The dusts of battle kicked and riled, choking and blinding the warriors. It had not the chance to rest - ever scattered, blurring the visions of many within the war-torn continent. And yet, there are individuals who clearly witness their names carved into glory, into fame, into the very records to be kept and remembered. Nations have risen and fallen, borders blurred, but the ever rising flames of battle has steel and fangs sharpened - all in the hopes of unifying a chaotic continent under a single banner - all in the hopes of being the supreme ruler of the great continent of Vinheim.
Will you be forgotten and tread upon in the dusts of battle, or will you leave your name in the hearts of warriors?
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Welcome, this is the first nation RP I have created and I plan to reboot it due to inactivity in the older version.
The premise of this Nation RP will be within a Fantasy Medieval era, and sadly will not involve any sort of sorcery or magic. However, the choice of playing as any fantasy race will be available. I am not fussy regarding the issue of race, so you may design your own race as long as I have given it a good look for balancing purposes.
You may play as TWO roles in this RP – as a Sovereign Ruler, or as a Famed General.
Nation Details
Nation Name:
Your Nation/Faction name here.
Nation’s Major Race:
Human, Elves, Dwarves, or your own unique race. Describe it and I’ll be the judge.
Racial Advantages:
Racial Disadvantages:
Refer to the Racial Dis/Advantages tab in the Information Tabs section below. If you are designing a unique race, I will assign a new set of Dis/Advantages for your design.
Nation Specialty:
What is your nation special for? Logistics which aids in movement of troops across the lands? Are they proficient warriors of the sea? How about an army which is famous for their cavalry? Or generally a farming nation whereby food stocks will never run low regardless of how long a war campaign may have lasted? You may choose one. This will affect your entire nation universally.
Geography:
Describe the terrain surrounding your nation. You will be given one Capital and two minor cities in the start with an affixed number of population. It is advised to design the geography around your Capital to be as geographically advantages to yourself as possible, as it may be your final bastion if you were to be in a streak of bad luck.
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Sovereign Details
Sovereign Name:
The name of your character, feel free to include a Title if available
Sovereign Age:
How old has your character lived?
Sovereign Gender:
Self-explanatory.
Appearance:
How does your character look like? Picture(s) and a few sentences please.
Family:
Any family, wives, children, parents alive?
Biography:
How did he ascend to power, through rights of blood as a ruler or through the support of the general populace?
Skills and Proficiency:
You have 12 points to spend on raising your selected skills and proficiency. This determines how well you may do in a Duel against other generals and how well you can lead an army based on your selected weapon proficiency. As you enter the battlefield, or by GM-events, you will gain points for future use within the RP to induce growth
For every proficiency level, you will firstly need to purchase the previous levels before you can purchase the next levels. For example, to get Lv2 Sword Proficiency, you will need a total of 6 points. 2 points from purchasing Lv1, then 4 points from purchasing Lv2.
Axes and maces falls under the Sword proficiency category - as the employment and usage is similar, only it's effectiveness varies depending on what it is used against.
Custom Arms are special weapons which do not fall within the Sword, Spear or Bow category, and are only wieldable by the owner. Each and every Custom Arms are usually unique, unless it is of similar origin. Investing only into Custom Arms will severely limit your flexibility in battle, in the case if you are disarmed, or your weapon destroyed. But that also means that your opponent cannot use your own weapon against you, nor will they understand how it works. Each Custom Arm proficiency is limited to only ONE weapon choice. If you decide to have two custom weapon-types, you will need to invest on another set of Custom Arm proficiency.
Shield mastery determines how well you understand the use of a shield, which greatly increases your chances of deflecting blows and allows you to use it even for offensive purposes on higher levels. It provides increased defence against ranged attacks.
Armor mastery determines how well you understand the strengths and weaknesses of the armour you wear, allowing you to know which blows to dodge and to take without suffering any injuries at all. It provides increased defence against melee attacks.
Riding: Lv1 (6p) Lv2 (12p) Lv3 (18p)
Level 1 allows you to be able to ride a mount. Having a better riding mastery allows your character to manoeuvre his/her mount with extreme skill, easily shaking off pursuers or even catching up to routed enemies. To be able to ride aggressive and dangerous mounts, you will require to have at least Lv2 riding
There will be no proficiency levels for tactics as it is dependent on the writers/players capability to write. This of course, includes character charm and leadership qualities as well.
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Nation Army Details
Be creative in this part. You may have 5 different tiers of units but in the start, you will be only allowed the use of up to tier 2 units. Within each tier, you can only design 3 unit types. As the RP progresses, you will be able to unlock more unit tiers by controlling more settlements.
Each tier has a set amount of proficiency points whereby you could choose to invest into. The proficiency points will roughly determine the equipment that they will have as well:
Tier1: You have 8 points to invest
Tier2: You have 12 points to invest
Tier3: You have 16 points to invest
Tier4: You have 22 points to invest
Tier5: You have 30 points to invest
Proficiency Tables:
A unit proficiency level determines how well they are trained to use the specific equipment and how well they act when attempting to pull off a specific weapon-based formation/tactical manoeuvres.
For every proficiency level, you will firstly need to purchase the previous levels before you can purchase the next levels. For example, to get Lv2 Sword Proficiency, you will need a total of 6 points. 2 points from purchasing Lv1, then 4 points from purchasing Lv2.
Special traits are basically physical buffs which are up to the player’s choice of designation. It could be stealth, absurd strength, agility or anything that the player can think of. Of course, I will have the last say to avoid RP-balance breaking. Choose this if the rest of the traits aren’t desirable for your unit design.
Special Traits 2: Lv1 (6p)
Just in case 1 special trait isn’t enough, you can have 2!
(Closed)
Players who are applying for a position as a Sovereign must be aware that the entire RP will revolve around you. Therefore, you must be active enough if you are aiming for a slot. You will mostly be involved in diplomacy and in certain cases, leading your army. The advantage of being able to get a slot as a Sovereign Ruler however, will be the ability to create your own nation from scratch. You will be designing your race, army, tradition, culture and even designate a nation speciality to stand out from adversary nations. As the head of your nation, your Ruler cannot charge into battle recklessly. Therefore, you must seek the services of esteemed champions scattered throughout the lands of Vinheim, as they possess a higher aptitude in battles than you. Entrust your loyal vassals with your army and decimate your opponents. However, be wary of an open rebellion if you entrust a little too much to one particular General. After all, they are individuals with no ties to one nation. Regardless of whatever decisions you make, your goal is to unify the continent under your banner through any means necessary.
Name:
The name of your character
Age:
How old has your character lived?
Gender:
Self-explanatory.
Appearance:
How does your character look like? Pictures and a few sentences please.
Race:
Human, Elf, Dwarf, or your own unique race. Describe it and I’ll be the judge.
Racial Advantages:
Racial Disadvantages:
Refer to the Racial Dis/Advantages tab in the Information Tabs section below. If you are designing a unique race, I will assign a new set of Dis/Advantages for your design.
Allegiance:
Have you sworn your sword to serve a Ruler yet? If so, to whom did you entrust your sword and your strength to? If not, you are merely a wandering warrior.
Biography:
Every famous general has an equally famous back story. What’s your character’s most eventful story which propelled him/her to fame - catching the attention of the Sovereign Rulers?
Signature Weapon:
Accompanying you to battle would be your most trusted companion, what is the name and type of your weapon? Describe it!
Skills and Proficiency:
You have 14 points to spend on raising your selected skills and proficiency. This determines how well you may do in a Duel against other generals and how well you can lead an army based on your selected weapon proficiency. As you enter the battlefield, or by GM-events, you will gain points for future use within the RP to induce growth
For every proficiency level, you will firstly need to purchase the previous levels before you can purchase the next levels. For example, to get Lv2 Sword Proficiency, you will need a total of 6 points. 2 points from purchasing Lv1, then 4 points from purchasing Lv2.
Axes and maces falls under the Sword proficiency category - as the employment and usage is similar, only it's effectiveness varies depending on what it is used against.
Custom Arms are special weapons which do not fall within the Sword, Spear or Bow category, and are only wieldable by the owner. Each and every Custom Arms are usually unique, unless it is of similar origin. Investing only into Custom Arms will severely limit your flexibility in battle, in the case if you are disarmed, or your weapon destroyed. But that also means that your opponent cannot use your own weapon against you, nor will they understand how it works. Each Custom Arm proficiency is limited to only ONE weapon choice. If you decide to have two custom weapon-types, you will need to invest on another set of Custom Arm proficiency.
Shield mastery determines how well you understand the use of a shield, which greatly increases your chances of deflecting blows and allows you to use it even for offensive purposes on higher levels. It provides increased defence against ranged attacks.
Armor mastery determines how well you understand the strengths and weaknesses of the armour you wear, allowing you to know which blows to dodge and to take without suffering any injuries at all. It provides increased defence against melee attacks.
Riding: Lv1 (6p) Lv2 (12p) Lv3 (18p)
Level 1 allows you to be able to ride a mount. Having a better riding mastery allows your character to manoeuvre his/her mount with extreme skill, easily shaking off pursuers or even catching up to routed enemies. To be able to ride aggressive and dangerous mounts, you will require to have at least Lv2 Riding.
Special Traits: Lv1 (6p) Lv2 (12p) Lv3(18p)
Special traits are basically physical or ability buffs which are up to the player’s choice of designation. It could be stealth, absurd strength, agility or anything that the player can think of. Of course, I will have the last say to avoid RP-balance breaking. Choose this if the rest of the traits aren’t desirable for your character.
Special Traits 2: Lv1 (6p) Lv2 (12p)
Just in case 1 special trait isn’t enough, you can have 2!
There will be no proficiency levels for tactics as it is dependent on the writers/players capability to write. This of course, includes character charm and leadership qualities as well.
(Slots for a Famed General are ALWAYS OPEN, regardless of how far the RP has progressed)
You will have your hands full in fighting battles or guarding a border as requested by your Sovereign Ruler. You may play as a stalwart warrior, or an intellectual tactician/diplomat, or any character you wish. Make friends and enemies in the battlefield, as you engage in duels against skilled opponents, or lead your army and crush your opponents through sheer power and tactical wits. You may start out as a wandering warrior/scholar or already sworn allegiance to a Ruler. Regardless of how it is, your blade yearns the battlefield. However, if you seek more than just a name in the warring states of Vinhelm, you may choose to betray your ruler and start your own nation through an open rebellion. However, be wary that your decision may bring about your downfall, or even an end to your life.
Each Nation will be allotted one Capital district and two City districts to start with. You will also have 1000 points of Resource (Res), 10000 points of Food and a standing army of 400 Tier 1 men to start with. That means 200 men with 6000 Food will be assigned in the capital and 100 men with 2000 Food in each City.
The battles will be flexible, but closely monitored. I will flag any events which I deem improper or just plain impossible. There are a few numerical values which may seem to be daunting applied on the battlefield and your armies (weapon proficiency and the like), but please just take it as a guideline to roughly gauge the differences.
Diplomacy will have no guidelines, which means that you are free to plot, scheme, gang up on one another as you will.
Assigning a general and granting him/her one of your Settlements will give you a separate income. The separate income would be a Bonus Res of 20% from the settlement's Res income (after applying Bonuses from Traits which would affect the final income value) and will be automatically accredited into the Sovereign's treasury each turn for increased administrative proficiency.
However, assigning a general to your settlement will allow said general to possess full authority of the land. The General will then earn his own set of income and will manage everything related to that land him/herself; from army recruitment and maintenance to keeping the general populace happy and productive.
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You may tax your general for Res every turn from his own settlement income, if you fear rebellion or if you need the Res. However, it is the General's choice to pay and obey.
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Be wary of population morale. If it is low, you will suffer a penalty in production. Morale is dependant on your actions as their authority.
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Every Settlement will have their own storage building for Food, and as such - each Settlement will have an amount of Food depending on how much they have gathered throughout the RP. It is advised to transfer Food stocks from your protected Settlements into your Front-line Settlements as they will be using up most of the Food. As such, Supply Lines will be short and the distance Food Caravans need to travel will be shorter - making them less susceptible from being ambushed or robbed.
There is NO LIMIT to how much Food your settlement can store.
Capital:
Population: 10,000
Resource Income (per turn): 400 Res, 4000 Food
Recruits Available (per turn): 100
City:
Population: 4,000
Resource Income (per turn): 100 Res, 1000 Food
Recruits Available (per turn): 20
Cities may yeild the best Res income each turn, but it is no easy task to obtain one. They will have an extremely powerful standing army ready to fend off any potential invaders. You may choose to invade them through sheer power, or sway their hearts through diplomacy.
Town:
Population: 800 – 1,500
Resource Income (per turn): 60-80 Res, 800 Food
Recruits Available (per turn): 40
Towns generally offer more recruits than resource income, but they produce the least Food. They are useful if you lack numbers in recruitment to enlarge your army. They are slightly harder to annex, but will not pose much of a threat to your starting army.
Farming Village:
Population: 100 – 200
Resource Income (per turn): 10-20 Res, 1800 Food
Recruits Available (per turn): 5-10
Farming Villages usually consists of a settlement of a farming or a fishing community, therefore they will not be able to produce a high Res income. They are easily subdued, and easily provides your army with a high Food income. However, because of their low population, there will not be decent number of recruits available at all times.
There will be different races placed accordingly on every settlement. When you successfully annex a neutral settlement under your faction, you will be able to recruit them into your standing army. However, they will not enjoy your nation bonus, nor will they share your racial advantages or disadvantages as they will be following their own racial advantages and disadvantages according to the Racial Dis/Advantages tab.
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The final list of available races in the RP will change, and it is dependant on the Sovereign's race picks. The three Sovereign's race picks will determine the three most common races in the continent.
Banar'ri:
Adv
+20% to Recruit Income, only affects Banar'ri settlements
Enchantment/Seduction - Able to positively influence females, gaining a range of control over them. (It's capabilities are extremely limited and requires time to 'grow'. It is not as instantaneous as the High Nier, but it will potentially be stronger than the High Nier's potency the longer the victim is exposed - to the point of being 'enthralled'.)
Dis
+2 points required for each Lv of Riding
-20% to Food Income, only affects Banar'ri settlements
Clifflords:
Adv
-1 Sword points required per tier
Clifflord Physique (Able to use "Extremely Heavy Weapons," physical strength greatly augmented)
Dis
+2 points required for each Lv of Riding
Clifflord Physique (Food consumption Doubled)
Dwarves:
Adv
-1 point required for each Lv of Shield
-1 Day required to traverse through mountainous terrain.
+1 Proficiency of Main Weapon when engaging an enemy in combat in mountainous area. (Cannot be increased more than Lv5)
Dis
+1 point required for each Lv of Spear
Elves
Adv
-1 point for each level of of Bow.
-1 Day required to traverse through all terrains except on mountainous terrain.
+1 Proficiency of Main Weapon when engaging an enemy in combat in forested area. (Cannot be increased more than Lv5)
Dis
+1 point required for each Lv of Spear
+1 point required for each Lv of Shield
Humans:
Jack of all trades, no bonuses or penalties in proficiency.
Adv
Increased Res Income by 10% in each settlement you own.
Dis
Decreased Recruit availability by 10% in each settlement you own.
Nier:
Adv
+1 Lv in Custom Arms to all units; Natural Weapons
-1 Morale to opposing army when engaging the Nier in battle
The High Nier have an easier time dealing with male rulers and diplomats as they are strangely attractive. Negotiations with males have a huge tendency to be successful. (High Nier ONLY)
-1 to armor level when fighting the Nier underground
Dis
Riding Proficiency permanently removed from Nation Unit Design. Leadership over Mounted Units cannot be better than Lv0 proficiency.
The lower classes are not particularly intelligent, higher end tactics are difficult to use. (-1 to all Proficiency levels of the unit in terms of using stratagems)
+50% Food consumption.
S'laa:
Adv
-1 point required for each Lv of Bow
-1 Day when Sailing
+1 Proficiency of Main Weapon when engaging an enemy in combat in the Desert or at Sea. (Cannot be increased more than Lv5)
Dis
+1 point required for each Lv of Shield
+1 Day when Marching through Forests.
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Make sure to supply your marching company with sufficient Food to last them the entire campaign. You may replenish their food stocks via securing a Supply Line by sending Food Caravans if the campaign was unexpectedly prolonged.
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If the Supply Line is not properly guarded, Bandits or even neighbouring nations may jump to intercept your Food Caravan in order to tamper with your army.
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Unfed soldiers will lose Morale, and eventually Die or Desert the company. Hunger status will activate when the army has no food for 4 days. Every 3 days they stay in Hunger Status, 20% of total remaining Soldiers in the Company dies due to Death from Hunger and will suffer -1 Morale at the same time. They will not die all at the same time, because they will be scrounging for Food scraps along the way when resting - but will not be sufficiently nourishing to remove the Hunger Status.
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One way to remove the Hunger Status would be to lodge in a nearby settlement (Regardless of Allegiance) and feed on their Food stocks instead. However, the final decision to allow your company to lodge freely or not will be according to the decision of the Authority of said settlement. In that case, you can choose to 'temporarily occupy by force', 'negotiate', or even choose another settlement to request Lodging.
Soldiers on the March.
Tier 1:
Consumes 1 Food every day.
Tier 2:
Consumes 1 Food every day.
Tier 3:
Consumes 1 Food every day.
Tier 4:
Consumes 2 Food every day.
Tier 5:
Consumes 2 Food every day.
Soldiers Stationed in your own Settlements.
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Your Soldiers will automatically consume Food from your settlement's Food Stocks. However, unfed Soldiers will ONLY lose morale and eventually desert your army to rejoin their families, or change profession. Hunger status will activate when your Soldiers has no food for 4 days. -1 Morale every 3 days they stay in Hunger Status.
Tier 1:
Consumes 1 Food every 6 days.
Tier 2:
Consumes 1 Food every 6 days.
Tier 3:
Consumes 1 Food every 6 days.
Tier 4:
Consumes 2 Food every 6 days.
Tier 5:
Consumes 2 Food every 6 days.
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The level of proficiency is a vague reflection of how much training and experience said unit has received in that particular field. It may, or may not determine the equipment they will field in battle. Equipping your lower-tiered infantry with extremely powerful equipment does not mean that they are proficient enough in handling them, as such it is not advised. Here's a rough estimate on what does each level signifies;
I do not want players to go about min-maxing their unit design, which is why each tier has very limited points to assign about. The unit will be designed either as a jack of all trades - master of none, or a very specialized unit. You cannot achieve two masteries, since you are merely a normal NPC soldier. After all, the greater talents are played by Famed Generals.
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If your nation cannot sustain the maintenance cost of your army, the morale will drop, and eventually desertion will occur.
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Each battle won will grant 2 points worth of exp, while losing a battle will only grant 1 point.
Tier 1:
Maintenance Cost per head: 1 Res
4 exp needed to advance to the next tier.
Tier 2:
Maintenance Cost per head: 1.5 Res
4 exp needed to advance to the next tier. (8 total, inclusive of previous tiers)
Tier 3:
Maintenance Cost per head: 2 Res
4 exp needed to advance to the next tier. (12 total, inclusive of previous tiers)
Tier 4:
Maintenance Cost per head: 2.5 Res
6 exp needed to advance to the next tier. (18 total, inclusive of previous tiers)
Tier 5:
Maintenance Cost per head: 3 Res
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Every Company will have a Unit Morale Gauge. It has 5 points as the highest. If it drops to 2 points or less, desertion will begin to occur.
Unit Morale will decrease on a few factors, eventually leading to desertion. Other means of Morale drop are also explained in the Food tab.
- If the leading General is defeated in a Duel, the army he leads will suffer a huge blow to Morale. (-3 points)
- Suffered a devastating defeat, whereby more than 70% of the army is decimated. (-2 points)
- If the unit is not paid (Nation lacking RP for maintenance costs), Morale will decrease. (-2 points per turn)
- Refusing a Challenge of Duel by opposing General. (-1 point)
Increasing unit Morale is flexible and is up to the player's creativity. Of course, I will flag any actions which I deem inappropriate.
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You may share the maintenance cost of your army with your generals who have their individual income. As long as the soldiers are paid, they will continue their services.
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Every company will have 50-100 men, depending on your design. They will share the same exp bar. You may only mobilize your infantry when they are assigned into a company.
Due to confusion which may occur if every unit’s exp bar is different, you may assign fresh recruits into an existing Company to replenish the empty spots. The new recruits will then share the same amount of exp as the rest of the men in the same company, as the veterans will share their knowledge in the battlefield with the new recruits.
You may only assign units of the same tier into one company. The unit type however, is not restricted and you may mix and match.
You cannot reassign and shift your units who are already assigned in a company around from one company to another. To do so, you will require to disband your company. When a company is disbanded, all exp gained in battles will be reset to 0, but they will remain the same tier as they were.
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Every Game Turn is roughly 30 days in the Role Play. I as the GM will determine the length of every turn and will notify all the players with a GM post.
Traversing from one settlement to another will be roughly 7 days (If they are neighbouring each other). If you are on a mount, it will take roughly 5 days. Food Caravans moves the slowest in the game, and will take 10 days from one settlement to a neighbouring settlement. They are easily intercepted by Fast-moving units - such as Mounted Raiders. You can hasten your journey through expense of morale if you have your unit 'Move without Resting'. For ambassadors or envoys, chances of them ambushed and killed by bandits or robbed on their way will increase. But, it will shorten your journey by a total of 2 days for both mounted and non-mounted. This movement system applies to all units; generals, sovereigns, troops, scouts and envoys. Food Caravans however, cannot be rushed in any manner.
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When 4 NPC port settlements are captured (worldwide), Tier 1 ships are unlocked for all.
When 12 NPC port settlements are captured, Tier 2 ships are unlocked for all.
When 20 NPC port settlements are captured, Tier 3 ships are unlocked for all.
(Your Starter Port-Cities will not be counted into the requirement. There are a total of 24 NPC Port Settlements in game)
Infantry in Ships will consume food similar to the rate when they are stationed in Settlements - every 6 days.
Only ships sized Small can access River Routes.
Due to the pollution from the ancient Clifflords which created the Barrenlands - the river systems in the area are extremely polluted. Imminent death awaits for those who dares to take a swim in treacherous and noxious waters.
Naval Combat are determined by the Proficiency of the units assigned to the ships.
Bow Proficiency; Determines the proficiency of the Garrisoned Archers and the usage of Cannons
Riding Proficiency; Determines the Ramming accuracy of the vessel
Sword/Spear/Armor/Shield Proficiency; Determines how good your ship crew are in close quarters combat during Boarding
T1:
Unnamed; Requires at least 15 to man the ship.
Size: Small - Medium
Speed: Slow (Takes 8 days from Port to Port)
Cargo Capacity: 2000 points. (Infantry takes up 5 points inclusive of their Mounts, Food takes up 1 point)
Combat Capability: Melee only (By Ramming or by Boarding)
Cost of Construction: 100
T2:
Unnamed; Requires at least 30 to man the ship.
Size: Medium
Speed: Slow (Takes 8 days from Port to Port)
Cargo Capacity: 3500 points. (Infantry takes up 5 points inclusive of their Mounts, Food takes up 1 point)
Combat Capability: Melee only (By Ramming or by Boarding)
Cost of Construction: 150
T3:
Unnamed; Requires at least 50 to man the ship.
Size: Medium - Large
Speed: Moderate (Takes 7 days from Port to Port)
Cargo Capacity: 5000 points. (Infantry takes up 5 points inclusive of their Mounts, Food takes up 1 point)
Combat Capability: Can be garrisoned by Archers or Ranged Units. Melee Capable as well (By Ramming or by Boarding)
Cost of Construction: 200
T1:
Unnamed; Requires at least 10 to man the ship.
Size: Small
Speed: Fast (Takes 6 days from Port to Port)
Cargo Capacity: 500 points. (Infantry takes up 5 points inclusive of their Mounts, Food takes up 1 point)
Combat Capability: Can be garrisoned by Archers or Ranged Units. Melee Capable as well (Boarding only, unable to Ram)
Cost of Construction: 120
T2:
Unnamed; Requires at least 20 to man the ship.
Size: Small - Medium
Speed: Fast (Takes 6 days from Port to Port)
Cargo Capacity: 750 points. (Infantry takes up 5 points inclusive of their Mounts, Food takes up 1 point)
Combat Capability: Can be garrisoned by Archers or Ranged Units. Melee Capable as well (Boarding only, unable to Ram)
Cost of Construction: 160
T3:
Unnamed; Requires at least 30 to man the ship.
Size: Medium
Speed: Fastest (Takes 5 days from Port to Port)
Cargo Capacity: 875 points. (Infantry takes up 5 points inclusive of their Mounts, Food takes up 1 point)
Combat Capability: Can be garrisoned by Archers or Ranged Units and has 6 Cannons. Melee Capable as well (By Ramming or by Boarding)
Cost of Construction: 210
T1:
Unnamed; Requires at least 30 to man the ship.
Size: Medium
Speed: Slow (Takes 8 days from Port to Port)
Cargo Capacity: 1000 points. (Infantry takes up 5 points inclusive of their Mounts, Food takes up 1 point)
Combat Capability: Can be garrisoned by Archers or Ranged Units and has 6 Cannons. Melee Capable as well (By Ramming or by Boarding)
Cost of Construction: 200
T2:
Unnamed; Requires at least 60 to man the ship.
Size: Medium - Large
Speed: Slow (Takes 8 days from Port to Port)
Cargo Capacity: 1400 points. (Infantry takes up 5 points inclusive of their Mounts, Food takes up 1 point)
Combat Capability: Can be garrisoned by Archers or Ranged Units and has 10 Cannons. Melee Capable as well (By Ramming or by Boarding)
Cost of Construction: 250
T3:
Unnamed; Requires at least 100 to man the ship.
Size: Large
Speed: Slowest (Takes 9 days from Port to Port)
Cargo Capacity: 2000 points. (Infantry takes up 5 points inclusive of their Mounts, Food takes up 1 point)
Combat Capability: Can be garrisoned by Archers or Ranged Units and has 16 Cannons. Melee Capable as well (By Ramming or by Boarding)
Cost of Construction: 300
Note: The information are bound to be updated and changed accordingly if necessary
Still a work in progress though more is completed than was done earlier. :)
Nation Name: Kniel-sis
Nation’s Major Race:
Nierslin- The Nierslin are a race that are possessed of many peculiar traits. In particular there are many divisions within the race itself that are obvious upon a physical examination. The most significant of these different divisions within the race is that of the High Nier. The High Nier could be described as the only true members of the Nierslin race as they are the only truly sentient individuals in the race as a whole. The High Nier are physically similar to humanity and other humanoid races in certain respects, particularly the region above the waist, however there are substantial differences even there. Their hands are seemingly far more delicate than humans and other humanoid races though the fingers are tipped with long slightly serrated looking nails or perhaps claws. Their skin color is also inhumanely pale though there is still pigmentation to it. They have similarly to the Vialie though there is no relation tendrils that resemble hair and are faded silvery grey or white in color. Their eyes are large and entirely black, having no visible iris to them. Typically their faces are regarded as eerily attractive and are fair to look upon by humans and other humanoid races. The entirety of the upper half of their bodies look more delicate than humanity and most similar races. It is in the lower half of their body that they differ the most from other races. Below what would be considered the waist they do not have the legs of humanity, rather they each possess 6 long tentacle like appendages. These appendages are each approximately 12 feet in length factoring in the length of the portions that are used to elevate a High Nier to it's normal standing height of 7 feet, doing so leaves approximately 8 feet of each of their appendages free to facilitate movement. It is possible for them to rear up to significantly higher heights up to approximately 12 feet after which point further reductions to the length on the ground will make them unbalanced and at risk of falling. The High Nier are monogendered but could truly be considered gender-less as the concept of male and female means nothing to them. Despite this they often are considered female as apparently they look feminine. They are capable of implanting larvae into living creatures that will eventually eat their way out. Provided they are fed they will eventually grow into either other members of the High Nier or members of the lesser Nierslin who serve. High Nier can control what manner of larvae they create, and can influence them resulting in a control over what manner of Nierslin is born. In a time of crisis perhaps more of the larvae released would grow to be soldiers for example.
The Lesser Nier are both far more numerous and far more varied then their overlords. While it could be said that they were not truly sentient such would not be strictly correct though they do have very little independent thought. Though they all differ in appearance there is a constant in that all of the Nierslin do retain the same number of limbs. 6 limbs below and 2 limbs above. The Lesser Nier also were all created for a specific purpose and as such are most skilled at that purpose. Some examples are below.
Servitors- Servitors are the smallest of the Nierslin at only 4 feet in hieght and bear a great deal of resemblance to insects. Their 6 lower legs are spindly and much like a spiders. Rather than a proper or humanoid torso the Servitors have a spherical mass that their lower limbs and upper limbs join to. Atop the first spherical mass that makes up the primary portion of the servirtors body is a second section, this section is the head and is something of a cross between a praying mantis' head and a human's. Thier arms similarly are similar to an insects but do also ressemble human arms, they are tripple jointed and the hands end in long many segmented fingers. The Servitor's skin is a faded tan color, that is a very pale shadow of brown. Servitors are bred to be servants as the name implies, they perform menial labor and general tasks for the High Nier and are regarded as one of the less intelligent of the lesser Nier castes.
Soldiers/Warriors- Warrior or soldier Nier are substancially larger at 6 feet tall and far more solid than the spindly Servitors. There is also a more human cast to their body region. Their limbs are organized in the same format as the servitors but are substancially more dense. They also have a coat of thin natural chitinous armor that covers their bodies. Each of the lower limbs has a pointed spike at the base rather than the more flexible gripping appendage that adorns Servitor feet. The upper limbs are also notably more weaponized, each of the 5 fingers on their hands are tipped with two inch long claws and the place where their upper limbs join the main body have a spike that emerges pointing upwards. Soldiers/Warriors are bred for combat and as such are far more well suited for it than other things. This does not mean they are born instictively knowing how to fight, such still must be learned. There are normally very few Soldier/warrior Nier by comparison to the others as they are only needed for war and combat. Soldiers are typically more intillegent than servitors as they need to be, but still are no great geniuses. The exact details of a soldier/warrior Nier's weapons depend on what one is bred to do.
Builders- Builders make both Soldiers and Servitors look like lightwieghts, these are very large and bulky, appearing the most insect like of the lesser Nier. They altogether lack any form of humanoid features. Builders are as one might expect bred for the purpose of extreme manual labor as well as construction. While they possess great strength their intelligence is inferior to even that of the servitors and they require detailed instructions to perform all but the simplest tasks. Their bodies are also fully coated in a layer of chitin to protect against the rigours of their typical activities. Two of their lower limbs end in spade like tips that can be used and once were used for tunnelling. Builders are slate grey in color.
Caretakers- Caretakers are actually nearly immobile and are only normally found in the birthing areas of a settlement. Their six lower limbs are short and stumpy, making any more than a waddle difficult for them. The Caretaker has a single function which is to eat and break down food which is then regurgitated to feed the larvae after they eat their way free of thier hosts. They are large pale blobs with a clearly visible head that is also a cross between something similar to praying mantis and a humans, the pincers are more notable as the mouth has remained insectlike to facilitate eating. Caretakers are little more than animals but they serve their function. Their arms are also rather short and stunted, barely able to lift food to their own mouths.
Sentinels- So rare as to be nearly nonexistent in today's Nierslin populations the Sentinels are the one exception to the rule that dictates lesser Nier are stupid and fundamentally inferior to their High Nier overlords. Sentinels owe their rarity to several factors, firstly that while a High Nier can in theory birth an endless supply of larva the effort required to create a sentinel larva is exhausting and draining, secondly due to their ancient purpose, the Sentinel was to be the constant escort and bodyguard of the High Nier who had birthed it. Sentinels differ from all Nier, including the high Nier in their possession of a different system of appendages, rather than the two limbs above and 6 limbs below the Sentinels have four limbs below and four above, two of these limbs are in fact wings that look vaguely similar to those of a grasshopper and are able to be folded up against the body. Sentinels also appear disturbingly human in their upper half with the exception of their insectile chitinous skin and the fact that their jaws resemble insects, rendering them as most lesser Nier incapable of speaking languages other than the base language of the Nier. The two upper limbs of the Sentinels are tipped with impressive scything blades which can retract and extend when needed, when they are retracted the sentinels possess dexterous hands on the order of a servitor but far stronger. The four lower limbs of a Sentinel are well suited for combat and tipped with the spike like tips that are so common to the soldier Nier. Sentinels also have a unique coloration as they are dull gold in color for the most part, with some white mellowing it as well. This causes them to literally glow in light to a small extent and they are the only flying things the High Nier are willing to tolerate as they spread the source even if inefficiently.
Racial history:
The Nierslin once lived in a far less elevated state then that in which they currently dwell. Many aeons ago they were primitive creatures that barely sentient themselves dwelt deep beneath the surface of the earth in massive tunnel complexes. With no knowledge of a world above the Nierslin never even considered the possibility of digging upwards. They existed in a state of savagery where even those who would be known as the High Nier who ruled over the semi sentient masses were primitive and backwards with little of the culture they currently exhibit. But this long state of isolation beneath the earth would ultimately change when something found them.
"We existed, but were not truly alive. In foolishness we believed ourselves masters of our world never knowing what we lacked. We spawned hosts of lesser kin in the darkness for endless battle and were marching to our dooms to buy years of life. Then they came. They broke into our world, these giants of metal, emissaries of light. Awe and terror filled us and for the first time our differences were no more, unified were we in our shock. The others wished to fight, to strike against the intruders, but I convinced them, we had never seen such things before. I went to these intruders, these great beings from above. I spoke but they did not understand, they spoke and I did not understand, their own holy words too pure for me to know. They showed me wonders that I cannot describe, the light that gleamed from a thousand fires flickering against the metals, others of their kind as well, these great emissaries of the light. They raised me up from the depths and I beheld the truth of our misery. They showed me the surface and light blinded me but it was pure and in time I beheld the wonder of the world. For a time I stayed with them and much I learned, the holy speech of light, the knowledge of what we must become. Many gifts they gave seeing my love of the light, a crown that reflected the brilliance of the source and a rod that once glowed alone. The light of the source was strong and these giants of metal, these emissaries of the light prepared me to return to my people so that I could show them the truth. But before I could the brilliant light of the source darkened in a flap of wings. I beheld the true evil which blots out light, beasts that glide above with great wings. They descend to fight the light but the light was strong and the dark winged ones cast back. I returned to our world bringing the holy truth and showed the way."
Radiance Qiuslia, The tale of the begining.
The intruders into their underground world were the beings known to the rest of the world as the Clifflords. They taught the Nierslin of many things, showing them that there could be civilization and revealing to them that there was in fact a world above, a world that the High Nier decided they wanted to embrace.
"I brought their light down to guide and many embraced the light. But our unity was broken, some prefer the dark, to depths and dark corners of our world they retreat. I weep for I could not bring the light of the great emissaries, the giants of metal, the light of the source to them. They faded to darkness and the darkness reclaimed them. The brilliance of the source filled our world and I beheld wonders of our own. Walls around and above and below reflect the source as their gifts to me did. Joy filled me and I showed them the place, they were pleased and their holy words of praise echoed forth."
Radiance Quislia, The tale of the begining
Racial Advantages:
*Natural weapons 1 free level of custom arms specifically labled Natural weapons.
*Fear factor, the Nier have elements that make them intimidating in combat. (-1 Morale when engaging the Nier in battle)
*The High Nier have an easier time dealing with male rulers and diplomats as they are strangely attractive. (RP-ers and NPC of male characters must obey this rule (Unless their sexuality is...) - similar to the Banar'ri. Dealings with males have a huge tendency to be successful.)
*Fighting the Nier beneath the earth is difficult and attempting to do so causes substancial risk for those who did not evolve suitable to it. (-1 to armor level when fighting the Nier underground)
Racial Disadvantages:
*It is utterly impossible for the Nierslin to actually use mounted combat. (Your nation will lose the Riding proficiency permanently from any unit design - therefore your Sovereign or any Nier Generals will not be able to command Mounted units as effectively in the case if they were able to possess any in the future.)
*The lower classes are not particularly intelligent, higher end tactics are difficult to use. (As proficiency dictates how well the units perform in terms of Martial Skill and Capability to Perform Stratagems, -1 level to all proficiencies only on the Capability to Perform Stratagems side. Martial Skill however, will be retained. For example, Nier A has Lv2 Spear Proficiency; Martial Skill = Lv2 Spear, Spear Charge formation = Lv1 Spear. It affects ONLY the lower class Nier) Note: Last part may be changed depending on your next few unit tier designs.
*They need high amounts of food. (Food costs are 1.5 of normal)
Nation Specialty: Due to the effective centralized rule of the High Nier of Kniel-sis the numbers of the various lesser nier can be controlled to an increased degree. This allows them to produce specialized units which are more capable at the tasks that need to be done, when they need to be done. Every turn Kniel-sis will recieve one of the following a bonus of 10% to recruits gained that turn, a bonus of 10% to food produced that turn, or a bonus of 10% rp produced that turn.
Geography: Kniel-sis is located close to where the ancient Clifflords once dwelt. It is a land of primarly composed of rolling hills that are occassionally split by chasms and crevices. Despite this the land is fairly fertile and capable of providing enough crops and livestock to allow for the Nierslin to both reproduce and comsume sustenance comfortably. Though there are certainly uncomfortable times and bad luck can lead to shortages. The cities of Kniel-sis are constructed on top of great artificial mounds that were raised prior to the building of the cities. These mounds hold networks of tunnels and chambers that contain things that the civilized High Nier would like to pretend did not exist such as the birthing chambers among other things. As for the cities themselves they are rather impressive if in an alien way. Much of the architecture appears to have organic roots and many of the walls and such are curved and have lines and grooves to make them look and feel more natural. Rooms and hallways are often curved to make them feel more natural, and the roofs of rooms that are not underneath others are typically domed when possible. The capital of Nirlsis is centrally located with the other two cities of Lielsis and Scricis being arround it in a cluster of sorts.
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Sovereign Details
Sovereign Name: Radiance Quiria II
Sovereign Age: 116. As the High Nier can live for three to four hundred years 'she' is still rather young.
Sovereign Gender: Like all high Nier Quiria does not technically have gender, though also like all high Nier most people would consider Quiria female.
Quiria bears the ancient crown and scepter of the Nierlsin people as well as wearing the traditionally ornate garments. With an understanding of how certain aspects of their form are viewed as detestable by others the High Nier have long dressed in such a fashion that at least to an extent hides their lower limbs. The robes in the picture if extended in length would be a suitable example of this. The crown and scepter 'she' bears are ancient artifacts that were once given to the Nierslin as a gift by the Clifflords, made of the same metal that suppossedly could never lose its form or edge.
Family:While the High Nier lack a traditional family they do have fairly close bonds with each other and Quiria has many close confidants. Should 'she' have the misfortune to suffer an untimely death there is as there has always been a plan for succession. Like all who ascend to the throne and title of Radiance Quiria spawned another of the High Nier immediately after. That member of the race, Lisrael will ascend should Quiria die and has been groomed for ascension just as Quiria once was.
Biography: Quiria is relatively young and has not spent a particularly long time on the throne or held the title of Radiance for very long only a short 16 years. 'She' was groomed for the role of Radiance since 'she' was spawned by the previous Radiance. Quiria is as of yet a fairly unknown quantity in the world as 'her' ambitions or agenda have not yet been revealed as 'she' only recently by High Nier standards came into the title and duty of ruling.
Skills and Proficiency:
Sword: Lv1 (2p)
Spear:
Bow: Lv1 (2p)
Custom Arms: Lv1 (Natural weapons)
Shield:
Armor: Lv1 (2p)
Riding: N/A
Special Traits: Lv1 (6p) Sword Dance- The art of using more than two blades and wielding them with the lower appendages as well as the upper is difficult to learn and allows for the wielding of multiple weapons. The sword dance also exemplifies grace of movement and manueverability, taking advantage of the natural flexibility of the High Nier and the range that their lower tencle like limbs can have. Further levels of sword dance will increase the number of swords which can be wielded effectively. (+1 Sword Proficiency and -1 Skill Proficiency of the opponent's Main Weapon. Next level of Sword Dance, +2 Sword Proficiency and -1 Skill Proficiency of the opponent's Main Weapon)
Special Traits 2:
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Nation Army Details
Be creative in this part. You may have 5 different tiers of units but in the start, you will be only allowed the use of up to tier 2 units. Within each tier, you can only design 3 unit types. As the RP progresses, you will be able to unlock more unit tiers by controlling more settlements.
Each tier has a set amount of proficiency points whereby you could choose to invest into. The proficiency points will roughly determine the equipment that they will have as well:
Tier1: You have 8 points to invest
Tier2: You have 12 points to invest
Tier3: You have 16 points to invest
Tier4: You have 22 points to invest
Tier5: You have 30 points to invest
Servitor Archers- While servitors are poorly suited for combat and have very little natural armor they do possess appropriate appendages to make use of a bow and arrow. As with all Nierslin they do have natural weapons, but the servitor's weapons are feebly being primarily their jaws. These levies are poorly trained for combat and rarely employed unless there is a dire shortage in warrior/solider nier.
Bow: Lv2 (4p)
Custom Arms: Lv1 (2p) Natural weapons
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Militarized Builders- Similarly to the Servitors Archers, the builders are rarely employed militarily unless there is a shortage in Warrior/soldier nier. However the builders can be disturbingly effective as their size and strength as well as natural armor gives them a formidible capacity to cause damage. Further their ability to tunnel means that they can pop up in undexpected places on the battlefield. Despite these uses the builders remain stupid and it is difficult to use them effectively without very specific instructions, similarly sudden changes in events on the battlefield can leave these units exposed. Their trowel like diggling claws can be used as clubs as well.
Custom Arms: Lv1 (2p) Natural weapons
Armor: Lv1 (2p)
Special Traits: Lv1 (6p)- Tunnelling. Militarized Builders are capable of burying themselves into the ground or tunneling around beneath it. While this is of little use in a single battle, for sieges and long engagements this ability can be remarkably effective. Further levels will increase the speed of their digging, allowing them to possibly be useful for their tunneling in a shorter battle situations.
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Spawnling Soldiers- Undeveloped soldier or warrior nier. Again rarely employed when more developed soldier or warrior nier are available they are nonetheless more effective than the servitors or builders enlisted into combat. Spawnling Soldiers are not fully developed, their armor has not fully hardened and whatever weapon appendage they are going to grow is as yet unformed. As such while they have the disturbing shredding long claws of the Nier and the spear points on their legs they do not yet have the terrifying natural weapons that the Nier are known for. Despite this, fear is often regarded as a tangible force when fighting the soldier nier even of such a low level as they are apparently terrifyingly alien.
Spear: Lv1 (2p) While having the spear like lower limbs is a definitive part of all soldier nier using them as weapons takes time and training, these spawnling soldiers are poorly trained and not fully developed so their skills are not particularly impressive.
Servitor Archers- While servitors remain poorly suited for combat, continued training has resulted in significantly more skilled use of their archery weapons. They still lack armor and their natural weapons remain pitiful by comparison to other Nier.
Adolescent Scythe Soldiers- Their natural armor is still not fully hardened and has developed only a small degree further, however their true natural weapons have begun to form. Long scythe like claws that can function as blades grow from the topside of their arms. While not yet fully formed and not yet fully understanding how to use these weapons, they are nonetheless more formidable.
Adolescent Spear Soldiers- Their natural armor is still not fully hardneed and has only developed as small degree further. Similarly there appears to be little physical change as no more intimidating natural weapons have sprouted. However the limbs have developed barbs and razor edges that make them substancially more lethal should they be used to impale an adversary.
Amateur Sword Dancers- The art of the sword dance is practiced by the High Nier and is the one of the primary ways that they fight when forced to do so or if they so desire. The ability to grasp a sword with each of their lower apendages as well as their humanoid arms allows them to effectively 4 blades at once, though notably such is difficult. While in theory they could hold 8 blades such is beyond the skill of mere amateur sword dancers. These High Nier wear no armor as armor would hinder their ability to move properly.
Sword: Lv1 (2p)
Custom Arms: Lv1 Natural Weapons
Special Traits: Lv1 (6p) Sword Dance- The art of using more than two blades and wielding them with the lower appendages as well as the upper is difficult to learn and allows for the wielding of multiple weapons. The sword dance also exemplifies grace of movement and manueverability, taking advantage of the natural flexibility of the High Nier and the range that their lower tencle like limbs can have. Further levels of sword dance will increase the number of swords which can be wielded effectively. (+1 Sword Proficiency and -1 Skill Proficiency of the opponent's Main Weapon. Next level of Sword Dance, +2 Sword Proficiency and -1 Skill Proficiency of the opponent's Main Weapon)
Special Traits 2: Lv1 (6p) Enthrall- The normal affect that the High Nier have on males is also increased through the actions of the sword dance. It is a dizzying and yet beautiful and enthralling sight to see upon the battlefield. There are accounts of soldiers so enraptured and enthralled by the terrible beauty that they would stand gaping as they were cut down. (-1 Armor and Shield Proficiency IF opponent is Male)
Scythe Soldiers- Now fully grown their armor is fully developed and increased to the fullest extent it will naturally become. They also have a far sleaker and more finished appearance that reflects the fact that they are fully grown. They have abandoned the use of their spear like feet for combat as with the full growth of armor such is slightly more difficult to balance in conjuction with the scything upperlimbs and the attempt to use legs as spears is now impractical
Custom Arms: Lv2 (4p) Natural weapons.
Armor: Lv3 (12p)
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Veteren Servitor Archers- While servitors are initially unsuited for combat, time and experience has made them far more effective and with their skills at archery raised to an impressive height the Servitor veterans are also introduced to the concept of a sword, to allow them some way to defend themselves from a close range enemy that is more effective than their pitiful jaws.
Just as a reminder, for those who have managed to VOICE AN INTEREST in the Interest Check thread, you are eligible for a chance to play as One of the Sovereigns. However, please be aware that I will require you to be active. Please notify me as soon as possible if you are not able to post - and I will play your character in your stead under your permission. However, if no permission is granted and the wait has been prolonged than the agreed time, I will have to forcibly take over your character.
That said, ETA to Sovereign slots closed - 12 hours.
Which will also be the time I can start working on the new Map of Vinheim :)
11-19-2012
The Nexerus
Nation Details
Nation Name: S'laaeth (ss-lay-eth)
Nation’s Major Race: S'laa (ss-lay), the most civilized race of Lizardmen.
Racial Advantages: -1 point required for each Lv of Bow, -1 Day when sailing in the Sea, +1 Proficiency Level of Main Weapon when engaging an enemy in combat in the Desert or at Sea. (Cannot be increased more than Lv5)
Racial Disadvantages: +1 point required for each Lv of Shield, +1 Day when Marching through Forests.
Nation Speciality: Naval dominance. The arid nature of S'laaeth compelled its inhabitants, suited to their environment as they were, to take to the more arable coasts in search of food. This, in turn, encouraged exploration of the seas. Through this fixation with exploration, S'laaeth has become the premier naval power of the world, which both allows them to have knowledge of, trade with, and war with far-off entities.
Pride of the Seas;
-10% Res cost when building ships
-4 conquered NPC ports necessary for ship unlocks.
Geography: The vast majority of S'laaeth's territory is covered in unforgiving desert. Rolling dunes of sand dominate the terrain in most places, but when the dunes would otherwise meet the sea instead sits a thriving paradise of arable land, freshwater streams and oasises. This coastal region is where two of S'laaeth's major settlements, the port-cities of Wull and Arkal, reside. The cities are near identical as far as makeup and population go; a vast S'laa majority, with small amounts of foreign traders and slaves. However, when it comes to the importance of each city, there are some fundamental differences. Arkal tends to have a greater military presence, being home to the bulk of S'laaeth's powerful navy. Wull is known for its black market and night life. What one finds in any far off land's ports, charted or not, one can also find in Wull. In the area around the two cities, land is a very valuable commodity, and the vast majority of it belongs to the crown. The crown partitions the land into plots, which are then rented by communities of farmers who reap the profit of the crops collectively. Contrastingly, further from the coast, most of the land is almost worthless. The deserts of S'laaeth do host the occasional mountain outcrop, though, and some of those regions hold valuable ore and stone. A variety of this stone, called Vlanstone, was used to make the capital of S'laaeth: Vlandor. Vlandor is an imposing, walled city, made entirely out of pure, strong, white Vlanstone. Unlike the other major towns and cities of S'laaeth, Vlandor sits squarely in the approximate center of the nation, surrounded on all sides by inhospitable desert. The city's makeup is similar to that of the ports, but with an even more definitive S'laa majority, and a substantially larger population. Most of the architecture of the city is Hellenistic, including the city's centrepiece: Kaklet Palace. This elegant, well-guarded palace is the home of S'laaeth's ruling family, the Kaklets, and has been for the past nine generations.
Appearance: Master Kaklet is about average height for his kin, standing at his peak at 190cm. By Human standards, Kaklet would be called muscular, but among other S'laa he might actually be somewhat skinnier than is the norm. Ardinm has a set of bright yellow eyes, a trait universal among the Kaklets, and is commonly found adorned with a heliodor crown of the same shade. He's known to often wear the same armour he wore on campaign before he ascended to the Lordship, a sign of staunch support for S'laaeth's growing military.
Family: Unlike humans, S'laa are monogamous in nature. As such, Ardinm Kaklet has only one wife, the beautiful Lady Raijk (ray-ch) Kaklet, originally of House Moorn. With her, Ardinm has had three children. Two of them, Jaley and Tyull, aged 15 and 11 respectively, are his sons. Ardinm's third child, aged 10, is his daughter Vaille. Jaley Kaklet, the eldest son of Ardinm, is the heir to the throne of S'laaeth, taking presidence over his younger brother.
Biography: Ardinm Kaklet ascended to the throne after the death of his father, Fi-han Kaklet III, at age 67. Ardinm had previously been the second in line to the throne, but his older brother, Fi-han IV, had died in battle a few short months before the death of the Lord. Ardinm took the throne without opposition, and has been ruling for four years since.
Ardinm is known for his leniency when it comes to the affairs of his subjects. He is a kind ruler, though firm, and he does not permit his authority to be questioned or misconstrued by any of his aides. Ardinm is not famous for his battle prowess, and is more keen to rule from the safety of Vlandor's white stone walls than from the front of a battle formation. Nonetheless, he is a capable tactician, and is more than competent to command a regiment of men when the need arises (he'd merely prefer to not have to).
The holiest man in all of S'laaeth, and the legendary founder of the nation. Traven began his life as a merciless warlord of the Crescent Desert, conquering massive swaths of the land and forging a vast and powerful tribe through cut-throat and dangerous military tactics. It is said that one day, when surveying a target village from afar, Traven trekked up to high atop a mountain peak. Traven had expected to reach the summit in an hours time, but the mountain seemed to grow and grow as Traven climbed, until finally, after two weeks, Traven reached the summit. Exhausted and dying of thirst (an uncommon state for Lizardmen, even in the Great Desert) Traven took refuge in a cool cave and slept. In his dreams, he was visited by an all-powerful deity, who called himself "S'laaeth". S'laaeth told Traven that he and all other Lizardmen of the Crescent Desert were the holiest of beings in the world, and that they had been placed onto the mortal realm to test their faith in great days to come, and their endurance in a harsh and unforgiving land. Traven, or Blessed Traven, as he was from then on called, went forth to conquer in S'laaeth's name, no longer a mere greedy warrior fighting to survive, but a holy prophet fighting in his Gods name to prove his people. Traven personally conquered the valuable agricultural land near modern day Wull and Arkal from his base at a small mountain outcrop in the Crescent Mountains. It is said that Traven died in the centre of the Crescent Desert, directly on the spot of what is now Vlandor and Kaklet Palace. To commemorate the prophet's death and recall memory of his birthplace and home for most of his life, the city surrounding Traven's grave is made almost entirely of Vlanstone, the rare variety of bright white stone found only in the southern Crescent Mountains north of Vlandor. *It was after Traven that the religion of S'laaeth, "Travenism" was named.
11-19-2012
orangebox
Nexerus > Just as a confirmation, are you happy with your current Racial Dis/Advantages? If you are not, we can work up another set through PMs, since the 'old uniformed manner' of setting Racial Dis/Advantages has changed.
11-19-2012
The Nexerus
I'd prefer they be changed. Send me a PM and we'll talk.
11-19-2012
orangebox
Updated the Starting Resources; I forgot to add in that every Sovereign player will have 10000 points of Food in their Food Stocks. 6000 in the Capital, and 2000 each in the starter Cities.
11-19-2012
Raptorman
Question, we discussed that the high Nier are not affected by the Banar'ri pheremones, are the Banar'ri affected by the High Nier or is it mutual immunity?
11-19-2012
Keia Vewyx
I changed a few things, namely his Allegiance and some Proficiency traits. I would like to talk to you later about his Special Trait, orangebox.
Famed General
Name:
Kol Raus
(Kohl Rowz)
Age:
52 (Roughly in his mid-thirties in human years)
The average Clifflord lifespan is 142 years
A descendant of a Clifflords, Kol is 6′ 3″ (~1.9 meters), towering above most other races but being quite short compared to the ancient Clifflords and still being a little shorter than most other Clifflord descendants. His skin is a Taupe Grey, being a descendant of a Clifflord that mined a brass-colored metal. His irides are of a Honeydew color, and he has a husky and very deep voice. His hair color is of a charcoal black, cut very short as to not get caught in his helmet. He generally wears his armor whenever he can, but without it he is seen to have a highly athletic and well-toned build. His face could be described as rugged and grim, bearing sharp features and a somber facial structure. He also has a very large scar from the left corner of his mouth to his sternomastoid, travelling horizontally across his cheek and jaw. If he smiles, you can see a few of his top molars. If he frowns, which is much more likely, you can see some of his bottom molars. Needless to say, it does not really bring in the ladies. In addition to his facial scar, a large scar is just above his navel, a scar that helped bring him his fame and one he takes pride in. Beyond those two, numerous other smaller and less noticeable scars dot his body. Although strong, he can’t block and dodge every strike thrown at him.
The Clifflord history is rich with metalworking and intimidation, forges and battle. They were a giant people -similar to humans in shape- with most average males standing above 8 feet / 2.4 meters and weighing in on average 300 pounds / 136 kilograms. Within these great bodies were large amounts of muscle far denser than normal, granting them a seemingly demonic strength that they used to great success. The Clifflords established themselves among a mighty mountain and built their home on it. Within the mountain lied an abundant supply of metals, and the Clifflords used their superior resources and strength to create armor and weapons of great quality. It is said that a Clifflord dagger can still cut just as sharp now as it had in the time when it was created, and that a shield could repel the blow of any blacksmith’s hammer other than a Clifflord (all rumors that were eventually proven false, of course).
With their strength and metalworking, the Clifflords became an immovable object in the path of all who wished to conquer them. Their soldiers wore layers of heavy, durable armor, making them nigh invincible. Their weapons were giant and heavy, their swords crushing enemies more than cutting them. Arrows bounced off them, horses reared at the trembling earth when they marched, and warriors all told the tale of the race of metal giants. Of course, there is a reason why they do not exist now...
Despite all their advantages, the Clifflords required massive amounts of food. With their metalworking poisoning the land and sea around them and tainting the air, and with their mountainous terrain, farming was all but impossible. The Clifflords required imports of food to survive, and eventually, as all civilizations do, the threat of their existence outweighed the benefit of their friendship, and all their allies pulled back their support for the giant, metal warriors. The tales of the giant metal people and their invincibility ground to a slow and permanent halt. The Clifflords were forced to disband their civilization and the remaining race retreated to any refuge. Their great mountain, due to unsafe mining habits, collapsed into itself, rendering the great Clifflord metal ores hidden beyond the reach of other civilizations. Their great army became small bands of mercenaries, giving their children the remains of their armor and weapons.
The Old Clifflord, however, have left their descendants a lasting, unmistakable gift. The Old Clifflords, with all their metals, tainted themselves with the metal clouds from their furnaces. Their skin was shaded to a dark slate black, and their hair (if they had any) a coal black. Their eyes, staying in the mines for so long, took to a very bright discoloration. Most Clifflords today still have very dark skin and bright, pale eyes. With the poison as well, the birthrates of Clifflords are very meager, rendering the race endangered. The current Clifflord race could be estimated to be within 40,000 citizens and 15,000 unaffiliated persons. In addition, the Clifflords of today (while still being physically strong) have lost the extra dense and numerous muscles do to interracial mixing and also need to consume less food to survive. The Clifflords still keep their history much alive, though, telling their children as many stories as they can and keeping many traditional practices in use.
Racial Advantages: -1 Sword points required per tier; Clifflord Physique (Able to use "Super Heavy Weapons," physical strength greatly augmented) Racial Disadvantages: +2 Riding points required per tier; Clifflord Physique (Requires a lot of food)
Allegiance:
Kniel-sis
Biography:
The son of an Elf man and Clifflord woman, Kol was the target of bullying from most other children in the elven village he lived in for most of his childhood. He was simply different; he was stronger and bigger, but he was not lithe or sneaky and was more apt with swinging a sword than notching an arrow. Instead of looking at the plants and animals, he was interested in rocks and metal. Instead of being fair skinned and golden haired, he looked like he was covered in coal dust with hair as black as soot. Because of this, he spent more time learning from his mother than he did in any educational classes for elves. She taught him how to use armor and a sword, and told him of great tales of the ancient Clifflords. Eventually, his elven father took his mother and him away to a human city. Although officially human, there were many races in this huge market city, and somehow Kol seemed to mix in. Despite a few challenges, Kol was able to enter a military center and start training. Their armor was too flimsy and light, and he’d break every sword they gave him. Eventually, a instructor ordered him to use two swords, one in each hand, instead of holding one sword with both hands. His career skyrocketed afterwards. The town was eventually sieged by an enemy sovereign, and though he fought valiantly, Kol eventually retreated and took his mother and father out of the city. They traveled to a few cities before settling down and Kol re-entered the military academy at this city. It was here that Kol started to become known as a famous warrior, and eventually a Famed General, and for that only his famous deeds will be told:
Spring, Kol aged 32 - Kol and a few small squads held of a company of superior numbers. Though drastically outmatched, Kol lead an ambush and routed an entire company with few losses.
Kol states that it was also his soldiers that won the battle, not just him.
Autumn, Kol aged 35 - Kol and eight other men, four of them Clifflords, held back a sieging army in the keep while the ruler and his family escaped. Although Kol and his company were defeated, most of them killed, the royal family escaped and Kol and the survivors were taken prisoner.
Kol accounts that there were six deaths; only he and two others survived. In addition, most of the army was exhausted due to breaking through the wall and getting to the keep.
Summer, Kol aged 35 - Kol escaped the prison during a siege on the city. Rumors state that Kol tore off the prison door as soon as the jailer left to defend the city.
Kol stated that the other two from before were executed, and he escaped just weeks before his own execution. In addition, the hinges to the door were rusted.
Summer, Kol aged 39 - Kol won a tournament and defeated a famous yet aging general in a duel. People finally see, first hand, his Clifflord Dual Wielding style.
Kol claims that the senile general was besmirching the Clifflord race.
Spring, Kol aged 40 - Kol joins a military academy as an instructor and argues with another instructor. He lifts up the instructor, despite the instructor being fully adorned with plate armor.
Kol claims that the plate armor must have been fake. All the students claimed that it was real plate armor. The instructor will not comment.
Winter, Kol aged 45 - Kol is ordered by a foolish ruler to lead a disastrous raid against a town. It is said that both companies were decimated, and the only survivor was Kol, standing atop a mountain of dead bodies, a sword impaled into his stomach and three to twenty spears (it is different for every person who tells the tale) protruding from his back. Kol accounts that he was indeed run through by a sword, but never by a spear in that skirmish, and that there were survivors on both sides and the battle was a victory for the opposing side because they held off the assault.
Winter, Kol aged 45, one month after above deed - Kol’s ancestral armor is melted down and used as material for his custom swords and armor. In his next fight, it is said that arrows bounced off him.
Kol stated that there were very few arrows that hit him, and those that did hit the stronger areas of his armor.
Spring, Kol aged 46 - Kol rallies a rebellion to overthrow a foolish, tyrant ruler. Since he rallied the army, and in turn they rallied the common people, the ruler was at a severe disadvantage.
Autumn, Kol aged 47 - The rebellion overthrows the ruler and asks Kol to lead them, and to their surprise he declines and suggests that, even more surprising, a lowly soldier in his company take the throne. The soldier is crowned king, and the city enjoys a few prosperous years.
Kol recalls that the soldier showed a great aptitude for leading when his company was under attack and the leader was wounded.
Spring, Kol aged 51 - Kol declares his independence from any one ruler and becomes a mercenary general. In addition, he also becomes a bounty hunter to help raise money while he waits for a sovereign to take notice of him.
Kol, aged 52, and the start of a new chapter in his life . . .
Twin blades and set of armor, custom-designed for Kol and crafted by melting down and reusing the Clifflord metals and alloys in Kol’s ancestral Clifflord armor. It was crafted by another fellow Clifflord, giving it some designs of the ancient Clifflords while also having inspiration from more modern sources. Very lightweight and strong, though the ancient Clifflord forging secrets were lost and as such this small suit of armor and the two swords used up the entirety of the massive ancestral armor (a few accidents, repairs, spills, unusable rusted parts, etc).
He named the two swords after his furthest recorded ancestors, “Don” (O as in own) and “Tet” (E as in end). He has yet to name the armor.
Utilizing Old Clifflord tactics and stratagems, Kol has an innate ability to lead Clifflords and their ancient allies (being the Nierslin). In addition, Kol is extremely knowledgeable about the Old Clifflords, and if given a large enough company of Clifflords may be able to imitate the Old Clifflord's military.
Lv1: Traditional Bonds;
+1 Proficiency Level of High Nier and Clifflord units' Main Defensive Proficiency under the leadership of your general. (Does not affect self. Cannot be improved more than Lv5, if the unit has no corresponding Proficiency, not affected)
Lv2: Traditional Bonds;
+1 Proficiency Level of High Nier and Clifflord units' Main Defensive Proficiency and Main Offensive Proficiency under the leadership of your general. (Does not affect self. Cannot be improved more than Lv5, if the unit has no corresponding Proficiency, not affected) Gains the ability to train recruits into the Clifflord's Army of Old - Tier 1 and 2 unlocked. (Only applicable to recruits of Clifflord Race)
Lv3: Traditional Bonds;
+2 Proficiency Level of High Nier and Clifflord units' Main Defensive Proficiency and +1 Main Offensive Proficiency under the leadership of your general. (Does not affect self. Cannot be improved more than Lv5, if the unit has no corresponding Proficiency, not affected) Gains the ability to train recruits into the Clifflord's Army of Old - Tier 3 unlocked. (Only applicable to recruits of Clifflord Race)
Lv4: Traditional Bonds;
+2 Proficiency Level of High Nier and Clifflord units' Main Defensive Proficiency and +1 Main Offensive Proficiency under the leadership of your general. (Does not affect self. Cannot be improved more than Lv5, if the unit has no corresponding Proficiency, not affected) Gains the ability to train recruits into the Clifflord's Army of Old - Tier 4 unlocked. (Only applicable to recruits of Clifflord Race)
Lv5: Traditional Bonds;
+2 Proficiency Level of High Nier and Clifflord units' Main Defensive Proficiency and +1 Main Offensive Proficiency under the leadership of your general. (Does not affect self. Cannot be improved more than Lv5, if the unit has no corresponding Proficiency, not affected) Gains the ability to train recruits into the Clifflord's Army of Old - Tier 5 unlocked. (Only applicable to recruits of Clifflord Race)
Oza is probably a prime example of the what is becoming of the Modern Clifflords: Standing at 6’ 5” easily with a soft caramel skin tone, vanilla hair color, slender and limber body, and explosive, stubborn personality, Oza could be considered the “least Clifflord-like Clifflord.” Her body is relatively clean of scars and other malformities, though her fingers and wrists are tough due to using a metal bowstring and blacksmith’s hammer constantly. Her hair is shoulder-length, sometimes braided. Her voice still carries Clifflord tone, being husky and deep, thought it has a certain Orcish rasp to it. If anything about her is Clifflordian, it is her obvious strength and tallness, and also her eyes. Golden embers burn in her eyes, bringing a fierce and burning light akin the the Old Clifflord forges.
Oza has an angular facial structure with high cheekbones and a slightly upturned nose, a heritage from her Orcish father. Her brow is almost always furrowed, and her firm lips naturally frown. She isn’t exactly a beautiful maiden, but her face has a certain handsomeness and fierceness to it.
It is said that the blood of a dragon flows in her veins along with a Clifflord and Orc’s, but that is only a rumor. Though, some people say that when she has met a challenging foe, her left eye turns into that of a dragon’s. Again, it is only a rumor.
Race:
Clifflord (Descendant)
Racial Advantages: -1 Sword points required per tier; Clifflord Physique (Able to use "Super Heavy Weapons," physical strength greatly augmented) Racial Disadvantages: +2 Riding points required per tier; Clifflord Physique (Requires a lot of food)
Allegiance:
Kniel-sis
Biography:
Oza was born between a violent and prideful Clifflord woman named Nen and a calm, intellectual Orc scholar/merchant named Groz. Groz tells of a Clifflord woman who was in a great struggle against a dragon, her arm caught in it’s teeth, as she felled it by thrusting her spear through its eye and into its skull. The cost was both of her arms, one ripped of by the great beast’s teeth, and one stained by the poisonous, burning blood of the Dragon. The Clifflord woman fell from the beast’s jaw and rolled down the mountain cliff. Groz, travelling to Vlandor by crossing the mountains, witness her great battle and chased after her, believing her to be dead but not wanting her spirit to haunt these lonesome mountain trails. When he found her alive, he nursed her back to health, falling in love with the valiant woman.
Nen’s account was that she was battling a dragon, but it proved too great of a beast, biting and ripping off her arm after she stabbed its eye. It threw her off of a mountain, her body skidding down a cliff (her other arm was caught by a large stalactite, tearing the skin greatly) It was her own folly to believe a dragon can be slain. However, a man riding a horse rushed forth, catching her on the trail just before she fell to certain doom. When she awoke, it was a strange orc, with books and strange trinkets all over his wagon. Although he was nervous and weak-willed, Nen came to fall for him.
Their love bore Oza, a fiery and violent Clifflord girl. Her parents joked about her having the blood of “the strong Clifflords, the berserk Orcs, and a little bit of fiery Dragon as well.” Of course, Oza took them seriously.
With tales of the Clifflords, tales of her mother, tales of great Orcish warchiefs, and tales of all the lands and people her father met, Oza’s heart was set on wanderlust and glory, of crafting her own tale for people to hear. Although her family was almost nomadic due to many political parties around the land requesting her father’s advice, Oza felt like she needed to leave and travel freely. Oza promised to never forget her mother, who despite one of her arms being taken by the dragon and the other permanently scarred and rendered useless, had cared and raised Oza the best she could, nor would she forget her rather passive but kind Orcish father.
And thus the rather ridiculous and most likely exaggerated tale(s) of Oza Ka’Dalz (Oza Stieldr for Clifflords) shall be told:
One day, the great warrior Oza Ka’Dalz met a family of farmers on the road, a man and his wife and children, rushing along in a very hurried way. When Oza asked what their rush was, they sobbed and told her of Goblins that raided their small village. Out of the kindness of her heart, Oza declared that she will retake their village. The family cheered and showed her the way. When Oza arrived, she was stunned to see giant goblins (at least two times the size of normal ones!) feasting on the food stocks of the village. Despite having no weapon of her own, Oza seized the opportunity and charged at them, surprising them with her bravery and sudden appearance. To make a long story short, Oza obliterated their defenses and slayed all the Goblins without harming the village. More Goblins came, though, and as she fought them back, even more came from behind. After a great struggle, Oza single-handedly defeated all the Golbin raiders, all without using a weapon. She was heralded as a hero and despite obviously deserving it, she turned down their offering of money, saying they needed it more than her and she was just happy to help them...
One day, Oza Ka’Dalz, a warrior of great aptitude, joined a Dwarven merchant, an exiled Orc warchief, a human scholar, and a Elven bounty hunter for a drink. First the human brought out some exotic Zamundan Forest Spirits, but the elf and the human quickly became drunk; Oza requested more. The Elf then poured everyone some Vaili Silver Blood, which was a clever trick: it was strong enough to knock out the human in his first sip, but seemed to not affect Dwarves or Clifflords. The Orc then poured everyone a thick glass of Cesian Firebear Spit, which burned the throats of all and completely defeated the Elf; Oza was very drunk by now, but she held on. The Dwarf then mischievously pulled out a unnamed bottle and poured some for the Orc, which felled him instantly. He then poured some into Oza's and his own mug with a confident grin, toasting to Oza lasting as long as she did. Oza and the Dwarved downed it in one chug, and Oza couldn’t see clearly anymore. It was Mountainhome’s Water, the real stuff. The Dwarf laughed, thinking he had won, but Oza held out her mug once more. The Dwarf seemed very surprised that she was conscious, and poured her another mug-full with his big grin, and then poured himself some. Two more times they did this, and on the fourth mug, Oza’s lips only managed to touch the legendary Dwarven brew before she passed out to the laughing and hiccups of the Dwarf. It is said, to this day, Oza searches for that Dwarf so that she may challenge him again...
One day, the glorious fighter Oza Ka’Dalz got into a fight with a great Orc warchief in a human city’s tavern. He threw down his great axe and ripped the front of his fur-shirt off. Oza stumbled off her bar stool, drunk and unable to see anything in front of her. She swung twice and missed him by a mile. The Orc warchief laughed at her aim, but with sound alone she pinpointed his mouth. Her fist connected to his chin and he flew up, slamming into the roof, snapping some of the ceiling boards, and then falling back down behind her. He did not wake up for a day, and he could not walk for three...
One day, the amazing Oza ka’Dalz was wandering the Barrenlands until she spotted a beautiful Clifflordic sword rising from the ground. When she tugged it out, the armor of some Old Clifflords, with pickaxes and Dwarven steel protruding from their bodies, rose from the dead and attacked. She fended them off valiantly, but for each she slayed two more rose. Finally, a great dragon flew over and turned the undead Old Clifflords to ash. Oza used the great blade to shield herself, but it melted under the heat and dripped away. Dodging two more fiery dives, Oza found a great Clifflordic bow. She pulled it from the ground, but it was too strong for her to pull the bowstring back. The dragon was closing in, so she notched a dwarven spear, taken from one of the now defeated living armors, and placed her feet on the bow and used both hands to pull back the bowstring. The spear flew into the dragon’s mouth and burst out of its back. The dragon’s mouth spew blood and fire and Oza grabbed one more spear, the last one around. She pulled back with all her might. The dragon blood in her veins pulsed and gave her the vision of the dragon’s, seeing farther and clearer and farther and clearer until she let loose the spear. It penetrated its chest, impaled its heart, and ripped out of its back once more, carrying the pulsating heart of the dragon. She took the bow and heart, and her dragon blood slept once more...
One day, the great Oza Ka’Dalz wished to test her strength by firing an arrow as far as she can. She fired a bright red arrow and started walking in the direction she fired it. She gave up after she reached the coast. It is said that it is still travelling through the sky today...
...There are many other tales of Oza Ka’Dalz, all as ridiculous and as fabled as the few told here. Many times they are tell of a fabled maiden known as “Oza,” “Ozan,” “Ozza,” “Azo,” “Kaldaz,” “Stieldr,” and many others. There is so many, that Oza herself cannot keep up with the tales and names. So, she had decided to create a new story, one that was made solely by her: With the perspective of a clean and new slate, she writes in a journal with a dragonscale binding about all of her travels and stories.
And so is the start of the tale of a Clifflord woman who called herself “Dragon Eye.”
Signature Weapon:
Clifflordic Longbow - Skylord
Oza is tall. This monster is taller.
Standing originally at almost twelve feet, Oza had to melt it down and recreate it so that it was usable for her. Now standing at only eight feet, this massive bow can launch long, metal javelins with deadly speed and accuracy. Even with her Clifflordian strength, however, this monstrous bow requires a great deal of training and stamina on her part to pull back. She named it “Skylord” after the ancient race that fought against the Old Clifflords. Perhaps she did not know -or did not remember- that the race once called Skylords still live to this day.
She also has a sword, but it is human-made and nothing special. Perhaps she’ll replace it soon?
Lv0 - Sometimes, she lights her arrows on fire. Does not affect any ranged units under her leadership, nor have any real gameplay effect.
Lv1 - All ranged units under her leadership shoot fire arrows, having dangerous effect on unarmored/lightly armored units and buildings.
(+1 Bow proficiency for ranged units under her command when attacking Settlements, Lv5 max; -1 moral for enemies with Lv0 armor.)
Lv2 - All ranged units under her leadership shoot arrows dripping with Dwarven liquid fire, increasing it’s damage and bypassing light armor.
(+1 Bow proficiency for ranged units under her command when attacking Settlements, Lv5 max; -1 moral for enemies with Lv0 armor; -1 for Armor proficiency for enemies with Lv1 and Lv2 Armor.)
Lv2.5 - All ranged units under her leadership shoot with heated arrows coated in a special oil. The oil, if hit with enough force, will violently erupt in flames, causing great damage to cities and providing a strong terror effect.
(+1 Bow proficiency for ranged units under her command when attacking Settlements, Lv5 max; -1 moral caused to enemy when fighting; -1 for Armor proficiency for all enemy.)
((Oza (not Sovereign) must pay 250 Res when at Lv2 to upgrade to Lv2.5))
Lv3 - All ranged units under her leadership use the infamous “Dragon’s Spit” explosive powder in their arrowheads, timed to explode in its gruesome, everlasting glory mid-flight. The effect of arrows seeming to explode in midair with fire that cannot be put out with water has a rather horrible demoralizing effect, and would cause most soldiers to abandon their shields if an arrow finds its mark on it.
(+1 Bow proficiency for ranged units under her command when attacking Settlements, Lv5 max; -1 moral caused to enemy when fighting; -1 for Armor and Shield proficiency for enemy.)
Lv3.5 - Using the Old Clifflord techniques to recreate weapons called Dragon Arrows, Oza’s arrows (and those of the ranged units under her leadership), despite being white-hot, explode upon impact, rendering armor almost useless and sending shields flying back with the force. All melee units under her leadership have heated weapons. Of course, it takes time to prepare these great arrows, and only Clifflords know the secret of these arrows.
(+1 Bow Proficiency for ranged units under her command when attacking Settlements, Lv5 max; -2 moral caused to enemy when fighting; Armor proficiency ignored, -1 Shield proficiency for enemy; must return to friendly settlement after a battles to restock Dragon Arrows, which takes two whole days to create a stock / if not refilled, arrows are brought down to Lv3 until created in settlement; Creating a batch of arrows lets ONE company have these splendid arrows for ONE battle; She can create an unlimited amount of Dragon Arrow batches, but she needs two days and 20 Res for each batch.)
((Oza (not Sovereign) must pay 500 Res when at Lv3 to upgrade to Lv3.5, in which upgrading will give her 2 free starting batches))
((WARNING! DRAGON ARROWS MAY RAZE FARMING VILLAGES IF USED ON SUCH SETTLEMENTS! BASED ENTIRELY ON GM’S CHOICE AND WHIM!))
Please note that all information of the Secondary General is subject to change based on whim and fancy of players, Co-GM, and GM. The Secondary General is not official.
It is set up solely so that other players may have access to the information I am currently working on.
I repeat, the Secondary General is not official and is subject to any changes the Co-GM and/or GM deem necessary.
For fun:
Excerpts from "The Forgotten Races Volume Four, The Clifflords and Crayven" written by ________
As a human historian and discoverer of many forgotten races, I was amazed to find that the Old Clifflords (as the modern Clifflords had instructed me to call the ancient nation), who had such a massive impact on history, were not recorded at all and were thus subject to the will and whim of any nation’s tale and fancy. Dwarven lore told of a selfish race of giants who betrayed the Dwarves for their own gain. Banar’ri stories told of great demons who wore giant suits of metal and corrupted the world along with their dark goat-kin. Yet, the Nier speak of divine "emissaries" who showed and taught them of the "Source" as well as their culture and language. Perhaps, most curious of all, the modern Clifflords speak of the Old Clifflords as an entirely different race, a race that held a supreme power and yet chose to fall rather than unleash its full terror against the world.
There are many grudges and regrets when one mentions the Old Clifflords, but who were they, exactly? With so many different sides and perspectives, the Old Clifflords were a myth, a folk tale that was passed down to whoever wished to listen, changed by whoever the storyteller was. They are a forgotten nation, with no history or origin, and yet here are their ancestors, few but proud, walking among us as real as this book you are reading is.
I believe that the Old Clifflords have been forgotten long enough!
CHAPTER 1, “The Old Clifflords’ Appearance and Aesthetics”
Muscles that could bend metal, shoulders that cast shadows over mountains, skin that would not burn, and eyes that shone through their darkest smoke. The tales of the Old Clifflords all agree on the basic features of the Old Clifflord denizens: Massive bodies with muscles ranging from athletically slender to rippling and bulging, with skin as black as smoke and eyes so bright they almost seem to glow. According to modern Clifflords, the Old Clifflords usually carried deep and husky voices. On their faces, Old Clifflord males had stronger and more angular facial structures, while the females were a bit more fiercer and sharper. While their exact features are left to the imagination, many artifacts depict them to have ears that directly contrasted an Elf’s: Instead of their helix being enlarged and pointed, it was their lobules that extended and pointed, angled so that they pointed almost directly behind them. It is agreed that the Old Clifflords had muscles far denser than any other race now, including their descendants; It is said that their toughness is akin to a tree’s, and their strength capable of launching a man in full plate over twelve meters by a swing of their blade.
On the note of their weapons, Old Clifflord aesthetics revolved around metalwork, though by no means were they unartistic. Many of the Old Clifflord works were stunningly beautiful crafts with a great amount of tiny details one would not expect from their size or characteristics commonly associated with them. Many of their works are geographical lines and symbols made from a combination of civilized and tribal figures and shapes. They seems to adore straighter lines than curved lines, using them frequently in almost every work. Their mastery over metal is also easily viewed, as Old Clifflord clothing consisted of tiny, flexible metal threads woven together. This same technique is applied to all comforting items, particularly their beddings. It is because of this metal that these artifacts exist today and I am able to explain them in such detail to you readers now.
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CHAPTER 2, “The Beginning of Clifflord History”
Now while the Banar’ri claim one possible explanation for the origin of the Clifflords, even the knowledgeable Nier know naught about this subject and the Dwarves have long forgotten the origin of their traitorous enemy. However, recently a team of Orc excavators uncovered a historical Old Clifflordic metal slab that may shed some light on this subject. Based on the decryptions of many Nier, Elven, and Human scholars, the Clifflords came from a faraway continent to escape from an internal war. Apparently, the Clifflords were a minor branch of a large family of creatures. The slab shows four-armed men that seemed to breath fire, half-serpent half-man creatures, tribal and speedy men living near cliffs and mountains (considered the most base Clifflords) and a gigantic man, depicted as being at least thrice as big as a Clifflord, standing above them all. The giant figure is shown to have peacefully died, and then the Clifflords, Flarelords (as the Nier predict the four-arm men would be called), and Streamlords (again a Nier insight) went into a very damaging civil war. The Clifflordic strength is not once shown in this metal slab, making many Elven and Human scholars believe that the Flarelords and Streamlords were possibly as physically strong as the Clifflords. The Clifflords were shown as being surrounded by the Streamlords and Flarelords, and they escaped through the sea to Vinheim.
While this chapter is not as large as others, I view it as a very deep insight as to what the Clifflords felt and how they saw the world.
CHAPTER 3, “The Tales of the Stone Children”
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CHAPTER 4, “The Tales of the Cavern Children”
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CHAPTER 5, “The Tales of the Skylords”
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SUBSECTION 5.5, “The Banar’ri Coalition”
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CHAPTER 6, “The End of the Old Clifflords”
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CHAPTER 7, “Old Clifflord Culture”
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SUBSECTION 7.5, “Ethics”
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CHAPTER 8, “Religion”
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CHAPTER 9, “Government”
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CHAPTER 10, “Military”
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SUBSECTION 10.2, “Weaponry”
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SUBSECTION 10.5, “Tactics”
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SUBSECTION 10.7, “Prisoners and Deserters”
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CHAPTER 11, “Clifflordic Metal”
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CHAPTER 12, “Recognized Figures”
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CHAPTER 13, “Influences Today”
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CHAPTER 14, “Notable Existing Artifacts”
The Dragon Engine
A massive mechanical artifact of ancient time that is said to turn the skies red with fire and metal. Unfortunately, only the Old Clifflords know how to use it. With this giant machine, they were able to raze villages to the ground in a matter of minutes, and could slay large sections of armies regardless of their size, strength, or armor. It is said that if the Old Clifflords created the Dragon Engines sooner, they would still be alive today. As of now, only one Dragon Engine had been uncovered intact and (supposedly) operational. It is located in Nirlsis, viewed as the Old Clifflords still watching over their allies even after they disappeared.
The Greatswords
Ten feet long, two feet wide, 6 inches thick, and weighing over fifty kilograms / one hundred and ten pounds, the Old Clifflord Greatswords are monstrous blades that both cut and crushed the opposition. They were the most numerous blade forged from the Old Clifflords, and they used it often in any battle they joined. Today, they are simply ridiculously large and overweight swords that can no longer be used by any modern race (Though it is said that the modern Clifflords may be able to wield one as a two-handed claymore, though only for a short while). Because of their number, almost every Clifflord family has a Greatsword family heirloom with their ancestor’s history carved into small pictures on the blade, and many more can be found simply by wandering around the Old Clifflord mountain.
The Crown and Sceptre of the Source
These are two rather strange artifacts as they are some of the oldest existing artifacts, though they seem as if they were made only yesterday; Whether it be utter genius in Clifflordic craftsmanship or the diligent maintenance the Nierslin put into it daily, the Crown and Sceptre of the Old Clifflords exist as if they were spared from time itself. Crafted for the function of shielding the eyes of the dark-accustomed Old Nierslin from the furiously bright sun while simultaneously being an object of worship for the same sun that burns their vision. It is said that the Old Clifflords crafted the crown so that it could hold the light of the sun even in the darkest depths of the world, and that the sceptre contained the brightest of lights that could be seen in even the pitchest of black. Their glorious powers dissipated, though, when the Old Clifflords fell, as if the artifacts themselves despaired for the loss of their creators.
Though their light no longer can pierce through the darkness, the sun still fills the sceptre and crown with a glorious, divine light that shines as if the sun itself loved the bearers of such artifacts. These artifacts can be found in the Radiance’s constant reach.
Grand Duke Dead-Arm’s Sarcophagus
The only pure Clifflord in Vinheim today, though dead and within a massive metal coffin. Dead-Arm was an ancient ruler of the Clifflords that helped advance Clifflord metal techniques rapidly, and by the end of his rule there was not a single race or nation or master smith in Vinheim that could compete with Clifflord craftsmanship. He died in the middle of the Clifflord-Dwarven underground wars and the Banar’rian raids. Despite being a Clifflord ruler, he never entered a serious battle. He was famous among the Clifflords for having an amazing count of three children.
Currently, the Nierslin hold the Grand Duke’s body in a sacred temple. Though what it looks like and where it actually is, is a greatly hidden secret that even I, ____, cannot find.
Raptorman > Because the Banar'ri's pheromones possesses a capability of a higher degree of 'mind-control' than the High Nier's, they will be in fact - susceptible to the High Nier's 'unique appearances' instead (as a form of balance)
Keia > To the PMs! Or perhaps you'd like to talk about it on the OOC? :D