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It’s back! Bigger, Better, Bouncier, The Darkness Conquest Roleplay has returned to the lands of the Heresy Online Roleplay Threads. It’s been tweaked, reworked and hit with a hammer. And it’s ready. Don’t hesitate to create nation, a nation that will fight and die in your name and, if the fates are with you, rule the world.
The Great Alliance has fallen in ruin. The world of Kolnur has descended into chaos with the annihilation of the order it has known for so many years. The Alliance was formed 200 years ago by the great powers of the age, and has ensured a time of relative peace of prosperity. But the peace made men weak, soft, and unobservant. Few were watching for the return of darkness, and those few who were watching were unable to rouse the Alliance from its slumber in time to defend itself from the tides of darkness that washed over the land, obliterating all that stood before it till none remained.
Now the Alliance is in shambles, and the few remaining nations of the world, in the forgotten corners of the land, must somehow hold their borders against both greedy neighbours, and the Great Shadow that slew the greatest alliance this world has ever known...
*What is the Great Shadow you ask?: The Great Shadow is the effectively infinite army that will move constantly forward, coming in from the east of the map, throughout the game. The ‘Darkness’ is led by an Arch-Lich. The only way to truly destroy the Great Shadow is to somehow slay the necromancer. All anyone knows is that the name of the Lich is Deknar'Thuul.
*How big can my Country be? : 5 Million max population. UNLESS you take the "Look at all the Babies" Trait, in which case it is 10 million.
*How small can my Country be? : It can be as small as you like although you must have more population that soldiers, for obvious reasons.
*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 a max possible of two racial and two bonuses from races, for a max beginning pool of 25.
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, National, Divine, or Necromancy Traits
Orcs: +1 Trait for either Military or Necromancy Traits
Goblins: +1 Trait for either Population or Elemental Traits
Gnomes: +1 Trait for either Illusion or Technology Traits
Elves: +1 Trait for either Elemental or Mental Traits
Ogres: +1 Trait for either Military or Physical 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:
Population Traits:
Academic Traits:
Military Traits:
Military Units:
Naval Traits:
Necromancy: (Cannot be Taken with Divine Magic)
Divine Magic: (Cannot be Taken with Necromancy)
Elemental Magic: All Greater Elemental Magics Require their Lesser Counterpart. (Cannot be Taken with Technology Traits)
Illusion Magic:
Technology: (Cannot be taken with any Elemental Traits)
Racial Traits:
History: Select one from each category, THESE DO NOT COUNT AS TRAIT POINTS, SIMPLY GIVE SOME BACKGROUND:
Recent History:
Shattered by the Shadow: Your nation was utterly demolished by the Shadows attack, and a new government has formed to try to bring order from the chaos.
Bastion of Light: One of the few nations to withstand the siege of the Shadow, your nation is a unifying example to others.
Opportunists: With the attack of the Shadow you took the opportunity to obtain some lands and riches you felt your neighbours didn't really deserve, enriching you but it's bound to make you unpopular with the neighbours.
Refugee Camps: Your nation is filled with Refugees fleeing the Shadow. You haven't yet tasted the blade of the Shadow, but your trying to find a way to help those made homeless by it.
Isolationist: You were never part of the Alliance and thus far are untouched by the Shadow, now may be a time to create a small alliance of your own, or remain solitary, but maybe take some new territories from your weaker neighbours.
The King has Fallen: The Shadow managed to murder your monarch/ruling class, leaving his successor(s) to take their place.
The Slaughter was horrible: The Shadow ravaged your nation, you survived, or at least parts of you did. Large chunks of your land are now desolate and lifeless, as scars of the war still stain your lands and your population was horribly reduced.
The Shadow Sounds like a good employer..: Your nation hasn't been harmed by the Shadow yet, and though no one has yet managed to negotiate or even parley with the Shadow, you are looking for a way, because it seems to you that if you can't beat them....
Older History:
Champions of the Alliance: Your nation has always championed the cause of the Alliance and has engaged in many wars on it's behalf.
Grudging members: You joined because you didn't see any other choices in the matter, not because you really believed in the cause.
Warlike: You have, whether on behalf of the alliance, in spite of it, or just because you want to, been engaged in warfare every time you turn around. Your people have a reputation as warmongers, which may cause others to respect, or despise you.
Pacifists: You have been a leading voice on every peace conference, constantly trying to bring all sides to a mutually beneficial agreement. This gives you a reputation as someone that does not enjoy war, making some view you as a visionary, and others see you as weak.
Show me the Money: Any agreements made at any conference you go to, and any war you engage in, seems to be involved in some way with the acquisition of more money.
Crusaders: Your people have engaged in crusades against other nations and peoples on behalf of your gods, giving you a reputation as zealots that lingers to this day.
Leave me out of it: Your nation has largely ignored other nations and has asked in turn to just be left alone in return. Sometimes this works, sometimes it seems like the lone beast without a herd is the most vulnerable.
Founding Member: Your Nation was one of the Super Powers that formed the Great Alliance. Though your power and influence is now diminished, you were once viewed as one of the mightiest nations in the world.
Ancient History:
Tribal Roots: Your people come from a tribal culture, family ties are very strong.
Divinely Mandated Rule: Your nation was founded by the will of the gods, or so your clergy tells you at least. The founding father(s) of your nation are revered as saints or gods and their descendants are incapable of being wrong, they are after all descended from perfection.
Nomads: Your people were nomads once upon a time. Whether this is still in evidence in your culture is moot, because as a result of your travels you have very accurate maps of the parts of the world you lived in, at least barring changes in the last several centuries.
Wizards in Hiding: In ancient times the Magi were a feared and reviled group, most nations would not permit them to live in their borders, let alone give them positions of power. Thus your nation was a hiding ground for a large number of Magi, they chose to band together for safety and community, eventually emerging to either take over the culture or merge with it when the people's fears had passed.
Tyranny: Your founding is written in blood, on parchments of flesh. Your nation was not founded willingly, and whether this resulted in a later rebellion, Great Alliance intercession, or whether the Tyranny goes on to this day, the fact is, your nation has a rep as an inhospitable place to live.
Common Defence: There is nothing great and noble, or frightening and vengeful, about the story of your founding. It's quite simply a group of people banding together to defend themselves against the threats of the world. Somehow, it grew from there.
Feudalistic Society: Your lands were founded by a warlord, or a wizard, who swiftly named himself ruler and set about establishing a system of lords to help him govern his newly claimed lands, granting land in exchange for service.
Republic: A nation by the people for the people, that is the dream your founding fathers had, and that is what your nation has tried to fulfil since then.
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HOW IT WORKS
RULES
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.
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.
NATION
Nation Name:
Chosen Colour for Nation:
People of Importance:
Population:
TRAITS:
National Traits
Population Traits
Academic Traits
Military Traits
Military Units Traits
Naval Traits
Necromancy Traits
Divine Magic Traits
Elemental Magic Traits
Illusion Magic Traits
Technology Traits
Racial Traits
History
MILITARY:
Navy
Army
I hope to see some of the original nations returning as well as plenty of new blood.
The Great Alliance has fallen in ruin. The world of Kolnur has descended into chaos with the annihilation of the order it has known for so many years. The Alliance was formed 200 years ago by the great powers of the age, and has ensured a time of relative peace of prosperity. But the peace made men weak, soft, and unobservant. Few were watching for the return of darkness, and those few who were watching were unable to rouse the Alliance from its slumber in time to defend itself from the tides of darkness that washed over the land, obliterating all that stood before it till none remained.
Now the Alliance is in shambles, and the few remaining nations of the world, in the forgotten corners of the land, must somehow hold their borders against both greedy neighbours, and the Great Shadow that slew the greatest alliance this world has ever known...
*What is the Great Shadow you ask?: The Great Shadow is the effectively infinite army that will move constantly forward, coming in from the east of the map, throughout the game. The ‘Darkness’ is led by an Arch-Lich. The only way to truly destroy the Great Shadow is to somehow slay the necromancer. All anyone knows is that the name of the Lich is Deknar'Thuul.
*How big can my Country be? : 5 Million max population. UNLESS you take the "Look at all the Babies" Trait, in which case it is 10 million.
*How small can my Country be? : It can be as small as you like although you must have more population that soldiers, for obvious reasons.
*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 a max possible of two racial and two bonuses from races, for a max beginning pool of 25.
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, National, Divine, or Necromancy Traits
Orcs: +1 Trait for either Military or Necromancy Traits
Goblins: +1 Trait for either Population or Elemental Traits
Gnomes: +1 Trait for either Illusion or Technology Traits
Elves: +1 Trait for either Elemental or Mental Traits
Ogres: +1 Trait for either Military or Physical 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:
Homeland Security: Your spy force is completely dedicated to stopping any information leaving the country. Although you won’t be gaining any information, you can bet on your life they won’t be either. (Any enemy spy’s sent against you will not leave the country again. You can lie about your troop movements and numbers on your posts as long as I know the truth.)
I believe you have underestimated the sneakiness sir: Your nation has an expert spy network set up to discover information which may change the course of war. (Your spies can retrieve vital information. Any false information about other nations is known to you)
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)
Farmhands: Your people produce a great deal of excess Grain, corn, or whatever other foodstuffs you think would grow in your area. (Food is rarely a problem of your nation as you produce double the amount of other nations)
Ranchers: Your people are experts at wrangling cattle and breaking wild stallions. Their breeding systems make their herds the best out there, no one’s horses can compare with yours. (Any cavalry you command have an advantage.)
I believe you have underestimated the sneakiness sir: Your nation has an expert spy network set up to discover information which may change the course of war. (Your spies can retrieve vital information. Any false information about other nations is known to you)
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)
Farmhands: Your people produce a great deal of excess Grain, corn, or whatever other foodstuffs you think would grow in your area. (Food is rarely a problem of your nation as you produce double the amount of other nations)
Ranchers: Your people are experts at wrangling cattle and breaking wild stallions. Their breeding systems make their herds the best out there, no one’s horses can compare with yours. (Any cavalry you command have an advantage.)
Population Traits:
Loyal: Your populace would never dream of betraying you. (No matter how bleak things are your people will not leave you)
Industrious: Your working population is extremely industrious, they don’t take coffee breaks in their work day, and they get stuff done. (Cities are built at twice the normal speed)
Look at all the Babies: Your nation has an excessive population! (You may double your population size and army size)
Industrious: Your working population is extremely industrious, they don’t take coffee breaks in their work day, and they get stuff done. (Cities are built at twice the normal speed)
Look at all the Babies: Your nation has an excessive population! (You may double your population size and army size)
Academic Traits:
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. (Your technology is better than that of other nations)
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. (You mages are more skilled than those of other nations)
Grand Cathedral: The epicentre of any religious nation, it’s also the centre of learning for any student of the divine forces in the universe. (Your priests are more devote than those of other nations and so more powerful)
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. (Your forces are superior to those of other nations.)
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. (You mages are more skilled than those of other nations)
Grand Cathedral: The epicentre of any religious nation, it’s also the centre of learning for any student of the divine forces in the universe. (Your priests are more devote than those of other nations and so more powerful)
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. (Your forces are superior to those of other nations.)
Military Traits:
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.
(Max army size: 100,000 men, 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…
(Max Army Size: 800,000)
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.
(Max Army Size: 600,000 (80,000 professional troops, 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.
(Max Army Size: 200,000 professional, 200,000 Conscript)
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)
Strategists: Your army’s high command has a talented cadre of men who have studied military strategy and have good odds of being known as being among the Great Generals of their age. (You can tell me your tactics before the battle, affecting the outcome)
Sneaky Sneaky: Your army is obsessed with stealth manoeuvres, and have perfected ways to move without attracting attention. (Your armies can close with the enemy before they are noticed and so destroy the advantage of ranged weapons)
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 hit harder than those of other nations)
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 troops just won’t die)
Longbows: Superior bows; they have longer ranges and the ability to penetrate even plate armour at closer ranges. (Your archers are skilled and efficient, more so than those of other nations)
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. (You can tell me your cavalry plans before the battle, affecting the outcome)
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. (You can tell me your infantry plan before the battle, affecting the outcome.)
Kill Them From a Distance: Your archers/crossbowmen 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 can fire at twice the rate of other nation’s troops.)
(Max army size: 100,000 men, 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…
(Max Army Size: 800,000)
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.
(Max Army Size: 600,000 (80,000 professional troops, 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.
(Max Army Size: 200,000 professional, 200,000 Conscript)
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)
Strategists: Your army’s high command has a talented cadre of men who have studied military strategy and have good odds of being known as being among the Great Generals of their age. (You can tell me your tactics before the battle, affecting the outcome)
Sneaky Sneaky: Your army is obsessed with stealth manoeuvres, and have perfected ways to move without attracting attention. (Your armies can close with the enemy before they are noticed and so destroy the advantage of ranged weapons)
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 hit harder than those of other nations)
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 troops just won’t die)
Longbows: Superior bows; they have longer ranges and the ability to penetrate even plate armour at closer ranges. (Your archers are skilled and efficient, more so than those of other nations)
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. (You can tell me your cavalry plans before the battle, affecting the outcome)
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. (You can tell me your infantry plan before the battle, affecting the outcome.)
Kill Them From a Distance: Your archers/crossbowmen 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 can fire at twice the rate of other nation’s troops.)
Military Units:
Note: By default all conscript forces are either light infantry. However Conscripts are far less effective than the trained versions of these same 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?
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
Archers: Men with bows and normally given only light armour, such as padded jerkins or boiled leather and ring mail. These men are very effective at stopping light infantry and cavalry charges, though their weapons normally don’t puncture heavy cavalry or infantries armour.
Crossbowmen: These soldiers have a slow reload time, but their bolts can puncture the armour of even heavy infantry and cavalry.
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.
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.
Arquebussers: 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 able to penetrate heavy armour at close range, these are deadly weapons. (Requires the Arquebus trait)
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.
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. (Without them any magic traits are made redundant. These include necromancers and priests)
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?
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
Archers: Men with bows and normally given only light armour, such as padded jerkins or boiled leather and ring mail. These men are very effective at stopping light infantry and cavalry charges, though their weapons normally don’t puncture heavy cavalry or infantries armour.
Crossbowmen: These soldiers have a slow reload time, but their bolts can puncture the armour of even heavy infantry and cavalry.
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.
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.
Arquebussers: 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 able to penetrate heavy armour at close range, these are deadly weapons. (Requires the Arquebus trait)
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.
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. (Without them any magic traits are made redundant. These include necromancers and priests)
Naval Traits:
Iron Waves: Your nation has a powerful navy of elite 'Ironclads'. (1000 Ironclads, each carrying 200)
Travel the Seas: Constant crossing of oceans has created the need for a navy for your people. (1000 transports, each carrying 500 and 1000 ships, each carrying 100)
Peaceful Crossing: There has never been a need for ships of war in your navys. (2000 transports, each carrying 500)
Mass Fleet: In the times of need your nation can call on an entire fleet of small boats.)2000 ships, each carrying 100)
Ship Building: This trait permits your nation to build boats that are ready for war. (Each ship can carry 200)
Ship Artillery: (Requires the Artillery Trait) Allows you to mount catapults and Ballista (Or cannons if you have the trait) on board your ships. (Your ships are far more effective in naval combat)
Ironclad: (Requires 3 points in technology) Your boats are sheathed in steel, allowing them to take immense damage before going under. (Your ships can take a lot more hits than an average ship)
Travel the Seas: Constant crossing of oceans has created the need for a navy for your people. (1000 transports, each carrying 500 and 1000 ships, each carrying 100)
Peaceful Crossing: There has never been a need for ships of war in your navys. (2000 transports, each carrying 500)
Mass Fleet: In the times of need your nation can call on an entire fleet of small boats.)2000 ships, each carrying 100)
Ship Building: This trait permits your nation to build boats that are ready for war. (Each ship can carry 200)
Ship Artillery: (Requires the Artillery Trait) Allows you to mount catapults and Ballista (Or cannons if you have the trait) on board your ships. (Your ships are far more effective in naval combat)
Ironclad: (Requires 3 points in technology) Your boats are sheathed in steel, allowing them to take immense damage before going under. (Your ships can take a lot more hits than an average ship)
Necromancy: (Cannot be Taken with Divine Magic)
Speak with the Darkness: You know the secrets of the grave, and fear them not. You reach past the veil to speak with the dead. (The secrets of dead are known to you and you can find information of what has happened even when there were no survivors)
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. (In times of great need you can summon 100,000 conscript forces to fight at your side)
The Spirits hear my Call: Ghosts, wraiths, and other fell spirits obey your command, permitting you to summon them to your will. (With enough power you can summon 10,000 elite troops that strike fear into the enemy)
Plaguewalker: (Requires 3 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. (A random number of enemy troops and/or population will die from your disease before the battle)
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. (You instil fear into your enemies and render their strategists useless)
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. (In times of great need you can summon 100,000 conscript forces to fight at your side)
The Spirits hear my Call: Ghosts, wraiths, and other fell spirits obey your command, permitting you to summon them to your will. (With enough power you can summon 10,000 elite troops that strike fear into the enemy)
Plaguewalker: (Requires 3 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. (A random number of enemy troops and/or population will die from your disease before the battle)
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. (You instil fear into your enemies and render their strategists useless)
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. (News that would have otherwise remained unknown is known to the church)
Divine Energy: The power of Christ compels you! No seriously, you area able to channel the power of your god(s) into healing energy, buffing the natural attributes of your followers. (Your soldiers and/or population are harder to kill than normal men)
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 priests can kill a random number of troops and/or population before the battle)
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. (Your people follow you without question and any diplomatic action with NPC nations are likely to succeed)
Divine Energy: The power of Christ compels you! No seriously, you area able to channel the power of your god(s) into healing energy, buffing the natural attributes of your followers. (Your soldiers and/or population are harder to kill than normal men)
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 priests can kill a random number of troops and/or population before the battle)
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. (Your people follow you without question and any diplomatic action with NPC nations are likely to succeed)
Elemental Magic: All Greater Elemental Magics Require their Lesser Counterpart. (Cannot be Taken with Technology 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. (This creates a small bonus in combat for your mages)
Greater 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. (This is a greater bonus to your mages and you can double the movement of any ships you have.)
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. (Gives a small bonus to mages)
Greater 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. (Larger bonus for mages and a bonus in naval 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. (A small bonus to your mages)
Greater 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. (A larger bonus to mages and before the battle you can affect the terrain to counter any tactics used against you)
Lesser Fire Magic: You can start even wet wood on fire and can propel jets of flame from your hands. (Small bonus to mages)
Greater 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. (Very large bonus to mages in combat)
Greater 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. (This is a greater bonus to your mages and you can double the movement of any ships you have.)
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. (Gives a small bonus to mages)
Greater 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. (Larger bonus for mages and a bonus in naval 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. (A small bonus to your mages)
Greater 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. (A larger bonus to mages and before the battle you can affect the terrain to counter any tactics used against you)
Lesser Fire Magic: You can start even wet wood on fire and can propel jets of flame from your hands. (Small bonus to mages)
Greater 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. (Very large bonus to mages in combat)
Illusion Magic:
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 pass unhindered through NPC nations)
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 mages can conceal entire units of troops, you do not need to state these troops on your post as long as I know about them)
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. (Your mages can conjure an army of 100,000 sceptres; you can add these troops to your post as long as I know they are not real)
Imaginary Swords Cut Too: 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. (Your mages are able to conjure 10,000 sceptres who can strike down the enemy as if they were real.)
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 mages can conceal entire units of troops, you do not need to state these troops on your post as long as I know about them)
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. (Your mages can conjure an army of 100,000 sceptres; you can add these troops to your post as long as I know they are not real)
Imaginary Swords Cut Too: 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. (Your mages are able to conjure 10,000 sceptres who can strike down the enemy as if they were real.)
Technology: (Cannot be taken with any Elemental Traits)
This…is….my…BOOMSTICK!: You are able to create an Arquebus, a firearm capable of piercing plate armour at close range, but at long ranges it will only penetrate lesser armours. (You are able to field Arquebussers)
Flamethrowers: That’s right, who said you need to know magic to throw magic around! With a tank of highly explosive materials strapped to your back, and a wand held in front of you, you can let loose a burst of flame! Course if someone should hit that tank… (You can equip your ships and mechanical warriors/walkers with flame-throwers)
Alchemical Alloys: (Requires Two 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 creations are tougher those of other nations.)
Cannons: 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! (You are able to equip your ships and mechanical walkers with cannons)
Steam Engine: You can create energy by boiling water! Amazing! (Your mechanical walkers/warriors are faster and able to keep up with the main force)
Trains: (Requires Steam Engine) You have learned to create large mechanical forms of transportation (Your army moves at twice its normal rate across your or your allies territories)
Mechanical Walkers: (Requires 4 other Technology traits, one of which must be steam engine) Large metal frameworks within which warriors can mount weaponry, these machines are deadly powerful and hard to destroy. They require a large crew to keep working, and must have at least 6 legs.(Powerful in combat and requires 10 troops to man them.)
Mechanized Warriors: (Requires Mechanical Walkers) Slightly larger then 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. (These robot soldiers count as 1 Elite troop)
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… (You can equip your ships and mechanical warriors/walkers with flame-throwers)
Alchemical Alloys: (Requires Two 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 creations are tougher those of other nations.)
Cannons: 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! (You are able to equip your ships and mechanical walkers with cannons)
Steam Engine: You can create energy by boiling water! Amazing! (Your mechanical walkers/warriors are faster and able to keep up with the main force)
Trains: (Requires Steam Engine) You have learned to create large mechanical forms of transportation (Your army moves at twice its normal rate across your or your allies territories)
Mechanical Walkers: (Requires 4 other Technology traits, one of which must be steam engine) Large metal frameworks within which warriors can mount weaponry, these machines are deadly powerful and hard to destroy. They require a large crew to keep working, and must have at least 6 legs.(Powerful in combat and requires 10 troops to man them.)
Mechanized Warriors: (Requires Mechanical Walkers) Slightly larger then 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. (These robot soldiers count as 1 Elite troop)
Racial Traits:
Ogres:
Awesome strength: No other race can compare with you for sheer brute strength. A single hit from you is enough to send a lesser race flying across the room. (Your race has a bonus 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 armies just keep on going through injuries)
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? (You have a bonus in close-range combat)
Orcs:
Berserk: 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 lose all sense of fear but cannot use tactics)
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 can tell em your battle strategy before a fight)
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.(Gets one Lesser Elemental trait free)
Goblins:
Horde Tactics: Always fight with overwhelming numbers, that is the rule of thumb for your military. ( Your conscript army numbers 50,000 more than normal.)
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 are impervious to the ‘Sneaky Sneaky’ trait)
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. (Your people can pull out from a battle at your call)
Humans:
Explorers by Nature: Your people have been filled with wanderlust for as long as you can remember, you have extensive maps of the world and know where most other nations lay. (Your people know where the potential enemies and potential allies lie)
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. (Your cavalry gains an advantage)
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 food production is increased)
Elves:
Elven High Mages: Your Magi are exceedingly powerful, having studied for hundreds of years the arcane lore they have accumulated. They can weave powerful defensive enchantments over your lands, creating defences that will dazzle foes with their intricacies. (Your mages are exceptionally powerful compared to those of other nation)
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. (In forests your people instantly gain the ‘Sneaky Sneaky’ trait)
Master Archers: Your people have practiced archery since your people have existed. They are unequalled in their accuracy with a bow. (Your archers gain an advantage)
Dwarves:
Stone Fortitude: Your people are stalwart warriors, and have long lived in harsh environments. They can take hits that would kill lesser men and keep on trucking. Poison has very little effect on your people. (Like the Ogres your soldiers just won’t damn die)
Gems in the Rough: Your people are obsessed with the wealth hidden in the mountains and below the ground. You have delved long and hard, and have been rewarded with rich deposits of precious metals, gems, and other valuable commodities. (You can take ‘Mithril Armour’ or ‘Superior Forging’ for free)
Dwarven Defences: Dwarves know how to build structures that last the ages. And when they build for defence, no one can best them. Your defences are the best out there. (Your cities are built to hold, and they do.)
Gnomes:
Need More Boom: Your guns and cannons pack a bigger punch then others can manage. This is due in part at least to your aptitude for experimenting with things and blowing up your workshop in the course of your studies. (Any cannons or Arquebussers you have gain a bonus)
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. (It is nearly impossible to map your location and you can lie about your cities as long as I know the truth)
Hiding is a Skill: Your people are adept at concealing themselves (You gain the ‘Cloak of Invisibility’ trait)
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. (Your race has a bonus 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 armies just keep on going through injuries)
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? (You have a bonus in close-range combat)
Orcs:
Berserk: 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 lose all sense of fear but cannot use tactics)
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 can tell em your battle strategy before a fight)
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.(Gets one Lesser Elemental trait free)
Goblins:
Horde Tactics: Always fight with overwhelming numbers, that is the rule of thumb for your military. ( Your conscript army numbers 50,000 more than normal.)
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 are impervious to the ‘Sneaky Sneaky’ trait)
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. (Your people can pull out from a battle at your call)
Humans:
Explorers by Nature: Your people have been filled with wanderlust for as long as you can remember, you have extensive maps of the world and know where most other nations lay. (Your people know where the potential enemies and potential allies lie)
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. (Your cavalry gains an advantage)
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 food production is increased)
Elves:
Elven High Mages: Your Magi are exceedingly powerful, having studied for hundreds of years the arcane lore they have accumulated. They can weave powerful defensive enchantments over your lands, creating defences that will dazzle foes with their intricacies. (Your mages are exceptionally powerful compared to those of other nation)
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. (In forests your people instantly gain the ‘Sneaky Sneaky’ trait)
Master Archers: Your people have practiced archery since your people have existed. They are unequalled in their accuracy with a bow. (Your archers gain an advantage)
Dwarves:
Stone Fortitude: Your people are stalwart warriors, and have long lived in harsh environments. They can take hits that would kill lesser men and keep on trucking. Poison has very little effect on your people. (Like the Ogres your soldiers just won’t damn die)
Gems in the Rough: Your people are obsessed with the wealth hidden in the mountains and below the ground. You have delved long and hard, and have been rewarded with rich deposits of precious metals, gems, and other valuable commodities. (You can take ‘Mithril Armour’ or ‘Superior Forging’ for free)
Dwarven Defences: Dwarves know how to build structures that last the ages. And when they build for defence, no one can best them. Your defences are the best out there. (Your cities are built to hold, and they do.)
Gnomes:
Need More Boom: Your guns and cannons pack a bigger punch then others can manage. This is due in part at least to your aptitude for experimenting with things and blowing up your workshop in the course of your studies. (Any cannons or Arquebussers you have gain a bonus)
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. (It is nearly impossible to map your location and you can lie about your cities as long as I know the truth)
Hiding is a Skill: Your people are adept at concealing themselves (You gain the ‘Cloak of Invisibility’ trait)
History: Select one from each category, THESE DO NOT COUNT AS TRAIT POINTS, SIMPLY GIVE SOME BACKGROUND:
Recent History:
Shattered by the Shadow: Your nation was utterly demolished by the Shadows attack, and a new government has formed to try to bring order from the chaos.
Bastion of Light: One of the few nations to withstand the siege of the Shadow, your nation is a unifying example to others.
Opportunists: With the attack of the Shadow you took the opportunity to obtain some lands and riches you felt your neighbours didn't really deserve, enriching you but it's bound to make you unpopular with the neighbours.
Refugee Camps: Your nation is filled with Refugees fleeing the Shadow. You haven't yet tasted the blade of the Shadow, but your trying to find a way to help those made homeless by it.
Isolationist: You were never part of the Alliance and thus far are untouched by the Shadow, now may be a time to create a small alliance of your own, or remain solitary, but maybe take some new territories from your weaker neighbours.
The King has Fallen: The Shadow managed to murder your monarch/ruling class, leaving his successor(s) to take their place.
The Slaughter was horrible: The Shadow ravaged your nation, you survived, or at least parts of you did. Large chunks of your land are now desolate and lifeless, as scars of the war still stain your lands and your population was horribly reduced.
The Shadow Sounds like a good employer..: Your nation hasn't been harmed by the Shadow yet, and though no one has yet managed to negotiate or even parley with the Shadow, you are looking for a way, because it seems to you that if you can't beat them....
Older History:
Champions of the Alliance: Your nation has always championed the cause of the Alliance and has engaged in many wars on it's behalf.
Grudging members: You joined because you didn't see any other choices in the matter, not because you really believed in the cause.
Warlike: You have, whether on behalf of the alliance, in spite of it, or just because you want to, been engaged in warfare every time you turn around. Your people have a reputation as warmongers, which may cause others to respect, or despise you.
Pacifists: You have been a leading voice on every peace conference, constantly trying to bring all sides to a mutually beneficial agreement. This gives you a reputation as someone that does not enjoy war, making some view you as a visionary, and others see you as weak.
Show me the Money: Any agreements made at any conference you go to, and any war you engage in, seems to be involved in some way with the acquisition of more money.
Crusaders: Your people have engaged in crusades against other nations and peoples on behalf of your gods, giving you a reputation as zealots that lingers to this day.
Leave me out of it: Your nation has largely ignored other nations and has asked in turn to just be left alone in return. Sometimes this works, sometimes it seems like the lone beast without a herd is the most vulnerable.
Founding Member: Your Nation was one of the Super Powers that formed the Great Alliance. Though your power and influence is now diminished, you were once viewed as one of the mightiest nations in the world.
Ancient History:
Tribal Roots: Your people come from a tribal culture, family ties are very strong.
Divinely Mandated Rule: Your nation was founded by the will of the gods, or so your clergy tells you at least. The founding father(s) of your nation are revered as saints or gods and their descendants are incapable of being wrong, they are after all descended from perfection.
Nomads: Your people were nomads once upon a time. Whether this is still in evidence in your culture is moot, because as a result of your travels you have very accurate maps of the parts of the world you lived in, at least barring changes in the last several centuries.
Wizards in Hiding: In ancient times the Magi were a feared and reviled group, most nations would not permit them to live in their borders, let alone give them positions of power. Thus your nation was a hiding ground for a large number of Magi, they chose to band together for safety and community, eventually emerging to either take over the culture or merge with it when the people's fears had passed.
Tyranny: Your founding is written in blood, on parchments of flesh. Your nation was not founded willingly, and whether this resulted in a later rebellion, Great Alliance intercession, or whether the Tyranny goes on to this day, the fact is, your nation has a rep as an inhospitable place to live.
Common Defence: There is nothing great and noble, or frightening and vengeful, about the story of your founding. It's quite simply a group of people banding together to defend themselves against the threats of the world. Somehow, it grew from there.
Feudalistic Society: Your lands were founded by a warlord, or a wizard, who swiftly named himself ruler and set about establishing a system of lords to help him govern his newly claimed lands, granting land in exchange for service.
Republic: A nation by the people for the people, that is the dream your founding fathers had, and that is what your nation has tried to fulfil since then.
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HOW IT WORKS
You will start off the game with a number of provinces decided by me and affected by your trait choices.
Your nation will populate the map along with other players, NPC nations and most worrying of all the constantly advancing Shadow. To put it simply there is no spare room for you to easily colonise.
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 of 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 not although you can ask for their help or help them.
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 decide the result of the battle using a simulator and will relay the results and consequences of said results to you for your next move.
To conquer a province you must first defeat the army located there, if any, and then deal with any cities that have been built there, if any. After driving the enemy from the province you can move your civilians in to populate the new province and claim it for your own.
A constant threat to your nation is the Great Shadow, a seemingly infinite army that constantly moves across the board unless stopped, not an easy feat. The strength of the Shadow’s armies will slowly increase throughout the game until the only possible way to defeat them is to band together with the other nations and make a stand, shoulder to shoulder with strangers. Not that I’m hinting at anything…..
Throughout the game your nation will obviously recruit and train new troops, so best to defend against the numerous enemies. However when times are hard, honest men that will fight hard for your nation are hard to find. To represent this, the recruitment level for troops are set as such;1000 professional troops in two turns or 2000 conscripts in one turn. In any province under your control you are able to train this number, so if you have two provinces you can train 4000 conscripts a turn, three provinces and 8000 a turn and so on.
With navy it will be 100 Ironclad's in two turns or 100 ships/transports in one turn. Again, in every province under your control that borders with water, you can build this number of boats. So with two provinces on water you can build 100 ships a turn, three provinces and 200 ships a turn and so on.
However there are downsides to this. The larger your army/navy the more attention you will receive from the Shadow and the more hostile your neighbours will become towards you. At any one time a province in your nation can be making troops OR ships, never both at the same time.
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. However, the only way for this to be possible is if you have the 'building that corresponds with the trait. So to 'learn' the 'Mechanical Warriors' trait you will need to construct a 'Science Academy' in the province you are 'learning' the trait. If you have the Science Academy trait on your original nation sheet then a Science Academy will be constructed in all your starting provinces.
Constructing these building is a mammoth project for the people of the province and it will require all their efforts, so no troops/ships can be trained/built while these building are being constructed. It will take two turns to build these buildings, however if you have the 'Industrious' trait it will take only one.
Once the desired building is built you can begin learning the trait you wish. It will take a further two turns to learn the trait and it will take all your nations greatest minds, so you can only learn ONE trait at a time in your nation. However once it is learnt the new trait is instantly effective.
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 not way back.
To conquer a province you must first defeat the army located there, by defeating them and killing them all or driving them from the province. After this you can move your citizens into the newly conquered province. If there are any buildings there (Academy of War, Science Academy etc) then your people will be able to use them to learn new traits.
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….
Your nation will populate the map along with other players, NPC nations and most worrying of all the constantly advancing Shadow. To put it simply there is no spare room for you to easily colonise.
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 of 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 not although you can ask for their help or help them.
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 decide the result of the battle using a simulator and will relay the results and consequences of said results to you for your next move.
To conquer a province you must first defeat the army located there, if any, and then deal with any cities that have been built there, if any. After driving the enemy from the province you can move your civilians in to populate the new province and claim it for your own.
A constant threat to your nation is the Great Shadow, a seemingly infinite army that constantly moves across the board unless stopped, not an easy feat. The strength of the Shadow’s armies will slowly increase throughout the game until the only possible way to defeat them is to band together with the other nations and make a stand, shoulder to shoulder with strangers. Not that I’m hinting at anything…..
Throughout the game your nation will obviously recruit and train new troops, so best to defend against the numerous enemies. However when times are hard, honest men that will fight hard for your nation are hard to find. To represent this, the recruitment level for troops are set as such;1000 professional troops in two turns or 2000 conscripts in one turn. In any province under your control you are able to train this number, so if you have two provinces you can train 4000 conscripts a turn, three provinces and 8000 a turn and so on.
With navy it will be 100 Ironclad's in two turns or 100 ships/transports in one turn. Again, in every province under your control that borders with water, you can build this number of boats. So with two provinces on water you can build 100 ships a turn, three provinces and 200 ships a turn and so on.
However there are downsides to this. The larger your army/navy the more attention you will receive from the Shadow and the more hostile your neighbours will become towards you. At any one time a province in your nation can be making troops OR ships, never both at the same time.
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. However, the only way for this to be possible is if you have the 'building that corresponds with the trait. So to 'learn' the 'Mechanical Warriors' trait you will need to construct a 'Science Academy' in the province you are 'learning' the trait. If you have the Science Academy trait on your original nation sheet then a Science Academy will be constructed in all your starting provinces.
Constructing these building is a mammoth project for the people of the province and it will require all their efforts, so no troops/ships can be trained/built while these building are being constructed. It will take two turns to build these buildings, however if you have the 'Industrious' trait it will take only one.
Once the desired building is built you can begin learning the trait you wish. It will take a further two turns to learn the trait and it will take all your nations greatest minds, so you can only learn ONE trait at a time in your nation. However once it is learnt the new trait is instantly effective.
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 not way back.
To conquer a province you must first defeat the army located there, by defeating them and killing them all or driving them from the province. After this you can move your citizens into the newly conquered province. If there are any buildings there (Academy of War, Science Academy etc) then your people will be able to use them to learn new traits.
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….
RULES
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.
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.
NATION
Nation Name:
Chosen Colour for Nation:
People of Importance:
Population:
TRAITS:
National Traits
Population Traits
Academic Traits
Military Traits
Military Units Traits
Naval Traits
Necromancy Traits
Divine Magic Traits
Elemental Magic Traits
Illusion Magic Traits
Technology Traits
Racial Traits
History
MILITARY:
Navy
Army
I hope to see some of the original nations returning as well as plenty of new blood.