Once more, Darkness had returned! Despite the disappearing players, the constant destruction from the Shadow and the one player who seemed to enjoy pointing out all my math errors (you know who you are!), the second attempt at the first Darkness reached its end thanks to a dedicated group who stuck with it right from the start! And now, Darkness Reborn has been created in the image of its predecessor, but with several notable differences. Don’t hesitate to create a nation, whether you’re new to Darkness or a returning player, a nation that will fight and die in your name, and one day even rule the world!
The land of Ravari has not known war from generations. Of course there have been the occasional conflicts over borders, ranging in scale from two patrols colliding to whole armies, but there has been no war. Instead, a strange peace has settled over Ravari. But it is only a peace that was brought about by centuries of never-ending and bloody war. Although none alive can remember it, the books and records tell of a time where the very land itself bled as the nations clashed in a chaotic cauldron of war. But those days are past, and now this uneasy peace has settled.
And yet there are those among the current nations who believe that these tales of war are simply rumours, stories to tell the children as the darkness closes in for the night, and that perhaps it is time that the armies of Ravari march to war once more…..
*Where does this tie in with the previous Darkness?: Simple answer, it doesn’t! For anyone who followed the first Darkness or who has read the final Action post, you will know that all the remaining armies of Kolnur were sucked up into giant portals along with all the creatures of the Great Shadow!
*Is the bigger army always going to win?: No. I will be the final determination for any battle, but basically remember this; it will come down to what KIND of battle you engage in. If you line up all your troops and face off on a traditional field of battle with traditional tools of war, then yes the bigger army has higher odds of victory. But if you use magic or technology to alter the scales of battle, a smaller army has a chance of emerging victorious. I will be the one who determines the outcome of the battle although I welcome the viewpoint of each player and the wider players.
*Can I be destroyed in this game?: Only with your permission. Even if another player manages to conquer your nation you can live on as refugees, rebels, or a number of other options. You won't ever be destroyed (Again, unless you want to be), you will just change form and wander until you can find another place to call home.
*How Many Traits do I Get?: 21 trait points, plus the possible two racial bonuses and Racial Traits, as well as any other extra from Racial Traits
Races: (Each Race can select 1 racial trait for free.)
Dwarves: +1 Trait for either Lesser Earth Magic or Military Traits
Humans: +1 Trait for either Military, Divine, or Necromancy Traits
Orcs: +1 Trait for either Military or Necromancy Traits
Goblins: +1 Trait for either Military or Elemental Traits
Gnomes: +1 Trait for either Illusion or Technology Traits
Elves: +1 Trait for either Elemental or Military Traits
Ogres: +1 Trait for either Military or Lesser Fire Magic Traits
You may have up to 2 races in your country, gaining the bonus traits for each. However the following list shows which races do not coexist well.
Dwarves and Ogres
Elves and Orcs
Gnomes and Goblins
National Traits (CHOOSE ONE)
Homeland Security: Your nation is protected by an elaborate spy network that ensures no enemy can enter your lands without you knowing about it. (When an enemy invades a province that you control, you will know their numbers and basic movements)
I believe you have underestimated the sneakiness sir: Your nation trains trackers and hunters as expert scouts to scout the areas ahead of your army and report back (When your army moves into a new province, you will know the numbers and basic movements of any forces there)
Cunning Linguists: Your Nation has long been in the forefront of diplomacy, thus not only are your diplomats smooth in their speech, but they are also masters of customs and dialects of foreign nations, making foreign courts more apt to accept their proposals as coming from a kindred spirit. (Any diplomacy with the NPC nations will almost certainly succeed)
Builders: Your nations working population is extremely industrious, they don’t take coffee breaks in their work day, and they get stuff done. (All buildings take 1 less turn to construct to a minimum of 1)
Farmhands: Your nation breeds men strong and powerful; hours spent working in the fields hardening their muscles. (Your nations Heavy Infantry, Light Infantry and Conscript Infantry all have an advantage in combat)
Hunters: Your nation’s population all know how to hunt, and there is only a small jump from killing a deer to killing a man. (Your nations Artillery, Archers, Crossbowmen and Conscript Bowmen all have an advantage in combat)
Ranchers: Your nation is highly skilled in raising and riding powerful horses, and they are a fearsome opponent to face. (Your nations Light Cavalry, Heavy Cavalry and Conscript Horsemen all have an advantage in combat)
Magic: Your nation’s people all carry some spark inside of them, whether it is from the air or the land they call home, this spark makes them very powerful Mages. (Your nations Magi and War-Magi all have an advantage in combat)
Black Powder: Your nation embraced gunpowder when it found its way to their lands and has mastered its use. (Your nations Arquebussers and Cannons all have an advantage in combat)
Sailors: Your nation has always lived upon the sea as much as it has lived upon land, conquering the waves with their mighty navy. (Your nations Ships, Transports and Ironclads all have an advantage in combat)
Airmen: Your nation is just as home high in the clouds as they are with their feet on the ground, your people love to fly and have mastered the art (Your nations Fast, Fighters, Bombers and Interceptors all have an advantage in combat)
Metal Men: Your nation, ever since the technology became available, have created towering machines of steel and iron, ready to march forward and fight for you (Your nations Mechanical Walkers and Mechanical Warriors all have an advantage in combat)
Army Type (CHOOSE ONE)
For King and Country!: Your nation has proud citizenry who yearn for the chance to serve in the military. As such you have a small, well trained, and superiorly equipped army to call upon; however conscripts don’t mesh well with them. (Start army size: 200 professional units, no conscripts.)
Grab Yer Pitchforks and Get Marching!: Your nation believes in overwhelming numbers and doesn't feel training is really needed. In times of war you shove basic weaponry in your soldier’s hands and point them in the direction of the enemy. Morale will be low, but so long as you outnumber your enemies you have a chance… (Start Army Size: 600 Conscript Units)
The Knighthood: Your nation has a small, professionally trained core of troops leading conscripts. While the core of your army is well trained and well equipped, they are far outnumbered by the conscript soldiers. (Start Army Size: 400 Units (50 Professional, the rest Conscripts.))
Golden Horde: Your nation is militaristic and has a large standing army, with an equal split of well trained and conscript soldiers. Your soldiers know how to handle themselves, but aren’t all the best of the best. (Start Army Size: 150 Professional Units, 150 Conscript Units)
Conscript Military Units
Conscript Infantry: Nothing more than farmhands, basic weapons thrust in their hands and directed towards the enemy. These soldiers, if they can be called soldiers, must rely on their superior numbers if they are to succeed (1 Unit of Conscript Infantry = 1,000 men)
Conscript Bowmen: Simple hunters who are not accustomed to hunt anything bigger than a rabbit, these men are just as likely to shoot their own foot as they are to hit the enemy. (1 Unit of Conscript Bowmen = 1,000 men)
Conscript Horsemen: These men often have to learn how to ride from raw experience. They are mere shadows of the legendary Heavy Cavalry that can shatter shield walls or the lightening quick Light Cavalry. (1 Unit of Conscript Horsemen = 500 men)
Professional Military Units
Light Infantry: This is skirmishers, men in light armour who meet the enemy often from ambush, or attempting to slow the enemy down. Could also be common conscript spearmen with just a leather jerkin and a spear. These units are fast moving but cannot stand toe to toe with heavy infantry for long, and heavy cavalry plows right through them. However, these men are perfect for use in ambush, or to harry supply lines of the enemy, since they can’t hit what they can’t see, right? (1 Unit of Light Infantry = 100 men)
Heavy Infantry: These are the men marching in lockstep formations. Tall shields, heavy armour, and big swords, these are the infantry that will eat through light infantry or be able to hold their line against a cavalry charge (1 Unit of Heavy Infantry = 25 men)
Archers: Men with bows and normally given only light armour, such as padded jerkins or boiled leather and ring mail to allow the most movement. These men are highly effective at stopping light infantry and cavalry charges, though their weapons normally don’t puncture heavy cavalry or infantries armour. (1 Unit of Archers = 100 men)
Crossbowmen: These soldiers have a slow reload time, but their bolts can puncture the armour of even heavy infantry and cavalry. (1 Unit of Crossbowmen = 50 men)
Light Cavalry: Normally armed with a sword, a lance, and a horse bow, these soldiers are armoured in light armour and meant to scout and harry the enemy. They are good for using in flanking manoeuvres or to slip around the enemy lines and attack from the rear, but against any heavily armoured unit it will not hold up long. (1 Unit of Light Cavalry = 50 men)
Heavy Cavalry: Knights in shining armour, heavy cavalry is bedecked with heavy armour and so are their horses. These men can crush through infantry formations, unless they have pole-arms to keep them at bay. They are very hard to kill. (1 Unit of Heavy Cavalry = 10 men)
Arquebussers(Requires the This is my Boomstick trait): Armed with the deadly Arquebus these men let loose a hail of metal shot to devastate enemy formations. Effective against light armour at long range, and even able to penetrate heavy armour at close range, these are deadly weapons. (1 Unit of Arquebussers = 25 men)
Artillery: Whether it’s the Ballista, the Catapult, or the Cannon (If you have the trait) these units all have one thing in common. They are meant to take down walls or devastate large areas of troop formations. (1 Unit of Artillery = 1 Artillery Weapon)
Magi: In addition to your Nations leadership, you have Magi trained for combat in the magical arts. These magi stand with your troops raining devastation in their chosen school of magic across the battlefield. (1 Unit of Magi = 20 men)
War-Magi: These are to the Magi as the Magi are to a normal man. They are the physical embodiment of their chosen school and can unleash the most devastating skills singlehandedly (1 Unit of War-Magi = 1 man)
Mechanical Walkers:(Requires Mechanical Walkers Trait) Large metal frameworks within which warriors can mount weaponry, these machines are deadly powerful and hard to destroy. (1 Unit of Mechanical Walkers = 1 machine)
Mechanical Warriors:(Requires Mechanical Warriors Trait) Slightly larger than man size, these robotic automatons are a marvel of technology. They are able to be programmed with basic instructions, and follow them through. By no means the most gifted warriors, they are nonetheless hard to kill and unswervingly loyal. (1 Unit of Mechanical Warriors = 5 machines)
Navy Type (Requires Ship Building (CHOOSE ONE))
Iron Waves: Your nation has a powerful navy of elite 'Ironclads' that carry a formidable amount of firepower (Start Navy Size: 50 Ironclad Units)
Travel the Seas: Constant crossing of oceans has created the need for a navy that can carry your people across the seas (Start Navy Size: 50 Transport Units and 50 Ship Units)
Peaceful Crossing: There has never been a need for ships of war in your navys, so the only ships you possess are designed to do nothing more than transport your population (Start Navy Size: 100 Transport Units)
Ships: Ranging from mighty galleons to small but quick War-Canoes, a nations ships are amazingly diverse. Yet they all serve the same purpose, to defend your nation and your Transports from the enemy. (1 Unit of Ships = 5 vessels (1 Unit of Ships = Capacity of 1 Units))
Transports: Designed to carry your land forces across the oceans to where they can best be used, these vessels can carry large numbers of men below decks (1 Unit of Transports = 1 vessel (1 Unit of Transports = Capacity of 3 Units))
Ironclad(Requires Ironclad Trait): Your boats are sheathed in steel, allowing them to take immense damage before going under as well as giving out immense firepower themselves (1 Unit of Ironclads = 1 vessel (1 Unit of Ironclads = Capacity of 0 Units))
Flight Type (Requires Dirigibles Trait (CHOOSE ONE))
Speed is of the Essence: Among the nations of Kolnur, there are some who value speed above all else, and their Dirigibles reflect this attitude. (Start Airforce Size: 100 Fast Units)
Death from the Skies: An attack from above, from which there is no defense, can cripple an army before it even reaches the battlefield. (Start Airforce Size: 50 Bomber Units and 20 Fighter Units)
They shall Fall: Some among the nations of Ravari recognize the threat that enemy Dirigibles and even Dragons can pose to their armies, and so they take Dirigibles especially built to combat and take down enemy flying craft. (Start Airforce Size: 60 Interceptor Units)
We shall fight them in the Skies: Dirigibles are deadly new weapons in a war against other nations and the Shadow alike. They take a core of Fighters while also taking small squadrons of the other Dirigibles to represent a balanced Air Force. (Start Airforce Size: 40 Fighter Units, 10 Bomber Units, 10 Interceptor Units and 10 Fast Units)
Fast: Sacrificing firepower and armour for incredible speed, these craft can strike into the heart of an enemy's army and then be gone before they are even registered. (1 Unit of Fast = 1 Dirigible)
Fighters: There are many nations who decided to take the ever adaptive "Fighter Dirigibles" as their staple Dirigible (1 Unit of Fighters = 1 Dirigible)
Bombers: There are nations of Ravari that utilize their Dirigibles as "Bombers", specialized to rain down fire and destruction upon the armies of their enemies. (1 Unit of Bombers = 1 Dirigible)
Interceptors: Quick and powerful, these crafts are designed to target and turn any enemy Dirigibles into fireballs. (1 Unit of Interceptors = 1 Dirigible)
Fearless: Your soldiers don’t know the meaning of fear and will charge into overwhelming odds without flinching. (Fear has no effect on your armies and they will not run till one army is wiped out unless ordered to)
Superior Forging: Your weapons are forged in an extraordinary manner, whether it’s attributed to dwarven craftsmanship, magical imbuements, or technological advances in blast furnaces, your weaponry is a step above the average. (Your soldiers have an advantage in combat)
Mithril Armour: Stronger then steel, but light as a cloth shirt, Mithril armour is the best armour an army can have, but it’s rare to come by. (Your soldiers are much harder to kill)
Soldiers of the Line: Your infantry is the core of your army, and you know how to work them! Your formations are flawless and their shieldwalls are effective at warding off enemy archers. (Your Infantry all have an advantage in combat)
Masterful Cavalry: Your cavalry units work as a cohesive unit, your soldiers ride their horses better than most can even dream of. You are skilled at using the mobility of your cavalry to catch your foes off guard. (Your Cavalry all have an advantage in combat)
Kill Them From a Distance: Your missile units are excellent shots, and have been heavily drilled to know how to fire in unison, set up barriers to protect them from other units, and at aiming for the weaknesses in the armour of their foes. (Your Archers/Crossbowmen/Artillery all have an advantage in combat)
Wizardry: Centuries of delving into the schools of magic have granted your nation a deep understanding of how the winds of sorcery blow across the lands, and have adapted to channeling it. (Your Magi/War-Magi all have an advantage in combat)
The Smell of Sulfur: After decades of experimenting, and countless explosions and failed tests, your nation has perfected the use of black powder and has adapted your armies around the use of it. (Your Arquebussers/Cannons all have an advantage in combat)
Whirring Cogs: The meta machines play a large part of your army, forming an elite inhuman core that shows no emotion and will not stop till it completes the objective or is destroyed utterly (Your Mechanical Walkers/Mechanical Warriors all have an advantage in combat)
Ship Building: This trait permits your nation to build boats that are ready for war. (Allows your nation to have a navy)
Ship Artillery: Allows you to mount catapults and Ballista (Or cannons if you have the trait) on board your ships. (Your Ships have an advantage in combat)
Extended Holds: Your nation’s navy has been heavily adapted to carrying as many men across the seas as possible (Your Transports have a capacity of 4 units)
Ironclad:(Requires 3 Technology Traits) Your boats are sheathed in steel, allowing them to take immense damage before going under. (Your nations navy is able to field Ironclads)
Dirigibles(Requires Air-Bending/Controlled Flight): Your nation has adopted the power of flight as your own and can field a formidable Airforce. (Allows your nation to have an Airforce)
Air Artillery: Allows you to mount catapults and Ballista (Or cannons if you have the trait) on board your ships. (Your Fighters and Interceptors all have an advantage in combat)
Ace Pilots(Requires Airmen trait): Men with no sense of fear, who thirst for the adrenaline of pushing their craft to the very limits, these pilots are legendary (Your Dirigibles all have an advantage in combat)
Highly Explosive: After numerous disastrous failed attempts, your nation has finally perfected the creation of bombs, bombs that they load into their Dirigibles and obliterate the enemy (Your Bombers have an advantage when bombing the enemy)
Necromancy (Cannot be taken with Divine)
Animate Dead: Cause the dead laying in the ground to rise up once more, whether as zombies or as skeletons these forces are mindless and can follow only simple instructions. They command none of their former skills from their life, and are armed only with what they died with, or what you provide them. (Just before a battle you can summon 5 Conscript Infantry/Horsemen/Bowmen Units for every Unit of Magi/War-Magi present)
The Spirits hear my Call(Requires Animate Dead trait): Ghosts, wraiths, and other fell spirits obey your command, permitting you to summon them to your will. (Just before a battle you can summon 1 Professional Units of your choice for every Unit of Magi/War-Magi present)
Negative Energy: You know how to manipulate the powers of darkness and bend them to your will. You can drain life from foes; leach away their strength, and other methods of negative energy. (Your Magi/War-Magi all have an advantage in combat)
Nightmares: Your Magi can reach into the deepest, darkest recesses of the enemies minds and pull forth their greatest fears, rendering them petrified with terror and useless (Just before a battle you can induce fear into the enemy when your Magi/War-Magi are present)
Plaguewalker:(Requires 2 other Necromancy Traits) Disease is a useful tool when your soldiers are already dead. You have learned how to create diseases through magic, and spread them through various means. (Just before a battle you can unleash a plague on the enemy that will kill a random number of enemies when your Magi/War-Magi are present)
The Deepest Black: (Requires 3 other Necromancy Traits) Even the brightest light can’t penetrate the darkness in your Magi’s souls. (Your Magi/War-Magi can effectively repel and negate any Divine Traits)
Divine Magic (Cannot be taken with Necromancy)
Angels Whisper in Your Ears: Your priesthood has the power of prayer, and receives answers. The questions they ask the higher powers receive answers, even if they don’t always make sense. (You will be given news that would otherwise be unknown to you)
Divine Energy: The power of Christ compels you! No seriously, you are able to channel the power of your god(s) into healing energy, buffing the natural attributes of your followers. (Your soldiers are harder to kill when your Magi/War-Magi are present)
Holy Wrath:(Requires Divine Energy) Your priesthood can not only heal with their gods magic, they can also wreak havoc with it, doling out the energy of the gods to smite your foes. (Your Magi/War-Magi all have an advantage in combat)
Divine Charisma: The power of the gods powers not only your arm, but your tongue. Your priesthood is able to rouse the crowds to great feats through their oratory, and are able to convince people to see your point of view with ease. Your people follow you and may even worship you as a god yourself. (Any Diplomatic action with NPC nations are more likely to succeed)
Fanatics: (Requires 2 other Divine Traits) Your nations priests can spout fiery talk of hell and redemption that can stir even the most unreligious solider into a roaring frenzy (All of your soldiers have an advantage in combat when your Magi/War-Magi are present)
Holy Light:(Requires 4 other Divine Traits) Your gods themselves pour their power into your Magi’s, allowing them to combat even the most powerful Black Magic (Your Magi/War-Magi can effectively repel and negate any Necromancy Traits)
Lesser Air Magic: Your people can control the winds in minor ways, creating small barriers of air to block arrows, creating fists of solidified air, creating or diverting small breezes. (Your Magi/War-Magi all have an advantage in combat)
Greater Air Magic:(Requires Lesser Air Magic) You can hurl bolts of lightning or create/redirect gale force winds. All the fury of the storm is at your beck and call. (Your Dirigibles all have an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)
Lesser Water Magic: You can create water from nothing, freeze it to create a shield of ice or create spears of ice to cast at your foes. (Your Magi/War-Magi all have an advantage in combat)
Greater Water Magic:(Requires Lesser Water Magic) The tides obey your call; you can raise and lower the levels of water in any area with ease. Ice storms can be conjured from thin air to pelt your foes and walls of ice can be raised upon even a desert floor, though it’s not likely to last long unless you sustain it. (Your Navy has an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)
Lesser Earth Magic: The ground beneath your feet lends strength to you, you can reshape rock faces to a form more pleasing to you, raise small juts of earth in front of you to form small defensive emplacements or pick up and hurl a small rock and have it grow to a boulder in the course of its flight. (Your Magi/War-Magi all have an advantage in combat)
Greater Earth Magic:(Requires Lesser Earth Magic) The forest speaks to you, the ground beneath your feet informs you when someone treads upon it. You can rip asunder stone walls like it was made of paper, and can create earthquakes that sunder the homes of your foes. (Your soldiers all have an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)
Lesser Fire Magic: You can start even wet wood on fire and can propel jets of flame from your hands. (Your Magi/War-Magi all have an advantage in combat)
Greater Fire Magic:(Requires Lesser Fire Magic) Great balls of fire, that’s right, you sunder the earth and fill the air with the smell of burnt flesh. You make walls of flame to cordon off your foes and make people spontaneously combust. (Your Magi/War-Magi all have a large advantage in combat)
Air-Bending:(Requires Lesser Air Magic) The ability to lift themselves other people and even entire vessels is an art that has only been mastered by a select few nations, but those that have are able to field devastating Air Forces. (Allows you to take the Dirigibles trait)
Master of disguise: Your magic allows you to alter your appearance, convincing those around you that you belong to a different race, or sex, then you really do. (Your mages can transform entire armies so that they can appear to hail from a different nation)
Cloak of Invisibility: You are able to extend a blanket of illusion over a fair sized area and grant yourself and others the illusion of not being there. (Your arm can pass undetected through enemy land when your Magi/War-Magi are present)
Spectral Army: You are capable of forming an entire army of imaginary soldiers from the stuff of your mind. Unfortunately at the slightest knick they poof out of existence. (Just before battle you can conjure 10 Professional/Conscript Units of your choice for every Unit of Magi/War-Magi present, but they cannot fight)
Imaginary Swords Cut Too:(Requires Spectral Army Trait) You are able to fabricate illusions so convincing that those pierced with the weapons of your imaginary attackers feel real pain, and can die from the assault. (Just before battle you can conjure up 1 Professional Units of your choice for every Unit of Magi/War-Magi present)
Flitting Shadows:(Requires 2 other Illusion Traits) From the mere glimpse of metal in sun to the reports of whole armies, your Magi can trick the scouts and spies of your enemy into spotting false numbers and movement. (You have the power to control the numbers and basic movement your enemies see)
Clear Vision:(Requires 3 other Illusion Traits) Years of manipulating Illusion Magic yourself has allowed your Magi to see clean through any attempted Illusion Magic against them (You can see through any Illusion Traits when your Magi/War-Magi are present)
This…is….my…BOOMSTICK!: You are able to create an Arquebus, a firearm capable of piercing plate armour at close range, but at long ranges it will only penetrate lesser armours. (You are able to field Arquebussers)
Flamethrowers: That’s right, who said you need to know magic to throw magic around! With a tank of highly explosive materials strapped to your back, and a wand held in front of you, you can let loose a burst of flame! Course if someone should hit that tank… (Your Mechanical Warriors/Mechanical Walkers all have an advantage in combat))
Alchemical Alloys: (Requires 1 other Technology Traits) You know the secret of combining metals to create a stronger end product. But you go further; through alchemy you can transmute them into something stronger than others would even dream! (Your Mechanical Walkers/Mechanical Warriors are harder to kill.)
Cannons:(Requires This is my Boomstick Trait) You have decided that if you can make a small metal ball be fired at someone, why not go with a large one? You have cannons with which to pulverize your foes! (Your Mechanical Walkers/Ironclads/Ships/Fighters/Interceptors/Artillery all have an advantage in combat)
Steam Engine: You can create energy by boiling water! Amazing! (Your Mechanical Walkers/Mechanical Warriors/Ironclads all have an advantage in combat)
Trains:(Requires Steam Engine) You have learned to create large mechanical forms of transportation (You are able to construct Railways when they become available)
Mechanical Walkers:(Requires 4 other Technology Traits, one of which must be Steam Engine) Born from the crazed designs of some of the more insane scientists and engineers, huge advances in science has finally brought a war machine to life! (You are able to field Mechanical Walkers.)
Mechanical Warriors:(Requires Mechanical Walkers Trait) Men are weak. They can feel fear, and their flesh is weak. But remove that emotion, and replace that flesh with cold steel and your armies cannot be stopped! Or at least not easily (You are able to field Mechanical Warriors)
Controlled Flight: (Requires Steam Engine) Through a vast understanding of science, your people have finally managed to discover the secret of flight, and have adapted their military using this new knowledge. (Allows you to field Dirigibles)
Awesome strength: No other race can compare with you for sheer brute strength. A single hit from you is enough to send a lesser race flying across the room. (All your soldiers have an advantage in combat)
Increased Fortitude: You can take a hit and keep on coming, even if that hit just ripped one of you arms off. After all, it’s just a flesh wound right? (Your soldiers are harder to kill)
Impaling Throw: You wield thrown weapons in a capacity feared by your foes, you are able to pierce common metals with your thrown javelins, imagine what you can do to people hit by them? (All your soldiers have an advantage in combat)
Berserkers: Your warriors go berserk in battle, blind with bloodlust they ignore wounds they take and fight with a ferocity such as to set fear into your foes. Of course they rarely survive such a bout of bloodlust, since while in it they ignore threats and wounds they have taken in the name of killing as many people as they can. (You can take the Fearless Trait for free and all your soldiers have an advantage in combat)
War Chiefs: Your nation has a single war chief who leads the armies, and he has proven himself in battle time and again. This war chief is considered one of the Great Generals of the age. (You will have more extended options just before a battle)
Shamanistic Ties: Your people are close to their ancestors. The Shaman of your nation hold great authority in your nation for good reason, their elemental magic is potent enough to drive your people away from the more common arts of necromancy.(You get 1 Lesser Elemental trait free)
Horde Tactics: Always fight with overwhelming numbers, that is the rule of thumb for your military. (You can take 100 more Conscript Units.)
Sneaky Lil Buggers: Masters of the ambush, your people are experts at using hidden structures to watch for incoming foes, and setting up ambushes in the terrain you know. (You will have more extended options just before a battle)
We’re Not Running Away, We’re Advancing To The Rear!: Your people may not be the bravest out there, but by god they know how to survive a fight! You always have a back way out of any city, or fight, prepared in advance. (You can order a retreat at any time)
Explorers by Nature: Your people have been filled with wanderlust for as long as you can remember, you have extensive maps of the world and know where most other nations lay. (You will have a greater knowledge of your immediate neighbours)
Born on a Horse: Your people have always viewed the horse as a form of wealth, and even now children seem to learn to ride a horse before they can even properly walk. Your cavalry is second to none. (All your Cavalry gain an advantage in combat)
Farming is in the Blood: Your people have tilled their fields for so long, that they ARE the land. Agriculture is an integral part of your nation, and you work hard at it. (Your nation will avoid any Disasters to do with starvation)
Elven High Mages: Your Magi are exceedingly powerful, having studied for hundreds of years the arcane lore they have accumulated. They can weave powerful defensive enchantments over your lands, creating defences that will dazzle foes with their intricacies. (Your Magi/War-Magi all gain an advantage in combat)
One with the Forest: Your people are adept at living among the woods, you know when something is wrong and you know how to travel it without being noticed. (All your soldiers gain an advantage in combat when fighting in a Forest Province)
Master Archers: Your people have practiced archery since your people have existed. They are unequalled in their accuracy with a bow. (Your Archers/Conscript Bowmen all gain an advantage in combat)
Stone Fortitude: Your people are stalwart warriors, and have long lived in harsh environments. They can take hits that would kill lesser men and keep on trucking. Poison has very little effect on your people. (Your soldiers are harder to kill)
Gems in the Rough: Your people are obsessed with the wealth hidden in the mountains and below the ground. You have delved long and hard, and have been rewarded with rich deposits of precious metals, gems, and other valuable commodities. (You can take ‘Mithril Armour’ or ‘Superior Forging’ for free)
Dwarven Defences: Dwarves know how to build structures that last the ages. And when they build for defence, no one can best them. Your defences are the best out there. (All your Provinces have a higher base DB and your Defensive Buildings have a higher DB)
Need More Boom: Your guns and cannons pack a bigger punch then others can manage. This is due in part at least to your aptitude for experimenting with things and blowing up your workshop in the course of your studies. (Your Arquebussers/Cannons all have an advantage in combat)
No One Lives Here, Honest!: Your people are masters of concealing entire communities with a shroud of illusion, making it difficult for others to find you. (You can control the reports of your enemies Scouts against you)
Hiding is a Skill: Your people are adept at concealing themselves (You gain the ‘Cloak of Invisibility’ Trait for free)
MAIN RULE CHANGES FROM DARKNESS 1: There is two important changes from the original Darkness. With the first being the tiered system of Provinces and what it means. To put it simply, Provinces are now Village Provinces, Town Provinces or City Provinces. I will explain this in further detail below. And the second change is the players being more involved in the outcomes of fights.
HOW IT WORKS
You will start off the game with, unless you request otherwise, three Provinces; one Town Province and two Village Provinces.
Your nation will populate the map along with the other players and the NPC nations. To put it simply, there’s no handy land to spread into.
Now each NPC nation, of which numbers are not confirmed, has a ‘personality’, be it peace-seeking or lovers of war, this ‘personality’ will affect how they respond to your actions towards them. Some will happily form an alliance with you in return for protection or they will murder your diplomats and send you their headless corpses. These NPC nations will remain independent no matter if you are in an alliance with them or not although you can ask for their help or help them like you would another players nation.
The only way to expand your territory is to conquer the provinces of either other player’s nations or NPC nations through war.
In battle your tactics will determine how you square up against your foe, be it concealing an army in ambush or commanding a storming cavalry charge, and will affect the final result of the battle. I will use a system I’ve already created to decide how the conflict ends and its consequences and will let you know.
To conquer a Province you must remove any enemy soldiers from the Province, be it through eradicating any opposition or driving them from the Province. The tier of the Province and the buildings built there will play a large part into how well the defenders can hold the Province.
The tiers of Provinces are a new concept for this game. The lowest tier for a Province is the Village Province, and then the Town Province and finally the City Province. The tier of the Province decides how many soldiers can be recruited there, how well it can be defended and how many men can be garrisoned there.
A Village Province can recruit a base 1 Conscript Unit per turn. As it is just a collection of huts, a Village Province has a base Defence Bonus of 1. A base max garrison of 150 Professional/Conscript Units can be stationed in a Village Province. A Village Province can be upgraded to a Town Province by building a Town Hall, which is available when there are at least 3 other buildings in the Village Province.
A Town Province can recruit a base 5 Conscript Units or 1 Professional Unit per turn. If a Town Province borders water then it may recruit a base 1 Unit of Ships, Transports or Ironclads per turn. More fortified and easy to defend then a Village Province, a Town Province has a base Defence Bonus of 6. A base max garrison of 300 Professional/Conscript Units can be stationed in a Town Province. A Town Province can be upgraded to a City Province by building a City Hall, which is available when there are at least 6 other buildings in the Town Province.
A City Province can recruit a base 10 Conscript Units or 5 Professional Units per turn. If a City Province borders water then it may recruit a base 5 Units of Ships, Transports or Ironclads per turn. If your nation has an Airforce then a City Province can recruit a base 1 Unit of Fast, Fighters, Bombers or Interceptors per turn. Nothing short of a fortress, a City Province has a base Defence Bonus of 20. A base max garrison of 600 Professional/Conscript Units can be stationed in a City Province.
To put all this into some kind of context, or at least try to, if I had a Town and a Village Province I could train 1 Conscript Unit in the Village Province while I train 1 Unit of Ironclads in the Town Province per turn. But if I built a Town Hall in my Village Province I would be able to now train 5 Conscript Units in the new Town Province and train another 1 Unit of Ironclads in the old Town Province per turn. I hope that makes sense…… Basically in a Province you can train soldiers OR ships OR dirigibles. This is to reflect that it takes the best men of the Province to train these Units.
There are a large number of available buildings that your Nation can choose to build in your Village/Town/City Provinces. There is a variety of perks and bonuses the different buildings offer and it is entirely up to you which buildings you build. You can find a list of the buildings as well as their building time and effects below. You can build buildings at the same time as training Units.
Another use you can put your provinces towards is the learning of new traits. At the moment this system is limited to climbing the 'tech tree', that is you can only learn traits in categories that you already have a trait in, but over time there will be plenty of new Traits that will be able to research. All traits take a base 3 turns to research, and you can only research 1 trait in your Nation at any time. You can research traits at the same time as training Units and building buildings.
After battles there is a chance you will be rewarded with Military Traits (such as Fearless or Masterful Cavalry) in recognition of the great success of a particular contingent of your army.
You can NEVER have more than one 'army/navy size' trait. This means you cannot have 'Golden Horde' and 'For King and Country'. You made that choice when you made your nation, there's no way back.
The traits you choose will shape your nation completely and affect your military strength, ambition and way with words. Therefore choose wisely, once your nation is forged there is no turning back….
Wooden Palisade: A simple construct of sharpened wooden spikes, this offers some defence against the enemy but a skilled assailant can easily overcome it. (Gives a +1 Defensive Bonus in the Province it is built (Takes 2 turns to build in a Village, 1 in a Town and 1 in a City))
Stone Barricades: More robust than a simple palisade, these not only provide cover for missile units but also create chokepoints and strategic points that allow your forces to more easily hold the Province. (Gives a +3 Defensive Bonus in the Province it is built (Takes 3 turns to build in a Village, 2 in a Town and 1 in a City))
Moat: A large trench encircling your settlement, filled with water or sharpened stakes, can seriously hamper any attacking forces as they tumble down into their grave. (Gives a 6+ Defensive Bonus in the Province it is built (Takes 4 turns to build in a Village, 3 in a Town and 2 in a City))
City Walls: Towering constructions of stone several metres thick and strong enough to weather all but the most vicious attacks. They present a near impenetrable barrier to any enemy. (Gives a +10 Defensive Bonus in the Province it is built (Takes 5 turns to build in a Village, 4 in a Town and 3 in a City))
Training Buildings(Note; These are not required to train their corresponding Units (In a Province that’s Base number is 0, then count the doubled Base number as 1))
Muster Grounds: Little more than a large field, this offers a place for men to be given the basic training that allows them to serve in their nations armies as Conscripts (Allows you to train double the Base number of Conscript Infantry/Bowmen/Horsemen Units per turn in the Province it is built (Takes 1 turn to build in a Village, 1 in a Town and 1 in a City))
Barracks: A place of combat prowess, it is here that men are tested to their limits and emerge as highly skilled Heavy Infantry or quick and flexible Light Infantry, ready to fight and die for your Nations (Allows you to train double the Base number of Heavy Infantry/Light Infantry Units per turn in the Province it is built (Takes 3 turns to build in a Village, 2 in a Town and 2 in a City))
Practice Range: The faint sounds of bowstrings being drawn, arrows flying through the air and even the crack of gunpowder igniting are a constant background noise to the training of soldiers that can hit an enemy before they even get close (Allows you to train double the Base number of Archers/Crossbowmen/Arquebussers/Artillery Units per turn in the Province it is built (Takes 3 turns to build in a Village, 2 in a Town and 2 in a City))
Stables: Thundering hooves echoes around this impressive building as men form bonds with their steeds that will last till death separates them. (Allows you to train double the Base number of Light Cavalry/Heavy Cavalry Units per turn in the Province it is built (Takes 3 turns to build in a Village, 2 in a Town and 2 in a City))
Wizards Tower: A hub of magical energy. Be it the sound of fire and air, the slight shimmer in the air of illusion, the chill of death or the prayers of the religious, anyone can tell that the men who reside within the walls have some great power within them (Allows you to train double the Base number of Magi/War-Magi Units per turn in the Province it is built (Takes 3 turns to build in a Village, 2 in a Town and 2 in a City))
Forges: Roars of angry fire and the clang of metal on metal signal this building as one of technology, of the pursuit of knowledge, and from whence the monstrous metal creations are spewed forth. (Allows you to train double the Base number of Mechanical Walkers/Mechanical Warriors Units per turn in the Province it is built (Takes 3 turns to build in a Village, 2 in a Town and 2 in a City))
Docks: A place for ships to drop anchor in a relative safety, it is often filled with the sound of sawing wood and hammers as sea-worthy vessels are built and prepared, ready to sail to war. (Allows you to train double the Base number of Ship/Transport Units per turn in the Province it is built (Takes 3 Turns to build in a Village, 2 in a Town and 2 in a City))
Shipwright: Home to the most skilled shipbuilders, it is from here that the fearsome Ironclads steam forth to unleash hell against your nations enemies (Allows you to train double the Base number of Ironclad Units per turn in the Province it is built (Takes 3 Turns to build in a Village, 2 in a Town and 2 in a City))
Airstrip: A basic docking area, and a space for skilled artisans to create the sleek forms of the Dirigibles and prepare them for the inevitable fury of conflict. (Allows you to train double the Base number of Fast/Fighter/Bomber/Interceptor Units (Takes 3 turns to build in a Village, 2 in a Town and 2 in a City))
Academy of War: This is the centre for all your generals to meet and share combat tactics. Future officers are trained in these halls, and benefit from the knowledge of their superiors. (Any Military Traits you attempt to learn take -1 turns (Takes 4 turns to build in a Village, 3 in a Town and 3 in a City))
Nautical Academy: Where the seasoned sailors can pass their knowledge onto the young boys who aspire to follow in their footsteps, and captains prepared to sail for war. (Any Naval Traits you attempt to learn take -1 turns (Takes 4 turns to build in a Village, 3 in a Town and 3 in a City))
Flying School: As a relatively new concept, the experience of those pilots who have already flown is invaluable in preparing the next generation of Dirigible flyers. (Any Flight Traits you attempt to learn take -1 turns (Takes 4 turns to build in a Village, 3 in a Town and 3 in a City))
Cursed Ground: No-one truly knows how Necromancers learn to master their art, and to be honest not many people want to think too much about it! But what is known is that they learn fastest on cursed ground. (Any Necromancy Traits you attempt to learn take -1 turns (Takes 4 turns to build in a Village, 3 in a Town and 3 in a City))
Grand Cathedral: The epicentre of any religious nation, it’s also the center of learning for any student of the divine forces in the universe. (Any Divine Traits you attempt to learn take -1 turns (Takes 4 turns to build in a Village, 3 in a Town and 3 in a City))
School of Wizardry: Most wizards learn from an aged master that accepts them as an apprentice, but the downside to this is if that wizard dies prematurely, all his secrets are lost. You won’t let that happen, so you made a school for the collection and collaboration of magic. (Any Elemental/Illusion Traits you attempt to learn take -1 turns (Takes 4 turns to build in a Village, 3 in a Town and 3 in a City))
Science Academy: This school of learning is filled with whirring gears and billowing steam, and many unusual inventions. But the main plus side to having this in your nation, is that the people who experiment with technology HERE, are less likely to blow themselves up in the process, or at least to leave notes behind of how they did it. (Any Technology Traits you attempt to learn take -1 turns (Takes 4 turns to build in a Village, 3 in a Town and 3 in a City))
1: Be civil to everyone, participating or not.
2: Absolutely NO godmodding.
3: Don't carry grudges from this RP out into the rest of the forum.
4: Don't get all grumpy if someone attacks you. Just attack them back.
5: I have the final say in all matters.
6: If you are going to join this, please do so confident you will not disappear for weeks on end with no notice. This is ABSOLUTLY ESSENTIAL.
7: Only one post per turn as it represents your nation’s actions. The only exception is diplomatic action as otherwise the alliance system is redundant.
8: One post per update is compulsory or else your nation does nothing and is easy prey.
9: I will aim for updates weekly as I’m sure everyone will by dying for the chance to hammer their RP rivals to oblivion.
The Nation Sheet.
Chosen Colour for Nation:
People of Importance:
Conscript Military Units
Professional Military Units
Divine Magic Traits
Elemental Magic Traits
Illusion Magic Traits
Example Nation Sheet
Nation Name: Romeri
Chosen Colour for Nation: Red
People of Importance: Emperor Augustus Perelius, Consul Maximus Julii, Consul Albus Scipio
Races: Dwarves and Orcs
National Trait -Farmhands
Army Type -For King and Country
Conscript Military Units
Professional Military Units -Heavy Infantry
Navy Type -Travel the Seas
Navy Units -Ships
Flight Type -They shall Fall
Flight Units -Interceptors
Military Traits -Fearless
-Soldiers of the Line
Naval Traits -Ship Building
Flight Traits -Dirigibles
Divine Magic Traits -Angels Whisper in your Ears
Elemental Magic Traits -Lesser Air Magic
Illusion Magic Traits
Racial Traits -Gems in the Rough
Whatever you want! Something interesting. It can be as much or as little as you want, but I’d love to see people putting in effort to flesh out their nation.
-100 Heavy Infantry Units (2,500 men)
-30 Archer Units (3,000 men)
-20 Light Cavalry Units (1,000 men)
-20 Artillery (20 Artillery Weapons)
-30 War-Magi (30 men) Total:200 Professional Units (6,550 men)
-50 Transport Units (50 Vessels)
-50 Ship Units (250 Vessels) Total:100 Naval Units (300 Vessels)
-60 Interceptor Units (60 Dirigibles) Total:60 Airforce Units (60 Dirigibles)
Notes In case there’s some confusion with the number of trait, its 1 National Trait + 1 Army Type + 5 Professional Military Units + 1 Navy Type + 2 Navy Units + 1 Flight Type + 1 Flight Units + 4 Military Traits (2 of them free due to Racial traits and another free due to races) + 2 Naval Traits + 2 Flight Traits + 3 Divine Magic Traits + 2 Elemental Traits (1 of them free due to races). So in total 1+1+5+1+2+1+1+1+2+2+3+1= 21 Trait Points
Please feel free to sign up, whether your'e new or old, Darkness welcomes you all!
08-31-14 05:37 AM
Looks good, will assemble my Nation soonish.
08-31-14 05:53 AM
Looks cool, I'll have to go back and revise my Nation a bit as there are some new Traits and things I think I need to consider, also the numbers for troops has changed etc. Still, probably going to look pretty similar to my rough draft idea.
08-31-14 08:12 AM
Looks like you've excelled yourself mate. One question however, can I bring back Esterwynne? Albeit lacking the dragons and other stuff and with a bigger army due to no recent Armageddon
08-31-14 08:58 AM
Looking forward to seeing all your ideas!
And in answer to your question Santaire; I'd be happy to see Esterwynne, albeit a slightly altered one without dragons etc, return!
08-31-14 09:38 AM
Romero have you got skype? If so have you got mine and Santaires? if yes to both questions get on line, we want a word with you.
08-31-14 09:50 AM
I don't have Skype actually. But I'll get it set up when I'm back. Hope I'm not in trouble or anything :D
08-31-14 10:02 AM
Don't forget to check your pms! messaged you one about my nation.
08-31-14 11:27 AM
Nation Name: Green Ear Nation (aka GEN)
Chosen Colour for Nation: Green
People of Importance: Magnate Wisenheart, Mogul Grieffa, Referee Lowgut, Admiral Madfire
National Trait - Sailors (all towns and cities are on water)
Army Type - The Knighthood (elite Redcap goblins lead conscripts)
Conscript Military Units
-250 units Conscript Infantry
-100 units Conscript Archers
Professional Military Units
-40 units Arquebussers (Redcaps)
-10 units Shadow Magi (Redcap officers)
Navy Type - Travel the Seas
-50 units Transports
-50 units Ships
Flight Type - none
Flight Units - none
Military Traits - The Smell of Sulfur (free racial), Kill Them From a Distance
Technology Traits - This is my Boomstick, Cannons, Steam Engines
Racial Traits - Sneaky Lil Buggers
It's arguable that the bloodiest and longest feud of the past millennium remained out of the eye of the public. A genocidal campaign, with an immeasurable amount of destruction of life, that was rarely discussed by the world's great nations. For the war waged below their perception, down beneath their feet. Down in the deep, swords and spears clashed inside rocky tunnels and sunless caverns. Goblins murdered gnomes. Gnomes slaughtered goblins. And prisoners were never taken.
Hatred, as pure as it could concentrate, was the corrupting hunger that feasted at every battle. Each death of the other was a celebration, and each drop of blood that was spilt was a treasure. Their's was not a war of soldiers, but rather a seemingly eternal attempt at extermination. Family preyed on family, and adult preyed on child. To live as the opposite race was the worst of crimes, and execution was the only perceived justice. Centuries of conflict at such a barbaric level left both sides in emotional tatters and never ending nightmares.
In the midst of all of that misery and contempt, an unpredictability occurred. One of the goblin tribes, with a chief whose name has been lost to history, finally decided to pull out of the cradle of violence. Her people would leave the Underdark, they would leave their homes. Those goblins dared to look up at the surface for hope, for peace. And in turn the surface world offered them its unclaimed and unwanted. Refuge came from the realm of the crocodile and the mosquito, where it smelled of brine and dead plants, and it was blanketed in fog from dusk till dawn. It was the Great Salt Marsh.
Nearly forty percent of the goblins perished within the first few years. Disease and starvation claimed many lives, but drowning claimed the most. Only the hardest folk survived, and the smartest ones adapted. They learned to fish, they learned what to gather, and they learned to blend into their environment. A village was eventually formed; then another, and another still. The immigrant goblins practiced trade, they cleared canoe routes through the marsh, and they passed on their knowledge with one another. Simply put, they prospered. The villages quickly united into an alliance with rules, and those alliances eventually grew into a republic with laws.
The scattered goblin towns of the Great Salt Marsh evolved into a legitimate nation, a Green Ear Nation. They developed a new culture, one of negotiation and compromise. Disputes between green ears would be settled nonviolently by third parties, and any goblin suspected of breaking the nation's laws would be given a fair trial. The goblins of Gen focused on parenting, nutrition, commerce, skill building, and science. The green ears had moved so far off their old roots that few traditional goblins would choose to settle with their cousins. The difference of values was just too great.
Change continued, with the newest (less than a century old) adjustment coming in the form of non-goblinoid settlers. Foreign merchants were seeing such great returns from doing business with GEN that some of them decided to set up permanent residence in the goblin city of Bighost. The green ear's largest city (Bighost) now has neighborhood of humanoid residents; a few of whom are elves and dwarves. And to the surprise of many outsiders, the non-goblins enjoy a trouble free stay. No goblin of GEN can lawfully act with aggression towards invited guests (traders), and truthfully no goblin wishes to. A massive sign is arched above the port of Bighost, and carved into its face, in many languages, are the words: "The Goblins of Bighost Welcome You"
The present is a time of progress, but widespread tolerance from the many prejudiced nations across the world is still centuries away. To date a gnome has never stepped foot inside a green ear city. The feud's fire must still burns, but for how long? Last decade, after much debate, the goblins of Bighost made an addition to their welcome arch. They added the gnomish language...
The largest documented open- coast wetland in the world is the result of the powerful Mah Rill River discharging into the ocean. Here the terrestrial land marries with marine shallows to create a one of a kind ecosystem. Most of the marsh is under salt & brackish water, with only sparse outcroppings of hammocks (elevated areas of muck & earth) that can provide dry enough sanctuary. Notable plants include towering cypress tress, lily pads, cattails, sawgrass, and other aquatic varieties. Notable animals include crocodiles, piranha, squid, oysters, tarpon, and mosquitos.
The six capital cities of the Green ear nation were all founded on top of hamomcks, but they've long since overgrown those boundaries. Enormous boardwalk piers extend in every direction supporting goblin homes, markets, warehouses, taverns, and all manner of life. The pier wood is treated with a salt glaze, making it impervious to the normal decay from the jostling salty water. Bridges, some rope and some wood, connect various sections of Gen cities. But the capitals themselves are not linked by roads, there's simply not enough dry land between them. Instead the goblins have dug out canals for ship crossing, and there're dozens of winding canoe trails that will take them from one city to another. In the Great Salt Marsh, one is forced to travel by boat.
The Six Capitals of GEN
Although there are other goblin villages outside the borders of the capitals, they are largely insignificant due to their lack of political representation. The six cities of note, listed by population from greatest to smallest, are as follows: Bighost, Mudspray, Dragonfly, Saltpool, Foggymire, and Cattails. Each capital is governed by a Mogul, a position that is filled through a democratic process. And the six Moguls in turn answer to a Magnate, the ultimate executive position within the Green Ear Nation. The Magnate is appointed by a vote from the acting Moguls, and in the case of a tie, an open vote runoff takes place between the two candidates in every capital.
Bighost Ė With its sprawling open ports in every direction, the city of Bighost is the official trade hub of GEN. Itís the place where lost foreign sailors are politely directed towards, and itís the only goblin city that permits a humanoid residential district (though itís still very small). In Bighost green ear merchant guilds cooperate and compete with one another other in order to turn the most coin; and their most prominent guilds have guild halls that tower up into the canopy of the surrounding cypress trees. It is also the only capital that contains a Diplomat Embassy-which is essentially a smartly dressed apartment building with various foreign flags hanging from its lobbyís ceiling. Compared to the other capitals, this GEN city is the furthest out to sea. This was a conscious choice made by the green ear developers in order to help outside merchants not have to travel deep into the Great Salt Marsh in order to conduct their business.
Dragonfly Ė In the rare instances where a foreign ship approaches a GEN capital other than Bighost, itís usually gently redirected with instructions on how to navigate its way to the trade city. Most of the goblins are very understanding of the simple mistake. Dragonfly is not as understanding. Itís the city that harbors the majority of the Green Ear Nation navy, and itís also the base of the Redcap goblins. The capital has a Mogul, but in reality, at best, that position is second in its authority of Dragonfly; the Admiral is supreme. Dragonfly is where the navy is recruited, drilled, sworn in, and eventually baptized in combat. The Green Ear Nation has been fortunate enough to remain outside of kingdom versus kingdom wars, but trouble has still managed to find the marsh goblins. Pirates have poured into nearby waters: They lurk, strike, and then hope to run away with their riches. The bandits mostly prey on the humanoid traders who often sail into GEN with ships full of coin, and so the responsibility has fallen onto the green ear navy to rid the sea of its predators.
Official GEN policy is to accept the surrender of any suspected pirate vessel, whereby its crew will be taken into Bighost to stand trial for their crimes. A guilty verdict could be severe (up to execution), but it could also be as lenient as working off a multiyear sentence in one of the goblinís marsh labor camps. Hundreds of Gen ships serve their nation with regular pirate patrols, most respecting their foes pleas of surrender. But in contrast to GEN policy the Redcap feet (the dozen personal galleons of Admiral Madfire) has never returned with prisoners; instead they bring trophies- pirate sails, ship wheels, and all other manner of nautical mementos. The numbers of those trophies have been so great that they have constructed a shine of their triumphs. If one should sail directly from Bighost to Dragonfly, then one would cross through a stretch of water called Enemy Creek. There the cypress trees have hundreds of captured pirate flags hanging pitifully from their branches. There the anchors of once infamous bandit ships have been stuck into the flanking trunks so deep and for so long that the wood has grown over and around the iron. There ship wheels dangle like wind chimes overhead, and massive battle scarred top sails flap like forgotten laundry from the overarching cypress branches. There, in Enemy Creek, is the evidence of the Redcap fleetís wrath.
Economy: Exports by Importance
- caviar - the number one profit generating good coming out of GEN is its caviar, having recently surpassed pottery as the nation's chief export. The surrounding salt marsh has such an abundance of fish and such a variety of species that no other region is comparable in terms of harvesting the delicacy. The marsh is a fish spawning hotbed, and the caviar is picked and packed and shipped out daily. Traders sail in from every corner of the globe because the demand coming from their wealthy customers is so high. The caviar supplies sell out nearly as soon as they arrive at auction, and the profits coming into GEN are at record highs. A few city states, angrered by their prejudice of goblinoids, have outlawed the selling and carrying of caviar all together. In their eyes this was a necessary step, since so much of the global caviar is in circulation it would be impossible to separate the GEN delicacy from a humanoid product. But this act has had the effect that all prohibition invariably does, it increased the cost of the caviar (by restricting the supply to the black market), and it failed to have any effect on the Green Ear Nation's sales.
- pottery - the "official" industry of GEN is its pottery trade. There are several goblin guilds whose livelyhoods revolve solely around clay mining and ceremic good production. The combination of the nearby rich clay deposits and the subsidies that the Green Ear government hands out makes the goblin's clay goods as cheap as can be found. GEN is basically the Walmart of pottery, with "always low prices". Vases, pots, jars, bowls, and plates leave the goblin lands by the shipload.
- ships & boats - Shipeyards are necessary for civilization in the salt marsh, and the goblins have responded appropriately. Their centuries of sea travel combined with their advanced scientific study has lead to industrial scale ship and boat production. The vessels produced in GEN are flat bottomed and excel at shallow water navigation; while still maintaining the ability for prolonged oceanic crossing. The small boats and canoes are made completely out of ceremic and they're sealed up with salt glazes. That produces crafts who can glide through marshes, swamps, and rivers without equal in terms of speed.
- peat - this dead and decaying plant matter is coming onto the export scene with steady growth. The ovens of GEN use this materials as fuel, and so the pottery industry relies on it. But foreigners purchase the excess harvests for insulation material. It's a growing market in the overseas construction trade, and Many claim that salt marsh peat is the best insulation for your coin that you can buy.
- sea salt - while the salt trade is still profitable, it's also very competitive globally. Salt fetches a fair price at auction but many of the goblin salt traders have since moved into the more profitable caviar business.
- fish, shellfish, & squid - lots of seafood is pulled out of the marsh waters, but it's mostly gobbled up by the locals. Traders who have ways of preserving the fish do find great bargains at the GEN auctions, but many of the merchants aren't equipped to get the food back before it spoils.
- pearls - the local pearl beds are a wonderful source of commerce. The marsh waters give the pearls a highly sought after pinkish hue, and more than a few goblins have made their fortunes selling those treasures.
- 250 Conscript Infantry units / 250k
- 100 Conscript Archer units / 100k
- 40 Arquebusser units / 1k (Redcaps)
- 10 Shadow Magi units / 200 (Redcap officers)
Total army: 351,200 goblins (350k conscripts & 1200 professionals)
Navy (all w/Sailor national trait)
-50 Transport units w/extended holds
-50 Ship units
Total navy: 300 vessels (50 transports & 250 ships)
Airforce - none
08-31-14 12:04 PM
: I like the look of the nation, and obviously you'll be able to finish it after work. Your'e right in assuming you have more trait points, as you have 4 more to spend. And for Racial traits, I should have made it clearer but your only allowed to take 1 for each race, not all of them. Any questions, just ask away.