Steel Prows



-Extended Hold



Necromancy Traits


Divine Magic Traits


-Angels Whisper in your Ears


-Divine Energy



-Fanatics



-Holy Light







Elemental Magic Traits


Illusion Magic Traits


Technology Traits


Racial Traits


-Gems in the Rough


-Berserkers



Nation History


-Whatever you want! Something interesting. It can be as much or as little as you want, but I’d love to see people putting in effort to flesh out their nation.


MILITARY:


Army


-50 Elite Heavy Infantry Units (1,250 men)


-10 Elite Archer Units (1,000 men)



-10 Elite Light Cavalry Units (500 men)



-5 Elite Artillery (5 Artillery Weapons)



-15 Elite War-Magi (15 men)



Total: 100 Elite Units (2,770 men)


Navy


-50 Transport Units (50 Vessels)


-100 Ship Units (500 Vessels)



Total: 150 Naval Units (500 Vessels)


Notes


In case there’s some confusion with the number of trait, its 1 National Trait + 1 Army Type + 6 Professional Military Units + 6 Military Traits (2 of them free due to Racial traits and another free due to races) + 1 Navy Type + 2 Navy Units + 4 Naval Traits + 4 Divine Magic Traits + 2 Racial Traits (Both free as Racial traits do not count towards total). So that’s 1+1+3+1+2+4+4 = 21 Trait Points
 
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Joining


I'd like to reserve province 14 and the color blood red.


I'll make my nation sheet tomorrow when I have my iPad charged.
 
NATION


Nation Name: The Province of Hardragoom(Province 14)


Chosen Colour for Nation (For Map): Blood Red/Maroon


People of Importance: Varaug Alok-Tor-Thon, Viceroy Aldrodan, Vicisr Halontorn


Races: Gnomes and Dwarves


TRAITS:


National Trait: The Secret of Black Powder


Army Type: For King and Country


Conscript Military Units:


Elite/Proffesional Military Units:


Arquebussers


Artillary


Mechanical Walkers


Mechanical Warriors


Military Traits:


Strategists


The Smell of Sulfur


Masterful Artillerymen


Unstoppable Machines


Whirring Cogs


Navy Type: Iron Waves


Navy Units:


Ironclads


Navy Traits:


Ship Building


Ship Arillery


Ironclad


Necromancy Traits:


Divine Magic Traits:


Elemental Magic Traits:


Illusion Magic Traits:


Technology Traits:


This...is...my...BOOMSTICK!


Cannons


Alchemical Alloys


Steam Engine


Mechanical Walkers


Mechanical Warriors


FlameThrowers


Racial Traits:


Stone Fortitude


Need More Boom


Nation History: The Province of Hardragoom, a brutal land with a brutal history. A province built on the backs of slavery, conquest, and destruction. The following is a popular phrase teaching among students throughout the province.


"The road to glory and conquest is paved by the bones of your enemies and cleaned with the blood of your foes." -Hardragoom Teaching.


Many speak of Rivagi as a place of blood and destruction. But the true center of Rivagi's blood and destruction hails from Hardragoom, literally built upon the bones of its foes, as the Stone palace in the capital of the province is governed over by the Varaug who sits upon the Skull Throne, a throne literally created with the bleached bones of its hardragooms slaughtered foes and previous slain Varaugs. Not once has a Varaug died of old age upon the Skull Throne.


The Skull Throne is not taken through ascension or born into. A bloody and viscious battle of rights is waged to take the throne. He seeking to take the throne must fight or claim the allegiance of every general below the Varaug as well as the Varaug himself. The fights are always to the death and it is rare that the challenger is able to win over all the generals, and rare that he would want to. A traitor to one Varaug is easily considered a traitor to another and it is common that the challenger slaughters every general and then the Varaug before ascending the throne. At this point he selects a new staff. This is the nature of Hardragooms political system. And he who sits upon the throne rules with an iron will and an iron fist. To even suggest treason or rebellion is always rewarded with death. Many times in history has a general or soldier been killed on the spot ruthlessly without any other reason than a mention of rebellion or treason, even in a joking matter.


As for it's citizens it's even worse. Fighting is born into them, taught to kill at an early age and perfecting it throughout their lifes. The average life span for citizens is 40. At that age muscle and mental decline sets in and they begin to weaken. The weak do not last in Hardagoom.


Hardragoom is not cursed. It is not burdened by war and destruction. Hardragooms very nature is war and destruction, blood shed and slaughter.


Many would call Rivagi hell. Hardragoom makes Rivagi look like the pearly gates of heaven.


MILITARY:


Navy:


-50 Elite Units of Ironclads=50 Ironclads


---Total=50 Ironclads


Army:


-10 Elite Units of Arqubussers=250 men


-10 Elite units of Artillary=10 Artillery


-10 Elite War-Magi=10 men


-20 Elite MEchanical Walkers=20 Machines


-50 Elite MEchanical Warriors=250 Machines


---Total=530 Men/Machines
 
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Joining


Reserving province #1. The colors scheme is sky blue border on white background (Think about the Greeks of Civilization V)


Sheet in progress
 
NATION


Nation Name: Dawngrove Tribes(Province 16)


Chosen Colour for Nation (For Map): Green


People of Importance: Seven Peaks(Circe, Erebus & Aether(both share the same seat of authority), La'khran, Bjorour, Eins, Flügel, Marya)


(expounded upon in country history)


Races: Elves & Humans


TRAITS:


National Trait: 1

  • Homeland Security


Army Type: 1

  • For King and Country!


Conscript Military Units:


Elite/Professional Military Units: 3

  • Crossbowmen
  • Magi
  • War-Magi


Military Traits: 6

  • Strategists
  • Superior Forging
  • Mithril Armour
  • Wizardry
  • Mastery of the Schools


Navy Type:


Navy Units:


Naval Traits:


Necromancy Traits:


Divine Magic Traits: 3 + 1 trait from Humans

  • Angels Whisper in your Ear
  • Divine Energy
  • Divine Charisma
  • Fanatics


Elemental Magic Traits: 7 + 1 racial trait from Elves

  • Lesser Air Magic
  • Greater Air Magic
  • Lesser Water Magic
  • Greater Water Magic
  • Lesser Earth Magic
  • Greater Earth Magic
  • Lesser Fire Magic
  • Greater Fire Magic


Illusion Magic Traits:


Technology Traits:


Racial Traits:

  • One with the Forest
  • Farming is in the Blood


Nation History


The Dawngrove Tribes is a mystery province formed by the seven tribes, all of whom inhabited the Dawngrove. The province was founded atop the Dawn Mountain, which was a rich land, brimming with trees that reached out to the sky, and wars had been fought over it, between the tribes, and against unnamed armies. Ultimately, the seven elf and human tribes held their territories of the Dawngrove, after nearly being wiped out by another invasion, and formed an alliance together to prevent their extinction, eventually developing into a nation. From there, they grew to become more sophisticated and developed; new laws were passed to prevent internal friction and rebellions, a council of seven seats was formed to represent each tribe, and they practiced isolationism, shutting themselves off from the outer world.


Under the thick canopy that shielded them from even the gazes of the Gods, they prospered until they were approached with negotiations from the empire, after their leaders were boldly approached by an envoy directly. The negotiations ended successfully and they became a province of the empire until the empire dissolved, and they immediately resumed their isolationist ways, preventing any spies from the nearby provinces from conducting espionage for the impending war they knew was coming. With the imminent dangers of war right at their doorstep, they immediately began preparing for war. However, they realised that isolating themselves would eventually lead to their demise, especially if the competing provinces began to annex others and outgrow them in military might. Left without much options, the Dawngrove's current leaders, the Seven Peaks, have begun searching for other provinces to ally themselves with.


MILITARY:


Navy:

  • 50 Transport Units (50 Vessels)
  • 100 Ship Units (500 Vessels)
  • Total: 150 Naval Units (500 Vessels)


Army:

  • 15 units of Elite Archers(1'500 men)
  • 15 units of Elite Crossbowmen(750 men)
  • 15 units of Magi(300 men)
  • 55 units of War-Magi(55 men)
  • Total Tally: 100 Elite Units(2605 men)


Anything I should change?


((psst! anyone want an alliance?))
 
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Atom said:
NATION
Nation Name: The Province of Hardragoom(Province 14)


Chosen Colour for Nation (For Map): Blood Red/Maroon


People of Importance: Varaug Alok-Tor-Thon, Viceroy Aldrodan, Vicisr Halontorn


Races: Gnomes and Dwarves


TRAITS:


National Trait: I believe you have underestimated the sneakiness sir


Army Type: For King and Country


Conscript Military Units:


Elite/Proffesional Military Units:


Arquebussers


Artillary


30 Mechanical Walkers


50 Mechanical Warriors


Magi


War-Magi


Military Traits:


Strategists


The Smell of Sulfur


Masterful Artillerymen


Unstoppable Machines


Whirring Cogs


Supieror Forging


Navy Type: Iron Waves


Navy Units:


Navy Traits:


Ship Building


Ship Arillery


Steel Prows


Ironclad


Necromancy Traits:


Divine Magic Traits:


Elemental Magic Traits:


Lesser Fire Magic


Greater Fire Magic


Illusion Magic Traits:


Cloak of Invisibility


Spectral Army


Imaginary Swords Cut Too


Clear Vision


Technology Traits:


This...is...my...BOOMSTICK!


Cannons


Alchemical Alloys


Steam Engine


Mechanical Walkers


Mechanical Warriors


FlameThrowers


Racial Traits:


Stone Fortitude


Need More Boom


Nation History: I do intend to create this soon. I just handled the more important matters first, like getting the rest accepted and such. So I'll work on this whenever I know that the rest is fine unless you want it first.


MILITARY:


Navy:


-50 Elite Units of Ironclads=50 Ironclads


---Total=50 Ironclads


Army:


-10 Elite Units of Arqubussers=250 men


-10 Elite units of Artillary=10 Artillery


-10 Elite War-Magi=10 men


-20 Elite MEchanical Walkers=20 Machines


-50 Elite MEchanical Warriors=250 Machines


---Total=530 Men/Machines
Gah! I was working on a Gnomy Dwarfy nation last night :'( Oh well looks like we'll just have to walk our walkers into each other for ages.
 
NATION


Nation Name:


The People's Republic for An Ethical World



Chosen Colour for Nation (For Map):


Dark Green



People of Importance:


High Representative, Robyn Thicke


Adviser of Militant Matter, John Snew


Adviser of Technological Progress, Nikola Caffin


Adviser of Arcane Brilliance, Farengar Kinth


Races:


Gnome


Human


TRAITS:


National Trait:


An Army of Steel


Army Type:


For King and Country!


Elite/Professional Military Units:


Mechanical Walkers


Mechanical Warriors


Military Traits:


Whirring Cogs


Unstoppable Machines


Mithril Armor


Superior Forging


Strategists


Navy Type:


Iron Waves


Navy Units:


-Ships


Naval Traits:


Ship Building


Ship Artillery


Steel Prows


Extended Holds


Ironclad


Technology Traits:


This is my BOOMSTICK!


Flamethrowers


Alchemical Alloys


Cannons


Steam Engine


Mechanical Walkers


Mechanical Warriors


Racial Traits:


Farming is in the Blood


No One Lives Here, Honest


Nation History


The People's Republic, often known as the Republic has always been a peaceful nation. They devoted their entire population to scientific advancement, and harbor some of the world's most gifted scholars. When their transports were attacked by bandits, some of the Republic's human population turned to militant pursuits. They constructed walking terrors of steel and iron. Still, they preferred to be civil than kill others. The Republic's diplomats honed their craft, putting their entire being into a belief for peace. Now, The Republic's main export, mechanical parts are sold to countries wanting to better their population. The Republic's people usually hold a strong moral code regarding attack. When asked about the lack of magical research, high representative, Robyn Thicke said "Should the time come that steam and brilliance cannot fuel this society, I will pass my mantle to my arcane adviser."


MILITARY:


Navy:


-50 elite ironclad units



Army:



-50 elite mechanical walkers



-50 elite mechanical warriors



Used Traits: 15


 
WIP
 
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Can I reserve nation 17 please. I will post my CS tomorrow, right now I'm going to be spending this time trying to understand the untis, traits all the other stuff.
 
Reserving province 47 will post soon.


 
NATION


Nation Name: The Grand Duchy of Volbronovy


Chosen Colour for Nation (For Map): Yellow


People of Importance:


Grand Duke Vasiliy IV


Crown Prince Peter the First


Boyar Vladmir VII


Lord Ivan II


Count Nicholas III


Viscountess Theodora


Races:
Human and Orc (Humans generally in rule, orc nobility called Boyar)


TRAITS:


National Trait: Hold Your Rank!


Army Type: The Knighthood


Conscript Military Units:


Conscript Infantry


Conscript Bowmen


Elite/Professional Military Units:


Elite Heavy Cavalry


Elite Artillery (Cannon)


Elite Arquebusers


Magi


War-Magi


Military Traits:


Strategist (From free Human trait)


Mithril Armor


Knights of Legend


Mastery of Schools


Navy Type: Iron Waves


Navy Units:


Ironclads


Naval Traits:


Ship Building


Ironclads


Ship Artillery


Ship Prows


Necromancy Traits:


Nightmare (Free from Orc bonus)


The Spirits Hear My Call


Plagueswalker


The Deepest Black


Divine Magic Traits:


Elemental Magic Traits:


Lesser Water


Illusion Magic Traits:


Cloak of Invisibility


Spectral Army


Imaginary Swords Can Cut Too


Clear Vision


Technology Traits:


This is my Boomstick


Cannons


Steam Engine


Racial Traits:


Explorer


Berserker


Nation History


The history of the Grand Duchy of Volbronovy is one of strife, war, ruthlessness, and of fear. Hailing from the frigid northlands, the crops are few, and most dying, the only reason anyone gets food is because of the fertile soil near the coasts. The Duchy was once even smaller, a city state called Niotsk Vol, which was thrown under by the might of the many hordes to the south. That is until a certain general named Ivanovich defeated the horde of Ogres with the help of the mix of Orc Necromancy, and Human illusion, soon the small city state lost though, and was forced back into the yoke of the Ogres, but as the pheonix rises from the grave, so did the Vol, who fought once again, now as the Grand Duchy of Volbronovy, against the Ogre leader Mailai, his opponent the Grand Duke Nikolai, as the forces kept rising, and the Vol tricked the Ogres with their illusions, a stand off at the Ob coast began, leading into Ogre retreat, and Volbronovy soveignty, but as the princes of Rivagi get ready to fight once again, a lone Duchy will have to be cunning to stop its many foes.


The military of the Vol involve the sickest magic, the abuse of the winter, and fear of the impending doom caused by artillery, cavalry, and the horde of idiotic peasants. It is said that no matter if you defeat or are defeated by the Vol, they truly won in the end, as a second attack is nigh impossible due to the fear caused by their war tactics. They mix magic and industry to create a machine known only by it's magic using enemies in the south as: Balalaika. A little triangular stringed instrument that is played before the battle, to mourn for those who have not died, but are bound to die.


Only a fool would invade the Vol. But foolishness is the fabric of Rivagi is it not?


MILITARY:


Navy:


50 Ironclads



Army:



200 Infantry Conscript



150 Conscript Archers



25 Elite Heavy Cavalry



10 Elite Artillery



5 Arquebusers



5 Magi



5 War-Magi
 

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