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Discussion Starter · #1 · (Edited)
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)


Army Type (CHOOSE ONE)


Conscript Military Units


Professional Military Units


Navy Type (Requires Ship Building (CHOOSE ONE))


Navy Units


Flight Type (Requires Dirigibles Trait (CHOOSE ONE))


Flight Units


Military Traits


Naval Traits


Flight Traits


Necromancy (Cannot be taken with Divine)


Divine Magic (Cannot be taken with Necromancy)


Elemental Magic


Illusion Magic


Technology Traits


Racial Traits


Rules

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


Buildings


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. 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.



Example Nation Sheet


Please feel free to sign up, whether your'e new or old, Darkness welcomes you all!
 

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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.
 

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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
 

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Discussion Starter · #5 ·
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!
 

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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.
 

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Don't forget to check your pms! messaged you one about my nation.
 

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Nation Name: Green Ear Nation (aka GEN)

Chosen Colour for Nation: Green

People of Importance: Magnate Wisenheart, Mogul Grieffa, Referee Lowgut, Admiral Madfire

Races: Goblin

TRAITS:



Nation History:





MILITARY:

Army
- 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
 

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Discussion Starter · #10 ·
@Bone2pick: 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.
 

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Nation Name: The Pale Dominion
Chosen Colour for Nation: White
People of Importance: High Warlock Urzeg the Perpetual
Dread Lord Gurush Tegul , Dread Lordess Husazza Emtyk
The Warlock Council ( Jerezul, Hyrtog, Kololk, Imbesha, Caranuk, Vertulk, Xyrtorg)
Population: 2,500,000
Orcs: 1,900,000 Ogres: 600,000



MILITARY:



Death March Troops:


Silent Ones:

Army:
200(Total)
85 Death March Troopers Units(Heavy Inf) = 2125 Soldiers
30 Silent Ones Units(Crossbowmen) = 1500 Crossbowmen
25 Bone Ballista
40 Necro-Priest Units(Magi) = 800 Necro-Priests
20 Warlocks{War-Magi)

Navy: None, being a Land locked Nation

Airforce: None, But Soon the magicks to do so will be available


Okey doke, too tired to write more. Hope you like it, I tried to make it interesting. And added some Weapon, and armor fluff at the end for good measure. Other things I'll fluff out later.
 

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@Romero

Ok I think I've spent my points correctly. Check out my traits and military units when you get a chance just to make sure there're no mistakes. I also dropped down to one racial as requested.
 

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Discussion Starter · #13 ·
@LordNecross: I really like the Pale Dominion. I should point out that you actually have 2 more Trait Points, as while you have 21 now, 2 of those are free thanks to your Races. Apart from that it all looks good and I like all the fluff for it.

@Bone2pick: Your traits are good to go now! Thanks for fixing that. And the Military Units look good as well. My only point is if you could list the number of units as well as how many there are. I know you've already done it but it would make it easier for me to consult. Thanks!
 

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NATION

Nation Name: The Cythrathi (Sith-Wrath-E)

Chosen Colour for Nation: Dark Purple trimmed with Black

People of Importance: Emperor Khyron Kalistarion (The Second)

The Loremasters: Grand-Geomancer Lucian Phrix, Dreadlord Xandrek Thrax, Master-Magus Azrayle Kealisar, Grand-Pyromancer Veptus Phrix.

The Hand: Mordred Lethis, Tyrion Armathis, Vardis Krom, Maelik Furion, Vladimir Corvis.

Races: Elves and Humans.

TRAITS:

National Trait:
Masters of Magic: The Elves of the Cythrathi are masters of Magic, their Warlocks and Sorcerers drawing upon the knowledge of their forebears to resurrect the dead of the nation so they may fight again while raining down destruction upon their foes.

Army Type:
For the Emperor! (King and Country!): The humans and elves of the Cythrathi are proud citizens who yearn for the chance to serve in the military with humans joining the Black Guard and Elves joining the Reavers and Warlocks with the older Blood Knights and Sorcerers using their knowledge to force superior weapons and armour . As such they have a small, well trained, and superiorly equipped army to call upon.

Conscript Military Units - N/A

Professional Military Units:

The Black Guard (Heavy Infantry): These are the men marching in lockstep formations. Tall shields bearing the symbol of the Cythrathi nation, Black iron and Bronze heavy armour, with darkened steel blades and black-iron spears, these are the infantry that will eat through light infantry and are be able to hold their line against a cavalry charge. The Black Guard is comprised entirely of humans raised from ten years old until their dying day to fight and die for their Emperor in order to earn their place in the Black Mausoleum where they can be once again called to war, for: Even in Death they still serve. (1 Unit of Heavy Infantry = 25 men)

Reavers (Light Cavalry): Normally armed with a sword, a lance, and a horse bow, these Elves are armoured in light armour and meant to scout and harry the enemy and have yet to gain the age and experience needed to take the Blood Oath and become Blood Knights. Like the Black Guard they may earn their place in the Black Mausoleum however upon reaching 200 years of service they swear the Blood Oath directly to the Emperor and automatically earn a place to in the Twilight Halls upon their death. (1 Unit of Light Cavalry = 50 men)

Blood Knights (Heavy Cavalry): Knights in darkened steel plate arm, wielding dark steel blades and lances mounted upon midnight black chargers armoured in a similar fashion the Blood Knights are the core elite of the Cythrathi army. These are elves who have dedicated 200 years of service in the ranks of the Reavers and have so been tempered into warriors beyond compare in the Cythrathi nation. So named for the Blood Oath they personally take infront of the Emperor to become a Blood Knight shows dedication to their lord and master and so automatically earn a place within the Twilight Halls of the Black Mausoleum. (1 Unit of Heavy Cavalry = 10 men)

Warlocks (Magi): In the Cythrathi Elves are the ruling elite and it is to them that the nations magic falls as each elf is born with enough magic power to become great in their own right. For an elf to become a warlock is to start on a path of mastering first the magics of Necromancy upon which they can call forth their ancestors and those that dwell in the Black Mausoleum before then moving on to master one of the other three schools taught in the city: Illusion, Fire or Earth. Upon starting on the path of a Warlock they automatically earn a place within the Black Mausoleum deep inside of the Vaults where other arcane artefacts are stored to watch over them in death. These Warlocks stand with the nations troops raining devastation in their chosen school of magic across the battlefield though all Warlocks are proficient in Necromancy regardless of which school they choose. (1 Unit of Magi = 20 men)

Sorcerers (War-Magi): Sorcerers are to Warlocks, what Warlocks are to a normal men and elves. They are the physical embodiment of their chosen school and can unleash the most devastating skills single-handedly while calling forth those that dwell within the Black Mausoleum and like Blood Knights and Warlocks they automatically have a place set aside for them the bodies of all Sorcerer's are interred within the Ebon Tower rather than the Vaults which Warlocks are. While Sorcerer's are powerful in their own right there are four positions to which they all aspire too, becoming one of the Four: Grand-Pyromancer of Fire, Grand-Geomancer of Earth, Master-Magus of Illusion and Dreadlord of Death. (1 Unit of War-Magi = 1 man)

Navy Type: N/A

Navy Units: N/A

Flight Type - N/A

Flight Units - N/A

Military Traits:

Black Iron and Dark Steel Forging (Superior Forging): The Cythrathi weapons are forged in an extraordinary manner comprising of Black Iron found deep in the mountain upon which their city is build and then imbued with parts of all four schools of magic so that the weapons and armour forged are stronger and deadlier while also allowing the bodies of those interred with their wargear to retain memories of how to wield them.

Masterful Cavalry: The Reavers and Blood Knights of the Cythrathi work as a cohesive unit, riding to war and dispatching their enemies better than most can even dream of.

Soldiers of the Line: The Black Guard the core of Cythrathi army outnumbering other parts of the Cythrathi army at least two to one, their formations are flawless and their shield walls are effective at warding off enemy archers and cavalry with ease.

Wizardry: Centuries of delving into the schools of magic have granted the Cythrathi nation a deep understanding of how the winds of sorcery blow across the lands, and have adapted to channelling it allowing them to imbue each body of the deceased with enough magic to call them back when war calls. - Elven Free Trait

Naval Traits: N/A

Flight Traits - N/A


Necromancy Traits:

Grave Guard (Animate Dead): Cause the dead interred within the Black Mausoleum to stride forth to war once as skeletal counter parts of their former life with the ability to follow only simple instructions. They command some of their former skills from their life, and are armed only with what they died with all the wargear which they used in life. - Human Free Trait

Legions of the Past (The Spirits hear my Call) (Requires Animate Dead trait): With the Grave Guard marching forth from the normal halls of the Black Mausoleum, the Blood Knights, Warlocks, Sorcerers of old ride forth from the Twilight Halls and Ebon Tower in times of need to grind the enemies of the Cythrathi into the dust, and should they be required in then even the Dreaded Nine can be called to war once more.

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)

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)

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 Traits - N/A

Elemental Magic Traits:

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)

Illusion Magic Traits:

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)

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)

Technology Traits: N/A

Racial Traits:

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

Humans:

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) - Free Human Racial Trait


Nation History:

Little of the Cythrathi are known to outsiders as since their founding they have often kept to themselves and trading with the near by nation of Esterwynne. What is known of this race of elves and men is that they leave on the furthest edge of the Kel'Karadorn mountains in their City-Fortress of Sorrowfall and that the nation itself was founded by Emperor Khyron Kalistarion the First the Grand-Father of the current Emperor: Khyron Kalistarion the Second, some two thousand years ago.

Sorrowfall is a place of dedicated to the dead that are interred deep within the mountain that it occupies with the halls and catacombs built within it known as the Black Mausoleum with the only buildings of this great burial ground that are not dug into the mountain being the Ebon Tower where all the nations great mages learn the necromantic arts and eventually are interred, and the Black Pyramid that forms the artificial peak of the mountain where only the royal family can be buried with their loyal retainers.

What is known of the Cythrathi is that the elves that life in Sorrowfall are very much the ruling class and elite troops of the nation with humans seemingly more content on farming what land there is outside of the Mountain-City and joining the Black Guard to earn their places in the Great Mausoleum to protect their homes even in death. The Cythrathi are some of the greatest practitioners of Death and Necromantic magic in the known world with their entire culture and religion based around calling back ancient warriors to fight once more for the Emperor and Sorrowfall.

More to come at later dates when I think of more to add.

MILITARY:

Army:

110 Black Guard Units: 2750 Men
20 Reaver Units: 1000 Elves
20 Blood Knight Units: 200 Elves
20 Warlock Units: 400 Elves
21 Sorcerer Units: 21 Elves
The Loremasters: 4 Elves
The Hand: 5 Elves.
Total: 200 Professional Units (4580)

Navy: - N/A

Airforce: N/A
 

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@LordNecross: I really like the Pale Dominion. I should point out that you actually have 2 more Trait Points, as while you have 21 now, 2 of those are free thanks to your Races. Apart from that it all looks good and I like all the fluff for it.

@Bone2pick: Your traits are good to go now! Thanks for fixing that. And the Military Units look good as well. My only point is if you could list the number of units as well as how many there are. I know you've already done it but it would make it easier for me to consult. Thanks!
I think you miscounted. I already marked the traits I added because of my Races. Also the Lesser and Greater Earth and Air Magic is written next to each other, that may have thrown off your count.
 

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Strange. A Second Necromancer Civ so soon.

Kinda Sad your mages beat mine out :( Cause your Elven High Mages, giving you one more boost than mine.
 

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I've been working on the idea's for this civ since before the recruitment thread went up, im still working on their overall lore but its taking awhile.
 
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