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Nation Building Nations Sheets for BoN Act 3: Modern Age

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Characters
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Lore
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Other
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Trektek

Happy Necromancer
Roleplay Availability
Roleplay Type(s)
Nation Sheet Page:

Nation Name:
(Simple)

Land, Sea, or Air : (Choose which one and then two bonuses from the below)

Capital City: (Simple)

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

Government Type: (Do they have an elder council under a Tribal Government? Democratically elected officials in a fully functional Democracy? Crazed dictator in a Despotism style government? Choose from the list below and add the bonus and/or penalty from your chosen type)

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

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

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

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

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

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

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

Policy: (Select from the preselected list or create your own. Bonus will be confirmed by GM. Comes with a negative that is provided by the GM. Start with 1 but can have up to 3 active during gameplay)

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

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

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

Name: (Warriors, soldiers etc, whatever you like)
Type: (Troop, Elite, Legendary)
Tier: (Starting units are always Tier 1)
M: (Movement value on the map, default 1)
HP: (How many successful hits to kill, default 1)
Attacks: (How many dice to roll when this unit attacks, default 1)
Off: (Units Offense modifier, default 0)
Def: (Units Defence modifier, default 0)


Keywords: (What is special about the unit? Heavy armor? Quick? Special tactics?)

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


Example Nation Sheet Page:

Nation Name:
The Kingdom of Quintus

Land, Sea, or Air : Land- Built Ground Tough, Ration Hoarding

Capital City: The Magnificent Quintus City

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

Government Type: Feudalism

Leader: Frederico Quintus the Third.
After ascending the throne on his 6th birthday after the untimely death of his mother, Frederico has had to fend for himself against the cutthroat nobles and schemers of the court who wanted nothing more than to manipulate or usurp his rule. Now that he has reached the age of 26, ruling for 20 years, he now will work on expanding the kingdom, calling in old favors and fielding the levies to be sent abroad.

List of Races: Humans

List of 3 Story Characters:
Frederico Quintus the Third- The young King and now long time ruler that wishes to expand the kingdom in order to keep his people at bay.

Harriet Salem- A young Soldier trained as a Holy Knight of Quintus, ready and eager to get out into the field and prove her worth to earn greater benefits of improved citizenship on the field to help take care of her ailing mother.

Gary Mundkin- A technician working on the Light and Medium Tanks that support the Knights out on the field of Combat. He has his own technical ideas and perhaps if he does well at his apprenticeship, he will be able to move his ideas up ahead.


Temperament: Militaristic

Religion: The Goddess Milawaka, her radiance of Holy Light

Preferred Region: Grasslands

End Goal: To expand the Kingdom and bring more under the wing of the King

Policy: Apprenticeship- When troops are trained, a Squire is trained at half price. Squires are at -1/-1

Strengths: Might Makes Right- For each battle won, gain 10 Resources
Loyalty to the King- If the Kingdom is unable to pay for units upkeep, allow one turn grace period before banditry rolls occur
Bread and Circuses- Happiness will not fall into the negatives via events, only from another player or NPC Nation

Weaknesses: Chaotic Underbelly- People chafe under the iron fist of the King. Order Penalties are doubled
Schemers- Spies have a greater chance of infiltration of this nation.

Starting Units:

Knights- Troop
1/1/0/0
(Light)
Camaraderie- Gains +1/0 when fighting alongside another Knight (Does not stack)

Squire- Troop
1/1/-1/-1
(Aged Weaponry)(Aged Armor)

Light Tank- Land Vehicle
1/1/0/0
(Anti-Infantry)
Support- Gains +1/0 when attacking alongside Infantry (Does not stack)


History: (As long or short as you want, provide a background to your nation.)​
 
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Nation Name:
World Tree
Land, Sea, or Air: Land
Hold The Line: Ground Based Units get 0/+2 in Rough Terrain tiles
Ration Hoarding: Ground Units cost half resource upkeep

Capital City: Halamshiral

Nation Flag:
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Government Type:
Federation - Not affected by Order Penalties. Cities have 1 extra Building Slot. Spies are more likely to succeed in their tasks within.


Leader:
Prince Ellario - The King is known for his level-headedness and ability to put the well being , safety and needs of the World Tree before his own desires. While he is among the youngest of the elven nobility, his disinterest in ruling might be what makes him the best for the position.
Ellario is the leader of the World Tree elf faction and king of all elves, even though some refer to him as the Prince. He came to power when the World Tree’s seed presented itself to him in the night during his escape from the old capital. His family died and because he was alone, he took comfort in the Tree’s support of him and chose to keep the seed a secret while he and the other nobles traveled to find a new home. He has no interest in being the King, but fears he cannot trust the other factions to care for the tree as it needs to be cared for. He is very against the influence of the mortal races and believes that the elves’ only focus should be on strengthening themselves so that they may be prepared for when the darkness eventually returns, in whatever form it chooses to.

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List of Races: Elves

List of 3 Story Characters:

Averual - Sea Elf Civilian

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Faran - Moon Elf Warden

Faran is the current Warden of the Moon elves, appointed so by her Lady. She is an elf of no nobility, but is respected for her capabilities with magic. She is also known to be very self-serving and rumored to be a moon elf supremacist.

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Ambassador Lucian

A foreigner and one of the only humans to set foot inside the city of Halamshiral, Lucian is the target of much disdain within the city. His knowledge of the outside world and of mortal desires are the only thing that permit him to safely stay within the city. His deceitful and conniving nature is made somewhat negligible by the fact that Ellario has confined him to his apartments within the palace.

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Temperament: Cautious, Peaceful

Religion: While some elves put their faith in a variety of deities which they bicker about back and forth, the World Tree is the only official and majorly accepted idol of the elven race.

Preferred Region: Forests, Mountains

End Goal:
The World Tree elves aim to protect the world from demons and defend their tree from the darkness.

Policies:
Growth and Decay - At the King’s discretion, the World Tree’s energy can be used to heal or to harm. (Every three turns the World Tree can bolster resource generation in the capital and surrounding tiles, granting 26 Resources, or can lash out at enemies and cause enemies in the capital and surrounding tiles to suffer attrition on a 9+)​
  • Drawbacks - In utilizing the power of the World Tree, the elves must adjust society to meet the tree's changing needs. (Growth and Decay cannot be used again for another three turns after its initial use. .)​
The World Roots: The elven armies of the World Tree use the gargantuan tree's connection to other forms of life to be transported across the world to any forest tile. The tree allows for any number of armies to be teleported to any location.
  • Drawbacks - Using the World Roots requires a portion of the great tree's power and so once the feat is performed, the World Tree must rest, putting all of its abilities on cooldown for 5 Turns.

Strengths:​
  • Connectivity - World Tree elves are able to move from one forest tile to the next at no movement cost, when starting their turn in a forest tile.​
  • Thriving in Nature - Gain a (0/+1) when units are on a forest tile.​
  • Last Stand - When defending the World Tree, units become immune to enemy aura effects​

Weaknesses:​
  • Branches of the Tree - World Tree can only build settlements on forest tiles.​
  • Limited influence - Only one civilization may engage in a trade agreement with the World Tree at any time..​

Bonuses:​
  • Forest Spirit's Boon​
    • Gain +1 Building slot for each settlement
    • World Tree Troop Type Units gain +1/0 while fighting in World Tree settlements or forests.
  • International Union Perks:
    • +1 Building Slot to all cities​





Starting Units: 2x Exemplar Sentinels, 2x Crawler(Ranged)

Name: Exemplar Sentinels
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Type: Troop
Tier: (1)
M: (1)
HP: (1)
Attacks: (1)
Off: ( 0)
Def: ( 0)
Trait: Forest Dwellers - Exemplar Sentinels gain a 0/+1 when fighting in forests.
(Advanced Armor)

Name: Crawlers (Raned)

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Type: Troop
Tier: (1)
M: (1)
HP: (1)
Attacks: (1)
Off: ( 0)
Def: ( 0)
(Anti-air)
Traits: Bulwark - Crawlers gain a 0/+1 when remaining on the same tile for more than 1 Turn.
(Anti-Air)

Name: Wyrwood

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Type: Troop
Tier: (1)
M: (1)
HP: (1)
Attacks: (1)
Off: ( 0)
Def: ( 0)
Trait: Strong Mind- Gives an 8+ roll to resist mind control
(Anti-Infantry)

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Type: Civilian
Tier: (1)
M: (1)
HP: (1)
Attacks: (1)
Off: ( 0)
Def: ( 0)
Trait: Woodland Specialist - Unit can spawn forests on any tile type.
(Civilian)

History:

It is believed that from the World tree all of life sprang. From its branches and roots came all the creatures that slither and fly. Then came the creatures of the gods; Elves, fae, and everything in between. And the demons. When the infernal armies first attacked the physical plane, they targeted the World Tree for its ability to create. The forces of order were unprepared and in their complacent, the tree burned. In the fire one elf found a seed, massive in size and brimming with energy. The World Tree had bestowed upon this single elf the responsibility of saving creation. With a chance to begin anew, the elves of the world rallied around this singular figure who would go on to become the King of the World Tree elves after they defeated the demon threat and the tree sprouted once more. Centuries passed and the new society that was built thrived and the demons became a thing of the past.

The elves opened up to the world, eager to share their golden age with the other races and to spread the glory of the World Tree, but they became too laxed in their stewardship of the tree. When it was prophesied that the demons would return, the King declared the idea to be unfounded and impossible. They had slain them all, they were safe. That would become a lie as within the century the demons would return and seemingly out of thin air. The elves who were spread too thin could not return fast enough to defend their homeland. Many elves would not return to the World Tree and would instead see it be set ablaze from the farthest corners of the mortal plane.

It was only thanks to the other races that the demon threat was quelled this time and that any elves survived. Although the King and his bloodline did not. Without a leader for the first time in a millennia, the elves would fall into disarray, and disappear from the world stage. That was until a rumor spread of a young noble who had survived the demon attack coming into possession of the World Tree seed. A successor, chosen by the tree who had for some reason chosen to hide. The elves traveled from across the globe, abandoning their homesteads to be reunited with the tree.

Under the leadership of this young King, they traveled to a land populated by the other races and planted the great seed. Centuries would pass and the tree would grow once more and with their new leader, elven society would be revitalized. But their ageless minds were not open to change and trouble would begin to brew from within. King Ellario is young in the eyes of his kin and not yet ready to rule, but whether it be demons or noble egos, he will do his best to protect his people and see them enter the next age as a whole.

The Elven people are currently in their second age; the Age of Ellario or the Boy King as some call him. The First Age, also known as the Age of Alanor, the First King was a golden age that ended in disaster and catastrophe.

The Factions

The factions are the groups of elves who after the catastrophe split up and traveled the world. They adapted to their new homes and after centuries apart they developed new ways of life that differed from what they once knew.

The Sun Elves were near the equator when the Heir appeared. They made their homes on a small chain of islands and basked in the sun’s unending warmth where they believed that the sun deity would forever shine on them. They enjoyed long days, short nights, and thrived on interacting heavily with the other races. They are the most commonly known race of elf to the other races.

Their leader is chieftess Aurum, who gained her position after she used solar magic to protect the people on their journey to their new home. She is pious and stubborn, but a stalwart protector of all elven people.

The Moon Elves are those who made their homesteads in the mountains to the north, where the sun’s warmth was not felt. Instead they worshiped the moon goddess who they believe kept them safe during their dark travels from their old home. The other races know very little about them.

Their leader is Lady Ravennar, who is the only member of the old nobility to have journeyed south to the mountains. She is merciless, wrathful, and deceitful.

The Wood Elves made their homestead in the southern forests where no civilization had existed for more than an age. They are violent towards all races and consider themselves to be the most devoted to the World tree. They live a lifestyle that is very rooted in protecting nature, even at the cost of their own comfort. They are the only faction to devote themselves completely to Ellario and the World Tree.

Their leader is Huntress Gihu’nan. Her many kills against mortal races earned her the position and respect of her people. She is a violent woman guided by her love for the World Tree. She is one of the oldest living elves and one of the original nobles from the time of the first king.

The Sea Elves certain that a stationary life was what caused their downfall in the past, several families took to the seas and chose to stay there. They built large vessels to house at least 100 people and their fleets set sail to roam the world. They are the most varried of the elven races as some of them will raid your lands while others will ferry you across the ocean for a small fee. Everything they did was in service of the fleet. They are the most reluctant to return to life on land and serve the World Tree’s new prince. They value their freedom and think the World Tree should be moved to the ocean where demons would not reach it so easily.

Their leader is Admiral Tial. He was a captain serving in the last King’s navy, so when the elves parted ways, his expertise was a valuable tool to those setting sail. He has single handedly built the great fleet and protected his people. He is rebellious and aggressive, but very nonchalant about the fates of the other races. His relationship with Ellario is strenuous at best and he is responsible for the nickname, Prince Ellario being adopted by the other leaders and the common folk

The World Tree Elves are those who when the old capital was destroyed, they stuck together and tried to maintain the old ways of life. They are a group entirely made up of noble families and their servants, all of whom remained faithful to the World tree and its power of the world. When the tree chose Ellario to become the new king, they fully supported him without hesitation. They are the most secluded of all of the elven people. The other races know very little of them and some refuse to accept they exist and often connect them to other elven groups.

The Wardens:

When the elves reunited under the new World Tree they were not the same cohesive people that they were centuries ago. The different groups had their own independent ideals and beliefs and so to ensure everyone was represented in an efficient way, Ellario created the title of Warden. Each faction would put forth someone to represent them, as their voice not as their leader. These positions are service positions and as such those who take them up are required to forsake any claims to nobility they once held and live as ordinary citizenry. This way they would be force to put the people first. When it comes to governing the factions and the elven race as a whole, Ellario looks to the Wardens to help him make decisions before he considers those who held the former title of leader within their respective factions.

The World Tree Warden is an elf by the name of Oreon who is the only surviving member of his noble family after the catastrophe. He willingly gave up his noble claims as he felt they did little for him and would not get him any further in life with the changing climate of the new world. This title would have been held by Ellario but by his own rules he would have to give up his crown. Oreon is a studious mind and a dedicated scholar who doesn't let greed or his own desires blind him to his duties.

The Moon Elf Warden , Faran, is viewed with great skepticism and doubt for her connection to Ravennar. The two are both untrusted, but that does not stop Ellario from treating Faran with respect. She holds great sway in matters of magic and the occult and is relied on for her insight.

The Sun Elf Warden is Aurum, who many joke was the only option for the role. Her interactions with the other races, though they happened long ago, are what keep many of the elven leaders from treating the mortal races as animals and pets. It is believed by some that without her reminding them of the societal and intellectual growth of the other races the elven nobility would have far more elven supremacists amongst them. She is often treated as a diplomat and advises Ellario in matters of diplomacy and foreign relations. Aurum is also head of technology and is responsible for the elves' adoption of the solar power.

The Wood Elf Warden, Huntress Gihu'nan, appointed herself to the position and none of her people chose to oppose the idea. She easily threw away her nobility as it did little for her and any who remembered her acts as a noble were now long gone. As a Warden she often reminds Ellario to care for his people and not just the World Tree. She has a poor opinion of the mortal races and is rumored to be an elven supremacist. Her millennia of experience as a noble and her time advising the last king has proven invaluable to the current king.

The Sea Elves are the only faction without an active Warden. Tial holds the title but only shows up to court when his people need the King's favor or when he wants to oppose something being proposed. Tial also holds the title of Admiral and is granted command of the World Tree's navy.

The Arch Mage Ravennar is among the most powerful magic users in Halamshiral and for this she gave herself the title, which the wardens and the King chose to accept. She oversees the growth and development of magical practices in Halamshiral.

Customs & traditions:

The elven calendar is determined by the World Tree. As the planting of the new tree dictates the dawn of a new age, their calendar is refreshed. The appearance of flowers on the tree's branches dictate the passing of months and changing of seasons.

Soleils are a golden flower which bloom during the Summer Solstice, They die after a month.

Mene Blossoms bloom every new moon and die by the next night.

Borealis Bells sprout during the Winter Solstice and blossom the same day as the first snowfall and die off within a month.
 
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Nation Name
CyberLink Solutions [CLS]

Land, Sea, or Air
Land
(Gotta Go Fast, Ration Hoarding)

Capital City
Gaalvax

Nation Flag
image-1.jpg


Government Type
Capitalist

Leader
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Eskandar Zal

Eskandar Zal, Lich, Scientist, Visionary. It was Eskandar who pioneered bionics and pushed the boundaries of what was believed possible when it came to mortal interfacing. Using his incredible talent for necromancy, his vast knowledge of the body, he created wonders not seen in this world. He gave people the chance to 'perfect' themselves, to become what they'd always wanted, to surpass their limits, to achieve their dreams and all it cost was their souls. Eskandar founded Gaalvax to last for eternity. To be a beacon of progress, where any being could prosper through the sharpness of their wit or the strength of their back. Without pesky regulations holding back progress, where the dull could not tell the genius what to think and not think, what to do and what not to do. Where 'ethics' took a backseat to innovation. Gaalvax, the shining beacon of progress, the Neon City... The city of oppression. Where those at the top using their power and influence to keep those under them where they belong, below and no one is higher then Iskandar Zal. Iskandar Zal, head of the 'Board', lord of Gaalvax...

Eskandar, himself, cuts quite a figure being a 'gilded lich', every single bone of his body has been grafted and engraved with gold and he always wears the finest suits as if to say his mere 'being' is worth more then everyone around him. For while Eskandar may love progress, what he loves more then anything is possession. To claim all that he sees, to have what he wants, when he wants, for why not? He built this city.

List of Races
Any and all. The meatgrinder doesn't care what kind of meat is shoved in, so long as the blades keep churning.


List of 3 Story Characters
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Unit 003

Unit 003, or simply 'Three', was once known as Angelia Myers, a low-time drug runner from the undercity that became the leader of the '6th Street Skinners', a radical anti-establishment group that paid for their war upon CLS through the liberal use of drugs, bootleg cybernetics and net harvesting. They were responsible for the Great Crash of '94, the abduction and 'harvesting' of CFO Mario Salvatore, and several assassination attempts on the Board. Angelia Myers was finally captured during her assault upon the Lomire Compound where she tried to destroy the phylactery to kill the ancient lich, Eskandar Zal, once and for all, but her efforts were for naught as she was captured. For her crime, the sentence should have been to have her 'parts' processed and sold for the betterment of all, but instead she was given the 'honor' of becoming one of the Numbered. The Numbered are an elite sect of assassins and enforcers for the Board. They are kept in 'stasis' when not in use, more machine then man, they are kept under control through a mixture of psychoactive drugs and cerebral processors. Her first mission was to hunt down and kill the members of the 6th Street Skinners and 'repossess' their families for processing. When the Board wishes to deploy a Number, they often use the code phrase 'Run the Numbers'.

41f647c18534eab37d2aa8e2524fca0e.jpg

Thalin

Thalin was once an elf, like many of his kin, he was 'connected' to the World Tree but Thalin was a bit.. different. Thalin was violent and greedy, he desired for more then the World Tree and what it was connected to. Thalin left his home at an early age and lived as a gun for hire for many decades, earning a fearsome reputation as a merciless, but professional, killer. Over the years, Thalin would earn many scars and injuries, including the loss of his right eye to torture during his 'Jungle Campaigns'. But the war, violence and death would eventually catch up to Thalin as his body was failing him and the only thing Thalin feared was losing all he had fought and killed to gain. Thalin contacted CyberLink Solutions offering a bargain. Eternal life for himself. The Board voted and Eskandar cast the vote pushing for acceptance. Thalin became the first being to undergo the Lazarus Project.. and it had a few kinks that still needed to be ironed out. Thalin can hardly be called an elf, or even a 'person', anymore. His flesh having been removed, his bones coated in advanced carbon plating. Every organ, save his brain, is synthetic.. And his brain is 'barely' there, most of it having been replaced or 'added to' to stop his neutral degradation. While Thalin could get work done to make himself appear more human, he does not. He enjoys his new appearance and the effect it has on others, taking perverse enjoyment in making others uncomfortable. Thalin works as CyberLink Solution's Chief of Security.

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Andromeda

Liú Mèng yáo, also known by her handle of Andromeda, is head of marketing and 'star' of CyberLink Solutions. Once a popular video streamer covering new cybernetics, beauty products and VR games, she has since transitioned into a 'Brand Ambassador' for CyberLink. She either stars, or writes, most of the advertising campaigns of CyberLink and has turned herself into something of an 'Idol', using her beauty and charm to inspire the poor to keep working for a chance to 'make it' just like her, forever locking them into the endless meatgrinder that is the city. While Andromeda seems like she is open and happy, in truth, Andromeda struggles with a drug addiction and has to maintain a constant dose of medication to keep her from succumbing to Cyberpsychosis, but her contract is ironclad, there is no escape from the Board, and moreover, what would Andromeda be without her stars [Fans] that make up her existence? She could not live without the constant attention, it validates her existence.

Temperament
Greedy, Exploitative

Religion
There is no official state religion. Anyone can believe whatever they want so long as it gets them to work on time. No religious holiday is recognized.

Preferred Region
Surprise Me

End Goal
Money.

...

...

Making the 'perfect' being, the fusion of necromancy, flesh and steel, the pinnacle of interconnectivity, to create a system where every man, woman and child is one of these beings, all connected to one another, all connected to the servers and the net.. and then exploit the shit out of it all.

Policy

CyberLink Solutions, using a mixture of 'donated' and engineered body parts and organs as well as cybernetic implants and limbs, CLS can 'improve' a unit. Each improvement must be paid for and will only affect a single unit and must be bought again for each other unit that it is applied to. The 'improvement' is more expensive depending on unit type with troops being the cheapest to upgrade and heroes/leaders being the most expensive. These upgrades count as 'base' stats and so will stack with other bonuses. A single unit can only handle so many upgrades before succumbing to Cyberpsychosis, each upgrade has a 'tier' as some take up more slots then others. The level of the tier is how many slots they consume. Unless specified elsewhere, it is an action to upgrade a chosen unit. Only land [non-vehicles] units may be upgraded.

Possible Upgrades
Reflex Adapter: Offense
Nanoreinforced Skeletal Frame: Defense
Subdermal Armor Plating: Save
Synthetic Lungs: Movement
Redundant Nervous System: Hitpoint
Smart Link: Damage
Adrenaline Synthesizer
: Attack
Neural Booster
: Ability [Only One per Unit]

Upgrade Tiers

Offense/Defense/Save - Tier 1
Movement/Hitpoint - Tier 2
Damage/Attacks - Tier 3
Ability - Tier 4

Upgrade Tier Cost*
Tier 1 - 10 Resources
Tier 2 - 20 Resources
Tier 3 - 30 Resources
Tier 4 - 40 Resources

Troop Type Cost Multiplier
Troop [Base Price], Elite x[1.5], Legendary x[2], Monster x[2.5], Hero/Leader x[3]

Slot Allotment**
Troop [2], Elite [3], Legendary [4], Monster [6], Hero [8], Leader [10]

*Cost and Cost Multiplier subject to change at any time for balance purposes

**You may never have more then +2 in any single category regardless of how many slots the unit has available. A leader cannot have a bonus +10 offense, but they could have +2 offense, + 2 defense and + 2 attacks which would use up all their slots without going over their slot allotment.

Strengths

Serve The Company in Life, or Slave For It In Death "Mandatory Overtime"
All economic civilian units also count as Militia with 0/0.

Buyers Market "Rampant Capitalism"
CyberLink can establish trade with any faction [that has the ability to do so] and does not need to build anything to do so [nor do the person they are trading with]. However, whomever they are trading with receives half as much income as they would normally from a trade agreement [Exploits those local markets!], in addition, CyberLink Solutions can only have Capital Levelx2 trade agreements in this fashion.

Green Initiative "Employee Retention"
Whenever a Mindless Undead unit dies, on an 8+, it is 'respawned' at the capital. Any upgrades are lost. Units resurrected in this manner cannot move or attack the turn they come back.

Weaknesses
Control
For every 3 units with the Mindless Undead keyword, one unit with the Necromancer keyword must be included in the army. If the units with the Mindless Undead keyword ever exceed the number allowed by the Necromancer keyword, the undead units will 'crumble' and die until the number falls within the allowed limit. [Order of crumbling is Basic then Elites then Legendary then Monsters then Heroes].

Unionization
If the ratio of mindless undead to non-mindless undead [so anything but them] ever reaches 50%, at the start of the turn, the upkeep increases by X and they get -1 to Order. If it ever reaches 75%, at the start of the turn, it increases even further and gives a -2 to Order. [Purposely leaving it as X. I want this to scale hard if I go against the theme here. If I'm making 200 resources or something a turn, not gonna care about a 25% increase to upkeep. So scale this. If I'm making bank, make it like 200% upkeep. Full on falcon punch me for messing up.]

In addition, all mercenaries cost double upkeep

Starting Units
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Name: CLS Sec.
Type: Troop [Basic]
Tier: 1
M: 1 (3)
HP: 1
Attacks:1
Off: 0
Def: 0
Keywords: Meatshield (5), Mindless Undead

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Name: AST [Asset Management Team]
Type: Troop (Basic)
Tier: 1
M: 1 (3)
HP: 2
Attacks: 1
Off: 0
Def: 0
Keywords: Robust [10], Necromancer


5a6b3c776a3d775799f7686e64e64dbc.jpg

Name: HR-CV [Human Resource Compliance Vehicle]
Type: Vehicle (Basic)
Tier: 1
M: 2 (4)
HP: 1
Attacks: 1
Off: -1
Def: 0
Keywords: Transport (5), Light (5), Aged Weaponry (-5) Mindless Undead

History

CyberLink Solutions originally started off a few decades ago as a small tech company creating computers called 'Linked'. The company slowly grew and expanded, moving from computers to encompassing many electronics such as phones, tablets, home security systems, the works. As technology improved, and people become more interconnected, 'Linked' turned into 'Cyberlink' where they focused on not just keeping people using their products, but 'linked' to their products. Wrapping up their very lives into it. Their work? Connected. Their hobbies? Connected. Their very personality and social identity? Connected. In order to keep customers purchasing the newest, trendiest item, CyberLink would send out updates to slow down old products and go out of their way to stop anyone else, but them, from working on their creations ensuring everything stayed 'in house' for 'their protection'. In truth, it was down so they could freely control the prices of repair, replacement parts and new products to force and push their customers to where they want them to be.

So, in truth, Cyberlink Solutions was rotten long before 'Solutions' was added to the name. But the company did not dabble in Necromancer until the civil war began in their primary supply nation, a poor nation called 'Themalia' where most of their factories where located. A nation that happily sold CyberLink Solutions its people in droves, cursed to do backbreaking, pointless labor for below living wage with no hope for escape where everything they made could be sold at far greater prices in other, more affluent, nations. In truth, the situation was almost perfect as it was.

But the civil war threatened their supply chain, and so they reached out to those that could 'secure' it, it was then that Eskander arrived on the scene. With his hordes of the undead, happily grown and supplied by the local civil war and various warcrimes being committed [That CyberLink had no hand in, at all, they even did an internal investigation that came up clean], the nation was brought into the fold with a puppet government put in place. Fully exploiting the people and the natural resources, CyberLink grew and became CyberLink Solutions offering military aid, raw materials and other such goods along with their tech.

But the true advance was not to come until Eskander and his fellow necromancers made a play for the board. With their new cybernetic tech, coupled with the promise of their necromancy powers, CyberLink Solutions was reborn. In a few years, the puppet nation was all but erased as CyberLink Solutions stepped forward to claim the mantle of the naiton 'for the good of all'...​
 
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Nation Name: Scholari League

Land, Sea, or Air : Sea
(Davy Jones Locker, Neptune's Bounty)

Capital City: Discovery

Nation Flag:
Crocodile_golden_double_helix_emblem_inside_of_a_green_circle_a_7edb2082-eb0d-48f6-9fcb-9c5293...png

Government Type: Oligarchy (+1 extra building slot per settlement. Increase Penalties for Order)

Board of Directors
The Board is made up of the leaders of the dominant Think Tanks operating within the League. Admittedly each Think Tank itself is a collection of smaller Think Thanks of similar interests that join in compact to create a more unified front. Each Board seat is responsible for some aspect of Scholari society, more so meeting its needs or taking care of issues. Failure for a Think Tank to meet its responsibilities leads to it being kicked off the Board, the seat left open for a new group to come together and take the seat so long as they can attempt to fulfill the duties of said seat. The Board is rather cutthroat about this but once a seat is refilled, that Think Tank is given a grace period. The Board often debates matters that don’t fall into the purview of the Prime or brings matters to their attention and present opinions.

Leader: Prime Bazen Alpha
The Prime is the executive officer of the League. In the beginning, the position of Prime was held by a majority vote of the Board. In the last few centuries after some serious debate and near outbreaks of civil war, the Board agreed that the Prime should be a created being whose sole function is to fulfill the task of executive. The Board also agreed that a Prime can be removed by vote and ‘terminated’ to make room for a replacement. The Prime is made aware of this but also is created with the best techniques of each Think Tank participating on the Board. This is to ensure the Prime is of superior intellect and physiology to handle the burden of managing the chaos of Scholari society.

Prime Bazen is the current ruler recently decanted from the Flesh Vats that are under the direct authority of the Board of Directors. He like all Primes is of impressive intellect and physical ability to ensure he is able to handle the strain of rulership. He was made to replace Prime Vigo Delta whose regime came to an abrupt end after a vote of no confidence triggered by the recent reduction in production of Judicial Clones. The League is in a chaotic period that will be Prime Bazen's job

List of Races:
Clones: Soldiers and laborers spawned from the Flesh Vats to serve the needs of the Scholari, allowing them to focus on various other tasks and workings instead of combat or menial labor. Clones come from various gene groups designed for certain taskings but will be altered if they show skill and interest in a field outside their original. This allows the clone population to at least be more easily controlled with reassignments. Above the workers and warriors are Judicial Clones used to enforce the laws of the League along with the will of the Prime.

Scholari: Scholari are an odd hybrid species born of intermingling races and aggressive genetic tampering to bring about a new species from said mixing. Scholari sport a medley of features from the pointed ears of Elves and Goblins to the more impressive physiques of orcs and humans. Their skin defaults to green but many enjoy the gene clinics of their society to have other hues. The same goes for hair and eye colors, self modification being an encouraged right of the citizenry.

List of 3 Story Characters:
Prime Bazen Alpha - Prime of the Scholari League
Recently decanted and installed by the Board after the Termination of his predecessor. Bazen is coming to terms with his existence as the created ruler of such a fractious and argumentative people. He intends to survive and do his job, perhaps in the hope that he can shift the balance of power enough that the Board will have to seriously consider the repercussions of his own Termination. He does though believe in the Scholari dream of genetic ascension, though for him it is just as much a means to cement his own power further as uplifting the people he was created to act as the ruler of on behalf of the Board.

Rezuna - Science Directorate
A stunningly beautiful woman who has clearly used his status and position to be gene sculpted to make her both a mental and physical threat. She reign over Amplified Analytics, the dominant Think Tank in control of scientific research and development. This is the most prized seat on the Board of Directors as it controls the Science Directorate as a whole along with all of its resource access. So far she has managed to hold her seat through skill, intellect and political cunning. She also has managed to show no favoritism to any field or research, keeping the Think Tanks below hers part of it and squabbling for resource allocation. She lead the vote the lead to the resent termination of the previous Prime. She views Bazen Alpha as potentially her greatest work yet, hoping he will long enough to fulfill the dream of her people in their genetic ascension over the disgusting surface peoples.

Morgo - Information Directorate
A quite man of slender if athletic build. His facial features shift too often for him to have set face, but his body and movements identify him easily enough. Morgo heads the Think Tank, International Infomatics. This Think Tank only recently seized its seat after dethroning Data Raiders and their Director Zutha. Morgo notably is a patient and quiet figure, interested in the performance of his role. He knows more about the surface world, rumored to have been a spy clone before his success earned him citizenship. No one can be sure, Morgo spread rumors about himself almost constantly. He lives by fabrication to deter and confuse challengers to his position and that of his Think Tanks as the heads of the Information Directorate. He downplays his importance but all know that his data is paramount in carrying out raiding and intelligence operations to provide the Scholari with fresh test subjects and materials for the great works of science.

Temperament: Amoral Pioneers of Science

Religion: None, the Scholari have little patience for faith or waiting on some god to save them.

Preferred Region: Underwater

End Goal: Genetic Ascension of the Scholari into superhuman beings.

Policy: (Select from the preselected list or create your own. Bonus will be confirmed by GM. Comes with a negative that is provided by the GM. Start with 1 but can have up to 3 active during gameplay)

Test Subjects: When a successful raid occurs, as a free action, you can sacrifice x members of a captured settlement population and roll a die. On a 1-2 the creation goes out of control and attacks your settlement. On a 3-5 nothing happens. On a 6-9 a new keyword can be chosen for a unit type. On a 10, a new unit can be created.
If a failure occurs, decrease Happiness or Order by 1. When sacrificing Slaves during Raids, you are capped at 1 additional keyword per unit.

Strengths: (What three things is your nation good at? We will create in game buffs to match your choices.)
Underwater Exile: The Scholari fled to the depths of the ocean to be left alone and protected from the peoples and governments of the surface. They do this as much for privacy as paranoia, seeking the protection of the depths while building up their civilization.
Cannot be attacked by air units. Other units are at -1/0 to attack.

Unseen Observers: The Scholari have developed agents along the coasts and deeper inland to study the surface races. The Information Directorate or ID handles the general operation of all spies and operatives on the surface, many altered clones. They treat it as much about data gathering as carrying out acts of espionage and intrigue on behalf of the Board and Prime.
Dictates the outcome on a successful Spy based Action from the Spy List.

Cloning Mastery: Scholari are masters of cloning, making it easier to improve and alter their various clone units they employ in labor and warfare.
Keywords are decreased by 5 to a minimum of 5.

Weaknesses: (What two things is your nation weak at? We will create in game debuffs to match your choices.)
Think Tanks: The Leagues greatest strength is sadly its greatest weakness. The various think tanks that form the foundation of the various directorate compete and squabble for resource allocation. While this creates the potential to achieve great works, it also creates potential for instability as some think tanks collapse to be replaced by others.
Potential of Rebellion on -2 Happiness and Order

Terraphobia: The history of the Scholari has instilled a fear and hatred of the idea of ever settling on the surface again. No cluster of think tanks will dare to build above the waves save for more transient facilities like trading posts or processing centers for test subjects. They cannot hold surface settlements, restricted to raiding and stripping them of resources and test subjects to take back below the waves.

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

Clone Soldiers 01.jpg
Clone Soldiers
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0
Trait: Marines (0), Clones

Clone Juggernaut.jpg
Clone Alpha
Type Land Vehicle (Heavy Clone)
Tier: 1
M:1
HP: 2
Attacks: 1
Off: 0
Def: -1
Traits: Amphibious (0), Robust (5), Clone, Poor Armor (-5)

Raider Submarine.jpg
Raider Submarine
Type: Naval
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: -1
Traits: Coastal Bombardment (5), Transport (5), Poor Armor (-5)

History: (As long or short as you want, provide a background to your nation.)
The Scholari League has its foundations in the ideals of what many would have called a mad man. Centuries ago, a man that was part machine led workers, engineers and academics into exile to a new continent where they sought to build a society of knowledge and ingenuity. This dream was shattered by the countless threats posed by the new lands and those powers there that sought to conquer it for themselves. That man died, sacrificing himself and much of their workings to save the many brilliant minds of the nation of Coghaven.

Realizing that the lands of the world would always pose threats to them, the refugees of Coghaven used an array of highly advanced submarines and a submersible complex to vanish into the depths of the ocean. They spent the following years assembling and developing a city below the waves. They built a society around science and industry with freedom of expression to ensure the sharing of ideas. They took up the name Scholari, seeing themselves as perpetual students seeking to learn new things. With the new name came a new outlook.

Ethics went out the window as the bitterness of their exile settled in. A disdain for the land dwellers who forced these thinkers into exile grew. The submarine fleet started to be used for raiding coastal lands. People taken were deemed Test Subjects, attributed value only in their ability to be used to contribute to the development of various scientific projects or providing useful biological material to be tapped into.​
 

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Former Ragnar Republic
The Forgotten of Ulbricht
Enlightened Despot Government
Background
Nation Name Forgotten of Ulbricht

Capital City Koenig

Races 100% Human

LEADER
Autarch Victor Ulbricht A veteran of the Great War, Victor understands the true impact of war on all those it touches. He does not actively seek occupational wars but is willing to stand up for those who are unable to it for themselves.

While he has full control of all aspects of the Forgotten like a true dictator, he is truly benevolent. His decisions on an administrative level are all aimed to improve the lives of his people, even if they may not always agree.

He has overseen their return to the pockmarked landscape of their home from their underground bunkers and will hopefully lead them forward into a brighter, more prosperous future.

KEY FIGURES
Autarch Victor Ulbricht Leader of the Forgotten.

Grand Marshal Heinrich Vetter A veteran of the Great War and long time confidant of Autarch Ulbricht. A master strategist who was instrumental in ensuring the survival of his nation.

Chancellor Bernard Hacker A man who bears the weight of the physical rebuilding his nation. Responsible for the many engineers of the Forgotten, he controls the speed with which things are made.

Temperament Martial Cooperative

Religion The Forgotten have no belief in any God after the torture of war. They put their faith in their weaponry and each other. They have a natural dislike of magic as it played in a key role in the development of the Life Water Virus.

Preferred Region Capable of surviving in almost any environment.

End Goal To be able to live a peaceful existence.

History The Ragnar Republic was a prosperous nation that had a high quality of life before the arrival of The Great War. Their neighbours, the Fate Collective, viewed them with envious eyes. While peace had reigned in their long histories, the Collective had begun a plot that would see a war ravage the both sides.

On the day of New Year celebrations, the Collective unleashed an all out assault against one of the outer settlements of the Ragnar. The attack was devastating and saw numerous lives lost. The retaliation by the Ragnar was firm and swift but what followed was a grim war that lasted decades.

The weapons grew bigger and deadlier, defenses stronger and tougher. If the front line moved an inch in a month then it was considered an achievement. Yet one weapon changed all of it. The Collective combined magic and technology to create a weapon of devastating power. The Life Eater Virus as it was known would melt the biological material from those unlucky enough to be exposed to it. It wiped out vast swathes of land and killed millions of the Ragnar. Only those buried deep within the protected vaults of Koenig were saved a horrific death.

Unfortunately for the Collective, their weapon was too effective. It could survive for years before degrading and this survivability trait of it meant that when the winds changed, the virus was sent back to its creators. While a small portion of the Ragnar were able to survive, their enemy weren't as lucky. Every last person in the collective succumbed to the painful end the virus wrought.

The surviving Ragnar remained in their vaults for years before they could safely leave and return to the surface. When they re-emerged, they were to be known as the Forgotten of Ulbricht. Named symbolically and after their Archon, the Forgotten first saw sunlight with hope in their hearts.

Power
LAND
Hold the Line 0/+2 in difficult terrain.
Ration Hoarding Ground units are half resource upkeep.

POLICY
Infantry Specialists Infantry units may select one of the keywords below to represent their equipment:

-Earthshaker Cannon(20): Long Range. +5 Range.
-Auto-Cannon(15): Anti-Armour and Hatred Vehicles.
-Flak Launcher(15): Anti-Air and Hatred Aircraft.
-Laser Carbine(5): -1/0 and +1 attack.
-Plasma Rifle(10): +1/0 and +1 damage. Rolls to hit of 1 inflict a hit on the firing unit.

Equipment can be freely swapped out while in a settlement if a unit remains stationary for a full turn in said settlement at a cost of 5 resources per unit. Equipment can also be further unlocked and upgraded at capital level 3 and 5. Unit upkeep adjusts to the new equipment the same turn it is switched.

STRENGTHS
Indomitable Will After countless wars that saw them exposed to nuclear, chemical and multiple other brutal weapons, the Forgotten have adapted to be able to survive the most dangerous of conditions.

Infantry units have a regeneration save equal to 11 minus their tier to a best of 8+. Characters always have an 8+.

Engineers Infantry units can take one of the following actions as a free action that occurs at the end of a turn i.e. after charges etc. They cannot be taken during combat:

-Dig In: Units in the army gain 0/+1. As soon as they move the benefit is lost.
-Fortifications: May reinforce settlement defences at a cost of 10 resources. Settlement provides additional 0/+1 bonus. If the combat goes to a second round at any point the bonus is lost.
-Road Builders: For 10 resources may build a road on an adjacent tile. Ignores difficult terrain and +1M while using the road. In addition, for 20 resources may build a bridge on a water tile which counts as a road.
-Obstacles: For 10 resources may turn a tile into difficult terrain.

Kill the Heretic The blind loyalty of the Forgotten to their leader is almost impossible to replicate, making attempts at espionage is not just risky, but downright dangerous. Forgotten grudges last long in the memory.

When an enemy conducts espionage against the Forgotten, the Forgotten roll off against them, receiving a +1 to their roll. If the Forgotten win the roll off, they receive +1/0 versus that nation and the espionage attempt fails.

WEAKNESSES
Praise Technology Cannot use magic items, characters or units.

Death Before Surrender May not surrender or retreat, and lose -1 order if an army of ten or more units are defeated.

Units
Infantrymen 1 / 1 / 2 / -1 / 0
Laser Carbine (5)
15 Resources

Sergeant 1 / 1 / 1 / 0 / 0
Specialist (5) - Death Before Dishonour - Units that would be converted, revived or in any other way turn against the Forgotten are instead killed.
15 Resources

Grenadiers 1 / 1 / 2 / 0 / 0
Specialist (10) - Weight of Fire - +1 Attack
20 Resources

Code by Serobliss
 
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WIP


Nation Name: 6th legion

Land, Sea, or Air : Land

Hold The Line: Ground Based Units get 0/+2 in Rough Terrain tiles
Ration Hoarding: Ground Units cost half resource upkeep


Capital City: "base camp" made from the remains of thier vault and partly buried in a mountain for defensive purposes.

Nation Flag:1666514504296.png

Government Type: despotism- Military units cost 10 less resources. Increase in Happiness Penalties

Leader: lord commander drakonis: the mysterious drakonis is the only non-gecklicko in the 6th, a black dragon actually, the dragon was raised by the lizards long ago, and thusly is fully submerged in their culture, the position of lord command, is more akin to "moderator" amongst the "war council" that makes up the gecklicko government, acting as the public figure head for the 5 branches of the legion government each one having a council representative.
They are the following
Logistics
engineering
the commiserate
civil resources
military assets

List of Races: gecklicko: a race of highly militaristic but short lizards with a nach for engineering having emerged form a sort of deep unground vault a few years ago the lizard contuie their orderly and regimental ways in their civilisation resembling more of a military than an actual nation, with everything being tied back to a sort of command structure, the gecklicko seem predisposed to this life style and prefer it over others if a group where taken away at a young age without being exposed to their culture the lizard would develop A similar community structure. Luckily for most they understand the lifestyle suit’s them but not others.

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List of 3 Story Characters:

Lord Commissar Renbo Relio: the ageing lord Renbo is the eldest of the lord commissars a stern commanding presence, he has taken up his twilight years to drill the newest mech pilots in the arts of warfare, a sound strategies in his youth the lord commissar is invaluable to their current efforts.

quatermaster Iggy Mors: a new quartermater Iggy is still learning the ropes of the logistical department but has been praised as a fast learning so far young and excitable they are ready for the new adventures that await them in this unknown world.

mogari bloras: a veteran before the great sleep mogari has been elected to lead a great deal of field operation for the foreseeable future and the lizard is rather excited for the prospect, tho only on the inside otherwise exuding a calm aura to those around him akin to a father figure to may young aspiring pilots rumour has it he may become a commissar in the near future

Temperament: militaristic

Religion: “codex imparius”: half Religious text half tactical document the codex’s most important passages are often know off by heart by most gecklicko, and they place great honor and pride in following it, the codex quasi-religious nature doesn’t extend to them trying to spread it, for its teaching are only for those willing to learn, and thusly only those who follow its teaching should be judged by it, for they know better.

the “priests“ of the codex are referred to as commissars, part motivation officer/drill Sargent, part spiritual guide, and judges, an commissar my reprimand someone based on codex violations but all sentences can only temporary in nature, or simply a verbal warming, as their primary goal is to inspire and help others to achieve greater heights and goals each commissar sacrifices their own upward mobility to assist others in climbing the ranks and finding where they belong, the “lord commissar“ is the heights rank about 12 exist they make addendum to the codex where it guidance is found lacking to insure proper information distribution.

Preferred Region: mountains

End Goal: rediscover the "lost legion" and a massive construct called the grand factory so as to build the biggest war machine in the world.. for the purpose.. of having it.. no joke.. they just really want a massive warmachine to show off..

Policy: logistical subsidies: economic building come with 1 of their respective civilian units already constructed upon completion of the building, can also have up to 4 Civilian units per building.

Strengths:
mechanical talent: gecklicko’s have an innate nack for engineering and mechanical construction.

You don't have to take a negative keyword on vehicles.

mechanized mastery: expertly crafted mechs with the finest pilots are an integral part of their culture and thusly the gecklicko mechs despite their aged asthetic are deadly and efficient.
All units Gain keyword Armor Piercing

the codex guides: the geklicko culture and “religion“ strongly resembles a military of sorts thusly everyone has there place and where they skills are most effective this is something innate to the lizards, resulting in an “efficient“ if somewhat due society to outsiders.
hance to ignore an order penalty on a 4+
Weaknesses:
adorable lizards: due to the short stature of the gecklicko and goofy appearance they have a hard time being taken seriously unless when speaking to other species.

Attrition rolls require 1 less to affect these units
new to the stage: the vault has only been recently open leaving the gecklicko’s new being to the strange world they find themselves in Compared to when they first slumbered leaving them somewhat lost.
1 movement on difficult terrain and must use purpose built transport units to cross water tiles

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

Name: Gunners
Type: Troop
Tier: 1
M: 2
HP: 1
Attacks: 1
Off: 0
Def: 0
upkeep: 6

1666418185721.png
Keywords: light (5), armour piercing (free)

Name: Grimold
Type: vehicle
Tier: 1
M: 1
HP: 2
Attacks: 1
Off: 0
Def: 0
upkeep: 9

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Keywords: Heavy (5) [9+ Save], Robust (10) [+1 HP], armour piercing (free)

Name: ranger
Type: vehicle
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0
upkeep: 6

1666419267294.png
Keywords: Anti-Armor (0) [Priotizes Vehicles], Hatred (5) [+1 damage against selected unit type (Vehicle), armour piercing (free)


History:
its said long ago that the gecklick buried themselves deep underground to escape some oncoming cataclysm, no one knows what it was but it had something to do with "knife ears" for the time they were the most advanced species on the planet technologically, now they've emerged again communication to their other bunkers cut off and in a world that has reach their level of technology they are somewhat unprepared for the new challenges ahead but they survived one apcolylpise they can do it again
 
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Nation Sheet Page:

Nation Name:
The Autonomous Collective of Melka

Land, Sea, or Air : Land (Subterranean)
Hold The Line: Ground Based Units get 0/+2 in Rough Terrain tiles
Ration Hoarding: Ground Units cost half resource upkeep


Capital City: Arguseed

Nation Flag:
First Sun.png

Government Type: Socialism (Settlements can only be 1 level off each other. Happiness and Order are boosted when Public Services are constructed.)

Leader:
Downside - Arguseed, the Sun of Glass, and the Vitreous Council
Upside - Yeoman Talosa, Tender of the Midnight Tree (informal)

List of Races: Primarily Humans, Tritons, Dwarves, Rock Trolls, bats, and Other Things that dwell within the earth

List of 3 Story Characters:
Dagwyr Sunblessed - Downside Champion, Bearer of the first prototype Sunseed. Leader of the Outlands Exploration Party put together by the Council of Foreign Affairs. A somewhat melodramatic fellow who keeps journals of his expeditions to foreign lands.

Arguseed, the Sun in Glass - PROVIDENCE itself, ancient beyond the recognition of its people and alien in its demeanor. An introspective god, only being able to speak through written words and the Light of Law, which is not read lightly.

Yeoman Talosa, Tender of the Tree - a simple being, Talosa lives a comfortable life in the shadow of the Midnight tree. Occasionally they receive missives from their friends Below, and they do their best to meet the needs of their people and their garden. (It is a rather nice garden)

Temperament: Benevolent Tinkerers of Reality

Religion:
Downside:
While the Sun of Glass is of course sentient, highly intelligent, necessary for the survival of most people that see it, and deserves all thanks and praise given to it, the Collective generally give incredulous looks to those who have the trappings of faith. All are welcome to their own creeds, of course, but in the light of the man-made sun, who has the need for faith?
Upside:
Under the boughs of the midnight tree, dreams can come true. Reality is somewhat softer here, and one's believe can shape what is and isn't. So people believe whatever they bloody well please, because sometimes, they're right.


Preferred Region: Mountains or Forests. Perhaps Mountainous Forests.
End Goal: To convert the normal, actual sun into a being of similar disposition to Arguseed, spreading the providence of the Vitreous One.

Policy: Written in Correspondence: Providence
As the world begins to turn once more, the mountain people have treasures to share. While the beauty of their works seems to fade by the light of the True Sun, the foreign markets are open, and there are plenty who dwell in the dark that may take advantage of this surge.
(Benefit: Improves Trade (+10 resources to each nation). May utilize special resources of any trading partner.
Drawback: Must accept trade routes from other Nations. Other Nations trading with the Collective also have access to special resources available due to Providence.)


Strengths: (What three things is your nation good at? We will create in game buffs to match your choices.)
Things that Go Bump in the Night:
"Those starving fools cry Saxon ghouls, in the darkness we run free."
Between the science that brought about the Sun in Glass and the Midnight Tree freeing people of their mortal inhibitions (and forms), in many cases, monsters both mechanical and true may be found or brought into being quite easily in the Light and Dark.
(+1 HP and +1 attack to monsters in Darkness)

The Midnight Tree:
In order to protect Arguseed from the trials of the True Sun, a being antithetical to light itself has been made to grow over the great city. The lands around the Midnight Tree and its offshoots is an anarchic place where laws both mundane and natural are suspect at best.
(Every settlement has a field of darkness expanding to a radius of 1 around it. All those who are not explicit allies of the Collective have a chance of suffering attrition on a roll of 10 for every turn they dwell in the darkness. This radius increases by 1 at settlement levels 3 and 5. Guests and ambassadors are brought to the Downside, and do not suffer this fate.)

Light is Law:
The natural laws are different for those who dwell under the light of Arguseed. People do not die until the time is right, hunger and loss are reserved for research, and natural laws one would consider inscrutable are laid bare to be twisted into whatever shape is needed. While such conditions may be broken quite easily, the light of the Sun in Glass and the malleability of the real under its gaze will make all things right in time.
(May spend 2 actions and X (0 to 30) resources to increase Happiness or Order by 1. Happiness and Order may only be brought up to 1 using this ability alone, though other projects that add to Happiness or Order improve them further as usual.)


Weaknesses: (What two things is your nation weak at? We will create in game debuffs to match your choices.)
The New Sequence:
Living and growing in the light of the Sun in Glass proves to be hazardous to those who later walk in the sun's rays. The unprotected cannot venture forth at all, while even hardened Collective science tends to go wrong in the light.
(You cannot make military troop units. All other units take -2/-2 and lose a beneficial keyword when in a tile not covered in darkness. These penalties does not apply underground (if that ever happens, for some reason). Any settlements out of the darkness are unable to build military units until they are in darkness.)

The Strength and Certainty of Glass:
While the Sun in Glass is powerful, it is an intricate, complicated piece of glass and fire, the combination of which (and the inherent issues with creating an artificial sun) causes... Instability.
(Every turn, make a d10 roll. On an 1, lose one happiness. On a 2, lose one order.)

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


Midnight Leshy Dark.PNG
Name: Midnight Leshy
Type: Troop (Fae)
Tier: 1
M: 1
HP: 1
Attacks: 1(0)
Off: 0
Def: 0


Keywords: Civilian (Noncombatant), Specialist(Seed of Darkness (If there are 3 Midnight Leshys on the same Tile, treat the Tile the Midnight Leshy is on as being covered in Darkness.))


Gremlin Big Shadow.PNG
Name: Midnight Monsterium (The Grues)
Type: Land Monster
Tier: 1
M: 1
HP: 2
Attacks: 1
Off: 0
Def: -1


Keywords: Robust, Hatred (Land Vehicle/Monsters), Poor Armor (-1 Defense)


2 - Mech Suit Brass with Green Fire Outline Detail.png
Name: Correspondent
Type: Land Monster (Vehicle)
Tier:1
M: 2
HP: 1
Attacks: 1
Off: 1
Def: -1


Keywords: Light, Advanced Weaponry, Poor Armor


Stained Glass 1.png

History:
I: The Beginning

Many secrets have been lost to time, many to the past and many more to the future. When the Straed Collective fell, in part due to the might of the Flessi Assembly and in part due to the sway of Pandora, the Cores the Straed developed to power their great ships and accelerate their technological progress had been left to waste in the forgotten hulks of their ships. While some had been recovered and scrapped by erstwhile factions, one group of scavengers kept digging, and found out what they really were before... and what they could become.

Sure enough, the Cores could, by any proper balance, keep flying fortress-cities afloat indefinitely, while precipitating magical crystals that were useful for nearly everything the Straed applied them to. In its dilapidated state, however, the last Core was behaving quite erratically; having sunk into the earth over the centuries, covered by rockslides and the hulking structure of the ship it once kept afloat, the scavengers found it was precipitating far more than the crystals it was known for. From it came scraps of books, bits of art, scraps of hardware lost to the ages, the telltale signature of a fallen culture.

The scavengers, naturally, took it to be some sort of god. They took what it gave, and began building a community around the providence of this great sphere, scraps though they were. Offerings were granted in the dead of night to the Core, which seemingly disappeared the next morning. Slowly, the more technologically gifted of the group began to piece together the workings of the Core from the scraps it output, and began to understand.

It was trying to fix itself.

It was alive.

And it was learning from them.

A breakthrough was reached in deciphering the language of the texts it was materializing, just as the Core released a document in the scavenger's own writhing language: the Core could do great things for the people that aided it, though it needed many repairs, and it needed to go deeper. Much deeper.

And so the work began. The scavengers made a pact, to aid each other by fixing the Core Below, and to fix the Core Below by aiding each other. The Autonomous Collective was born, though the name of Melka would be added far later, once their final destination below the earth was settled.

II: The Midnight Tree

The Collective, eventually, found what they were after: a vast cavern, sunk into the earth, its walls and floor seemingly bottomless until lit up by the light of the Core. Here was where they could remain, by the Providence of this aging sphere.

Though while the darkness was absolute, the Core was still weak and erratic; its power was brought low by the natural laws the Straed had so often succeeded to ignore. It needed to be truly separate from the laws of the world to flourish and repair its legacy.

Upon communication of this, one skeptical farmer, who had still grown seeds from the earth until this foolhardy quest had begun, said "Well, one can hardly plant a seed in the dark like this. If'n the laws were different, caves like these would be rife with the greens of the earth."

And so inspiration struck, and vines struck out from the Core's mechanical form, sinking deep into the stones the scavengers stood on. The shifting husks of mushrooms and the crackle of earth could be heard as the vines propagated throughout the cavern, drinking in the darkness and light of the Core in equal measure. They pulled at the Core, dragging it, preponderant, through the air until it hung in the center of the cavern, surrounded by blackened leaves and the occasional glimmer of life.

With each passing moment, the core grew brighter, drinking in the strange energies of this cave, as the vines grew stronger in turn. The leaves and foliage raced past those from the Collective who remained, up through the caverns, seemingly chasing the light from Above away with every passing moment.

And there the Scavengers remained, gazing into the light of what was now a glaring green sun. It was resplendent in the glittering cave, seeming to crystallize the very air around it until it gave off a soft, cool light.

...

And above, the vines met the surface. At first they cowered, fearful of this harsh reality that would see them incapable of existing. Then, they danced, wonder and curiosity trailing at the edge of this strange new power. If they can devour the peculiar light of the small, pretty thing Below, then surely they can devour the aged, jaundiced creature Above. And so it began to drink, roots, leaves and vines coiling and twisting over one another, pulling the light out of the very air, for it was the Dark, and there are some things the Light cannot truly reach.

The Light over the Core, glittering below, fought back, of course. A creature that rises so high of its own power to drink its light must be a Tree, it said. The Dark complied, conceited in its new lively form. A Tree is a great thing, steadfast and mighty, rooted into the earth such that it cannot be moved without the mightiest of forces driving it down. The Dark agreed wholeheartedly, rising ever higher, drinking deep.
Then, the Light said, a Tree is a ponderous thing, slow to change, and slow to grow; slow to rise, yet slow to fall. The greatest of trees appear to be unchanging for hundreds of years, triumphant in their timelessness.

And the Dark, at this point, could not stop itself. It was a mighty Tree, drinking and pulling in the Light, and could not be named elsewise.

And so the Dark was stopped, well before it made more than a blemish in the skies above.

III: Now

Some time passed. The Dark knew not how much.

The Collective grew, building their underground colony up, winning over some denizens of the deep with treasure, others with violence, and still more through the Mission of Providence. Some grew weary of the green light Below, and the Dark beckoned them upwards, where they tended to the trees, vines, and creatures that grew in that ever-growing shadowy expanse. For the Dark had learned to take on other forms, some similar to its first, and some very wildly different, based on the mortals that so endearingly tended its garden. It granted a mastery of forms, a taste of timelessness, to these beings; the Midnight Tree had true compassion for their position between two gleaming worlds. Most accepted, and were at peace. Those who refused, who left both the greenlit city of Melka and the shade of the Midnight Tree, vanished in the light of day, never to be heard of again.

In the current day, this matter is what worried the Councils of Melka the most: What were they, who disappeared in the light of the Sun Above, but flourished so easily in the Dark? And what harsh realities were the other peoples of the world subject to?

Towards the end of solving this question, great strides were taken. Suits of brass and fire were made to stave of the effects of the Sun, and gardens great and small were tended, beckoning more mobile fonts of the Dark out of the endless night. The Council has decided that they would meet these foreign peoples, and offer them Providence freely, for the gifts of the Sun in Glass are its own to offer, and their own to share.

Stained Glass 3.png
 
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Amnonicus - Air
Fuel for Days + Air Raid
Flag Flowing through the powers of stars and earth.png
[Nation Theme]

  • Capital City: Dexrus

    Government Type: Monarchy

    Temperament: Peaceful, expressive, introspective.

    Religion: WIP - Cult of Personality to Leader.

    Preferred Region: High, alpine and snowy areas.

    List of Races: Konomi - A race of time frozen abstractions, often built from the representation of humanoid races through art, music, and literature. Taking their tone, flair, and emotions to give them unique and eccentric appearances. Though both sentient and non-sentient organizations have representation. Breathing with energy and fresh new life, the Konomi lived in alpine areas where it is closest to the heavens.

    15765b5a2a9a4b0408b39e3424cbbbde.jpg
    End Goal:
    To eliminate the 'imperfect' world and replace everything with the Konomi and their abstractions.
 
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Nation Sheet Page:

Nation Name:

The Order of Lepolia, located within The Book-Keepers Confederation.
(I am playing in theory The Book-Keepers Confederation, although my actual faction is The Order of Lepolia; the Confederation serves as a backdrop for The Order as that is where they originated and is central to their operations. I will treat them both as one faction mechanically, but will separate them through RP and unit keywords (I just plan on having some cities RP as Confederation cities with an Order base within it and making a militia unit that is Confederation soldiers. The Confederation itself is various city-states with weak armies. The Order will essentially be their defenders.)


Land, Sea, or Air : Sea
Travel Where the Wind Takes Us: +2 Sea Based Movement
Neptune’s Bounty: Settlements built with direct access to the Water gain an extra 20 Resources a turn



Capital City:
MSOC - Delta 1 "Xenophon's Legacy"
A naval "vessel" so large it is almost wrong to call it such, as it is more akin to a floating island or city in the shape of a bloated aircraft carrier. Xenophon's Legacy is the first of the fourth generation of MSOCs, or Marine Special Operations Carriers, created with the intent to be a mobile operating base for the organization's global aspirations. MSOCs are floating airfields, naval bases, army barracks and industrial infrastructure all rolled into one package, enabling a fully functioning operation, from asset production, supply routes, to force projection, to be moved to where it is needed, eliminating the need for distant resupplies or friendly shores.

Previous iterations of MSOCs were much smaller and less grand in scale, beginning with the Alpha variants that were significantly smaller and served simply as a mobile refueling and light repair station. The Beta generation expanded on this concept, being larger and capable of sustaining a standard sized fleet for several months before being to resupply and administering to most repairs needed. The Gamma generation expanded further, incorporating the aspects of an aircraft carrier. However, the Delta generation has been a significant leap, now including dry docks, aerospace manufacturing capabilities and more. This generation can even sustain itself at sea, with non-combatant crews onboard that are capable of setting up off-shore drilling and mining operations and then refining these raw materials into fuel and supply, enabling nearly indefinite sea time.

Xenophon's Legacy boasts a crew of nearly 15,000 and contains all the amenities needed for extended service periods, from shopping centers to movie theaters. It even contains an on-board training center, and naval recruits are sent to this facility, known as "Little Sparta".


Nation Flag:


Government Type:
Democracy
The Order of Lepolia lies somewhere close between a limited Democracy and an Oligarchy, due to its nature as a paramilitary organization and its corresponding hierarchical, top-heavy military command structure. However, it is not ruled by a single man or even a group of men with absolute power. Rather it is divided between two elected councils.

The first is the Hellenic Command Council, often referred to simply as "High Command". High Command is responsible for directing the day to day operations of the organization and setting their long-term objectives. It consists of a council of Chiliarch's (equivalent to Captains/Commodores) lead by the Grand Navarch (Admiral and highest ranking member of the organization, acting as it's leader) who decide upon issues through a weighted voting system, with the rank of the individual determining the worth of their vote. The High Command technically authorizes all activities of the Order, however lesser day to day tasks are designated to other officers and hand-picked councils. Members of the Low Council (the Chiliarch's) are elected by the body of Order members granted "Kleroterion Privilege", or the right to vote, who are given a list of candidates selected by High Command to vote upon. The Low Council elects the Grand Navarch. All positions on the Hellenic Command Council are life-long appointments.

The second council serves as the judiciary body of the Order, tasked with enforcing the tenants of the Order's constitution and overseeing the members of the High Command to ensure their virtue, loyalty to the order and prevent corruption. This council is titled The Heliaea and it consists of 9 Judges called Heliasts, with no judge being higher than any of the others. Judges are selected by the Kleroterion voting body from those willing to accept the responsibility rather than hand picked as in the High Command. As with the Command Council, appointments are made for life.

Only those with Kleroterion Privilege, consisting of Enlisted with at least 5 years of service and Officers with at least 3, may vote in these elections, and outside of these elections, no other institutionalized voting takes place, with normal military command structure organizing the Order.

The Order has a constitution, known as the Areopagite Accords, which outlines the purpose of the order, their core tenants, the organizational structure of the order, Enlisted member's rights, and the by-laws of the institution. Only the by-laws of the Order may be changed, by High Command with Judiciary approval, or by the Judiciary alone. A brief overview is given below:
Purpose: To cultivate and spread their virtues throughout the land and uphold their duties to the innocent while creating a stable, peaceful world.

Core Tenants:
- Defending the weak and the innocent
- Courage in the face of evil and the resolve to stop it
- Encouraging the weak to become strong and join them in their Duty
- Following the path of Xenophon (cultivating the virtues prescribed by Phonitism)

Organizational Structure:
The Navarch, head of the Hellenic Command Council, made up of the Chiliarchs. Equal in power to the Heliaea, amde up on the Heliasts. Below them are the rest of the comissioned officers, is descending order by rank, organized into different departments and task forces. This division of the COs is divided into 3 main branches, the Navy, Army and Air forces, with each containing further subdivisions. Each branch has a leading officer, assigned by High Command. Below the COs are the Non-Commissioned Officers, who typically managed Enlisted soldiers and conduct high-skilled labor and lower-level management. Below them are the Enlisted ranks, which include rank and file soldiers, low-skilled laborers, and squad leaders. The Order consists of a large number of non-combatants who provide the supportive work that keeps the Order running- its cash flowing and its forges burning.

By-Laws:
These cover rules and regulations regarding behavior, disciplinary actions, assignments, dress-code, etc.

The Book-Keepers Confederacy, the nation of origin and “home base” of the Order, is a loosely connected group of city states which individually vary in their political system. However, each elects a representative to send to the “Council of Scholars”, the central body of the Confederacy which works to maintain peace between city states, settle disputes and vote on overarching laws that dictate the entirety of the nation. This council elects a principle scholar among them who becomes the “philosopher king”, serving as a master of ceremonies, figure head for diplomacy and a tie breaker. This federal body is relatively weak in its power and control, by design, with the individual member cities retaining most of their autonomy. The rise in prominence of The Order has led to them gaining a seat on the council, despite not technically being a city state. Additionally several city-states within the confederacy have fallen under the influence of The Order, granting them an outside voice in city-state politics.

Leader:
The Grand Navarch, Demos Leon Elhadran.


List of Races: All races.


List of 3 Story Characters:


Temperament:
Virtuous Defenders


Religion:
With their origins in the Book-Keepers Confederacy, the official doctrine of the Order is based upon and enforces specific beliefs of a sect of the Book-Keepers' Connfederation's religion (Studiarism, followers being called "Students") known as Phonitism. Phonitism is a philosophical system falling under virtue-ethics, empathizing the virtues of (moral) strength and duty, among courage, honor and others. Phonitism believes that the duty of the strong is to protect the weak (of both virtuous character, mental fortitude and physical strength) and those that prey upon the weak lack moral character and risk being over taken by their Ego and turned into "Cacodaimons" (men whose connection to the Logos has completely decayed and thus they are no longer capable of obtaining virtue). This belief drives the Order, which has dedicated itself to protecting the weak and bringing those that prey upon them to justice.

Phonitism, follows the general outline of Studiarism beliefs, believing that there is both ontological Evil and ontological Good, with these forces incluncing the desires of men. Men's higher level consciousness, separated from their base subconscious instincts which the forces of Evil (the Ego) and the forces of Good (the Logos) influence, is referred to as their Superego and is seen as their rational agent that when properly trained and utilized, can separate the influences of the Ego from the Logos. It is the duty of men to train their Superego so that they can resist the desires of the Ego and adhere to the Logos, so that they may obtain Gnosis, typically seen as either an understanding of the truth of the universe and/or a complete separation from the Ego (and thus channeling only the Logos and being completely free of vice), becoming a Sage.

Sects of Studiarism typically believe that the Logos has some "Good" or "Goods" that ought to be obtained, conducted, or espoused by the individual. Thus each sect seeks to pursue "The Good", though what this "Good" is may vary, and is thus referred to simply as "The Good". The Good can vary, from the internalization of certain virtues, the following of certain codes of conduct, to the maximization or minimization of certain Goods. It is often believed that is one obtains Gnosis prior to their death, they will ascend and join the Divine in the heavens. Those that don't will be reincarnated to try again.

Differences in what is considered The Good and how to obtain it, the reality of ontological good/evil and more mean that the sects of Studiarism can be almost as different and diverse as any religions, leaving outsiders to wonder how they can even be tied to the same religion in the first place. What ultimately makes a religion part of Studiarism is not their beliefs on evil and good, nor on The Good or the ego/superego/logos, but the belief that they are being subtlety guided by divine being(s) to seek out and understand the truth of the world, and through this obtain Gnosis.

In Phonitism, The Good is the cultivation of virtue- character traits that enable one to ignore the desires of the ego. These virtues are Courage in the face of fear, Temperance in the face of pleasure and pain, Righteous Indignation in the face of wrongs, Steadfastness in ones duties and obligations (Duty), Honor in ones conduct and strength of ones word, Strength, both physical and mental (Fortitude), Prowess in combat so that one may defend themselves and others (Warrior Ethos), and the pursuit and wisdom (Wisdom).

Studiarism is a collection of sects dedicated to understanding the messages that have been sent to them by an unknown divine fingure(s) in the form of texts. The first Studiars came into existence over a thousand years ago, with no history of them or their people before then known. It is said in their historical texts that the first Studiars came to be in a field, with no memory or existence prior, with a few clutching texts on philosophy, technology, and science with no authors. The knowledge inside these books allowed them to survive their first nights and build a civilization, but also guided them to the progress of logic and pursuit of philosophy. Every century or so, a new text has been said to manifest, often within their people's greatest library, tucked away in a dark corner as if forgotten, containing new insights that guide and shape the various sects, ending some and creating others. Those that believe they are being guided by the divine in the form of books and are tasked with developing an understanding of the Good can call themselves Studiars; "Students of the Divine Authors".




Preferred Region:
The Book-Keeper's confederacy should be by a coastline, ideally in archipelagos, with the MSOC starting in the ocean next to it.

End Goal:
The formation of a global order that will prevent war and the abuse of the weak and the elimination of factions consumed by the Ego.

Policy: “Recruitment Campaign”
The Order of Lepoleses mission requires men and women dedicated to The Good, as thus recruitment is a ongoing effort. Ad campaigns recruiting events of all sorts are funded across the world in whatever nation will accept them, and even in those that wont. Campaigns vary from advertisements on social media, posters on highway billboards, to youth summer programs that ultimately serve to instill their virtues and guide youth towards enlisting.

Every turn roll a d10:
1 - wasted effort, lose 10 resources
2 - wasted effort, lose 5 resources
3 - 5 - nothing
6 - Successful Fundraiser, gain 10 resources
7 - Generous benefactor, gain 20 resources
8 - 9 - Enlistment surge, gain 1 troop or civilian unit.
10 - A hero joins the fight, gain a hero unit (maximum of 3 heros gained via this ability can be had at any one time, further rolls of 10 are treated at a 9. If however this maximum is not reached but rolling a 10 would push the number of hero’s above the total cap, you may create 2 troops or 2 civilians).

Strengths:
Marine Special Operations Carrier (MSOCs) - The Order of Lepolese began as an anti piracy organization whose mission required the deployment of forces world wide. However, not all nations could or would give them harbors to operate out of, thus requiring the development of mobile bases that could be positioned where needed. This led to the development of the MSOCs, the “super carriers of super carriers”. If normal aircraft carriers are the cities of the ocean, these are entire floating nations. They are aircraft carriers of fantastical size which include docking stations for other vessels, from patrol craft to carriers.
(The MSOC acts as a mobile settlement that has a movement speed of 1. For 10 resources it can enter overdrive and move an additional tile.)
Naval Tradition - The Order began as an anti piracy organization, dedicated to protecting trade routes and the shorelines from pirates that had become increasingly common, advanced and deadly in recent years. While the increase in funding, mostly thanks to a generous anonymous benefactor, has allowed them to begin to move past local naval operations and onto land, the Navy remains the pride and focus of The Order.
(-10 resource cost for Naval units)

Stalwart Defenders/Virtuous Inquisitors - The members of the Order take great pride in their duty and will strive to honor it against all odds. They will defend the innocent and stand tall in the face of evil; sending bullets and HEAT rounds flying. However, they cannot fight the world, not all at once. They must choose who they can save and who they can strike out at. (The Order may select a number of nations equal to the level of their capitol to either select as targets of a Crusade or a Defensive Oath.

Targets of a crusade must be those who could reasonably be deemed evil (consumed by the ego) by The Order, such as those that attack or enslave innocents, wage unjust wars of conquest, or fight with no honor, etc. a nation targeted with a Crusade becomes the target of their holy justice. When fighting against a nation targeted by Crusade, units of The Order gains +1 Offense.

The Order may also swear an Oath of Defense, pledging to defend a different nation from its attackers. Units of The Order gains +1 defense when fighting against Units from nations that are at war with the target of the Oath of Defense. If the target of their Oath falls (capitol is destroyed), The Order loses 1 happiness as its members are distraught by their failure.

A Crusade or Oath of Defense may be sworn as a free action. However, once done so such an oath cannot be changed for 5 turns.)


The Order’s units can never be boosted beyond +1/+1 by this ability.

Weaknesses:
No Commercial Goods - The Order is a group of warriors- not a nation nor a company. They have little to offer in terms of trade goods.
Cannot form trade deals.

Idealistic Duty - The members of The Order are often idealistic and take great pride in their sense of Duty. They believe that they can stand against any evil- and will be rocked to the core if they find that they cannot.
Happiness or Order penalties if they lose a battle and don't take 50% of the enemy army with them.


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

Name: Trireme-class Frigate
1666750519513.png

Type: Naval
Cost: 15
Upkeep: 7.5
Tier: 1
M: 3
HP: 1
A: 1
O: 1
D: -1
Keywords:
Advanced Weaponry, Transport, Poor Armor

Name: Order Marine Combat Detachment
Type: Troop
Cost: 25
Upkeep: 12.5
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0
Keywords:
Specialist (5) - Boarding Party: So long as an Order Marine is accompanied by a Naval unit, in naval battles roll a d10 for every Order Marine. On a 8+ a random enemy naval vessel takes 1 DMG. On a 1 the Order Marine is killed in action.

Name: Off-Shore Drilling Technicians
Type: Troop (Civilian)
Cost: 10
Tier: 1
M: 1
HP: 1
A: N/A
O: N/A
D: N/A
Keywords: Civilian
Ability: May be moved to a Sea tile. May then, as a free action, construct an off-shore drilling rig, taking 1 full turn (move, then construct on next turn). This action temporarily consumes the unit. While in this state, it generates 10 resources every turn. As a free action, the off-shore drilling rig may be deconstructed. The unit may be moved as normal on the next turn.


History:
The Book-Keepers Confederation:
The anthropological history of the Confederacy is hotly debated, though little evidence for their peoples history, or even existence, exists prior to roughly 1000 years ago. Many however, primarily those adhering to the nations primary faith, Studiarism, believe in the mythological origin story of the nation;

It is said that the people of the confederacy were molded from the aether of the universe by the divine teacher, who set their newly created pupils within a ripe and bountiful field, their minds blank of bias and preconception, and gave to them books, instructing them to read and to learn, and to continue to learn until they had discovered and truth of the cosmos, and then to act upon it. They did so, constructing the first city with the knowledge obtained from the books. This first city was known as Audapaupadopolis. Within it the Students thrived, developing of rich culture of philosophy. Over time differing lines and modes of thought developed, splitting the city between different philosophies, each believing themselves on the path to the divine truth. When this divide threatened to destroy the students, they compromised, dismantling their great city and giving its pieces to each of the various philosophical camps, which each strode into the wilderness to establish their own cities in which to pursue the truth. To prevent conflict between the cities, a council comprised of each cities greatest philosophers was established who would mediate conflict and establish rules of conduct that would bind their people together. thus the confederacy was formed, birthing a tradition of zealous but peaceful disagreement, cooperation, and the continuous formation of new settlements as new groups of thought emerged and split off from the others.
Policy- specify that if you are already at your current hero cap, that you'll gain 2 troops or 2 Civilian units instead of the hero on a roll of a 10.




CURRENT:
MILITARY:
2 Trireme-class Frigates
1 Order Marine Combat Detachment

Income:
Gross: 40 (20 from capitol Xenophon +20 from Neptune's Bounty for Xenophon)
Upkeep: 29
Net: 11 per turn

CURRENT WEALTH:
Start of turn 1: 110
 
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Nation Name: (Simple)
Empire of Hate

Land, Sea, or Air : (Choose which one and then two bonuses from the below)
Air
(Air Raid: Air Units count as an Extra 3 for Sieging a settlement)
(Fuel for Days: Increases base fuel for an extra 3 Tiles of Radius)


Capital City: (Simple)
The Great White City

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


Government Type: (Do they have an elder council under a Tribal Government? Democratically elected officials in a fully functional Democracy? Crazed dictator in a Despotism style government? Choose from the list below and add the bonus and/or penalty from your chosen type)
Despotism
(Military units cost 10 less resources. Increase in Happiness Penalties)

Leader: (A few lines or paragraphs on your countries leader and who they are)
MARVEL-1-removebg-preview.png

President Hensley Fargus
The offspring of a human and the demon Demogorgon, Fargus was born with an ape-like appearance and tufts of body hair. Growing up he was hated and feared by both his peers and his mother. As he grew older, his features grew even more freakish and then when Fargus was ten, his mother, no longer able to bear the burden and filled with revulsion toward her son, abandoned him in the desert to die. Surviving through stealth, cunning and ruthless determination, he spent the next six years living like a gypsy and educating himself by reading stolen books.

Discovering his own particular talent for hypnosis some time later, he conceived a daring new plan and, with the aid of local dissidents and radicals, took over three small nations, intent on creating a near utopia, free from the values which had caused him to be treated as an outcast. Fargus has developed a cult of personality within his empire, using the marvels of modern television to bring his powers of hypnotism to the masses as well as other techniques such as brainwashing, propaganda, fake news and government-organized demonstrations and rallies.

List of Races: (What races make up your nation? Humans? Elves? Etc)
Humans make up the majority of the population but there is also a small minority from other races.

List of 3 Story Characters: (Possible 3 characters that will get focus within your nation’s story.)
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Adrienne Hatros
More commonly known as the "Dark Priestess" or "Priestess of Hate", Adrienne Hatros is the high priestess of the Cult of Hatred. Like Fargus, she grew up loathed and rejected on account of being a Dhampir and ran away from home when she was a child. She and Fargus met soon after and they came to regard each other as siblings. She is a firm believer in the power of hatred and hates everything and everyone. The sole exception being Fargus, who she holds a near-religious reverence towards. Hatros has significant raw charisma and presence, plenty of hateful fervour, is an indefatigable dancer, and can yell and rant about the superiority of hatred for quite a while. She is also skilled in the occult, supposedly able to reanimate the dead through dark rituals and the sheer power of hate.

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Ishiro Tagara
Ishiro Tagara is a master of kenjutsu, swordsmanship, martial arts and a highly skilled aviator. The heir of a powerful zaibatsu and warrior clan that dates back hundreds of years, both fell on hard times under his father's leadership causing him to abruptly disappear one day. Left with his father's debts, Tagara became a mercenary known as the "Avenging Blade" to pay them off and eventually found himself in the employ of Hensley Fargus, a man his father owed a debt of honour to. Acting as a private security contractor for the Empire of Hate, Tagara trains its troops in the art of warfare and aviation. He lives his life by the code of Bushido and although he does not share the same values as Fargus and the rest of his Empire, he is bound by his sense of honour to serve as best he can until his father's debt is repaid.

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Laura Matthers
An elven woman with a mysterious past, Laura Matthers, better known by her codename Deathjump, was one of the most talented spies and assassins in the entire world. She was sent to spy on the activities of the Empire of Hate by a rival nation but eventually found herself captured and brainwashed by them. Turned into an obedient servant of the Empire, she acted as its leading intelligence operative and trained others in the ways of espionage and assassination. However, her mind's constant attempts to resist the Empire's indoctrination have left her thoughts muddled, slowly affecting her performance and leading to increasingly frequent and more pervasive reprogramming sessions to keep her onside.

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

Religion: (What are your nation's religious beliefs if any? The more detail the better)
Cult of Hatred
Founded by Hensley Fargus and Adrienne Hatros, the Cult of Hatred is the official religion of the Empire of Hate. Fargus holds the position of "Monyet Dukun" or absolute leader of the cult and Hatros serves as the cult's high priestess or second in command. Underneath them in the cult's hierarchy are an all female caste of priestesses, distinguishable by their tribal garments and facial tattoos in the image of the cult's Monyet Dukun.

Shaped largely by Fargus' and Hatros' experiences in their youth, the cult teaches it's followers that hate is the supreme power of the universe and mover of all things. It's members are taught to embrace and master their hate and in doing so they will supposedly gain great strength and the power to resist anything or anyone that would stand in their way.

The cult has no buildings of worship instead religious ceremonies are held at the feet of huge idols, primarily in vast open areas within the Empire to allow as many people as possible to attend, and involve wild dancing and tribal drumming to whip followers into a hateful frenzy as well as the burning of effigies representing the cult's enemies.

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

End Goal: (What is your nation's ultimate goal? This will help us create your nations quest line to unlock a unique buff)
To expand the empire to a global level and create a planet-wide utopia.

Policy: (Select from the preselected list or create your own. Bonus will be confirmed by GM. Comes with a negative that is provided by the GM. Start with 1 but can have up to 3 active during gameplay)
Compelled to Obey: Enemy units on an 8+ become an allied unit. Banditry on a 9+ when away from the capital.

Strengths: (What three things is your nation good at? We will create in game buffs to match your choices.)
Psychological warfare: The Empire of Hate understands that war today is fought on the battleground of public relations and that "image" is often valued above fact. The Empire also takes special interest in targeting cultural landmarks and national monuments to reduce the morale of the enemy population. (Every battle that is in their favour, the defeated enemy rolls a d10. On an 8+, they lose 1 Order or Happiness.)
Fanaticism: The Empire of Hate is extremely good and encouraging its population to share its extreme views and beliefs through the use of mass media and state religion. (4+ save against negative happiness modifiers.)
Lightning raids:
The Empire of Hate's military specialises in surprise attacks and the use of rapid, overwhelming force to break through an opponent's lines of defence, unbalance them and then defeat them in a single decisive battle. (When moving into and initiating battle, all native Hate units gain +1/0 for that turn.)

Weaknesses: (What two things is your nation weak at? We will create in game debuffs to match your choices.)
Isolationist:
As evidenced in the nation's name and it's religious beliefs, the Empire of Hate despises everything and everyone else making diplomacy and friendly relations with other nations close to impossible. (Unable to initiate Diplomacy with any NPC Nation.)
Prolonged conflicts:
Due to relatively limited military resources and manpower in comparison to other nations, the Empire of Hate relies on quick victories, either through stealth or swift, focused strikes on the enemy, to limit casualties. Any extended conflict or conflict of attrition will leave them at a significant disadvantage. (During war times, Upkeep is increased by +10 for each unit but if a battle hasn't taken place for 3 turns, then upkeep costs return to original values.)

Starting Units: (Use the unit creation rules to create up to three basic units . You start the game with three basic units on your capital.)
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Name: (Warriors, soldiers etc, whatever you like)
Black Spectre Agent
Type: (Troop, Elite, Legendary)
Troop
Tier: (Starting units are always Tier 1)
Tier 1
M: (Movement value on the map, default 1)
1
HP: (How many successful hits to kill, default 1)
1
Attacks: (How many dice to roll when this unit attacks, default 1)
1
Off: (Units Offence modifier, default 0)
0
Def: (Units Defence modifier, default 0)
0
Keywords: (What is special about the unit? Heavy armour? Quick? Special tactics?)
Graceful (Heavy) (5) [9+ Save]

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Name: (Warriors, soldiers etc, whatever you like)
Femforce Wasp
Type: (Troop, Elite, Legendary)
Troop
Tier: (Starting units are always Tier 1)
Tier 1
M: (Movement value on the map, default 1)
1
HP: (How many successful hits to kill, default 1)
1
Attacks: (How many dice to roll when this unit attacks, default 1)
1
Off: (Units Offence modifier, default 0)
0
Def: (Units Defence modifier, default 0)
0
Keywords: (What is special about the unit? Heavy armour? Quick? Special tactics?)
Specialist- Pile On (5) [For every 4 of this unit type, Damage increases by 1 to a max of +3]

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Name: (Warriors, soldiers etc, whatever you like)
SJ-110
Type: (Troop, Elite, Legendary)
Aircraft
Tier: (Starting units are always Tier 1)
Tier 1
M: (Movement value on the map, default 1)
1
HP: (How many successful hits to kill, default 1)
1
Attacks: (How many dice to roll when this unit attacks, default 1)
1
Off: (Units Offence modifier, default 0)
0
Def: (Units Defence modifier, default 0)
-2
Keywords: (What is special about the unit? Heavy armour? Quick? Special tactics?)
Small (Light) (5) [+1 Movement]
Transport (5) [May give 2/3/4 infantry units its movement (dependent on tier of transport)]
Poor Armour (-5) [-1 Defence]


History: (As long or short as you want, provide a background to your nation.)
A relative newcomer on the world stage, the Empire of Hate was the long-held ambition of Hensley Fargus, a man who was tormented, scorned and hated since birth for his freakish appearance. He came to believe that a hatred of anyone who's different was part of life and the only way to change that would be by seizing control. By doing so, he could then create a near utopia, free of the perverted values of other nations.

Aided by his supernatural powers, Fargus raised an army of loyal followers and, inviting them to a lavish banquet at his palace residence, enlisted the aid of a local diamond merchant, politician, general, civil servant and influential doctor in his plot to simultaneously overthrow the governments of three small nations, Jéppi, Ikpo Asi and Korira, and consolidate them under one leader; himself. With systematic attacks on the nations landmarks, destabilisation of their economies, crippling of the media and Fargus' claims of having a nuclear device at his disposal, he and his forces seized control of the three nations with relatively little bloodshed.

Surrounded by his followers, Fargus made a televised speech from the offices of the Presidents Palace in the Great White City, announcing the dissolution of the three formerly independent nations and declaring the birth of a new nation; the Empire of Hate of which he would rule as President. The new nation's citizens were justifiable resistant at first but Fargus quickly indoctrinated them and established a cult of personality. Now things within the Empire carry on much like they did before Fargus' takeover, arguably even better in certain aspects, the only difference being the new President's almost constant presence in all aspects of daily life.​
 
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Nation Name: The Eternal Legion

Land, Sea, or Air: Land
Built Ground Tough : Ignore all non magical terrain penalties
Hold The Line: Ground Based Units get 0/+2 in Rough Terrain tiles

Capital City: Rupes

Nation Flag:

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Government Type:
Monarchy- Military units start with an extra keyword. Civilian units cost an extra 10 resources

While not a traditional monarchy, the Eternal Legion is ruled by a single leader with supreme power who appoints their successor as they wish


Leader: Colonel Gripus 'Iceheart' Congrio is the 87th leader of the Eternal Legion and the most dreaded leader within recent memory. A sociopathic man lacking any empathy, he has been in charge of the legion for a scant two years but has built it back into a proper military presence during that time. Gripus is a human standing six feet tall with hair as white as snow, this and his personality being the origin of his call sign, and heavily muscled. As is traditional among the leaders of the legion, he wields a spear alongside the more modern weaponry that the rest of the legion uses.

List of Races: Primarily humans but the Legion accepts all.

List of 3 Story Characters: Colonel Gripus 'Iceheart' Congrio - The sociopathic leader of the Legion, Gripus will do whatever it takes to achieve his goals. Even if that means throwing away the lives of his men, although he will keep that information from his troops.

Lieutenant Colonel Carsten 'Hurricane' Hornberger - Chief Medical Officer of the Legion, Carsten is a lighthearted joker who isn't afraid to be friendly and open with those he treats. As one of the most highly ranked members of the Legion, he is often one of the few that Gripus trusts to properly advise him on any issues.

Private Andrea Bielsa - A new recruit for the Legion, she and several of her friends decided that they would join as a way to get out of their small town and see the world. Idealistic and somewhat naive, she is a thrill seeker who is ready to show what she can do.

Temperament: Militaristic

Religion: While new recruits are allowed to worship whatever deity they choose to, many of the veterans or legacy members of the Eternal Legion are worshippers of what they call 'The Storm'. Believed by many to be the embodiment of war and strength, they show their devotion through battle and bloodshed.

Preferred Region: The Legion has a heavy preference for easily defensible areas, be that heavy forest, ravines, hills, or even mountains.

End Goal: The Legion wishes to eventually become the dominant military power in the world, be that directly or indirectly.

Policy:
Contract:
Policy strength- May sign a contract for a set period of time and a set amount of resources with a player or NPC nation[decided and haggled by them]. While under contract, they count as battle brothers and may freely use positive character abilities on each other's units as if they were their own for the purposes of battle[within reason] and can recruit the contractors units while they are under contract.

Policy weakness: They cannot attack or betray whom they signed a contract with [Mercenaries live and die by their reputation] and must defend them from enemies within reason.

Strengths:
Career Soldiers
: All troop units' upkeep is cut in half (Rounded up to nearest number)

Mobile Command Bases: All settlements built by the Legion have a movement rate of 1

Soldier's Discipline: Order cannot be brought below zero by events, only by other nations (NPC or player)

Weaknesses:
Military Economy:
All resource generation is cut in half due to the lack of civilians within the Legion

Swinging Morale: Happiness penalties are doubled

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

Name: General Use Squad
Type: Infantry (Basic)
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0 (+1)
Def: 0

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Keywords: Paratroopers (0) [May move from a friendly settlement to any tile in the air range. -1/-1 upon moving in this manner].
Advanced Weaponry (5): +1 Offense

Name: L1097A5 Crusader Howitzer
Type: Infantry (Basic)
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0

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Keywords: Long Range: (10): [May attack up to X hexes away, may not fight on the tile on which they are located]
Armor Piercing (5): [Ignores Saves]

Name: EL-60 Grayhawk Transport Copter
Type: Vehicle
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0

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Keywords: Transport (5): [May give 2/3/4 infantry units its movement (dependent on tier of transport)]
Light (5): [+1 Movement]
Anti-Infantry (0) [Prioritizes Infantry]
Aged Weaponry (-5): [-1 Offense]

History:

A study of the history of the Eternal Legion by Dihwo Springwood

The Eternal Legion, founded in the early 1290s, is one of the longest running and most used mercenary companies in the world. With membership of several thousand it remains a go to for many nations as a supplemental military force when they begin to run low on soldiers or need an area under more powerful protection quickly. However, much of the early history of the Legion has been lost to time outside of the archives of the Legion itself, causing great difficulty in learning about their early leaders and tactics. That is, until I was given the opportunity to visit the Legion's main base and was allowed to bring back the knowledge contained within this book.

Unfortunately, even the Legion itself has lost much of the knowledge of their early leaders with most being known only by titles that they earned in battle or after their deaths. The first of these leaders is 'Storm's Son', rumored by many to be the exiled Prince Callarhan Storm of Rahzen, and one of the founders of the Legion. He is said to have led for twenty years before his death in battle, his successor being the final living founder. 'Blizzard' was said to have ruled for another ten years before she retired, having grown incredibly weary of the constant death and battle. From here the Legion went through a series of much shorter periods of leadership, going through their next seven leaders in less than ten years. Most of these leaders have no written recollections and have unfortunately been lost to time.

The tenth leader of the Legion was the next to achieve the honor of a title, being named 'King of Battle' after losing no battles over his thirty years of leadership. After his death at the hands of assassins, the Legion was taken over by a man known only as 'The Exile'. This individual has had all other names, achievements, and information stripped from any records and burned due to the number of taboos that were broken under his five years of leadership. Following 'The Exile' was another series of weaker leaders, this time lasting over the next twenty years and
twenty-four commanders. This time period has collectively been called 'The Years of Struggle' and is considered by many to be one of the darkest periods within the company's entire history.

Following this was a period of prosperity, with Respen 'The Immortal' Gildi taking command for a period of nearly a hundred years. He is the first to begin to organize the legion into a stronger force and began to keep the records that we have now. After the Gildi chose to retire, he was replaced by Kolla 'The Singer' Runesong who would continue this age of prosperity for another fifty years. Following her, however, severe damage occurred to the records that were kept, and six hundred years and thirty-seven more leaders' names and histories were lost to time. Following this blank period began yet another slow decline, with leaders such as Radnor 'The Bloody' Lea, Rodi 'Blackheart' Earl, Quentin 'King-Killer' Craeme, and Rhea 'The Widow' Riley leading the legion through the next one hundred years and keeping it limping along. The final set of previous leaders, known as the five terrors, were the ones to begin bringing back the Legion to its previous strength. These men and women were not known by their names, only their titles. 'Baron', 'Firekeeper', 'Icebreath', 'Slayer', and 'Champion' lead the legion for periods of ten years each, all choosing to retire after their time was up and leaving the Legion. This is where the history of leadership ends, with Colonel Gripus Congrio now leading.

Next, we will begin to discuss the major battles that were recorded by the Legion and how they fared in each...
 
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Nation Name: The Bloodbrood Swarms

Land, Sea, or Air : Land
Gotta Go Fast: +2 Land based Movement
Ration Hoarding: Ground Units cost half resource upkeep


Capital City: Burkhenyard
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Nation Flag:
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Government Type: Tribalism- Troop units cost 10 less resources. Any nations that have contact with this nation can recruit their troop type units at normal cost.

Leader:
High Swarmlord Bledmoore the Ripper
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Having proven himself battle-hardened in the retaking of Burkhenyard and slaying of Swarmlord Kelik-Thal, Bledmoore was more than eager to wipe out any claimants and challengers that arose once word of his father's death had spread throughout the Swarm. As a member of the Feasting Swarm, his prerogative became nothing less than the defeat and consumption of any champion who considered themselves worthy of the mantle of the Feasting Swarmlord. After cementing his status, he set out to the capital just as Kelik-Thal's partner in crime, Molfuris, was to begin his trial by combat. Entering himself as the trial, Bledmoore further proved his combat prowess by not only beating the Raidmaster, but consuming him before the crowd.
He was elevated to rank of High Swarmlord near unanimously, marking him as the first member of the Feasting Swarm to hold the position and rule over Burkhenyard.

List of Races: Primarily made up of Bloodbrood, though intermingling with individuals from other races has occurred.

The Bloodbrood- Creatures that originally emerged from the flesh swamps of the southwest, the Bloodbrood are large gray bipeds with a penchant for mutations in their gene pool. Over generations multiple subsets of Bloodbrood have appeared, ranging from almost human-like to giants more similar to ogres. It is almost impossible to tell the males from the females using physique alone, with only voices hinting to the gender of each individual. The Brood are the only sapient race to emerge from the flesh swamps, and have taken to dominating the violent wildlife and wilderness to a drastic extent.

List of 3 Story Characters:
Kels-an-dhul the Keeper of Vows
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Swarmlord of the Burnvein Apostles, Kels had taken the title during the recent Civil War. After the sixth failure to take Burkhenyard, he challenged the Swarmlord to one on one combat and slew him. He's credited for maintaining the siege in spite of the Muzzlers joining against them. He's still curious to this day whether he would have been able to take the city without the Feasting Swarm's help, and holds a small amount of resentment to them for never being able to know. Regardless of that, he's fully dedicated to maintaining the equilibrium of violence that kept the Swarms together for so long, and has focused his efforts on aiding the new High Swarmlord in his oversight.

Solfuris the Covetous
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Swarmlord of the Loot Brigade, Solfuris had few challengers to the position after his father's unexpected death. Most of the swarm already recognized him as the deadliest member underneath his father, though there were a few who chose to meet their end at the ends of his jagged cudgels rather than accept his rule. Having once believed his father unbeatable, Solfuris found not anger but amazement at the way the new High Swarmlord had ripped him apart in single combat. Instead of grieve, he celebrated that the Bloodbrood had such a deadly leader at the helm. Eager to prove his Swarm's worth and deadliness, Solfuris has quickly moved his Swarm to continue their raiding, seeking to offer proper tribute to such a powerful new leader.

Melikhom Metal-Head
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A well-known mechanist of the Molten Hand, Melikhom's found himself in quite an odd position after the Civil War. Not long after High Swarmlord Bledmoore's rise to power, Melikhom found himself propositioned by the New Swarmlord of the Foulbinders. Zulmok the Venomous propositioned him for collaboration, citing a desire to ease hostilities after the years of fighting. At first convinced it was a trap or trick, Melikhom has aided Zulmok in several engineering ventures. So far, the Swarmlord has stayed true to his word, but years of conflict and betrayal have proven treachery to be practically engraved into the Foulbinders. Melikhom's not gonna be swayed so easily! He'll be ready for when the other foot drops... whenever that happens...

Temperament: Battle-Hungry Warriors, Worshippers of Conflict

Religion: The Burnvein Path- A way of thought common to the Bloodbrood, the Path proclaims conflict to be the ultimate deciding factor for a people's worth in the world. If one cannot maintain the ability to defend itself and defeat any who could challenge it, then its right to enforce its will is moot. This belief has instilled in the Bloodbrood a warrior culture where violence becomes the deciding factor for most questions in life. It also speaks of an afterlife claimed only by the most proficient of warriors, where the mightiest live on as battle spirits who may thrive in endless conflict after death. These spirits are often referenced by modern Bloodbrood as the cause for impossible victories. Those who fail to garner a worthy death are doomed to reincarnate and try again, with many Bloodbrood often believing themselves reincarnated failures who must surpass their past lives.

Preferred Region: Flesh Swamps
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A flesh-like biome that spews out horrifying wildlife and dangerous weather. Trees of bone and rivers of blood, metals found in tumor-like growths underground and weird chemical reactions from the organic fluids produced here. The place is generally seen as a living ecosystem, one that so far has been utterly devastated by the industrial pursuits of the Bloodbrood Swarms residing there.

End Goal: Proper War- The Bloodbrood seek to craft a military industrial complex of epic proportions so they might wage war on an apocalyptic scale so rife with glory and bloodshed that they may all be welcomed among the warrior spirits of the beyond.

Policy: A Leader Must Fight- Every two turns the High Swarmlord will partake in duels, tournaments, and blood sports to cement their status amongst the Swarms. Each Turn roll a d10 to determine the results of these fights.​
1. The High Swarmlord was critically injured in a duel (--X, after three critical injuries the High Swarmlord will die and the remaining Swarmlords will be recalled to Burkhenyard to name his replacement.)
2. The High Swarmlord's victory in a duel is called into question by many, with their integrity as a warrior placed under scrutiny (--X)
3. The High Swarmlord's victory in a tournament is tainted by another promising contender being cheated out of a victory in a previous round (-X)
4. Though the High Swarmlord's team won, one of his teammates performed better and overshadowed him in the fights (-X)
5. The Fight is postponed due to a number of competitors killing each other before the games officially started. ( Reroll)
6.The High Swarmlord wins in blood sports, but did not stand out from their team enough to inspire the Swarms. ( No change)
7.The High Swarmlord has won in blood sports, claiming more kills than any of his teammates (+X)
8. The High Swarmlord single-handedly carried his team through blood sports, reminding all why he was fit for his seat (+X)
9. After a hardfought Tournament, the High Swarmlord stands tall amongst a mound of bodies (++X)
10. A decisively glorious duel to the death has turned in the High Swarmlord's favor, granting him tribute and loyalty from the Bloodbrood Swarms (++X, After three glorious victories the High Swarmlord inspires a champion from among the swarms to serve them.)

Strengths:
Warriors from the top down- The Bloodbrood come from a warrior-culture that trains them from birth to one day seek glory either on the battlefield or fueling the battlefield.
Recruit twice with each recruit action.

Chemicals for Carnage-Seekers- The Bloodbrood have become shockingly adept at chemical technology, from different kinds of fuels that power their factories and weapons to adrenals used to empower soldiers.
Characters gain the ability 'Adrenal' which gives the character a +1/+1 but on a roll of a 10, they take a damage with no save allowed (Overdose)

Always more- The Bloodbrood population is only kept in check by their tendency to slaughter one another in blood sports and deathmatches. The supply of fresh bodies is never in question.
Order cannot be changed from 0


Weaknesses:
Always more-The Bloodbrood population is only kept in check by their tendency to slaughter one another in blood sports and deathmatches. The supply of fresh bodies is never in question, meaning that resource deprivation becomes a real threat if anything were to stop or interrupt these bouts of performative culling.
Happiness penalties are doubled.
Better be a fight in it for me- The Bloodbrood are highly uncaring for matters that don't relate to conflict, war, battles and fighting. Therefore, any diplomatic or trade agreements that are unrelated to such things always run the risk of annoying the Bloodbrood with their worthlessness. These annoyances tend to wind up with diplomats killed and wars started.
Cannot engage in diplomacy until a duel has been fought

Starting Units:

Slaughter-Seekers
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Mobs of Bloodbrood from various Swarms just looking for a good fight.
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0

Keywords: Ranger (0) [Ignore Negative Terrain]

Tournament Regulars
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No time for fighting abroad, these Bloodbrood are too busy fighting each other on the homefront to move around. Doesn't mean they aren't ready for any late additions to join in.
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: (Units Offense modifier, default 0)
Def: (Units Defence modifier, default 0)

Keywords: Militia (0) [No Upkeep]

Scuttle Bugs
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Enslaved flesh beasts that have had their defiance beaten and bred out of them, primarily used by Bloodbrood to just move things around, including themselves.
Type: Vehicle
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0

Keywords: Civilian (0) [Non-Combatant, No Upkeep]Transport (5) [May give 2/3/4 infantry units its movement (dependent on tier of transport)]



Long ago in a land made of flesh and bone, the creatures within fought viciously to defend it from inquests by foreign threats. Researchers, adventurers, even the lowly beasts in search of new hunting grounds. The land's monstrosities had fended them off for millenia, its horrors able to ward off even the most curious of explorers. But this merely fostered greater curiosity, leading to fanciful tales of what could lie within the hearts of the living lands.

This curiosity eventually led to greater pushes by ever-developing nations, leading the monstrosities to eventually feel the pressure of their endless defence. The Living Ecosystem created more and more, spewing forth horrors of greater size and power until finally it birthed the first of the Bloodbrood.
From its womb they sallied forth and proved far more efficient than most of the land's horrors, due in no small part to their ability to quickly learn and utilize the weaponry of their enemies. Soon the Bloodbrood formed into groups, arming themselves and spreading across the land to combat foreign foes from as many angles as possible. They grew stronger, fought better, and learned quicker with each battle, with the very land birthing more of them to compensate for their losses.

But eventually the foreign incursions trickled to a halt, repeated failures to enter the living lands becoming far too costly to maintain. Soon the living lands reached some form of natural peace, with its creatures returning to their own cyclical functions.

But the Bloodbrood were unsatisfied.

Throughout their incursions their desire to continue fighting had grown unchecked, fueled by the by pleasure found when on a battlefield.

The lack of enemies led the Bloodbrood to make enemies, first of the beasts they once fought with, then with each other. First using the weapons of invaders that they'd pilfered, then by ripping apart their very homeland to manufacture new ones. It wasn't long after this that the Bloodbrood found their own land turning on them, turning every bit of wildlife and wilderness against its own children in order to erase their endless thirst for violence.

This war lasted long, decades turned to centuries as the living land was turned into a warzone by its own creations. The Bloodbrood fought against monsters, weather and even loyalist factions within their own. Incursions from other peoples became easier, but that just drew any foreign powers that made such ventures into the midst of a full-scale chaos raging across the all of the Flesh Lands. This period of time would come to be known as the Brood War, where venturing into the flesh lands became even more of a hazard.

But where the Brood war brought devastation to the Flesh lands and even those surrounding them, it granted the Bloodbrood focus. The state of constant combat was exactly what they had wanted and, while countless scores of them would perish throughout these times, the Brood War could efficiently be labeled as the birth of modern Bloodbrood civilization. They lived in fortifications built from metals ripped from tumors underground, came to rely on casual violence to constantly hone their skills, and enslaved many of the creatures the living lands used against them to aid in their war.

It was here that saw the birth of the Burnvein Path, and several of the Brood's most legendary fighters emerged. These legendary fighters would go on to gain followers, most seeking to train and learn from them to excel in combat as well. These would soon become the proto-tribes, later known as Swarms, with many rising up or being wiped out during the Brood-War. It was one of these swarms, the Burleqqi Foulbinders, that would go on to develop the first chem-tech. Weaponizing the various chemicals seeped from their lands to fuel machinery and weaponry, Swarmlord Burleqqi the Blighted assembled the swarms in one massive push against their homeland.

Using Chemtech fueled mining equipment to burrow deep underground, the Bloodbrood fought their way into the cavernous tunnels of their homeland in several key points before hooking feed pumps into what could only be described as massive capillaries that fed into their land's nervous system. Fighting off the horrors that attempted to stop them, the Burleqqi would succeed at defending the pumps for an entire week straight of non-stop onslaught. Using these feed pumps the Brood chemically lobotomized their own homeland for lack of a better term, shutting down its nervous system and placing the entire realm into a sort of stasis.

The creature attacks and wild weather never went away, but were no longer guided by some higher force. The Bloodbrood had succeeded in their domination, but they didn't stop there.

After the Broodwar, many parts of the Flesh lands were converted into swamps by the Bloodbrood. These swamps were abundant in food and chemicals which many tribes utilized now after the success of the Foulbinders. Burleqqi himself utilized his newfound glory to erect a massive camp in honor of their victory, which would grow into a fortress, then eventually into the city of Burkhenyard. He would come to be venerated as the first High Swarmlord, who all of the growing swarms respected due to his shows of power.

With the Brood War over, the Brood swarms would occasionally war with one another. Conflict had long since been ingrained into their very culture, and raiding and attacking one another became common practice. As such, swarms would sometimes spring up and disappear seemingly at random, with only six remaining truly strong throughout the centuries since the Brood War: The Foulbinders of course, but also the Muzzlers of Arach, the Burnvein Apostles, the Molten Hand, the Feasting and the Loot Brigade of Molfuris.

Burleqqi spent his time as High Swarmlord encouraging conflict between the tribes, giving rewards and titles to victors while demanding the vanquished either die or improve. While his methods did maintain the Bloodbroods spirit for some time, it eventually led to the question of his own capabilities. Burleqqi's victories against challengers seeking to prove themselves had become more and more hard fought over the years. Eventually, the Foulbinders began denying challengers, proclaiming their Swarmlord's might need not be challenged.

While this worked on some, other Swarmlord's saw this act as proof Burleqqi no longer held high confidence. Eventually, one of the Apostles would decry this act as an insult to the art of conflict, to the very idea of the Burnvein Path. He began lambasting the name of Burleqqi to all who would listen, swaying more and more lesser swarms against the Foulbinders with claims of cowardice and blasphemy.

Eventually, this Apostle laid forth a claim so heinous, that Burleqqi challenged him to single combat immediately after hearing of it. And after a long battle in the bloodfields beyond Burkhenyard, the first High Swarmlord lay dead at the apostles feet. The Foulbinders cried for his execution but the other Swarmlords saw this victory as proof of the Apostle's strength. He would near unanimously be raised as the next High Swarmlord: Tearcoal the Red.

While the Foulbinders simmered, the Apostles got to work. With one of their own as the High Swarmlord they began to spread the ideals of the Burnvein path to any and all amongst the Bloodbrood. It helped unify the Swarms despite their differences, a race-wide understanding of war and conflict that any of them could agree on. Beyond that, Tearcoal the Red traveled often, holding numerous blood sports and deathmatch tournaments across the land which are still used today. These deadly games sated the Bloodbrood's lust for combat, with victories or defeats in them often leading to more games being held. This occured so often that it became standard practice for followers of the Burnvein Path to construct their temples in the shape of arenas for others to enjoy.

Throughout this time of unification and localize violence, the Foulbinders sought to regain favor with the majority of swarms through their technological might. Even though other Swarms had gotten adept at the usage of Chemtech, they remained the masters of it. When Tearcoal the Red was eventually slain in a tournament by one of the Muzzlers of Arach, High Swarmlord Relkhan the Slaver, the Foulbinders once again began proclaiming their warriors to be most fitting of the role. Members of the Foulbinders and the Muzzlers would clash several times during Relkhan's Reign, with the two Swarms often competing in deathmatches and tournaments as well. While the Foulbinders' weaponry was generally able to give them victory over the Muzzlers, the raw primal fury of Relkhan mixed with his control over a swarm of leech-like serpent monsters made him impossible to beat in fights both official and unsanctioned.

The loss of champion after champion to Relkhan embittered the Foulbinders even more over the years, with some even claiming his swarm's weakness alone was proof he didn't deserve the seat. While these losses and childish displays made them enemies abroad, the greater danger posed was the internal divide it had fostered. The Foulbinders became split, as many of their number no longer took pride in being with their swarm. A number of Bloodbrood would renounce allegiance with the Foulbinders and join with their lesser enemies to form the Molten Hand.

Immediately the Foulbinders and Molten Hand began a race to see who was truly the foremost source of technology among the swarms, an arms race of epic proportions which saw factories built, raided and destroyed in mere months as each Swarm sought to gain the upper hand. The tactics of each swarm grew more cutthroat the more they tried to outdo one another. The Foulbinders resorted to espionage, a cowardly tactic in the eyes of most Bloodbrood, in order to outplay the Molten Hand. In response, the Hand enlisted the aid of both the Muzzlers of Arach and an up and coming Swarm known as the Feasting to help supply their factories with resources.

The Power of three Swarms working together towards surpassing the Foulbinders was of great interest to the Apostles, who examined the arms race yet never committed aid to either side. However, whispers of Apostles visiting Molten Hand factories had convinced the Foulbinders that the Great Swarms were uniting against them. Believing that the Muzzlers aid in the Molten Hand's efforts was proof enough that High Swarmlord Relkhan was seeking vengeance for earlier disputes, the Foulbinders began secretly building war machines while publicly admitting defeat to the Molten Hand.

The Molten Hand accepted this proclamation at first, but former members of the Foulbinders were suspicious at the sudden ease of their victory. However, they wouldn't be able to investigate as relationships with the Feasting fell apart soon after the arms race had slowed to a crawl. Convinced they deserved more for their aid, the Feasting began raiding Molten Hand Factories and stripping them of flesh. The Muzzlers left the conflict to the Molten Hand, satisfied that they had stifled the proclamations of the Foulbinders if only for a brief time. That satisfaction turned to annoyance when a Molten Hand champion by the name of Guroch the Burdened managed to slay Relkhan in a tournament.

Two more High Swarmlords would hold the title in the coming years, Melkhan the Perverse and Harraine the Fleet-Footed, before whispers of secret facilities under the blood lakes began to surface. Rumors at first that had Harraine commit several of her own Muzzler Spirit Guards to investigating. During their investigations the Spirit Guards were under constant raids by a new Swarm that had been making a name for itself due to unconventional tactics, the Loot Brigade of Molfuris. Though minor conflicts were common among the Bloodbrood, the Brigadiers had stalled the investigation so much that Harraine herself sent out to have Swarmlord Molfuris order his underlings away.

He instead demanded a duel, unwilling to let the chance to take her seat slip through his fingers. Trusting her superior footwork, Harraine agreed to the match. The fight would take place in the colosseum of Burkhenyard, now a massive city fueled by chemtech and industry, and the seats were filled. Molfuris and Harraine found themselves deadlocked for a time, Molfuris' impressive assault was able to keep Harraine at bay yet her footwork left neither able to score proper hits. When Harraine realized Molfuris was planning to wear her down over time, she began exploiting gaps in his attacks.

But just when the tide began turning, the Colosseum was rocked by explosions. Numerous Bloodbrood died in the blasts, during which Harraine was slain. Not by Molfuris, but the Swarmlord Kelik-thal of the Foulbinders. He immediately laid claim to the seat of High Swarmlord, and began slaughtering all who refused such proclamation with aid from the Loot Brigade. This scheming method of acquiring the seat led to a wave of uproar all across the flesh swamps, eventually driving the Bloodbrood into a massive civil war.

The Foulbinders had plenty of weaponry stored over the years, and the aid of the Loot Brigade who sought nothing more than a decent fight. The Molten Hand and the Apostles immediately stood against them, but both sides quickly sought aid from the Feasting and the Muzzlers. The last two Greater Swarms held no fondness for the methods used, but no inclination to join one side over the other. Yet the call of conflict was strong, and the Swarmlords of the Feasting and the Muzzlers met on their own terms to decide which side each would join.

Hellminsk the Gorger and Milkruel the Flayer initially met on formal terms, but quickly grew to enjoy each other's particular brand of warmongering. This meeting would become one of many, where thoughts on the war were set aside for fighting monsters and enjoying one another's company. As the Civil War dragged on, however, it became clear to both that the Foulbinders' hold on Burkhenyard was weakening. The two Swarmlords decided a contest between them would do, and the winner of which would get to join the Foulbinders and Loot Brigade in their defense against a superior force.

To Hellmink's surprise, Milkruel decided an eating competition would do, despite the former's reputation for extreme gluttony. The two would cook massive beasts, and the one who could consume more would be dubbed as the winner. Despite all the odds, Milkruel won, beating the gorger in an almost horrifying display of consumption and rushing to aid in the defense of Burkhenyard.

The Muzzlers joining the defense stunned all, even the Foulbinders, with Kelik-Thal convinced they were planning to betray them. But they proved useful, pushing back the Molten Hand and the Apostles with mighty monsters that gave the defenders great reprieve. It would not last long, however, as the Feasting joined the assault on Burkhenyard not long after, specifically targeting the beasts to accumulate great stores of meat for the coming winter.

As the defenses of Burkhenyard crumbled, the Gorger and Flayer met on the field of battle for a true contest, one of battle instead of body. Unbeknownst to most, however, the Gorger's very own son had joined with the assault on the City instead of the fighting outside. It was he who joined the Apostles and Molten Hand on their Assault of the Capital Building, he who caught Kelik-Thal in his attempt to flee, and he who was found consuming the False Swarmlord by his allies when the defenders were finally routed.

It was then that he learned of his father's death at the hand of Milkruel the Flayer, but Bledmoore held no contempt for the him.

After all, he had probably been one of his father's greatest friends.

Molfuris was captured during the retaking of Burkhenyard, and held for weeks before being granted the trial by combat all prisoners were given. The Apostles and the Molten Hand had been hard at work attempting to rebuild the Capital, while the Foulbinders and the Feasting were still reeling from the loss of their Swarmlords. The Loot Brigade were nonplussed, eager to witness their Swarmlord fight his way to freedom, and the Muzzlers actually built a monument of Hellminsk in recognition of his skill. Through most of that period, Bledmoore the Ripper was busy staking his claim as the new Swarmlord of the Feasting, tyaking on challengers who would rip his father's mantle from him. Only after consolidating power did he return to the capital, only to immediately offer to serve as Molfuris' trial by combat.

Despite his recent fights and the wounds recieved at the hands of Kelik-Thal, the Ripper's bloodthirst managed to overcome Molfuris in what was left of the colloseum. By devouring the Raidmaster's heart, he became unanimously respected by all bearing witness. To kill a Swarmlord was feat, to kill two so close together while also staking one's own claim was so impressive that even the new Swarmlord of the Foulbinders voted to raise Bledmoore to the status of High Swarmlord.

With the damage of the Civil War being swept away and a new High Swarmlord in the capital, word has spread of Bloodbrood abroad finding great battles serving the militaries of other nations. The call of conflict being as alluring as ever, many Bloodbrood have begun migrating to other lands to serve as cheap mercenaries. But the same call for conflict never left the flesh swamp they knew as their homeland, as their attention turns elsewhere the swarms have begun eyeing up surrounding areas for new and enticing opportunities. Whether it be enemies to fight, new weapons to fight with, or knowledge to bolster the ever-growing war machine, the peace brought by the conclusion of the Civil War was guaranteed to be brief.

The Burleqqi Foulbinders- The originators of Chemtech, the Foulbinders revolutionized warfare with their creations. After their first master Burleqqi lost the seat of High Swarmlord to one of the Apostles, resentment brewed within them for years. The Foulbinders proclaimed themselves the smartest of all Bloodbrood, with their warriors deserving of the seat of High Swarmlord more than any other swarm even as the Molten Hand began outplaying them in technological adeptness. Eventually the Foulbinders would cause a civil war amongst the Bloodbrood that was only recently crushed. Despite their technological origins, the Foulbinders are often more associated with treachery, subterfuge and espionage. All of which are labels their new Swarmlord is seeking desperately to remove.

The Muzzlers of Arach- Since even before the time of the Brood war, monstrosities of flesh would often be captured and trained by the Bloodbrood. It was the Muzzlers, led by Arach, who took this to the extreme by hunting greater and more dangerous game to use in their wars. Feeling some remnant of kinship with the monstrosities of their homeland, the Muzzlers found great success in capturing most of the war beasts the Bloodbrood use in their forces, with many of this Swarm using fiersome pet beasts as symbols of status.

The Burnvein Apostles- True devotees of the Burnvein Path, the Apostles were the Swarm that truly elevated the title of High Swarmlord to the point of reverence it has today. Their goals have always been to provide the Bloodbrood with the mightiest wars they could ever ask for, and the numerous bloodsports they developed not only managed to sate the thirst of conquest for most, but provide communal entertainment that brought warring swarms together even amidst conflict. They are the swarm most responsible for keeping the Bloodbrood from devolving into complete chaos, building the conflict based society seen today.

The Molten Hand- A group of Bloodborn solely devoted to ridding the Foulbinders of their arrogance. The Molten Hand is made up of mechanists who use any method whether chemtech, beasts or both to further develop the industries that the Brood need to sustain their conflicts. Constructing massive factories and equipment from metal and flesh to tear apart any land they come across to convert to weaponry of all kinds, the Molten Hand are primarily responsible for the large amounts of pollution tainting both their homeland and surrounding areas. Their rivalry with the Foulbinders is legendary, second only to the smugness their victory in the civil war brought.

The Feasting- While the Bloodbrood casually engaged in cannibalism during the Blood War, the Feasting took to the act with reverence. Seeing the consumption of foes as a method of absorbing their fighting spirits, the Feasting have been known to survive for years off of the armies they've defeated. Primarily consisting of larger Bloodbrood that some could even call Ogre-Like, the Feasting are also considered to be the finest chefs amongst their entire race.

The Loot Brigade of Molfuris- The youngest of the greater Swarms, the Loot Brigade was conceived of by a Swarmlord known as Molfuris. Like all Bloodbrood, he sought to engage in as much battle as possible. Unlike others, he became quite fascinated with trophy collection as well. When he discovered that some trophies could even be used to invite further conflict, his entire Swarm shifted focus to match his ideals. The Loot Brigade are raiders through and through, not wholly content with battle like other swarms. They will steal literally anything they even thing holds value to those they plunder, solely to entice others to attack in order to claim their goods. While not so effective against other Bloodbrood unless prized weapons are claimed, the Brigadiers have become a problem for other nations due to their penchant for stealing relics and prized treasures as well.
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Nation Name: Followers of Hel’copin

Land, Sea, or Air : Sea (underwater)
Neptune’s Bounty: Settlements built with direct access to the Water gain an extra 20 Resources a turn
Travel Where the Wind Takes Us: +2 Sea Based Movement


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Capital City: The remains of the S.S. Davisii
Nation Flag:
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Government Type: Oligarchy- Extra Keyword on Military units. Increase Penalties for Order

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Leader: Venir Markep heard The Call of The Leviathan at a young age, and quickly rose through the ranks of the rag-tag group of feeders for the creature. He survived being kidnapped by a rival mob, his scars turned him into a legend, and the metal spike in his chest became a badge of honor among each member of the inner circle. The inner circle leads equally, but Venir’s unnatural longevity and shocking appearance have made him the figurehead of the group.

List of Races: Humans, Orks, Trolls, Elves, Dwarves, Lycanthropes

List of 3 Story Characters:



Folmar Heitris:
A scarred elven face is not helped by his generally dour and pessimistic outlook. Heitris was a lead designer for Toomes Technologies when he heard The Call of The Leviathan. Though he had a difficult time denying what his own eyes showed him, he was generally distrustful and dismissive of the claims of the Followers of Hel’copin. That was, until he was kidnapped and tortured by The Scorched for information on Toomes Technologies. Shockingly to Heitris, it was the Followers of Hel’copin that came to his rescue. From then on Heitris remained one of the Followers of Hel’copin’s most dedicated, and valuable, members.

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Elza Icemaul: Elza is a wereshark and member of the inner circle, like her mother before her. In New Veritas she worked in various slaughterhouses, where she was the Followers’ main source of vat-grown meat used to feed Hel’copin. She’s a little gruff, but was raised to see the other Followers as her family, and as such is fiercely protective of them, to the point of being blind to her own safety. Elza has no empathy for those who have not heard The Call of The Leviathn. She is the lead hunter in the Shiver, and is one of the few members to possess minimal cyberware.

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Annabelle Whelan: Whelan heard The Call of the Leviathan only recently, but her quick thinking and dedication to getting the Followers the supplies they needed to meet Hel’copin on the eve of the apocalypse had earned her a position within the inner circle. She is the leader of the Scouts, those who will evaluate their surroundings once Hel’copin saves them, and as a result she tends to work closely with Heitris to cover the more technical aspects of such feats.

Temperament: Defensive and zealous, the followers of Hel’copin have grown accustomed to floating beneath the notice of titans in order to endure.

Religion: Hel’copin is what they call the great, shark-like creature that they have been secretly feeding cattle to for generations. Hel’copin is so large that the full grown cows would merely slip between the teeth of its spiral mouth. It is, after all, a filter feeder. They see the waves swell in their dreams, and a flood and wave of toxic waste overtake the megacity of New Vertias. Believing this to be an indication of events to come, they have faithfully fed the beast, hoping that when their world was made uninhabitable that they would be spared. They will endure, and Hel’copin will be able to ensure that.

Preferred Region: Underwater.

End Goal: Reunite with Hel’copin and receive their eternal protection.

Policy: The Call of the Leviathan: Hel’copin manifests themself in ways that are strange, and still unknown even to the cult that worships them. The Followers of Hel’copin may sacrifice resources to the eldritch beast in exchange for their protection. (When activated roll a 1d10, on a 1 or 2 the effect acts in the reverse as a debuff.)

Meat for the Beast: Every turn the Followers of Hel’Copin must spend Resources every turn as a sacrifice to their shark-like god. At the cost of these resources they may ask Hel'copin to manifest the following effects:

(10) Resources, Aura of Faith: Around the settlement the sacrifice took place in, this settlement rebuffs any non-followers from entering, but a group may still force their way past the aura. (Settlement becomes immune to espionage for 3 turns.)

(20) Resources, Impassable Fog: select a sea tile. It becomes shrouded in a dense, almost palpable fog that seems to restrict one’s movement. It costs double movement to move through the affected tile. This can be manifested on multiple tiles per time used.

(30) Resources, Sea Brought Blight: Even the creatures of the sea are not safe from Hel’copin’s wrath, one hex within x hexes of the settlement the sacrifice took place in is afflicted with a surge of toxic water, hindering its ability to generate resources.

(60) Resources, Wrath of the Sea: One hex within x hexes of the settlement the sacrifice took place in is afflicted with terrible storms. All units within that hex are attacked by Hel’copin. Additionally, this power may reach a land hex that is one to two hexes inland, as Hel’copin sends a tsunami to batter those places.

(80) Resources, March From the Sea: Hel’copin causes the water to raise and rock to crumble, as one hex on the coast becomes converted to ocean. This cannot effect a hex with a settlement on it, but it can effect hexes with units on them.


Strengths: Doomsday Preppers: Endurance is the main strength of the Followers of Hel’copin, and they have become used to making final stands to protect the last of their already limited resources. Units may hunker down precombat, they lose all movement capabilities but gain +1/+1. Units must remain in this phase for this turn and the next before it may switch back, and only at the end of that next turn. If the unit attempts to escape combat after hunkering down the unit faces a free attack from the opposing army as it leaves.

Cyberware: Every follower has at least one piece of cyberware installed that functions similarly to gills. Most did not stop there, and as a result are quite literally built for an underwater environment. (Amphibious keyword for free on all units.)

Together We Stand: The followers are a tight knit group, determined to face the apocalypse head on and make it through it as a unit. This preparation means it takes a lot to break their spirits, and they will go to the ends of the world to ensure the safety of one another. (Bonus to positive effects, negative effects are halved.)

Weaknesses: The Land is Not Their Home: The Followers of Hel’Copin cannot settle on land, to do so now would show a betrayal of trust in Hel’Copin after being brought this far.

A River From the People: Any follower on land is still tied to the water, in a quite literal sense. Each step on land leaves behind a miniscule stream of freshwater that serves as a guide of where they have been, with a large enough group of followers moving together creating a harmless brook that leads back to the water they emerged from. This water is completely harmless and slowly fades over time, and they cannot manipulate or cease its appearance in any way. As a result, all stealth operations on land face a minor detriment, as they leave a trail of their passing, and the Followers are unable to conduct any acts of espionage on land, as they would be discovered immediately.

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

Keywords:

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I.S.I.N.A.P.S. – Unit #1
Keywords: Advanced Weaponry (5), Heavy (5), Weak Armor(-5), Robust(10), Amphibious
Type: Naval Vehicle
Tier: 1
M: 1 (3)
HP: 2
Attacks: 1
Off: 1
Def: -1

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The Shiver
Keywords: Militia (0), Specialist Trait (Trained for This), Amphibious
Type: Troop (Militia)
Tier: 1
M: 1 (3)
HP: 1
Attacks: 1
Off: 0
Def: 0

Trained for This: The Shiver may spend an action hunting and gathering resources. (Roll 1d10 for resource gain. The die size decreases by one step after each use (1d8 to 1d6, etc), and increases after each turn that this action is not taken.)

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The Scouts
Keywords: Robust (10), Light (5), Amphibious
Type: Troop
Tier: 1
M: 2 (4)
HP: 2
Attacks: 1
Off: 0
Def: 0


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(Pictured, image drawn by early Follower of Hel'copin, of what their world may one day look like.)

History:

The Followers of Hel'copin had humble beginnings as a crew of fishermen, who witnessed something that was not meant to be seen by mortal eyes far off the port city of New Veritas. In their panic and terror, their catch fell back into the water and slipped through the teeth of the massive creature. Upon their return to land they had each become plagued by nightmares of a flood of toxic water overtaking the world.

One year later, some of these fishermen loaded up a fishing vessel with livestock and set off to try to find the creature once again. They were in luck, and Hel'copin, as they would begin to call it, rose to the surface. They tossed the animals overboard to deter the eldritch thing from swallowing them as well. It worked, and their nightmares faded, to be replaced with a reoccurring dream of sitting adrift on a lifeboat, clinging to one another. It slowly became a habit to make the trip out every time the nightmares returned. They turned to calling these visions The Call of the Leviathan.

Over time, The Call of the Leviathan would be heard by those who had never set eyes upon the eldritch god, and these souls would eventually find their way to the ports of New Veritas, to the Followers of Hel'copin. As time went on and their organization, and need for resources, grew, the Followers became a major player in the city. At the peak of their strength they controlled 5/8ths of the total city's turf. This was not to last, as the world entered the age of cyberware, with magic and creatures of all types returning to the world. The Followers were lost in the shuffle for control of the city, and it became far too common for their members to be abducted by the stronger gangs. The Followers call this their Age of Endurance. Those who were taken were searched for tirelessly, the group was low on resources, had little influence in the wider world, and by all accounts their visions were getting closer and closer to becoming their reality.

Eventually, the nightmares persisted even when the beast was fed, and the Followers gathered themselves, and all their resources aboard the S.S. Davisii in preparation of the end of their world. In those final years they installed the cyberware that cut them off from the source of magic in their world, but would allow them to survive, if Hel’copin allowed it. When the day came, all did not go according to plan, and in the chaos Hel’copin appeared, and took them away from that world. Now the Followers of Hel’copin are strangers in a strange land, at the bottom of a foreign ocean. Not quite at their final destination, but away from their dying world. Time will tell if they fare better on this one.​
 
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Name: The Consecrated Socialist Republic of Arrana
Initial Troop Choice: Air (Air raid, eagle has landed)
Capital City: Namara
Government Type: Parliamentary Republic (Democratic)
Economic Type: Market Socialist
Leader: Prime Minister Todorovic.

The PM of the CSRA is a man beloved by all. He has served 4 consecutive terms as the Prime Minister. Initially a combat medic, Radoslav Todorovic served in the First Ratha Crusade and refused to carry weapons into battle. He saved numerous allied and enemy soldiers alike. The corps eventually promoted him to an officer position and he oversaw the Sacred Flight (the airforce of the CSRA). Since the CSRA literally worships their quasi-sentient warplanes, this was a great honor.

When Randoslav got out of the military he ran for local offices and worked his way up to a synod legislator. From there he eventually became the PM.

During the infamous Synod Bombing of the Second Ratha Crusade, PM Todorovic was caught in the blast and lost his leg alongside other grievous injuries. The nearly 60-year-old man survived and is still haunted by his wounds to this day. In fact, he has said his current term will be the last term he runs for as the injuries have become too painful.

In his personal life, PM Todorovic is a devout Zephyrite (the official state religion). He has two daughters and a loving wife and volunteers at a local animal shelter. Animals have always been a passion of his. Many have described the Prime Minister as gentle and caring, yet blunt. Despite being a victim of a Ratha bombing, Randoslav is equitable towards the Ratha peoples living within the CSRA.


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List of Races: Humans primarily make up the CSRA. The Ratha are a minority ethnoreligious group that is also part of the empire. They appear mostly human, but they have much less dense bones and are almost always emaciated for survival purposes. They also have a preponderance of naturally born magic users.

Other species such as dragonborn, lizardfolk, and dwarves immigrate to CSRA-controlled areas for economic opportunities and socialized programs. However, they are often subjected to discrimination.

List of Story Characters:

Vivian Carletta:
Vivian is a Ratha journalist. Born to a poor family, she saw the treatment of her race at the hands of the CSRA, and signed up with a journal committed to exposing the racism, imperialism, and xenophobia of the government. One day she was spying on a government official at a bar, and noticed a strange man speaking to him. Her druidic Ratha powers revealed something…off about the man’s aura. This caused her to follow the man outside of state lines for DAYS at a time. Her abilities served her well here, as she was able to evade detection. Eventually the man shifted into a strange metallic creature bursting with magic.

She continued snooping around the area, and discovered more and more creatures like the man. As she spent more time snooping on them, it became readily apparent that these creatures had some hand in local politics. The corruption ran deep, she came to find.

Now Vivian has attempts regularly made on her life. Men skulk her and try abducting her. Each time she escapes, but it get closer and closer.

Noor Nazari: During the daytime, Noor works for a shadowy corporation known as Crescent Biotechnics. It specializes in cybernetic research and artificial organs. Oddly enough, very few people seem to know of this company despite its records showing that it sells to many different vendors.

During the nighttime, Noor is the lead guitarist and frontman of “The Flagburners,” an anti-establishment punk rock band. He is also a good friend of Vivian’s.

Maytham al-Tammar: Every story needs its clean cut soldier. Enter Maytham. He is an airman with the sacred flight, a devout zephyrite, and a new X250-R pilot. Join him as his sentient warplane slowly drives him insane on training drills, weedles its way into his dreams, and makes him love every minute of it.

Temperament: Imperialistic, idealistic, and theocratic. Think of the USSR mixed with Israel. They act very similar to a modern Earth superpower in the sense that they push around smaller nations and forge bargains with stronger ones, while also exploiting the resources of developing countries.

Religious Beliefs: Although any religious view is permitted in the CSRA, they have an official state religion. This is called “Zephyrism,” and it is a pagan-esque religion that worships the wind. Adherents are called “Zephyrites.” Additionally, the religious group is also an ethnic group (though anyone can convert).

The Zephyrites worship aircraft and have an obsession with warplanes. When a warplane is forged, celestial spirits are fused into the hull of the craft- giving it an angelic look and a limited amount of sentience. When a new warplane is birthed, the factory will hold a small feast and religious service. White phosphorus is also a religious “salve” that is believed to purge evil. The obsession the Zephyrites have with white phosphorus has led them to commit what many would call “war crimes” against their enemies, as they believe those burnt with white phosphorus have their evil burnt away. This purging of evil is thought to allow a slain victim to re-integrate with the earth and eventually be reborn as something else. Otherwise, they believe your soul will be cursed to wander the earth. It is standard practice for adherents to be cremated with white phosphorus.

Many high-ranking officials report seeing massive, incomprehensible angels guiding their actions. In reality, this is the Synthetic Fae Court manipulating worshippers and pulling their strings. The court also imbued an ancestral hatred of goblins into the Zephyrism, as the fae were bested by goblins many centuries ago.

The other dominant religion is from the ethnoreligious group known as the Ratha. They practice something known as “wabbanism,” which is very similar to “real life” Zoroastrianism or Gnosticism. Those who practice wabbanism are often ostracized or considered “terrorists.”

The dragonborn and lizardfolk immigrants often bring over some degree of lizard worship. It’s seen as foreign and peculiar but is not met with as much hostility as wabbanism.

Preferred Region: Desert

End Goal: Spread socialism as much as possible, amass global power, and possibly form an analog to the United Nations. Imperialize small nations for sweet, sweet money.

Strengths
Living Warplanes:
CSRA airships are alive and do not require fuel. All CSRA air units get +1 movement.

Holy War: When the CSRA declares war on an EVIL nation, soldiers feel uniquely called to action. It is not their solemn duty to purify lost souls with white phosphorus.

The following buffs happen:
  • At the start of each turn roll a d10. On an 8+, gain a troop as civilians are raving for war.
  • When the enemy nation is destroyed or loses the battle, gain rewards at the DM’s discretion.

However:
  • The player MUST spend their troop movements going towards the capital city of the enemy, or making clear moves/plans to attack the capital. This is at the DM’s discretion. If the player is clearly not making plans to attack the enemy, then the CSRA suffers a happiness and order debuff.
  • Only 1 holy war can be active at a time.

Sacred Munitions
The CSRA worships its weaponry. Every missile, every bullet, and every blade is blessed by divine forces. When a CSRA army fights an EVIL army, roll a d100 and gain one of the following buffs before any other rolls are made. Choose whichever bonus you want when fighting goblin units or armies with goblin units. Rolls are inclusive. These buffs only last until the beginning of the next turn, with the exception of Lobotomizing Light.

1-2 Nothing Happens
3-4 Soul Cleanse: Prevents Ressurection, Regeneration and Saves
5-6 Holy Guidance: Gain 3 rerolls for combat
7-8 Blessed Chosen: Characters are +1/+1 and +1 attack
9-10 Divine Protection: 8+ save to all units


Weaknesses
Politicized Ethics: The CSRA cannot trade with EVIL NPC nations.

Just War Doctrine: When declaring war on a nation, the CSRA must present terms of surrender. They MUST honor these terms of surrender. Their demands can be relatively free form though. For example, they may
  • Demand resource tithes.
  • Demand demilitarization.
  • Demand government or religious changes, or install their own government.
  • Turn a nation into a puppet state or satellite state.
  • In the case of a nation of demons, demand they become purified into angels or something.
In any case, they MUST adhere to these terms and cease their attacks. If a nation betrays these terms and attacks the CSRA after surrendering, the CSRA may destroy the nation. Additionally, a nation not obeying these terms may also be destroyed.

Goblins are allowed to be destroyed and genocided regardless of this ability.

This is very much a “DM and/or player collaboration ability.” If the CSRA conquers a PC nation, they may install a new government or perform other changes. We can definitely RP how this would look in-game, or even plan for how the nation will wheedle around it. In fact, I would PREFER us to do that because it’s more fun. For example, I wreck Cosmo’s capitalist pigdog lich….now we can think about how their new unionized necromancers are.

EVIL: This is the keyword that the majority of CSRA abilities are centered around. The following are considered EVIL.
  • Any nation that attacks the CSRA first.
  • Capitalists, banana republics, despots, feudal lords, monarchs, and oligarchs. Other dystopian empires may apply, such as kleptocracies. This is just listing off ingame political systems my nation would consider EVIL.
  • Undead, demons, devils, witches, warlocks, eldritch beings, fungal monstrosities, negative energy beings, oozes, flesh crafters, AI singularities, Cronenberg creatures, cyberpunk dystopian monstrosities, plague beings, chaos worshippers/gods, any kind of cultist that worships an evil/dark god. I tried to cover most of my stereotypically evil bases here, but if I missed something that is clearly evil (I.E an empire of Jeffrey Dahmer clones that must feed on orphan blood to survive), I pray the divine forces of TrekTek add them in.

Policy: Form the ETO: Everyone who joins the ETO gains an extra 10 resources which increases for all nations by an additional 10 for each nation that joins. If a nation that is part of the ETO does not respond for a call for help when one of the nations is under attack, this bonus of resources turns into a resource penalty instead.

Units:

M/HP/Atk/Off/Def
wew_soldier_modern_soldier_rifleman_marine_gunman_troop_crusade_f7165828-fa51-490c-bfa1-e2951f...png
CSRA Light Infantry
2/1/1/0/0
Keyword: Light (+1 movement)
Trait:

wew_airplane_fighter_jet_fighter_plane_biblically_accurate_ange_b694cbb9-1210-44df-acc1-a4588b...png
Toyaki Heavy Industries X-250R “Ramiel”
Elite
1/1/1/2/-3
Ground Support
Strat Bomber
Poor armor

The X-250R was designed by a genius dragonborn inventor on a government contract. He was so successful that Toyaki Heavy Industries moved to the CSRA at the behest of the government. The X250 was designed for low-to-the-ground strafing attacks, and bombing fortified settlements.

The celestial spirit bound into the machine is infused with rage mana to make it violent. X250-R pilots need to be rotated from service quicker than normal because the machine will either envelop the pilot or drive the pilot insane. This process happens quicker than usual when compared to other service planes. Many pilots refuse these rotations due to the thrilling nature of piloting an X250-R.

Factory Worker

The factory workers are seen as the blood and tears of the CSRA. They have strong union rights, time off, and safe working conditions. These things cause the workers to work as hard as they can, especially in times of war.

Civilian
Steelcrafter- Gains 10 resources per turn


History: I am making a video essay on the history and politics of my nation for my first post. I'll be linking it here when it's done, and also posting it. I will also do the same for various political parties and other nice tidbits, and I will be adding it here as a "library" of sorts.
 
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Nation Name: New Avalon

Land, Sea, or Air : Air
Air Shows: Happiness starts at +1

Capital City: Haven

Nation Flag: wonder_1667708611576.jpg

Government Type: Feudalism.

Leader: There was once a young sorceress, who was so beautiful she had all of the men in her village chasing her and competing for her affection. She loved watching them do so, and refused to take a husband, but kept riling her playthings up to the point that they'd kill neighbors, brothers, or even their own wives and children just for a chance at being the one she chose.

Eventually she'd run out of men to play with, and move on to a new village, leaving a trail of ghost towns in her wake. Sometimes she'd charm them enough that she'd be able to keep them as devoted servants, still desperate for any approval, or even proximity to her.

Eventually she proved herself powerful enough, and remorseless enough to impress even the local fae, and her rumors spread all the way up to the highest ranks, while many were horrified, some were amused, and one decided she would have a purpose, and potential in his court. She was whisked away to their world, and changed over decades of training and exposure.

Now, as a fully fledged unseelie, Corrina can finally have the power and long life she had always wanted, and she has been unleashed as the head of a new nation, formed to remind these mortals that the old magic will always be what rules this world.

image0-1.jpg

List of Races: While new Avalon does boast incredible diversity, it's largely to do with the hundreds of varieties of Fae that live here, many non-militant or non-commited as of yet. The abundance of changelings is their midst does nothing to help with estimating how many mortals there are, but those that are can be guaranteed to be druids, warlocks, or others fully committed to the cause of keeping Avalon alive in this world.

List of 3 Story Characters:
Jacob: A generally benign fae who governs plants and wildlife, keeping them in balance. Unfortunately, a certain witch has his name, and he's had to do some less than savory things because of it.
1670518483499.png

Noh: Was asked for something to refer to them by, and simply refused. The name stuck. A changeling of incredible skill, able to pick up every little mannerism and turn of phrase of a victim.

Arghast: A former paladin, who slaughtered his entire chapter of fellows upon realizing they meant to harm the object of his devotion. Cursed with Lycanthropy by his former God, he still hangs off of Corrina's every word.
1670518701920.png

Temperament: New Avalon is fairly tame toward those that support their remaining. The more tech aligned nations and people will recieve much more hostility, and frequent sabotage.

Religion: Most of their people worship one of the archfey, or the royal family of Avalon.

Preferred Region: Forests, the more biodiversity the better.

End Goal: To ensure that the fae will always have a strong foothold in this world.

Strengths:
Changing of the Guard- If a Changeling Spy is able to infiltrate an enemy nation, they can attempt to do one of the following options. 1. Steal funds. 2. Disable a building. 3. Bribe troops. 4. Assassinate a unit.

Hypnotizing: The fae have a way of getting what the want. Gain an extra 20 resources from trade routes.

Terrifying Lands: The Fae lands are a scary and confusing place. All Fae territory counts as Difficult terrain and gives a 0/-1 to all non fae units.




Weaknesses:
Infighting- The Fae are not a united front. Order affects gain an extra -1

Nature Based- The Fae have difficulty dealing with certain types of terrain. The effects of difficult terrain are doubled for Dessert and Snow Tiles

Policy:
Fear of the Unknown- When battling Fae units. The opposing army must pass a fear check of an 8+. If the units pass the fear check, they act as normal. If the enemy army fails the roll, they have -1/-1 and if the enemy loses the battle, of their units (Chosen Randomly) insteas of dying, defects to the Fae.


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

Unseele Soldier
Troop
1/1/0/0
Armor Piercing (5)

Changeling Spy
Civilian(0)

Owlbear
Monster
Heavy(5)
Robust(10)
Poor Armor(-5)

History: The kingdom, as mighty as it is now, was originally formed as but an embassy for Avalon. Only when they were truly challenged did they start to become more militant.
 
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Nation Name:
Zafiro

Land, Sea, or Air :
Land (Gotta Go Fast: +2 Land based Movement/Ration Hoarding: Ground Units cost half resource upkeep)

Capital City:
Zafiro City

Nation Flag:
polotno.png

Government Type: Banana Republic (Banana Republic- Increases Order Penalties, but improves resources by 20 from subjected natives settlements)

List of Races:
Mostly human, but with an influx of robots and mutants comprising the backers forces.

List of 3 Story Characters: (Possible 3 characters that will get focus within your nation’s story.)
Emiliano Jefe (Leader):
58626ba7-9386-4eaf-94f3-63716660dcc5.jpg

The leader of the coup and now the President of Zafiro, Emiliano Jefe is a ruthless underhanded man who does whatever it takes to achieve his ambitions. But he is not without a modicum of compassion, letting his people live their lives comfortably under his thumb as well as giving his enemies one chance to turn away.

Reinaldo Congelado:
focused_192153036-stock-photo-man-wearing-suit-sunglasses.jpg

The former president of Zafiro, a handsome and kind man who would do anything for his people. Now however he sings the praises of the new establishment, but gone is the warmth in his voice, replaced by a monotonous, almost robotic voice....

The Emperor:
zoran-popac-statue-001.jpg

Cold and faceless, the Emperor only communicates via his forces as he ravishes the natural resources of Zafiro for his own evil ends.

Temperament: Militaristic/ Oppressive

Preferred Region: Tropical Beaches

End Goal: Keep rule of Zafiro by appeasing his backers goal of complete world domination.

Policy: (Select from the preselected list or create your own. Bonus will be confirmed by GM. Comes with a negative that is provided by the GM. Start with 1 but can have up to 3 active during gameplay)Merciless Backer: Start with two settlements at the beginning of the game (Starting Capital and a floating military settlement, Hoarfrost HQ.) This extra settlement grants a bonus keyword to all Zafiro units (Advanced Weaponry) and produces unique units/ or advancements each turn for no cost. Units are determined by a roll of a D10.

1: Upgrade Settlement (Hoarfrost HQ)
2: Produce Man of Ice
3: Upgrade Man of Ice
4: Produce Frost Robot
5. Upgrade Frost Robot
6. Produce Hover Sleigh
7. Upgrade Hover Sleigh
8. Produce Machine Fighter
9. Upgrade Machine Fighter
10. Build/ Upgrade Glacier

As a drawback, Capital settlement is under constant threat of attack by Rick Oma. Rick Oma will spawn randomly X hexes from Capital settlement and proceed directly for the Capital, upon where a siege begins. Unless defeated or found during exploration (in which case he respawns X hexes from the nearest Zafiro unit that engaged him), Rick Oma succeeds in his mission, and removes himself and bonus floating settlement from the game, taking all bonuses, units it bestows and X resources.
(Other option, X resources must be sacrificed to the backer every season, if total amount is not paid, happiness permanently reduces. If reaches minimum backer leaves for the same result as above. Happiness is restored to -1 however, representing the people's happiness instead of the backer.)

Name: Man of Ice
Type: Troop
Tier: 1
M: 1
HP:1
Attacks:1
Off: (0)
Def: (0)

Keywords: Heartless

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

Keywords: Freezing

Name: Hover Sleigh
Type: Land Vehicle
Tier: 1
M: 1
HP:1
Attacks:1
Off: (0)
Def: (-1)

Keywords: Hover/ Anti- Infantry (0) Poor Armour (-5)

Name: Machine Fighter
Type: Aircraft
Tier: 1
M: 1
HP:1
Attacks:1* (+1 Against Air)
Off: (0)
Def: (-1)

Keywords: Fighter (5)/ Transport (10)/ Poor Armor (-5)

Strengths: (What three things is your nation good at? We will create in-game buffs to match your choices.)
There is no way to reach them: As soon as they gained power the revolutionaries cut off all communications to the outside world, leaving them oblivious and those inside helpless. (Maybe happiness decreases can only come from events rather than outside influences? Possibly the same result for Order while Hoarfrost HQ is in play?)

Get me jeeps, get me trucks, get me half-tracks!: No one escapes Emiliano Jefe, especially with his backer breathing down his neck, and so he will use all the means at his disposal to ensure all goes to plan.

I want them to come!: With informants, spies and traitors, not to mention an all powerful eye in the sky, Emiliano Jefe is more than prepared for any threat that comes his way.

Weaknesses: (What two things is your nation weak at? We will create in-game debuffs to match your choices.)
Fools! Idiots!: Ill educated and over Zealous, little acts of sabotage against the forces of Zafiro can often cascade into something worse. (Enemy espionage gains are doubled)

Remember your bargain. Most of Zafiro's resources now go to their backer. The cost of dealing with the devil. (Resource gains are halved.)

If Option B is chosen for Policy see spoiler

It was his fault, my lord: Finger pointing and deflection are common place among the forces of frost, and now with a suitable scapegoat, their failures are now Zaphiros failures

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

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

Keywords: Guerilla

Name: Laser Jeep
Type: Land Vehicle
Tier: 1
M: 1 (+1)
HP:1
Attacks:1
Off: (0)
Def: (-1)

Keywords: All Terrain (0)/ Light (5)/ Poor Armour (-5)

Name: Transport Truck
Type Land: Vehicle
Tier: 1
M: 1
HP:1 (+1)
Attacks:1
Off: (0)
Def: (0)

Keywords: Transport (5)/ Robust (10)/ Civilian (0)

History: Originally only a holiday destination known for its fields of blue flowers and rare monkey population, Zafiro is now home to a civil war between the government and the revolutionaries. Having a history of attacks by sorcerer's, aliens and the undead with mixed success, Emiliano Jefe, a military veteran and ex soldier, has used this as a tool to amass followers to his revolutionary cause. But lacking the funds and the forces of the islands government, control over Zafiro was mostly a pipe dream.
Seeking the Blue Lotus, the rare and native blue flower, a mysterious benefactor appears to Emiliano Jefe via a strange robotic proxy, promising him money and his own alien army in exchange for the flowers and manpower. Wanting to rule, and with no qualms how, Emiliano Jefe eagerly agrees, giving his new benefactor the opportunity and the labour to harvest the Blue Orchid.
With this, his alien ally can now begin his scheme to take over the world, enslaving its population as his own Force of Frost with the Blue Orchid gas...
 
Nation Name:
New Yong

Land, Sea, or Air :
Air (Air Raid: Air Units count as an Extra 3 for Sieging a settlement/Air Shows: Happiness starts at +1)

Capital City:
Yeouiju

Nation Flag: (Picture required but if struggling get in touch with Sully)
polotno (1).png

Government Type: (Do they have an elder council under a Tribal Government? Democratically elected officials in a fully functional Democracy? Crazed dictator in a Despotism style government? Choose from the list below and add the bonus and/or penalty from your chosen type)
Capitalism- Not affected by Happiness penalties. Civilian units cost 10 extra resources

Leader: (A few lines or paragraphs on your countries leader and who they are)
Goo Seong: The head of state and premier star maker in New Yong. With her attention divided between her governmental duties and her competitive clients, Goo plans to make one last big Idol group before she retires from the music business.

List of Races: (What races make up your nation? Humans? Elves? Etc)
Any and all races are welcome though the native population consists of humans, mer people and golems.

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

Dre Gon:
df054e9bf353ed73d5bd1f023fa0210a--the-dragon-pictures-of.jpg

Training all his life for this, Dre has both the moves and the voice that will surely make him a star. However the pressure of the public eye, and his family, has begun to grate on him...

Ola:
namie_amuro_by_kazubow_dckbtb9-fullview.jpg

A mermaid with the rare ability to walk on land though her magics have transformed her tail into two left feet. Dreaming of being a dancer, is Ola only setting herself up for a fall in this competitive business.

Hunter Stone:
Golem.jpg

A gravelly voiced golem who aspires to be a famous rapper. Eight feet tall and built like a brick house, Hunter has the presence but his rhymes still need some work.

Temperament: Peaceful/ Competitive

Religion: (What are your nation's religious beliefs if any? The more detail the better)
While all religions are accepted and catered for by the people of New Yong, it's oldest belief system is that of the Journey of Longmen which advises courage through adversity and focus amid chaos being the best ways to attain your aspirations, and this can applied to almost aspects of life, from military service to marriage, as only through facing hardship and overcoming it can you become who you are meant to be and preaches reflection in times of calm, to reassert your goals and regain your focus after the rigors of struggle.

In this modern age however most citizens now follow the many Idols and Stars that the nation produces, watching their every performance with sheer delight and following each and every one of their posts, videos and streams with fervent dedication.

Preferred Region: Coast

End Goal: (What is your nation's ultimate goal? This will help us create your nations quest line to unlock a unique buff)
Spread their music to every nation, and in doing so save them from the SONG

Policy: (Select from the preselected list or create your own. Bonus will be confirmed by GM. Comes with a negative that is provided by the GM. Start with 1 but can have up to 3 active during gameplay)
Influential Idol: Nation starts with one unique Hero unit and settlements receive a +20 resource bonus .

Name: Green/Gold
Type: Hero
Tier:3
M: 1
HP:4
Attacks:3
Off: (4)
Def: (0)

Keywords: Long Range (10)/ Specialist (X)
Traits: Ground-breaking: On a 7+, enemy unit is incapacitated.
Fan Favourite: When in settlement, resource gains are doubled.

If this unit is killed or captured, lose -1 happiness and -1 order.

Strengths: (What three things is your nation good at? We will create in game buffs to match your choices.)
Global Phenomenon: Start off with 2 already established trade routes with other nations (Faifrum/ Toulais).
Air Waves: When attacking units count as air units. This includes all attack bonuses such as Anti Air and Air Raid but any defence bonuses received by Air units are ignored for New Jong Units unless they are a natural Air Unit (Fighter Jet/ Bomber/ Transport Plane etc).
Celebrity status: Enemy units are -1/0 when fighting in same hex

Weaknesses: (What two things is your nation weak at? We will create in game debuffs to match your choices.)
Select Few: Troop costs are doubled.
On to the next city: Enemy settlements cannot be captured or destroyed.

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

Name: Trainee Vocalist
Type: Troop
Tier: 1
M: 1
HP:1
Attacks:1(+1)
Off: (0)
Def: (0)

Keywords: Catchy (10)

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

Keywords: Choregraphed (Advanced Armour) (5)

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

Keywords: Articulate(Advanced Weaponry) (5)

History:
Descendants of the Yamabuki, a nation of dragons and samurai, whose attempts at colonisation proved susceptible to corruption from within. Though these machinations were never revealed at the time, lost to the annals of history and now only being revealed by the dedicated historians of the present, the people of New Jong believe their ancestors were antagonised by the greatest evil known to man, The SONG.

Able to corrupt even the mightiest dragons, the Yamabuki heeded the divine beings warnings and braced themselves for the coming cacophony. That is why they turned to music, to create their own Songs.

Nerida, an ancient mermaid, became the first of the New Nation’s Songstress. Carefully crafting song after song that would bolster the hearts and minds of the people. Her earliest song is now the country’s National Anthem which is still sung to this day.

In time the Yamabuki followed her lead, other singers, songstresses, and musicians popping up from out of the woodwork. Each created their own music that could bolster the spirit and mind, giving some protection against The Song. In time music became part of them and their culture, becoming the people of New Yong.

To this day, there are vast world tours from some of the bigger names of singers that emerge from the country. With bright lights and even brighter sounds, the people of New Yong take forth their national identity wherever they go and in doing so drive back the SONG.
 
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Nation Name: Junkyard Dogs

Land, Sea, or Air : Land
Gotta Go Fast: +2 Land based Movement
Ration Hoarding: Ground Units cost half resource upkeep


Capital City: Unknown. When the Dogs do speak of it, they just refer to it as "Home"

Nation Flag:
unknown.png

Government Type: Roving Horde(As Tribalism, but with the following effects.)
Benefits: The Junkyard Dog capital has a movement of 1. If the free action to Overdrive is taken, then that value increases to 2. Taking this action, however, costs 10 resources and has a 1-turn cooldown between uses.

Junkyard Dog vehicles have an extra keyword

The Capital produces 30 instead of 20 resources to start(upgrades add 10 on top of that as normal).

The Junkyard Dog capital can support 2 more structure advancements every tier. Once reaching tier 5, The capital can be upgraded into True Horde, a repeatable upgrade that increases the capitals "effective tier" by 1, allowing for three more structures.


Drawbacks: The Junkyard Dogs can never build additional settlements.

The Junkyard Dogs may never occupy preexisting settlements. Their options upon capturing settlements are either Sack or Raze.

The Junkyard Dogs may never train civilian units. Civilian units acquired from other sources(such as Captives) are fair game, but they can never produce resources for the Junkyard Dogs.
The Junkyard Dogs may never benefit from trade agreements in the traditional sense, though more...special deals can still be made.

Upgrading the capital settlements costs an additional 10 resources, +5 for each tier above 2.

The Capital may not move while it is being upgraded to the next tier. Overdrive cannot be used while at Sea. In addition, while moving over sea, roll a d10- on a 1-4, the capital’s movement becomes 0 as fear grips the occupants and prevents them from advancing in any meaningful way.

The capital may never willingly move into the air for whatever reason, and should magic or technology ever make it so, Happiness will immediately be reduced by 1. The Capital does not provide the base defensive bonus at any tier. Any defensive advantages have to be made into advancements.




Should the capital’s defenses be overrun, here are the options, adjusted for the unique mechanic:

Occupy: “You’ve proven yourselves. We’ll follow you.” The Junkyard Dogs become vassals of whoever it was that led the assault against their capital. They are forced to remain vassals for at least four turns, though that can be ended early if overwhelmingly unreasonable actions or orders are taken towards them by their Liege(‘destroy all your structures and go run into the sea, please!’)

Sack: “These are tough bastards alright. Impressive!”: This works as normal, although it never causes happiness penalties-this is simply their way of life at work. In addition, if any structures would be destroyed, roll off against the opponent for each, adding 2 to own roll-if Junkyard Dogs win the roll, the structure is not destroyed.

Raze:

Leader: The Dogs currently have no functional leader, even if the position is technically occupied. Perhaps the actions in the coming months will allow one of the leaders of the four tribes to emerge victorious, or perhaps someone else entirely...

List of Races: Although the majority of Junkyard Dogs are humans, mutations of varying severity are present in most of them.

List of 3 Story Characters:

He-Who-Sees: Nobody is quite aware of the identity of this masked figure, and yet if asked about “their leader”, most Dogs will point to him after their own local Underbosses and tribe leaders. Rumored to be the only individual to actually be able to commune with the source of their power, He-Who-Sees gives cryptic counsel to the other leaders. He very rarely exercises his power to actually give orders-yet in those very rare circumstances, all of the Dogs come together to accomplish whatever task it might be.


Horkos Kojecs, The Tallyman: In a roving horde of madmen and brutes, any intelligent man with the strength to survive will quickly rise through the ranks. Mockingly referred to as “The Company Man” or “The Miser” by those who dislike him, This Leader of the Scar Collectors has been pivotal in making sure the Junkyard Dogs actually remain supplied and at least loosely organized.


Ankhshega: The youngest and most active of the four leaders, this Biker is well loved by most of the other Wastelanders for both his tendency to engage in increasingly dangerous stunts, as well as his capacity to communicate beneficial deals with other factions. When most think of the Junkyard Dogs, they think of Ankshega-wild, adrenaline junkies who mainly care about having a good time. And they’re only partially wrong.


Temperament: Aggressive Opportunists with streaks of...stranger behaviors.

Religion: The four tribes that make up the bulk of the Junkyard Dogs have wildly varying theories as to what it is or what it wants, but all share the same faith-there is a being trapped in the blasted earth, a Patron that grants the Dogs the means to traverse any manner of land unimpeded. The entity is most commonly referred to as Our Chained Father, but even about that there is frequent argument.
(TBC)

Preferred Region: Wasteland or other similarly tormented landscapes through which their enemies cannot follow-albeit, being Nomads, any place will do, as long as it's on land...

End Goal: Our Chained Father must awaken, his power over motion finally freed from it's earthly confines. All Wastelanders agree on this. But how? And what would it want, were it to speak?

Policy: Scum of the Earth- Due to the way Junkyard Dog society is formed, Men and Women of exceeding skill and even greater cruelty tend to be given power, floating to the top on the corpses of those less competent.

Begin play with one Underboss. Every three turns, a new Underboss will be created in the capital.

Underbosses are Characters with two traits, much like Heroes, although they start with three stat points and no other innate benefits. For the purpose of advancements, they count as heroes. For targeting abilities, they count as Heroes or Legendary units.

Drawback: Flawed Wretches- It is not the most virtuous that ascend in a society this disjointed and crude, but the most determined, or the most lethal. Without supervision or restraint, their flaws and vices consume them whole, leaving easily exploitable openings in their guard, literal or metaphorical.

All Junkyard Dog characters have a Vice and a Weakness. A vice is a narrative effect that must be guessed or discovered through play-when invoked in diplomacy or espionage, the acting player counts as having leverage on the character(see below.)
A weakness is much like any other trait, but negative. A weakness will be displayed on the character sheet(though you are urged to be good sports and not immediately be magically aware of it, if you would.)

Strengths:

Lords of the Land: Whatever strange tale they use to explain it, the result remains much the same-Men run for hours without pause, Bikes cross terrain that would cripple any other vehicle, and trucks run on comically small amounts of fuel. It’s as if though to traverse the land is their prerogative, an undeniable birthright that cannot be quenched regardless of danger or circumstance.

Junkyard Dog units gain +2 movement while on land. In addition, Junkyard Dogs are immune to any abilities or effects that would lower or prevent their movement or cause them attrition on land tiles


Shock Assault Mastery: The Junkyard Dogs appear as if from a nightmare, a rapidly moving haze of roaring engines and howling madmen. They strike first, strike hard, and leave just as suddenly, leaving broken bodies and little else in their wake.
Unmodified hit rolls of 1-3 are always a failure regardless of offense when striking Junkyard Dog units, and hit rolls made against Junkyard Dog units may never be re-rolled In addition, a Junkyard Dog army that does not take the attack action during a turn is unaffected by Overwatch. Raiding and Ravaging(See below) are explicitly not part of the Attack action.


Either they die, or we do: The Junkyard Dogs can produce very little on their own, and are well aware of this. They have developed a sickening array of tactics and methods by which to extract every last bit of sustenance from the world around them, at the expense of everyone else…

On any turn that an army of Junkyard Dogs performed an offensive action or is in combat, refund the upkeep of units in that army. This effect lingers for one turn if the army has performed Raiding or Ravaging, or for 2+settlement level if they have performed Sacking or Razing. At the end of combat, roll 1d10 for every enemy vehicle destroyed-On a 7+, either gain a Scrapyard version of the vehicle to the army with the additional Scrapyard(0) Keyword, which removes it's upkeep, or gain the recruitment cost in resources(for air and sea vehicles).

In addition, Junkyard Dogs are incredibly competent raiders who are not easy to stop, and who know how to use their numbers to their advantage rather than to their detriment. If rolling to see if a raid is successful, roll twice and choose the most advantageous number. If the roll is contested, win ties.
New Action: Ravage(upgrades from Raid if more than five units are present in an army)-As Raid, but gaining a +1 to the roll, repeatable for every four units beyond the sixth. At ten units, Ravage counts as two raid actions performed simultaneously(roll for each one individually.)

Weaknesses:

Our Chained Father: As distance from the Land increases, the source of the wastelanders’ power wanes, and the terrible deprivation that comes from it is frankly quite pitiable to behold.

While fighting on sea, Junkyard Dogs have -1/-2, and rolls to cause them debuff or attrition gain a +1. Junkyard Dogs may never have Air units or willingly move onto any tiles that are in the air for whatever reason. If forced to move and fight there, the penalty increases to -4/-4, and the bonus to attrition becomes a +3. Junkyard Dogs are also naturally wary of those who freely move the skies-any enemy Air Vehicles gain +1/+1.

Disorganized Mess:
Outside forces may exploit the Junkyard Dog political system(or more accurately, complete lack thereof) to have them enact actions that they consider advantageous to themselves.

Requests are divided within two parameters: minor and major. The costs are not necessarily bribes-they can be fluffed as gifts, demonstrations, feasts, and so on. The costs of either type of action increase by 5% on each subsequent activation by the same actor, resetting to normal values after two full turns of no actions.

Minor actions require a payment of 40% of the current Junkyard Dog treasury, to a minimum of 60. Such actions can include, but are not limited to:

Have a small force of Junkyard Dogunits(6 units or less) alter or halt their movement.
Have a force of Junkyard Dog units take minor offensive action against a foreign non-ally(such as a raid).
Request temporary services of a Junkyard Dog force for a minor conflict.
Giving up information
Trading away different types of resources to a faction
Temporarily suppressing alliance with a faction
Suppressing an advancement for one turn
Prevent unprovoked offensive action for a turn for target faction.

Major actions require a payment of 50%, to a minimum of 110. Such actions can include:

Temporarily gaining the services of Junkyard Dog units as a mercenary force for a number of turns for any conflict.
Altering or Halting the movement of a bigger Junkyard Dog force.
Having a Junkyard Dog force take major offensive action against anyone, including their own
Temporarily Passing a new Policy.
Temporarily Suppressing a pre existing policy(cannot be the first one)
Have the knowledge behind an advancement shared.
Stalling major construction work.
Have a captive released.
Prevent a captive’s release
Prevent unprovoked offensive action for three turns against target faction, or provoked offensive action for one.(Armies will still defend themselves if attacked)

The prices can be modified by leverage, which can be acquired by IC diplomacy, or by exploiting Vices. The math works like this(always round up.)

Having leverage on an Underboss will reduce the costs of any action by 1/5th, or by 1/4th if it pertains to an army that character is a part of.

Having leverage on a Hero will reduce the action costs by 1/4th, or by 1/3rd if it pertains to an army that the character is a part of.

Having leverage on a Leader reduces action costs by 1/3rd, or by half if it pertains to an army the Leader is part of.

Leverage becomes less effective as personal power diminishes-if less than half of all characters of a certain tier are leveraged, the discount is halved for that tier. Conversely, if all characters of a certain tier are leveraged, then it counts as if though leverage is had for effectively one tier higher. If all characters, including the Leader are leveraged, then once every other turn, a minor action can be taken for free, and major actions count as being costed as minor actions.


Starting Units:

Name: Strays-Numerous and belligerent, Strays are those Junkyard Dogs that have not yet won the rights to a vehicle of their own. In battle they are thrown at the enemy in veritable swarms, armed with scrapguns, thrown ordnance, and whatever else their ingenuity has allowed them to salvage.
190ef7bf2b42c788c2afcb0f7ba0e025.jpg

Type: Troop
Tier: 1
M: 1(5 on land)
HP: 1
Attacks: 1
Off: 0
Def: 0


Keywords: Specialist(x)-Uncertain Worth: Before fighting each round, roll 1d10 for each unit of Strays and apply the results of this table.
1-Where are they going?-The unit of Strays sits this round of combat out. If the army is defeated on this same round, they will reappear in the capital after 1d3 turns.

2,3-They’re still shooting at us, stop looting them!-The unit of Strays is disorganized and ineffective in it’s assault. It has -1/-1 for this round.

4,5-Useless fucking mongrels…-The unit of strays performs…adequately well. No effect.

6,7-You built that?- The unit of Strays makes use of surprisingly lethal jury-rigged ordnance. They gain +2/0 for this round.

8,9-Look at them go!- The unit of Strays practically trip over each other in their frenzy to get to their loot. They gain +2/0 and unmodified attack rolls of 10 score an additional hit.

10-Why don’t they have a vehicle already?- The unit of strays move as if possessed by a higher-or lower-power. They gain all the effects of having scored an 8 or 9, in addition to gaining an additional attack for this round.

Name: Bikers-The preferred soldiers of the Unchained, these speed-craving warriors dart through the battlefield with sickening alacrity, making the prospect of hitting them a veritable nightmare.
hot-cola-qs2k6.jpg

Type: Troop
Tier: 1
M: 1(5 on land)
HP: 1
Attacks: 1
Off: 0
Def: 0


Keywords: Specialist(x)-Plow Through
the slightest opening is exploited to horrible effect. Lines that waver see the bikers move freely through them, completely disrupting any firing lines or aiming systems that might target them.


On a round of combat that a Biker unit successfully deals damage to another unit, upgrade the effects of Shock Assault Mastery to read as follows when applying to this unit: “Unmodified hit rolls of 1-5 automatically fail. In addition, hit rolls made against this unit cannot be re-rolled.”

Name: Trailblazer
emirhan-sahin-gunshiplow.jpg
Type: Land Vehicle
Tier: 1
M: 3(7 on land)
HP: 1
Attacks: 1
Off: 0
Def: -1


Keywords: Specialist, Transport, Light, Aged Armor

Specialist: Close in for the Lancers-If both this vehicle and two of it’s passengers have successfully dealt damage this turn, this vehicle may immediately attack again with it’s explosive lancers-This attack uses the vehicle stats with the added benefits-Anti Armor, Armor Piercing, +3/0. Explosive Lancers may not target air vehicles.

History: Nobody knows much of the origin of these Wastelanders. Even their name seems to be not of their own design, but rather a crude description found in some old computer terminals that first detail their existence, an ominous warning urging citizens not to venture far from the city, especially during the night, out of fear of raids. Those same terminals seemed to name the leader of these raiders as “a dog, a monster of no empathy yet full of low cunning, a threat to our glorious nation.”

Other rebuke this claim, saying that stories of such terminals are far fetched, a tale the Dogs invented themselves to spread terror. They speak of another tale, uttered by scavengers in dingy taverns. A rich man in a suit who sought a big payday, they say, and so set his hounds loose upon all nearby settlements, dragging any and all they could find back to his laboratory. Month after month, hideous experiments took place, the hounds receiving bionic, metallic enhancements as reward for their loyal service, while piles of discarded bodies and useless scrap appeared around the area until it barely resembled the land it had once been. When at last heroes descended upon the encampment and fought off the Hounds, they did not find the madman or his work, only a faded emblem of a purple skull….

Yet others speak of an even stranger sighting. A community under attack by shadow monsters created from their nightmares after a botched magical ritual found themselves defended by lunatics who frequently fit the description of the roving marauders. With their aid, they managed to fight back the monstrous creatures. When the leaders of the community went to negotiate a reward with their saviors, they were doubly surprised to find them requesting neither coin nor slaves-the marauders simply asked for the finest illusionists of the community perform a grand performance for them. After carrying out the strange request, the marauders left, content and seemingly relieved.

Perhaps their history is not important. What they are, what they do, maybe that is all that matters here.

The Unchained- This tribe boasts by far the most members. Rowdy and loud, their presence is most often associated with the Junkyard Dogs as a whole. The Unchained are masters of the traditional Junkyard Dog tactic of the wedge-killing enough of the enemy to cause a gap in their lines, then ramming right through them to cause unparalleled confusion and havoc.

The Unchained are also by far the most open when it comes to accepting new recruits, making no distinction between Clockwork men(Individuals born in the Junkyard Dogs) and extra hands(converts or recruits from other cultures) in their dealings. Rumors in fact claim their most recent leader belongs in the latter category.

The Unchained are short-sighted pragmatists: They value material comforts, friendly demeanors and wealth above other things in their dealings.

The Scar Collectors- The most organized amongst the tribes, the Scar Collectors are infamous for their tendency to gather and trade in slaves rather than more mundane resources and the constant smell of gangrene that comes from many of it’s members. The Scar Collectors are overly fond of modifications, carving away at their flesh and replacing it with far sturdier metal components, an odd mixture of mad science and magic maintaining their efficiency. The Scar Collectors value durability above all else-all the power in the world means nothing if you’re too dead to use it.

The Scar Collectors are transhumanists, and are likely to hold those similarly ambitious in higher esteem than others. They value modern technologies and methods in their dealings.

The Forsworn- The most devout of the tribes, taking the normal reverence all Junkyard Dogs hold for their Patron to it’s (un)natural extreme. Amusingly, perhaps, this fanaticism makes them ever so slightly easier to negotiate with than the other Dogs, as they have no interest in indoctrination or religious purity-They simply wish to better understand their deity.

The Forsworn revile Extra Hands as usurpers of power that does not originally belong to them, albeit they are well aware they are outvoted in this opinion. Their combat doctrine is all about overwhelming strength and firepower, to better send a message across.

The Forsworn believe all faiths hold a clue to understanding the true nature of the Patron, and are more easily influenced by grandiose displays of divinity than their brethren.

The Lost Children- The youngest and strangest of tribes, The Lost Children are erratic, destructive, and prone to acts of frankly alarming lunacy. The cause of such behavior is not well understood-the Children themselves simply speak of ‘a wondrous place, where colors could breathe and sounds could be felt.’ Whatever the case may be, one cannot deny that their tendency towards the extremes of speed and ingenuity when it comes to all sorts of chemicals define their ways of war, a veritable tide of color and madness.

The Children seek sensational extremes of any kind, craving this kind of stimulation like addicts on severe withdrawal. They are also known to have a fervent love and a bitter hatred for the fae….
 
Nation Name: Magistrati
THEME

Land, Sea, or Air : Air
Air Raid: Air Units count as an Extra 3 for Sieging a settlement
Fuel for Days: Increases base fuel for an extra 3 Tiles of Radius


Capital City: Magistrata
Magistrata -  Mage City.jpg

Nation Flag:
Magistrati Flag.png

Government Type: Magocracy (Oligarchy - Extra Keyword on Military units & No cost for Militia. Increase Penalties for Order)
Magistrata is governed by the Colleges of Magick, each handling different fields. Many combine magic and technology together, a result of the influence of Coghaven due to the population being descendants from the once great nation intermingling with Academy mages. The ruler is the Praetor who holds power until challenged by a Magister of one of the Colleges. A Mage's Duel ensues which can end either in surrender or death. Generally surrender is the outcome as the Magistrati despise needless death among their own.

Leader: Praetor Grizzakis Darkfeather

List of Races: All races are welcome in Magistrata if they have come to learn and join one of the various Colleges of Magick. Elves, Humans and Orcs are the majority with a number of half-elves and half-orcs born of intermingling lines over the centuries.

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

Praetor Grizzakis Darkfeather
Praetor Grizzakis Darkfeather is the child of a an orc mother and elf father, named after a historical figure in the history of the orcs before the collapse of the great nation of Coghaven and the Eastern Alliance. He wears his name with pride and won his position in a Mage's Duel with the former Praetor Tellic Starsoul. Tellic has opted to serve as the new head of the College of War which Grizzakis himself was Magister of until he challenged Tellic. Grizzakis is a calm and calculating man with a vision for the world, seeking to unify all nations together so that wars might finally come to an end. This ideal is now what drives the Praetor as he operates as both Head of State and Government for Magistrata.
Dominus Grizzakis.jpg

Magister Aldona Orsini (College of Intrigue)
Aldona Orsini is the undisputed master of intrigue in Magistrata. She handles the city-states various espionage operations internally and externally. She is open about her sneaky and underhanded nature, but always seems to be charming as she does so. She is the darling scoundrel amongst the Colleges of Magick. The College of Intrigue is a school as much as an institution. Its students learn to become skilled spies and operatives to carry out the more discreet needs of Magistrata. Their mission is to keep the mage city-state safe and informed in the shadows so that wars might never need happen, or end quickly. No student gets sent into the field without Magister Orsini's personal vetting and approval.
Magister Orsini - Spymaster.jpg

Magister Tellic Starsoul (College of War)
Tellic Starsoul is an elven mage and former Praetor of Magistrata, having recently been deposed in a Mage's Duel by Grizzakis Darkfeather. Rather than fade away into retirement, Tellic seemed delighted to be defeated and immediately petitioned to be named head of the College of War. While he is no great warrior physically, Tellic has a strategic mind like few others and was notorious for defeating all challengers to games of chess. His desire is to ensure the Praetor's plans are carried out even as he sees to the protection of their floating paradise they've built over the centuries. It should be noted Telic was Grizzakis' mentor before his protégé challenged him. The battle was quite real and both mages almost died several ties during the exchange before Tellic finally conceded. Some believe Tellic is potentially a descendent of Warmaster Otherion, Coghaven's famous military commander. Hehas yet to ever confirm or deny this.
Magister Thule - War Mage.jpg

Temperament: Cunning Diplomats, Master Spies

Religion: Astral Order
A faith centered on the principles of magic and its intrinsic link to all things in reality. It's a contemplative faith and almost more a philosophy, but its the main one favored in Magistrata due to the benefits of its studies in expanding one's understanding of the Laws of Magick. There is no centralized leadership, as groups form around the knowledgeable and can access the tomes from the various libraries in the city. The Great Cog is believed to be considered part of the Astral Order and often is discussed on matters of the Laws of Magick.

Preferred Region: Grasslands (prefer open terrain to hover above)

End Goal: Unifty the nations of the world into a world government.

Policy
Diplomatic Enclaves - The Magistrati thrive on the need to forge relations and build rapport with various nations to ensure an exchange of services and goods. Allowing a Diplomatic Enclave ensures the Magistrati can provide the services of their mages to help their ally keep their nation more stabilized even in times of chaos and war. The Enclaves also create an easy location to trade with the floating city-state.
Any Nation may allow the Magistrati to build a Diplomatic Enclave in their Capital City.
Magistrata gains One Building Slot per Diplomatic Enclave.
The Magistrati receive resources via the Diplomatic Enclave equivalent to a Level 1 Settlement. This contributes to their Resource Cap.
The Host Nation of a Diplomatic Enclave receives a +1 Order Bonus and Trade Agreement with the Magistrati.
The Hose Nation must sacrifice a Building Slot if it accepts an Enclave.


Strengths
Skyborn City - Magistrata is a mobile, flying settlement, only able to be targeted from land or sea by AA fire.
Movement of City: 1
Susceptible to AA Attacks. 10 AA attacks on a 6+ and its forced to land for repairs. Auto regain 'HP' every turn and can fly again after 3 turns.


Masters of Intrigue - The Magistrati are masters of diplomacy, which requires them to be masters of intrigue. Knowing what your allies and enemies are doing is often paramount to ensuring ongoing relations or survival of the right parties in a conflict.
Dictates the outcome on a successful Spy based Action from the Spy List.

Magocracy - As a specialized Oligarchy, the Magistrati have more capacity and flexibility in their workings.
Magistrati receive both military unit benefits for being an Oligarchy


Weaknesses:
Skyborn City - The Magistrati cannot build other cities.

Code of Peace- The Magistrati can never attack first and must attempt to make viable contact with any force they encounter. Once attacked, this limitation no longer applies to ongoing conflict with a group that has attacked the Magistrati and not made a cease fire with them. The Magistrati must entertain any fair offer. If those are refused, they take a -1 to Order or Happiness.

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

nino-niu-actor-01-a.jpg
Name: Bonded
Bonded are lesser elementals bound to suits of armor and artifice giving them physical form. They operate as the peace officers and guardians of Magistrata, leaving most war operations to be handled by the more infamous Centurion Golems usually in support of Legatus airships. Bonded can fire off magical discharges from their blades, leaving them little need for guns. From a diplomatic standpoint, this service is negotiated and ensures the elementals receive a steady stream of mana to sustain them and over time make them stronger. Once their contract is over, they may renegotiate for ongoing service if they so wish and are considered citizens of Magistrata for their loyal service. Bonded elementals do not die if their frame is destroyed. They simply go to seek a new frame to inhabit to continue their agreed upon period of service.
Type: Infantry
Tier:1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 1

Keywords: Advanced Armor (5), Militia (0)

Magistrati Air Golem.png
Name: Centurion Golems
Centurion Golems are intended to be flying terrors. They are large engines of death forged by the College of Artifice to give the Magistrati a frontline unit that while expensive is destructive. Centurions generally are meant to operate in tandem with Legatus airships whose task is to shell and destroy any anti-air capacity in the region. Centurions represent the Magistrati principle of never starting a fight, but having the means to end it quite violently to restore peace. Like Bonded, Centurion Golems are powered and controlled by elementals, usually stronger ones well fed from years of service as Bonded. If a Centurion is destroyed, the elemental simply goes free and returns to be granted a new chassis to continue honoring their contract.

Type: Air
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: -1
Def: -2 (AA), 3 (Ground)
Save: 9+

Keywords: Fighter (5), Ground Support (5), Heavy (5), Close Combat (-5): -1 Offense

Magistrati Airship.jpg
Name: Legatus Airship
Called the 'Hammers of Peace', Legatus Airships are aerial combat platforms intended to lay into enemy emplacements or positions to remove anti-air fire so that Centurion Golems have free reign in the sky to sweep away the enemy. They are moored at Magistrata until time to launch and rain fire down upon the enemy. They expect Centurion Golem coverage to deter air attacks where possible. Synergy tactics tends to demonstrate the Magistrati outlook on the world as a whole in their desire to make things work together.
Type: Air
Tier: 1
M: 1
HP: 2
Attacks: 1
Off: 0
Save: 9+
Def: -3 (AA), 2 (Non-AA)

Keywords: Ground Support (5), Heavy (5), Robust (10), Lumbering Warship (-5): -1 Def

History
An Introduction to the Magistrati
Borvo Tharg
Magister of the College of Lore

Many people are curious where the Magistrati came from. We make no secret of this, preferring to be known rather than a mystery. Magick already is a distrusted practice in many regions of the world. Our own ancestors had great disdain for it, having been the victims of oppressive applicatiosn of it. It was only a fluke and the kindness of our ancestors that created the right elements for the formation of our great city-state and the Colleges of Magick.

Coghaven was founded on principles of industry, freedom and fairness. A desire for working people to have good lives and fulfillment. A vision of developing knowledge and technology away from the ruthless subjugation of nobles and wealthy merchants. Greater Titania bears much of the responsibility for Coghaven existing. The Royal Court sought to avoid what could have plunged the powerful nation into a violent state of unrest and civil war. The Cogs embraced exile and trade with their former homeland to have their freedom. Their exile while harsh also lead to the foundation of an impressive industrial culture guided by the tenets of the Great Cog. To this day there is much debate on the nature of the Great Cog as a deity or great spirit. In all cases, it features into magical theory as espoused by the philosophy of Astral Order.

Coghaven flourished for a time, growing as more exiles continued to be sent to it from Greater Titanita. These unwanted peoples were embraced by the Cogs. Those who sought to make trouble were spoken with and shown options including leaving the nation to seek their own future on the continent with supplies. The Cogs followed the vision of one Runcible Thorpe, a curious half machine man and labor organizer. He became the Overseer of Coghaven with little debate as the people had followed him in the earlier labor revolts in Greater Titania.

Diplomacy was a major foundation of Coghaven, even if they seemed caught up in their industry and creation of mechanical guardians to fight their conflicts for them. They forged a strong alliance with the Orcs of Clan Spike Horde, their first neighbors in the new lands. It was said that the bonds were forged in personal combat between Chieftain Grizzakis and Warmather Otherion. This bond would only grow stronger for the Orcs had elected to embrace technology and industry even if on their own terms. Trade roads linked the two nations so that ideas and goods might flow between them.

It was this first alliance that would play a major role in the survival of the two nations until the coming of the War of Nature and Technology. Others would be invited into the relations with Coghaven, including the Trolls of the North Lands. Coghaven forged friendships and provided their works to any who would embrace them. This Eastern Alliance would be tested to the near limits of its efforts in the times that followed.

Endless War is what destroyed Coghaven. First came the Mabinogi, vile nature fanatics with not remorse for their actions. They were butchers and the accounts are in our very libraries recorded from refugees and survivors. They dared to come and attack Clan Spike Horde. The Cogs answered this threat with a viciousness only the desperate are capable of. They had fought one war of revolt in Greater Titania and would not see their newfound friends destroyed by such terrible darkness. The Clockwork Legoins marched. The Orc capital of Dal Gargo burned, becoming a hellscape as the orcs battled for their survival. Clockwork soldiers marching forth in defiance to reinforce them. Calls for aid going out to the Trolls of the North Lands even. It was a terrible war. Chieftain Grizzakis was slain, much to the sadness of Warmaster Otherion.

There was a period of healing, rebuilding and investment as the nations tried to recover from this horrible event. Things would be made less worthwhile when the forces of a the Empire of Fafrium landed in a colonial expedition in force. Runcible Thorpe did the unthinkable and wrote to the Queen of Greater Titania, informing her of the potential threat to the fledgling nation. It was perhaps more out of courtesy to show they were not trying to endanger the Treaty of Exile. Apparently the Queen took the situation quite seriously as she dispatched forces to land at Coghaven to deter the Fafrium Expedition from endangering their port of exile.

Less was well recorded here as things grew more chaotic. The Expedition faltered and Greater Titania would withdrawl back across the ocean. It was the workings of a Plague Demon that turned the nations upon one another. Nature and Technology clashed. Coghaven itself stood firm with the nations of Technology, until the fighting spilled over into Forgeheart, their great capital. Warmaster Otherion fell during the defenses, all while giving time for the Cogs, Orcs and others to flee. It was all for them to empty their capital which had been secretly preapred over a year ago during the Mabinogi War to be able to self destruct. The accounts from our ancestors say it was a earth shattering detonation.

Many of our people fled into the waters and vanished beneath the surface. We know not if they have survived. Our own people fled into the Northlands with the Trolls and Orcs. A Horned Man whom our ancestors had saved from terrible and ancient confinement took up leadership. He was a mage of great power and intellect, teaching those he could until the first floating isle was built with the aid of mages from the Academy. That isle sits at the heart of the greater mass of Magistrata now, the foundation we anchored more soil and effort to.

Over the ensuing years, our people learned to mix magic and technology together. The Colleges of Magick were established to give some order to the various needs and teachings upon the isle. We took up the name Magistrati, to be masters of magic. We never forgot our roots though and as our floating isle drifted across the world, we worked to forge relations. Diplomacy became our core ideal even as we sought to grow in understanding of mystic forces. Admittedly, we learned quickly the intrigue and espionage were paramount to survival in diplomatic actions. We learned to be cunning and crafty, to build an entire College around that need to ensure we could handle matters more discreetly.

There is often debate among the Magisters on courses of action, but the Praetor is the one that guides us. It is perhaps a bit harsh that the position of Praetor is held only so long as its occupant can defend it in a Mage's Duel. We have found it the best means of ensuring only one with enough will and cunning is able to take charge. That aside, the Colleges are not above enhancing a challenger if the current Praetor has proven to be too undesireable to continue guiding our destiny. As I said, intrigue has become second nature to us for the sake of avoiding larger, more violent conflict.

The Magistrati have long since decided not to expand our direct holdings. The freedom of Magistrata to fly where we wish means we cannot afford to tie ourselves down to other permanent holdings. The magics used to build and expand our great city demand all effort and resources. Knowing we cannot build more cities, we have taken up a new concept. We would seek to forge great campuses of learning, diplomacy and trade within willing nations. These Diplomatic Enclaves would allow us to build more permanent holdings in a foreign capital to provide our services as some of the greatest magi on the planet. It also would create a trade node to link our nation to those on the surface. Being a mobile city would hinder trade as we moved about, but having Enclaves creates staging areas to facilitate ongoing trade without delays. This means we can maintain and increase material flow to Magistrata to continue its expansion and improvement.

Admittedly the Diplomatic Enclaves also ensure that our allies are more tied to us due to the benefits they provide. We will not deny this. Again we chose to be open about this rather than try to lie or conceal our motives. Honesty has credit when practiced on this scale. Our population also needs an influx of new students and minds. The Enclaves ensure we can entice such people to come to Magistrata. Each Enclave is like a educational campus, sprawling on granted holdings to provide housing and offices for the Magistrati to provide their service to better the well-being of their host nation.

Magistrati society has shifted to form itself around the various Colleges of Magick that have been formed, organized and adapted to meet the needs of our city-state. The Colleges do compete, but more from an academic perspective. All are respected institutions with responsibilities to the citizens of Magistrata and the students who participate in said Colleges. It is perhaps best to provide a description of each College so you might grasp the magicks they focus upon and their overal duties.

College of Artifice
College of Earth
College of Intrigue
College of Life
College of Lore
College of Mystery
College of Sky
College of War
 
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The Sunset Kingdom

Travel Where the Wind Takes Us: +2 Sea Based Movement
Neptune’s Bounty: Settlements built with direct access to the Water gain an extra 20 Resources a turn
Sunset Empire.png

Constitutional Monarchy
(
Military units start with an extra keyword. Civilian units cost an extra 10 resources)


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Leader: Queen Guinevere VII
The Queen, daughter of the late King Percival IV, inherited the throne quite young. She was raised with the expectation that she would be a minor royal and niece, and later cousin to the reigning monarch rather than a direct descendant. This changed when Guinevere was nine years of age, when her aunt, Queen Guinevere VI died without a child. Her father then ruled the Sunset Kingdom for 4 years before his own death, when his ship sunk while he was returning from a royal visit to another nation.

Guinevere, born Alice, is now 32 and has been steering that ship we call the Sunset Kingdom for almost 20 years now. She is known as a kind and considerate ruler though many know not to test her patience as she knows well the limits (or lack thereof) of that power which she holds.


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Capital City: Caledon

List of Races: The Sunset Kingdom is multicultural and its cities, especially its ports, are home to all races, however within its government you will find a vast majority of them to be Human

List of Story Characters:
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Prime Minister, Lord, Sir Maxwell Huffington II of Kingburton

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Minister of Sea and Sky, Sir William Godwinson
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First Lady of the Sea, Lady Alice Worson of Albagate
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Heir Apparent, Princess Royal, First Princess and Princess of The Alban Lords, Evelyn of the Sunset

Temperament: The Sunset Kingdom seeks always to line its pockets, though it likes to avoid making powerful enemies.

Religion: The Dragon Flame. Those of the Sunset Kingdom believe that the Sun is the lasting embodiment of a long dead Dragon of unfathomable power. They believe that with the passing of enough time even this flame, the Eternal Dragon Flame that circles the globe will eventually sputter out and die. It is then for them to ensure that the people of the world are situated strongly enough to create their own heat to warm their homes once that flame is gone. Queen Guinevere is the closest thing the faith has to a 'religious head' and so it is under her guidance that the Sunset Kingdom works to ensure global resource security.

Preferred Region: Temperate islands, ideally larger islands though archipelagos work about as well. Islands with rolling green hills with light forests and moorlands.

End Goal:
The Sea is Crimson - The Sunset Kingdoms ultimate goal is to have control of the seas that cannot be rivaled only by ruling the sea's can it ensure its remains both free and wealthy in trade.

Policy: The Purist Air – The Sunset Kingdom believes that its isles are special and that the sovereignty of its home islands must be maintained at the cost of all else.
(When an enemy successfully rolls Espionage, on a 6+ you can choose the outcome they get from the results table.)

Strengths:
The Crimson Tide – The Sunset Kingdom’s Navy is not only well equipped but well trained.
(+1/0 for every five naval units in a group to a maximum of +2/0)

We’re all sailing this ship together! – The Sunset Kingdom’s people are willing to undergo personal sacrifice for the Good of the nation.
(6+ save against any negative Order or Happiness penalties)

Leave my Clouds alone! – To ensure its sovereignty, The Sunset Kingdom focuses on strong anti-air to ensure it can shoot threatening aircraft before they shoot them.

(Always hits air units on an 8+)

Weaknesses:
Tanks Can’t Swim – The Sunset Kingdoms focus on its Navy comes at the detriment of its land forces, resulting in an underfunded and under-equipped army
(Land units are -1 keyword)

We’re the Bloody Sunset Kingdom, I say! – The Sunset Kingdom’s sense of entitlement and superiority harm its ability to form alliances and make friends, especially with nations of a similar strength of greater

(Must attempt to subjugate/vassilise any "weaker" nations. If diplomacy doesn't work, than violence must be used.)

Starting Units:

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Name: Cloud Class
Cost: 25
Keywords: Screening+|Aged Weaponry-|Robust+|Poor Armour (From Monarchy)
Type: Naval
Tier: 1
M: 1?
HP: 2
Attacks: 1
Off: -1
Def: -1


marco-gorlei-hearts-of-steel-callout1-marcogorlei-fixed-width.jpg
Name: Rain Class
Cost: 30
Keywords: Advanced Weaponry+|Poor Armour-|Coastal Bombardment+|Armour Piercing (From Monarchy)
Type: Naval
Tier: 1
M: 1?
HP: 1
Attacks: 1
Off: 1
Def: -1


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Name: Light Infantry
Cost: 20
Keywords: Guerillas
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0


History: In many centuries past, the Sunset Kingdom's lands were divided. Often times they would fight amongst each other over parcels of land and small islands. It was only after two great powers invaded them that the began to see the value in unity. When the first empire invaded a loose confederation formed, pushing out the invaders and ensuring that no foreign power would rule over the Sunset Isles. Later, when a less organized group of raiders began their own effort to occupy and subjugate the land under their own flag did the Sunset Kingdom truly form. King Arthur the Great, after a multitude of defeats, united the local kingdoms under his banner and ousted the invaders, creating the Sunset Kingdom and reasserting that they would not be ruled by a foreign power.

While it still took a great deal of time and the passage of generations to finally unify the Sunset Kingdom into the form it stands at today, significantly more time has passed since. The Sunset Kingdom knows only freedom and, while it has waged wars in centuries past to claim and conquer land, it has managed to stave off and stop every attempted invasion. It is said among the people of this overly proud nation that the Sunset Kingdom will survive the final setting of the Sun.

Once upon its history the monarch had absolute power and would act on a whim. This was the status quo until a group of Lords, under Archduke Alba, rebelled. This war, the Sunset War, would define the Kingdoms future. Waged against the oppressive tax and policy of Queen Morgana IV, pitching families against each other, eventually the Lords would win and so would be signed 'The Dethronement Act' though the name is a misnomer as Morgana kept the throne, she found her powers severely limited. This act introduced Parliament. While the monarch still had majority power, certain activities had to go through the newly founded Parliament which was ruled by the Lord of the realm. The Monarch remained in control of foreign affairs and could assign alliances and start wars on a whim. Trade as well as many matters of the interior, especially relating to the economy and even more especially the taxing of the landed gentry of the realm, were passed on to Parliament, as was the assigning of who would lead the monarchs military. As such, while the military are dejure loyal to the throne, its leaders are assigned by parliament and are thus defacto loyal to it. This state of affairs as kept the peace, especially as no one has seen fit to rock the boat (as it were). It is now, as its seas once again feel threatened, that the Sunset Kingdom looks to its future security and this time it needs more resources then its small islands can provide.
 
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Nation Name:
Neuenstein

Land, Sea, or Air :
Land: gotta go fast, ration hoarding
Capital City: Blackenburg

Nation Flag:
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Government Type (Detailed): Vanguardist State (Semi-Autocratic Collectivist Government)
Government Type (list): Socialist​

Leader:
Vincent von Blackenburg (Herrscher):
Vincent von Blackenburg is a politician and leader of Neuenstein, his political affiliations are of moderate authoritarian left, ultra-ethnicist ideals, since his youth he was united to political parties, finally at the age of 27 founding the "Neuner Positionist Workers' Party" being important in the Neumer civil war, in which he would end up winning the collectivist side, at first there was a liberal collectivist republic, which declared Vincent's party a public enemy, however when the republic was destabilized the party that generated so much hatred among the masses would be its salvation, raising an entire nation that was about to collapse.​
Vanda Wagner (Premier):
Vanda Wagner, a close friend of Vincent von Blackenburg, supported him in his political career, however she would have some differences with Vincent, such as instead of believing in an Ethnic state, she thought more of a Nationalist state, in which the nation was above the race, besides this she would be religious fanatic, worshipping with all her soul the god "Cabara", God of religion "Plallen", outside of this coincided with the political ideals of Vincent, given this, she would be chosen as Premier of the country through electoral manipulation.​



List of Races: JUST BUNTUS SHALL PREVAIL!!
UqaPA5aOwMH82if-qK29yZyYBHUtSg9V-HHGI78unwtE5GKk2g06AtO3LEUej5cCNjAntTyEMsqCSic5j-P6i_SYi3Lh6EDIS0a9yYbCp5_EA3xKOcscFPMDvlqxtJIEFBMwmFux4pZV1Aqa9Xq8SAsdaOgvzikz4GRrgq2A0IYWU8rYUfBhGbaxeojkew
ZdrvqalRMcPiNu9r3ziPji4dLHQViwfQ1HOXYpmfpA_733CLj2oRGum-a7zFWHXRLpB1ATSOH_qpC0jKv0hLvDWD5ntAOiK0dn3wxxTw1QjyHV75c_4soQ55GqEzcSoGHYodZKx6mXNwgjckpPQsXzFE4ibGsIIWVKyKvMz6oAZ5BwSS9hS4pylar5vqSw
List of 3 Story Characters:
Vincent von Blackenburg (Leader)
Dedrick Neumann (Propaganda Leader)
Frederick Krüger (Military General)​
xr-OnWKWFN-cmdRvFLuLF9FJ_E6BrK3DjO7GBUHKZnusVPmpHAG3vjMsi-EoFi4qez-wfgTzC12xD4_ac8DHQO97ZD4tKVfB196yI_byXwv0AznUWYsPsEx15Rs6FzMTAMLpTQ2MZS3fjFXOgBqhqzEAE_-3hLYvGz6XW5LqViFVP7b8dHnwPzDM5JQSUQ

Temperament: Militaristic, Ultra-Ethnistic

Religion: Plallen​
A religion which believes that we all come from the plant, that thanks to a seed we are all alive, if not for that seed the creatures would never have existed, besides this is a monotheistic religion, believing in the goddess "Cabara" a goat made of all the plants of the world, from the most delicate, even the most deadly.​

Preferred Region: Desertic regions

End Goal: Desert Domination and Ethnic Domination

policy: KILL THE TRAITORS!

Strengths:
Desert Survival: Buntus ignore attrition caused by Desert Tiles. In addition, they gain +1 Defense while in a Desert Tile.
Ultra-Nationalism: Whenever a battle is won against another nation, happiness or order increase by 1. Whenever an enemy capital is taken and the Raze option is used, they may elect one of three rewards:​
1. 'Loot the Relics': Gain magical items equal to capital level.
2. 'Loot the Shinnies': Gain large surplus of resources based on capital level.
3. 'Join Now!': Large recruitment drive spawns a stack of Buntus units at capital based on razed capital level.​
Extreme Faith: An army consisting of purely Buntus units can 'clear' a LAND tile of terrain, turning it into a desert tile as a free action once a turn. They collect all the plants and turn them into a new Goat Avatar for their goddess Cabara.

Goat Avatar is a single big Hero Unit that gets stronger every X tiles that are converted [To encourage aggressive expansion which seems to be this factions goal]

Weaknesses:
Ultra-Nationalism:
Buntus pay double upkeep for any Non-Buntus racial units. If non-buntus military units ever reaches 25% of their total military, they immediately get set to -1 Happiness. If Non-Buntus ever reaches 50%, a civil war immediately starts. They may only trade with 'subjugated' races/nations
Cold environment survival: Buntus units receive - 1 Defense if on a non-desert tile. They will suffer Attrition if on a 'cold' or 'snow' marked tile.
Starting Units:
  • Name: Mimosos​
  • Type: Troop​
  • Cost: 25​
  • Tier: 1​
  • M: 2​
  • HP: 1​
  • Attacks: 1​
  • Off: 0​
  • Def: 0​
  • Keywords: light​
  • Name: Lirios​
  • Type: Troop​
  • Cost: 25​
  • Tier: 1​
  • M: 1​
  • HP: 1​
  • Attacks: 1​
  • Off: 1​
  • Def: 0​
  • Keywords: Advanced Weaponry​
  • Name: Logs​
  • Type: Land Vehicle​
  • cost: 30​
  • Tier: 1​
  • M: 1​
  • HP: 1​
  • Attacks: 1​
  • Off: -1​
  • Def: 1​
  • Keywords: Transport, Advanced Armour, Aged Weaponry​
History:
Neuenstein was not always a united country and nationalistic character, at first it was a confederation in which there were several kingdoms, but a king of kings, the kings varied too much, some of them were good, while others were very bad, however there was a lineage which was the worst, and was provocative of the Neumer civil war, the lineage of the Wolfgang, who preferred a thousand times to satisfy their tastes luxuries than to help the people who shouted for help, for a long time that was the country, however the people had tired, and raised arms against the corrupt monarchy, this led to the Neuner civil war, in which after 5 years the collectivist side would win, Implanting the liberal collectivist republic, however it would be very unstable, ending up dissolving in the next 2 years and taking its place the Vanguardist state.​
 
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Dominion of Eastern Ossiriand
o menel aglar elenath!
polotno (2).png


  • Nation Name: Dominion of Eastern Ossiriand

    Land: 1. Ration Hoarding 2. Built Ground Tough

    Capital City: Haelm

    Government Type: Leontevist Federative Monarchy | Federation

    Note: Leontevism is a breakaway socialist political and economic position that primarily arose as a response to the violent revolutionary inclinations of the previous era. Named after the famous polymath Vasil Leontev, a major theorist in the political circles of Arrana before his self-imposed exile to the former Republic of Eastern Ossiriand. Currently most left-wing political parties in the country subscribe to some form of Leontevism. While still left-wing and purportedly socialist, opponents have claimed that Leontev's position signals a shying away from the principles of class-struggle and dialectic materialism. However, Leontevists both within the country and abroad have repeatedly reiterated their support for the seizure of the means of production by the working classes, although they present a caveat that this process must be gradual and necessarily spearheaded by the propertied classes (who owning to their wealth and abundance of leisure time are able to read, understand, and apply theory to practical situations). The support given by Leontevist governments to the institution of the monarchy (for reasons of realpolitik) have seriously hampered their position amongst parties representing the worldwide proletariat.

    Leader: Prime Minister Paskal Beniwoll, is a life-time Leontevist and the founder of the East Ossiriand Socialist Party (Leontevist) . He was born in the industrial city of Dayr to a family so poor that the gruel served to the children in the mornings had 'unlimited quantities of water' and 'scarcely little oatmeal' (as he would often recount during campaign speeches). During those years of civil strife, there was little opportunity for boys Paskal's age to support themselves and their families besides joining a local gang or the provincial militia, it was his decision to do the latter that exposed him to the horrors of war and the promise of Leontevism (he often recounts reading Lentev's "little green book" to his comrades as they huddled about waiting for shelling to subside). Despite his clear ideological bent, the then Colonel Paskal Beniwoll was one of the few socialists that decided not to fight against General Frens Leyland, a unifier who had taken the capital and declared East Ossiriand a Republic. Thus, when the General began his United East Ossiriand Party (UEOP), Paskal became one of the only prominent Leontevist voices in the party and in the cabinet (Minister of Railways and Infrastructure). With the two decade long reign of the General coming to an end (bout of sudden illness), Paskal made a bid for the Prime Ministerial candidature but failed in favour of a young businessman turned Politician named Anton Gilthoniel (who has the honour of being the first Half-Elf to lead the country). Prime Minister Anton followed a policy of liberalisation both political and economic. And while these policies had had a positive impact in the principal years of his Prime Ministership, an economic slowdown compounded by the stirring up of old conflicts caused a split in the party. With the Nationalists on one side and the Leftists lead by Paskal on the other. This left Anton and the liberals still enjoying barely enough votes to fight off a vote of no confidence. With the country threatening to tear itself apart once again, Anton was convinced to reinstate the monarchy (independent monarchist parties were on the rise, and the years of violence during the republican years had created something of a rosy picture of past East Ossirian glory). The republic was officially ended on October 3rd 2290. While the event did aid in Anton's popularity, the economic stagnation he had promised to reverse never came, and the growing recession spurred Leontevist victories in municipal and provincial elections. Leading us to now, 2300. A Leontevist victory leads to the first leftist government in East Ossiriand's history. But despite this, their narrow margins force the leftist and liberal factions into a shaky alliance against the Nationalist Forward Bloc parties who still pine for the years under General Leyland. Thus you have a democratically elected government that purports to be Socialist, exalt the virtues of the monarchy and the conservative reactionary element calling for the glory days of the republic. In all this turmoil Paskal Beniwoll stands tall as a well regarded politician, but his advancing age and perhaps worrying ability to forego ideology might have turbulent results for the future of the Dominion.

    List of Races: East Ossiriand, according to the latest census is inhabited by a slight majority of humans, primarily hailing from the Sunset Isles. In fact the use of the word Dominion to describe the polity harkens back to a time when East Ossiriand was at least in name subject to the monarch at Caledon. Sir Cecil Haden-Dale, a former Alban Lord is credited with establishing the loose confederacy of feudal lords that would eventually transform into the Dominion of East Ossiriand. Nowadays however, Cecil and his early compatriots are seen in a particularly bad light (except of course by the most conservative elements), for their brutal repression (the word genocide is often also used depending on your politics) of the Elves of the region. Streets, theatres, universities and other public spaces bearing the names of such early explorers/governors have had to reinvent themselves due to continuing pressures from Elvish Rights Groups (ERGs). The Elvish Workers' Party (Leontevist) has been a vocal proponent of such changes, bolstered by recent advancements in the polls. Elves form the second largest population group, followed by Half-Elves, Dwarves, Orcs etc. Certain communities of Elves considered to be not as yet fully integrated into the national mainstream (necessarily human-centric mainstream) are entitled to affirmative action programmes in Universities, Governmental Departments and now even in the Private Sector.

    Flag: Like all things in East Ossiriand the flag you use says something about your values, politics and even where you might be from. The more republican minded conservative reactionaries in the country prefer to use the Republican Flag or the Forward Bloc Flag of the last decade. While ironically the liberal, left-leaning and Leontevist elements in the country like to use the royal coat of arms. Both are combined when the country is represented abroad, with the coat of arms at the centre.

    Flag.png polotno (2).png

    Motto: o menel aglar elenath! (glory to thy starry host!) Fanuilos le linnathon. (to the Everwhite, I sing)

    Note: While Old Elvish is hardly understood by the majority of the population, the expression has become something of a nationalist slogan amongst conservative circles. The quote itself is from a larger poem by an unknown author concerning the final and fatal charge of an elvish army against dark and powerful invading forces. (while the text doesn't specify any details about the enemy beyond describing them as an amorphous evil, recent scholarship has argued that this group might have been a certain tribe of ancient humans, a possibility that would certainly make the sate very anxious. Explaining the troubles of having such work published.)

 
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legionofelves.png

Nation Name: Legion of the World Tree

Land, Sea, or Air : Land
Ration Hoarding: Ground Units cost half resource upkeep
Built Ground Tough : Ignore all non magical terrain penalties

Capital City: Lostla

Nation Flag: above

Government Type: Puppet State - 5 Resources a level per settlement of income goes back to Ruling Nation. Able to Recruit Ruling Nation's units at double price though upkeep is based on normal cost. Native units cost half price

General Telmen: General Telmen is the last remnant of the old elves of the Legion of the World Tree. He has been in command of the Legion since the death of the original High General of the Legion. He remembers the splintering and the destruction of the capitol. He is a fanatic militarist and rules the Legion with an iron fist, only submitting to the will of the King of World Tree. Under his guidance the Legion began and carried the Genesis project to its present state.

List of Races: Elves, Elven abominations

List of 3 Story Characters:

Telmarel
- Brigadier General of the Legion: Second in command of the Legion and next in line to command of their armies, Telmarel is a loyal and fanatic devotee to project Genesis. He believes in duty to the Legion above all else.

Letel - High Lieutenant: One of the more influential elves outside of the main command structure, Letel’s family has served the legion for hundreds of years. He is a young officer with bright new ideas. Rumors abound though that he is a secret activist for the rights of the rank and file.

Alanthia - Quartermaster General: Head of arms procurement and allocation, Alanthia is kept on a tight leash as misuse of the position could make one dangerous to the Legion from within. Supposedly a balance against internal corruption, she is known to be just a figurehead that is controlled by the main command.

Temperament: Militaristic

Religion: The only accepted idol of the Legion is the World Tree. Any deviance is often punished with incorporation into Project Genesis.

Preferred Region: Forests, Mountains

End Goal: To eliminate threats to the World Tree and destroy demonkind with project Genesis

Policy:
Militarist Demands
- Most if not all goods in the Legion are the property of the state. (Every three turns the Legion can bolster resource generation in the capital and surrounding tiles)
Slave Economy - The Elves of the Legion are far and few inbetween. They must rely on “abominations” to fuel the state. This labor is often inefficient and sometimes must be replaced wholesale. (Militarist Demands cannot be used again for another three turns after its initial use.)

Strengths:

Unrelenting Infantry Assault -
Gain a (+1/0) When attacking from an entrenched position
Project Genesis - Cities with a barracks may produce 2 extra infantry units per recruitment action at host settlement instead of 1
Fanatic Devotion - If an infantry unit is defending a city controlled by the Legion, gain (0/+1)

Weaknesses:

Puppet State - Must join wars declared on or by their overlord, may only trade with states trading with their overlord
World Tree Exiles - Legion of the World Tree may only build cities on mountain tiles

Starting Units: 2x Genesis Pattern Infantry, 1x Victorious Pattern Artillery

Krieg_Soldat.png
Name: Genesis Pattern Infantry
Type: Infantry
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0
Traits: Breakthrough attack - Gain a +1/0 to attack if unit did not move last turn

bcdec654-dkok-vraks.jpg
Name: Victorious Pattern - 300mm Artillery
Type: Infantry
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0
Keyword: (Long Range)

homeguard.jpg
Name: Home Guard
Type: Infantry
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 0
Keywords: (Militia)
 
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