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Thread: Fantasy Nations:

  1. #1
    Shadow Master Sarzu's Avatar
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    Fantasy Nations:

    http://roleplayerguild.com/f14/fanta...0/#post1309660
    http://roleplayerguild.com/f9/age-of...tion-rp-38758/
    http://roleplayerguild.com/f14/fanta...8/#post1352179

    Spoiler


    Alignments so far:

    Coalition of Evil
    Sarzum
    Kyoblifos
    Kadaeux
    Omega
    Babachenko
    Andi

    Coaltion of Neutral/Good
    Sir Leadhead
    TatersAndTots
    Winston Smith
    Crazyflyer
    Aeron
    Revenant87
    Cold

    Neutral
    Blandman
    The Absent Mare
    Adapt
    Introduction:

    Well here it is (finally), below the introduction you'll find every information (at least I hope I didn't forgot anything) you need to create your very own fantasy themed little kingdom/empire/republic or whatever government system you fancy that works for you.

    As stated in the interested thread this will be a Free Form roleplay, there will be a map showing where each nation is located. And I expect/hope that everyone who joins is a fair player and plays with reason and some degree of logic (as logical as you can get in a rp with monsters and magic). Anyway here it is, question ask them here or send me a pm.

    Races.

    A Category of Obvious meaning. What race is the players nation, do they populate or pollute the world with their very presence? All comparisons are in comparison to a standard human being of the Middle ages, also this is to describe the majority populations. Creating a nation with multiple races is possible but only two races can be the major races, any other race(s) that are added won’t bring any advantages… but their disadvantages will certainly added. Reptilemen can’t live with another race, Dwarves and Goblins may live together with another race but then you will have to remove their Tunnelling and On Your Own racial traits.

    Note: While it might seem beneficial for a player to create a nation with multiple races do note that these races are very different from each other so more internal struggle than single race nations. People who choose a single race may create their own second Racial advantage and disadvantage, judged by me if it’s fair or not.

    You may create your own race if you wish with it’s own advantages and disadvantages but they will be judged by me and if I say you need to change something you will, entire undeath races are not a option there’s necromantic magic for that.

    1. Humans: The Human Race, the “middle ground” of all species, not to big or small, not too strong or weak, not too good at magic or bad at it either etc.

    2. Elves: Very similar to humans at a casual glance, are however easily distinguished by a seemingly otherworldly “beauty”. They are more magically adept and capable than humans. Long-lived as a benefit.

    3. Dwarves: Can’t be mistaken for humans. They are short, roughly four feet is their height limit. But they are tougher and more resilient than humans which is needed for they make their homes in the mountains. They also have a longer lifespan than humans. They won’t be able to share a nation with Goblins or Orcs.

    4. Lizardmen: Amphibious lizard-kind, usually carnivores. They are tough-skinned and capable of swimming better than any and some say the Lizards can hold their breath longer.

    5. Reptilemen: Often also called ‘Snakemen’ very aggressive and hostile to any outsiders they encounter, with tough scales and a cunning intelligence they are rightly feared. Due to their aggression to others it is not possible for them to share a nation with a other race.

    6. Goblins: Small, crafty and often seen as vermin, the reason why they haven’t been exterminated is due to their numbers and because they generally like to make their home/lairs in the mountains in constant warfare with dwarves over territory. While utterly useless on their own their weight of numbers does in fact count for something.

    7. Orcs: Man-sized but far meaner they’re more physically capable than any human but generally less magically competent. The Orcs are vicious and thoroughly evil and have nothing but utmost hatred for elves and will not share a nation with Elves.

    8. Ogres: Nicknamed maneaters the Ogres are distant cousins of the Giants but they have not their size and have a somewhat ‘larger’ intellect, their strength is prodigious and they’ll eat anything at all.

    Racial Advantages/disadvantages:

    1. Humans
    • Advantage: Quick Thinking, humans once a minor race have come to the place of power they are now by quickly adapting to new situations, meaning that humans see when a possible famine might be coming and stock up on food or to quickly come with a counter attack when invaded.
    • Disadvantage: Easily Corrupted, humans have proven to be easily swayed by promises of power and gold.

    2. Elves
    • Advantage: Magically gifted, the elves have a long history of magic and are more attuned to it. And thus they have more mages than any other race. (depending on nation size 10-15-18% more)
    • Disadvantage: Slow to Act, the elves can live for centuries and they are used to take a long time for decisions and thus it takes quite a while before they act, longer time to muster a army, etc.

    3. Dwarves
    • Advantage: Tough as Stone, maybe it’s because they live under the mountains or their constant struggle with goblins and orcs but dwarves are fairly tougher than other races.
    • Advantage: Tunnelling, Dwarves can dig tunnels through earth and stone, it’s needed when ye live under a bloody mountain!
    • Disadvantage: Stubborn as Stone, when Dwarves make up their minds they stick with it and never listen to reason, even if that includes trying to hold a line with 100 dwarves while 10’000 orcs storm the battlements.
    • Disadvantage: On Your Own, Even if a Dwarven nation has more than enough allies when a unexpected attack comes the allied troops need to travel miles over land to the mountains and then even miles more through tunnels before they can offer help.

    4. Lizardmen
    • Advantage: Bloody Swamps!, lizardmen like to live in wet, swamp areas difficult for any invading army to enter with troops or siege constructions and easily defended by the native lizardmen.
    • Disadvantage: Is My Tail Freezing Off?, Lizardmen have a bit of a problem with cold areas with their cold blood, so cancel those plans to invade the mountains and concentrate on warmer areas. Also hope the enemy doesn’t have any pesky Water Mages in their army that could turn water into ice.

    5. Reptilemen
    • Advantage: Tough and Mean, with tough scales and a quick temper, one angry reptileman is a danger for any it chooses to attack.
    • Advantage: Long Endurance, a reptilemen army can march for two days and still be fit enough to fight.
    • Disadvantage: Infighting, due to their higher than average aggression and hostility Reptilemen are hostile to every other race but also against each other, arguments often lead to combat and thus it’s harder for Reptilemen to form a unified nation.
    • Disadvantage: Is My Tail Freezing Off? Reptilemen have a bit of a problem with cold areas with their cold blood, so cancel those plans to invade the mountains and concentrate on warmer areas. Also hope the enemy doesn’t have any pesky Water Mages in their army that could turn water into ice.

    6. Goblins
    • Advantage: Overwhelming Force, the goblins are such fast breeders that they can summon a overwhelming force of nasty little buggers to attack at any time.
    • Advantage: Tunnelling, like their most hated enemies the Dwarves, the Goblins have learned how to dig tunnels through earth and stone.
    • Disadvantage: Easily Scared, the goblins don’t really have great physique or battle powers their numbers make up for that but a goblin general/chief has often seen how his army suddenly breaks into panic when a enemy manages to kill of a great deal of goblin troops.
    • Disadvantage: On Your Own, like the Dwarves any allies a goblin nation might have will have to take their time to arrive in the goblin lands to offer aid.

    7. Orcs
    • Advantage: WAAAAAGH!!!, look at those hills nice and empty, one orc war cry and suddenly 10’000 orcs seemingly out of nowhere come storming down over those hills. When there’s a chance of battle orcs are quicker than any nation to muster a army.
    • Disadvantage: Magically Ungifted, orcs don’t have much of a talent of magic than other races and thus have less mages/shamans (depending on nation size 10-15-18% less)

    8. Ogres
    • Advantage: Massive Strength, the Ogres are the strongest of all races (save for monsters) and they do like to show off, be that by battering down a city gate with massive hammers while other races use a battering ram or hired giant.
    • Disadvantage: Prone to Anger, Ogres are not among the brightest of races and well when they are angered they just lose it, focusing only on the thing that angers them while losing track of everything else. Might be fun to see that puny human who stabbed run away in terror while you roar in bloodlust but while you’re doing that you missed the dozen arrows flying your way.

    Population.
    There are three population scales available for each race, scale 1 is ‘Small’, scale 2 is ‘Medium’ and last is scale 3 ‘Large’. Each population scale has an advantage and disadvantage.

    Small nation (has 100 points to spend on settlements)
    • Advantage: Smaller nations are tighter and show surprising strength and can quickly detect and form a defensive stand when enemy troops attack their borders (due they don’t have much borders to protect unlike medium and large nations).
    • Disadvantage: While small nations can easily defend itself against threats and in no time summon their troops they can’t last forever when attacked by a medium or large nation but eventually one must withdraw and give up territory if help isn’t on the way and small nations can’t afford to lose a single village, mine, town, city or fortress.

    Medium Nation (has 150 points to spend on settlements)
    • Advantage: Medium nations are balanced with their military, economy and political more stable than smaller and larger nations. They don’t have too much and not too few of everything.
    • Disadvantage: Smaller nations might hide with their size from larger nations which means a larger nation’s eye might fall on your nice and peaceful medium goody kingdom or evil domain if they wish to expand their borders.

    Large Nation (has 200 points to spend on settlements)
    • Advantage: Large nations rarely have to worry about resources, need of troops or outside threats and if you manage your food supplies enough even famine isn’t a problem.
    • Disadvantage: Large nations might seem good and safe but that’s a lot of border to guard and almost impossible to secure and when you do rouse up some troops to deal with some raid or even a invasion it will take quite some time before your army joins together to face these incursions. Also be careful with your internal politics, that most trusted advisor of yours might be more interested in your job than advising you.

    Each nations is determined by the number of points each nation scale has (100-150-200) for each point you receive roughly the following numbers:
    Humans: 15 thousand (that’s 15.000) per point
    Elves: 11 thousand per point
    Dwarves: 13 thousand per point
    Lizardmen: 13 thousand per point
    Reptileman: 16 thousand per point
    Goblins: 18 thousand per point
    Orcs: 15 thousand per point
    Ogres: 12 thousand per point
    Self-made race: *up to the player* (but keep it within reason)

    Settlements.

    A nation isn’t made of empty plains, forests, underground caverns, deserts, etc where your people just wander aimlessly your race made some kind of settlement like a village of wood or stone buildings, tents or whatever your race prefers to live in.

    Village: cost 1 points
    The most common settlement any race has and from the villages your nation get’s it much needed food from farms, slaughter houses, whatever your race likes to eat but like mining outposts have the weakest defence (think wooden palisade) and can be easily raided/overtaken. (Important Note: It might be wise to invest in more villages than you need… in case the GM has funny ideas about famine, crop diseases, etc…)

    Mining Outpost: cost 2 points
    These small settlements are essential if you wish to use iron/steel/viridium/mithril deposits for weapons and armor, not to mention silver/gold/gems for possible trade but like villages can be easily raided/overtaken.

    Towns: cost 3 points
    Towns are what’s between a village and city, they grow their own food and unlike cities are not dependant on food from outlying villages, they don’t have food surpluses though. Towns are the recruitment areas for your cities (soldiers, labourers, etc) and thus essential for making your cities work and for the much needed recruits/arrow fodder in your armies. Towns have medium defence (think stone wall) but could still be raided and are needed for cities. For every 2 towns you can acquire a city (capital does not require towns).
    (don’t need extra villages for food)

    City: cost 6 points
    Cities are the big population hives of your nation, either that large collection of happy elvish (tree)houses, dull grey stone buildings of dwarves or black war tents of your orcs with training areas for your troops, mage schools, etc. Cities grow some food but for the most part you need to get your food from outlying villages or all those people will get very hungry and die. Cities are well defended (think one or two big stone walls with strong gates) and a city is thus not a target for raiding parties only for sieges when other nation(s) invade your turf.
    (need two villages for extra food and two towns)

    Capital: cost 8 points
    You must have a capital and you have only the one, this city-fortress represents your shining beacon of righteousness and justice, symbol of utter neutrality or your evil domain. As big as a city and with as much defences as your strongest fortress, other nations will think your capital as the last settlement they will go and lay siege to… unless it really is the last settlement still under your control.
    (need three villages for extra food)

    Fortress: cost 9 points
    These are the places that you should place near your borders for defence, think multiple stone walls, defensive towers and perhaps even some siege equipment on platforms. It’s from these places most of your military forces are stationed and patrols are send out. But fortresses are dependent on food supplies being send to feed the soldiers stationed there. A fortress can under no circumstance house regular citizens, that's where vilalges, towns and cities are for.
    (need three villages for extra food)

    Borderwatch.

    Your nation needs to watch it borders, assuming you don’t want enemy raiding parties/war bands invade your territory without you knowing it and thus you need some kind of borderwatch. And these options are available (you can only pick one!):

    Messengers: cost Small-4, Medium-8, Large-12 points
    These are stationed near your borders and when a invading force is detected they jump on their horses/giant spiders whatever you use as mounts and hurry to the nearest city or fortress to report what they’ve seen but it might take a long time before your messenger can report what’s happening giving the enemy troops more than enough time to reach one of your settlements.

    Signal Fires/Drums: cost Small-8 points, Medium-12, Large-16 points
    If you want something faster than those lazy messengers then signal fires/drums are the next best thing. More quickly noticed than it takes a messenger to reach the nearest city/fortress but you have no idea what the signal fire or drum is actually warning you about, so should you send a few troops only to discover it’s a whole army or send many troops only to discover that you’re dealing with a light war band while their main force is somewhere else.

    Mage lookout: cost Small-12, Medium-16, Large-20 points
    Mage lookouts are the best borderwatch you can have, it’s from here several mages watch the border by magic and when a enemy force is detected they immediately contact a fellow mage in a fortress or city with details of what’s happening and where for a quick response. But this means sacrificing valuable mages for watching your borders while they could be used in battle. Small nations sacrifice 20 of their mages, medium nations 45 and large nations 70 mages.
    Last edited by Sarzu; 04-18-2010 at 11:44 PM.
    A lone figure standing in a room and a shadow is moving, closer and it closer it comes.

    A blade flashes, a silent scream and the shadow is just a shadow once more.

    Dark red blood is spilled and darkness rules the room as it always will.


    I am a dumbass who leaves his account signed in so certain people can do weird stuff to it,

    Have Fun figuring out what changed!

  2. #2
    Shadow Master Sarzu's Avatar
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    Government/alignment:

    Alignment.
    This is where you choose what alignment your nation falls into, there are only three categories and you can only ever choose one (and should be mandatory to do so). Of course the descriptions with each alignment do not mean you have to act exactly act like that of course.

    1. Good: Your people prance around singing about fairies with the doves as small white rabbits and mice take care of your princesses clothing needs, people fawn all over you in adoration and love and everything is so cute, and white, and pink and sickeningly cute. Really, you’re so sickeningly good that the whole reason Evil nations exist is to bring you down. Or at least thats what the Evil people say. In truth you’re hardcore believers in peace, justice, honour and the like.

    2. Neutral: You’re a “middle-ground” nation. Not good, not evil, you have justice, injustice and all other things that plague a normal nation, because that is what you are, a nation of normal well-adjusted people, unlike the white and black weirdos on each side of the fence that is your nation.

    3. Evil: Though we prefer the term “alternate system of Morality” you probably love the song “Where there’s a whip, theres a way” when it comes to things, cannibalism? Sure, Murder? Only if its worth it. Massacring a horde of goody elf children? Where are my tickets? But the second you start singing to wildlife you’re on the rack!

    Government.
    What kind of government your nation has is up to you, is it some kind of monarchy with a king/queen on top, a empire, republic, whatever you can think of that works in a fantasy setting.
    Traits.
    Each nation gets one Trait for free in each category and after those traits have selected you get 13 (THIRTEEN) more points to distribute in ANY of the available categories (save for history and special trait category of course).
    Traits cannot stack (don’t even try it…)

    History Traits: (Select only one, this trait doesn’t give any benefits it’s just a way for you to describe how your nation came to be unified under a righteous/wicked leader in struggling battles, gathered together by merchants buying/smuggling their goods or did you rather went the way of diplomacy and/or seduction coercing people to see you ways instead of meeting on the battlefield.

    1. Warlike: Your nation has had it’s fair share of war, either from internal conflicts or outside threats and the tales that are told to the children of your nations are filled with marching armies and clashing monsters.

    2. Diplomatic: Instead of fertilizing your farming grounds with blood and bodies your nation has decided to see if the other side rather talked instead of losing men and women in needless battle. Or perhaps you are a believer in ‘keep your friends close, but keep your enemies closer in reach of that dagger behind your back.’

    3. Exodites: Where your nation has made it’s home now isn’t the original homelands of your people, forced to flee your former home because a aggressor took your lands or some kind of natural disaster you now make do in a strange country.

    4. High Walls: You’ve always been on the defensive, being attacked over and over and thus it’s only natural for your nation to be on the defensive at every turn both on the battlefield or in a possible diplomatic meeting.
    Ruling Traits:
    Ruling Traits describe how your people are ruled. Not taking ANY ruling traits means you’re probably not very good at the who “ruling” deal and should probably quit while you’re ahead. Each trait typically has “two face” which are really only relevant from a good/evil perspective. The Neutral perspective is, as might be expected, somewhere in the middle.

    1. Town Guard: The police force. They administer law and order by whatever means are required by that society, whether it is Good and the people work for their hard-earned freedom or Evil and they’re whipped into legions of prisoners to grind against the enemy lines.

    2. By Whip or Word: Your people are incredibly fanatically loyal. Whether kept in line be fear of their masters whips or the love of their kind lord it doesn’t matter. Nothing the enemy does will (normally) demoralise them. Bribes mean nothing to these nations.

    3. For The Good Of The People: Your nation leaders either use their power to advance the quality of life of the public or use it to make sure that there won’t be any assassins lurking under your bed, depending if your good or evil. Public opinion and approval of your nation’s leaders is excellent by this and they are then more than willing to do the bidding of their leaders before asking questions like ‘is it really that smart to march against 100’000 soldiers with only 1000 of us?’. But this means your nation leader is too busy appeasing/suppressing the masses instead of leading your armies into battle or going out on a diplomatic trip.

    4. Educated: Your people, for whatever reason, are educated, and any education is better than none. Your buildings are better, most mages more skilled. More militarily valuable is that your people can operate more effectively with their own initiative.

    5. Disposal of the Dead: Apparently your people just don’t like bodies lying around and thing the idea of just leaving them to rot in the streets is in awfully bad taste. As such, depending naturally on your nations alignment, you either bury, maybe burn, your dead if you’re of the good spectrum, or if evil either have mass-graves or tend to feed the dead to the monsters. Possibly both. Either way it seriously cuts down on disease and plague.

    6. Law: You have more effective and comprehensive laws than others. To your people it isn’t enough to have a mans word, or a simple set of rules. You have to KNOW he committed the crimes, you have to KNOW why he did it and how severe the crime was.
    This makes your people considerably happier knowing Justice is served but at the same time a larger number of Criminals escape justice due to lack of convincing evidence.

    7. Cleanliness: Well its relative of course. For a good nation it equates public baths (or even private if you’re rich) A popular pastime of the people. (This isn’t really an Evil sort of trait) Either way this also reduces disease.

    8. Public Executions: This, to be blunt, isn’t a good trait, they can take it but they better have really good IC reasons for it. The short and skinny of it is that your nation doesn’t tolerate its violent offenders, criminals or people who talk too loudly in public. One wrong step and its a quick trip to the gallows (or monster-pit or something suitable.)

    9. Long Term Planning: Your nation plans ahead. Perfect location or not it plans for the future to make best use of the space it has. It plans for a cities expansion and when business needs to be relocated to the outskirts of the city and more housing built towards its centre

    10. Forums: Your public has a say in the running on your nation, or at least a place to go and learn about its running and the day to day changes. Use your own initiative as to how fluffwise this applies. (Generally the people react more quickly to changing situations.)

    11. Compartmentalised: Your nation is basically many sub-nations each handling a single aspect. While each is better at its specialisation than anyone else a single crippled “section” can bring the whole nation crashing down.

    Technology.
    Technology is rare but not non-existent in most fantasy worlds. Now for the sake of keeping the Fantasy feel i’m avoiding any real advanced technology. So things like Dwarven Steam Tanks, Gyrocopters, Cannons etc are out!

    1. Siege technology: The nation is skilled at Sieges, better Catapults and Ballistae etc means less time before that annoying wall is torn down which is keeping the nice city at the other side from your view.

    2. Masonry: You know how to build with stone and thus all your buildings, walls, fortresses are stronger and more capable of withstanding a siege.

    3. Aqueducts: A revolutionary technology when it comes to Hygiene and general health. A society that can wash itself is naturally less susceptible to disease and infection.

    4. Metalworks: The Nation has dedicated Metalworks where the Smiths work producing higher quality metal objects out of their workshops. A Metalworked Sword retains its edge and is less likely to break than a normally forged weapon. (Slightly better weapons and armor)

    5. Viridium: Why use steel and iron when you know how to make weapons out of Viridium! It doesn’t mean your weapons can slice and dice through everything but it’s less likely for them to snap in half… (need Metalworks for this trait, can’t be taken with Mithril)

    6. Mithril: Why use steel and iron when you know how to make armor out of Mithril! A knight send out in this armor was send against a fire-breathing dragon and behold the armor survived the flames intact, the knight was cooked alive but that doesn’t really matter… (need Metalworks for this trait, can’t be taken with Viridium)

    7. Towering heights: The nation is skilled at vertical construction with towers forming a prominent part of their society. Such nations may also have cities built into cliff sides and tree boles. (The latter isn’t recommended, sure your city is all pretty but one good fire, deliberate or not, and the mages are going to have a merry time putting it out.)

    8. Skilled Paving: Your nation is better at paving roads, in fact all your cities and towns are paved and chances are you have a decent cobblestone road between them if they aren’t paved too!

    9. Crop Rotation Farmers: Your people have mastered basic agricultural technologies, windmills, crop rotation and all other manner of useful technology and learned skills. Thanks to that famine is almost unheard of in your nation.

    10. Medicinal Technology: Your people have learned the properties of the very nature around you with astounding skill, while Penicillin might be a funny word to your people they don’t need a fancy mage to be loitering in the area to attempt treatment and have a fair chance of living (unlike other nations where “self-help” is a 50/50 affair)(Good Nations are singularly better at it than others to the point of battlefield application.)

    11. Seafarers: Your people are more skilled with boats than anyone else, maybe it’s because you just build ships the way you do or use wind-mages to gain some more speed the fact is when it comes to seafaring you have both better boats AND navigational instruments.

    National Traits:

    1. Natural Mastery: Your nation is skilled at picking the absolute best spots to put things. “A Port city you say? Well this bay is protected from the worst storms by the ocean wall there, the currents run both ways to the ease of shipping and there is plenty of good stone for defensive walls or expanding the ocean wall” Compared to others EVERYWHERE you build seems to be perfect in every way for what you want there. Unfortunately not so good when you just want a normal average everyday township. Specialisation is key.

    2. Unified with nature: To some this may sound “Good” but in truth it is all, sure you might have the Good nations with their prissy princesses singing with pidgeons and Doves, but at the same time the Evil societies poisoners are gently coaxing venom out of snakes and taming the Monsters of their neighbourhood so they can shut that damn princess up once and for all.

    3. Metal-sense: Your people have a greater sensitivity to magnetism than most, possibly due to a large geomagnetic lodestone somewhere in your borders. But as a benefit your people can literally sense concentrations of metal. Whether underground or in time to prepare a counter against a flank attack by the enemy no-one really knows. (Side-Benefit : Your people cannot get lost due to always being aware of Magnetic North at all times.)

    4. Water-Folk: Your people are comfortable with the seas for one reason or another. You tend to be better sailors and fishermen than anyone else, but anything too far from the sea may as well be an inhospitable wasteland as far as your people are concerned.

    5. Honourable: Your people are seen by both good and evil alike as incredibly honourable and will never question your word. Unfortunately for you there is the fact you must keep your word too, you and your peoples honour forbids anything else.

    6. Bazaar: Your people are merchantile and show it. Your trade routes spread through every land that will tolerate you and you’re practically rolling in money. As your people deserve and expect. However expect to see people, even foreign rulers, instinctively clutch their purses whenever one of your people walks by for fear of you taking the coins right from their pocket in exchange for lint!

    7. Industrious: Your people work hard. Like REALLY hard. Whether it is the whips of the overseers or the kind words of their lord the people really knuckle down and work, while quality may suffer from this you more than make up for it in sheer quantity of goods.

    8. Religious: Your people are highly religious and they are happier for it, or at the least, more obedient. While they are willing to put aside religious obligations to do something if it is really needed they won’t do for long and the only way to get them to war at all is with religious motivation.

    9. Party Please!: Your people LOVE to party. Fanatically. Nighttime is an excuse to get pissed in taverns, weekends are for frolicking in the hay with whoever got in the stack first and all sorts of mind-numbing happiness making. Industry suffers for it, (so does farming and mining) but without a doubt your people are as happy as pigs in mud (and may be with the pigs rolling in mud just for the heck of it!)

    10. EPIC!: Your people have a strong streak of Heroism (or Lietenantism) running through them, tales of the Great Heroes (or Cunningly evil Lieutenants) are a popular favourite and little kids play out the adventures on the streets (or go a little further than playing for Evil nations) you can count on them during a call to war!

    11. Flag Wavers: Your nation and it’s people welcome any contact with open arms and waving flags frantically and thus have less trouble than other nations with establishing peaceful and/or trade relations with other nations and races (this works best for neutral nations they can deal with both sides but E and G nations can only deal with N and others of the same alignment).

    Military Traits.
    These traits dictate your Military skill, tactics and operations in a normal atmosphere.

    1. In Armour Clad: Your army favours more armour than the average nation. As such your troops are slightly more protected than other nations, your armor is slightly thicker and thus offers more protection.

    2. Excellent Light troops: Your light infantry and cavalry are better than those from other nations (the units with leather armor). They move faster, fight longer and carry generally better weapons than their contemporary counterparts. (taking this trait means you are not able to take the Medium or Heavy troops trait)

    3. Excellent Medium troops: Your medium infantry and cavalry are better than other nations (the units with chainmail, scale armor), maybe it’s because of the better armor and weapons you provide them or the inspirational speeches (speeches that inspire fear or heroism depending on alignment). (taking this trait means you are not able to take the Light or Heavy troops trait)

    4. Excellent Heavy Troops: Your heavy infantry and cavalry are better than other nations (the units with plate armor). They don’t get exhausted as quickly as other nation’s heavy infantry and they keep formation more tighter. (taking this trait means you are not able to take the Light or Medium troops trait)

    5. Ambush Predators: Despite the name it isn’t evil only. But your army has a real talent for hunkering down and ambushing the hell out of people. However this comes at a sacrifice of Heavy Armour. (Cannot be taken if In Armour Clad is chosen)

    6. HOLD THE LINE!: At a single signal your endless ranks of spears and blades drop into a seemingly impenetrable wall of sharp blades. Your nation is twice as good at defence as other nations by simple watching the enemy fall on your blades trying to break through your lines. (A tempting target though all those men huddled together for a nice fireball or monster landing in the middle with fang and claw)

    7. BRING ME THEIR HEADS!: The opposite of HOLD THE LINE! At a word from their leader your men surge forwards in an irresistible wall of scything metal and arrows determined to bring the enemy down even if you have to walk across a mountain of your own dead to do it. (Cannot be taken with HOLD THE LINE!) Your men are twice as good at assaulting the enemy as another nations army might be.

    8. SHIELD WALL!: At the command of your officers your soldiers form a impenetrable wall of shields against that nasty rain of arrows. Your soldiers in turtle formation laugh as they are marching across the battlefield while arrows bounce harmlessly off your shields… just hope they don’t send magic or a nice boulder from a catapult your way… not to mention monsters who are hungry for some canned food… (Cannot be taken with HOLD THE LINE or BRING ME THEIR HEADS)

    9. Block out the Sun!: Your men are archers by nature and inclination. At least 2/3rds of your army must be ranged units.

    10. THAR BE MONSTERS!: Your nation has a larger than normal monster population and it shows you receive 2 extra monster points. Almost every ranking officer of your army ride some sort of monster but all those extra monsters need to get their food from somewhere… either by eating your own people or your food supplies.

    11. Magic supremacy: Your nation fields mages as a matter of course and you have three more disciplines than all those other nations who are stuck with those silly cantrips.

    12. Greek Fire!: You have outfitted some of your ships with a incendiary weapon that launches fire at enemy ships and can even burn for a time on water itself, also handy for a BBQ at sea.

    13. Extreme Siege Engines!: A nation with this likes siege weapons for any occasion. It’d bring a catapult to a witch-burning! (IF the nation was into that sort of thing)(Must have Siege Technology Trait!) A nation with this gets access to unique Siege Engines (while the others are stuck with catapults and ballistas you have trebuchets).

    14. Unbreakable: Your people cannot have their morale broken. They will ALWAYS hold the lines regardless of what they’re told. Magic, Technology, Monsters, none of it phases them in the least. Of course they also refuse to retreat or surrender and will fight to the last man regardless of any considerations. (Are also immune to magical compulsion to flee or run.)

    15. MONSTER SLAYER!: Maybe it’s because of your magically enhanced, target seeking arrows or those big guys in heavy armor with nasty looking sword but your nation knows how to slay monsters. But because you’re so good at killing monsters you have one monster point less (cannot be taken with THAR BE MONSTERS!)

    16. Dragonlord: Your nation has a large dragon population and instead of being gobbled up by them you managed to tame them (close enough) and thus it only costs 1 monster point if you select dragons. You also have, depending on nation size S-M-L you receive 2-4-6 dragons extra (but this trait cost 2 trait points!)

    17. VIKINGS!: Your nation are experts at forming small bands of soldiers who are send into other nations to quickly raid and pillage their settlements or just to annoy and torment them before your full invasion commences.

    Faults/Weaknesses:
    (Each Fault/weakness/Flaw allows you to take one more trait in any category, no more than three may be chosen)

    1. Magic Nulls: Maybe it’s a joke of the gods or something in the water but your race isn’t really good in the magic arts and thus you are only proficient in 2 schools of magic and instead of 4 extra discipline points you have 2. (cannot be taken with Magic Supremacy!)

    2. Healthy Dose of Self Preservation: When monsters take the field your soldiers prefer to take a holiday, you receive no monster points but since this is a major disadvantage you may take 2 extra traits.

    3. Honor and Valor Above All!: your army attack other nations with armor polished until it shines even in the dark of night, flags moving in the winds and trumpets announcing your arrival. You can never lay ambushes or use deception in your tactics or send out raiding parties, not even if it’s a prelude to a invasion.

    4. Trade Dependant: You must trade those precious metals (silver/gold/gems) of yours for extra food and metals otherwise your people starve and your army is stuck with lesser quality weapons and armor.

    5. Failing Leadership: Maybe it’s because your leaders are dumb or corrupt, or your royal family has been too busy marrying it’s cousins instead of outside blood but your government doesn’t work like it should.

    6. Watch out for the Goatee: You know that trusted advisor of yours with the goatee he keeps stroking? Who you’ve known since childhood? Well he thinks he can run the country better than you do… Your advisors, lords, etc believe they should rule which creates internal unrest and possible revolutions.

    7. Public Outcry!: Those ignorant peasants keep complaining! There isn’t enough food, people are dying because of sickness, monsters attack unprotected settlements and more of that kind of rubbish, they keep complaining even after you offered them cake before your royal guard pushed them away from your nice, shiny palace! This could mean that your people might actually welcome enemy armies with open arms while cheering the death of your own troops.

    8. Nice Beastie, Good Be- AAAAAAAARGH, IT’S EATING MY LEG!: Auch, you might think those monsters of yours are tamed enough but that could be deceiving in fact they are more likely to suddenly turn on you when you expect them to attack those enemy soldiers (can’t take this fault and Healthy Dose of Self Preservation together).

    9. Cult of {Keyword}: You wish to invade the neighbouring country next monday but that most annoying cult that are worshipped by a large quantity of your people declare that your army shouldn’t march until a black virgin chicken has been sacrificed at the altar of Good Intentions and it’s intestines are eaten by your nation’s leader on a night with a full moon.

    Special Trait!:
    Each person may create one special trait for their nation which represents your people/nation as a whole. This means no technologically orientated trait or a ‘I’m better than you are’ trait. This trait must reflect your people’s methods and ways of doing their business in this world.
    Last edited by Sarzu; 12-21-2009 at 12:30 PM.
    A lone figure standing in a room and a shadow is moving, closer and it closer it comes.

    A blade flashes, a silent scream and the shadow is just a shadow once more.

    Dark red blood is spilled and darkness rules the room as it always will.


    I am a dumbass who leaves his account signed in so certain people can do weird stuff to it,

    Have Fun figuring out what changed!

  3. #3
    Shadow Master Sarzu's Avatar
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    Magic.
    Without question Magic is usually a significant force in this world and it can be divided into several schools of magic and each school has several disciplines. Magic is neither evil, neutral or good (save for a few exceptions) it all depends in the hands of it’s user.

    Each nation has it’s mages trained in all 4 schools (save for the ones with the magic nulls trait who only practice two schools and only 2 extra discipline points) of magic and each nation has 1 discipline for each school for free and 4 points to distribute on 4 more disciplines (the ones with the trait Magic Supremacy get 3 discipline points extra).

    But you will need to divide your mages yourself, if you have, say 60 mages then you need to divide them over your available schools of magic: 20 on spirit, 20 on primal, 10 on entropy and 10 on creation. But your primal/creation/spirit/entropy mages have access to all disciplines you have selected (you have selected fire and water of primal magic and thus your primal mage can cast both)

    Mage numbers for the nations are: Small 100, Medium 150, Large 200 mages (only 10% of your mages are ‘arch mages’ and are able to cast magic spells that affect large quantities of people, the rest are only able to affect some soldiers or small groups). And I expect fair play so if I see you using magic to create wanton destruction on a battlefield without your mages getting tired or only affecting the enemy while your own troops somehow evade the barrage of fireballs I will post a GM post of those mages of yours exploding taking your troops with them as they die…

    1. School of Primal Magic
    • Fire Magic, fire magic is dangerous and unpredictable even in the hands of the most capable wizards. Fire can be manipulated to be the perfect weapon against one’s enemies by hurling fireballs or rain fire down on the battlefield but if it get out of control it might not only burn the enemy but your own troops as well!
    • Earth Magic, earth magic is more for those wizards with a patient and calm mind much like the rock and stone they manipulate. Hurling boulders or creating small earthquakes to throw a enemy of one’s feet is what they do but a earthquake is not easily controlled and is often a double edged sword.
    • Water Magic, water magic can be used by wizards to manipulate water as a liquid but also turning it into ice with a single thought. This type of magic is both a force of life and destruction, a gentle rain can bring life to barren plains while a storm of snow and ice can bring death to a land.
    • Air Magic, generally seen as the weakest of all primal magic and often not spoken of high regard by other primal mages indeed blowing a person of it’s feet is not impressive as setting them on fire, freezing them or stoning them to death. But the most accomplished air mages can summon lightning to their aid or summon hurricanes… just be careful you don’t electrocute or blow away your friends.

    2. School of Creation Magic
    • Life Magic, simply put this is healing magic and can never be taken by evil nations. Drawing power from one self or other living being to heal another from injury or poison but never to resurrect a being who is already passed to the next world. Healing magic means sacrifice, of the mage’s life-force or the life-force of other willing beings using this magic too much might result in the death of the caster or the ones who are willing to give up their life force.
    • Rune Magic, rune magic is difficult to master but the rewards are high, mostly it’s used in protection. Runes can be cast on city walls to strengthen them or used as traps exploding when someone walks across them or slowing down enemies, this also includes friendly troops sadly. Due to the size of a magic rune they can never be used to strengthen weapons or armor.
    • Nature Magic, nature magic concentrates on using nature itself as a weapon, roots coming alive to grab and choke nearby beings or summoning a swarm of locusts to do a caster’s bidding. But nature is not to be messed with, it does not look kindly on those who exploit it too much.
    • Death Magic, this is necromancy plain and simple and can never be taken by good or neutral nations. Desperate mages turn to this magic when they are unwilling to part this world and embrace undeath and it’s also fun for the little kiddies when you bring back the deceased cat, and even more fun when skeleton-kitty tears the kiddies apart. (100 skeletons/ghouls per mage, to ressurect monsters a death mage has to sacrifice 20 'points' for a regular monster or 60 for a large beast like a dragon, arch mages can have 120% more)

    3. School of Spirit Magic
    • Dispel Magic, like the name suggest this discipline focuses it’s mages to neutralize enemy magic attacks by creating shields to fend of enemy magic attacks, higher mages of this discipline can even neutralize magic of any kind in a area this also includes the magic of their allies. Only Death Magic users who have turned into 'liches' are not affected, they are concentrated into keeping their undeath forms intact in dispelled areas.
    • Champion Magic, champion magic is, well to make ordinary soldiers into champions, casting an aura of confidence on allied troops neutralizes their fears and makes them believe that victory is at hand making them fight harder and longer than the average being of their race. Overconfidence often overlooks traps and ambushes though…
    • Force Magic, force magic summons telekinetic force to stun enemies where they stand or to wrap enemies in a cage of telekinetic force that shatters bones. The drawback is that this magic is so exhausting that magicians often collapse when they use it frequently.
    • Black Magic, black magic is closely related to death magic and considered to be evil but where death magic ‘creates’ undeath black magic is only used to destroy. And that what is destroyed by black magic are the spirits of living being themselves, a Black magic user can destroy a man’s spirit and use it’s power to unleash deadly energy at nearby target, friendly or otherwise. It can also be used to turn ordinary people into mindless thralls, cheap labor force but not very smart.

    4. School of Entropy Magic
    • Drain Magic, drain magic can be used to weaken enemies or paralyse them for a short time but use it too much and magic use himself is drained and fall unconscious.
    • Illusion Magic, illusion magic is simply used to fool one’s senses. You see the dragon, you smell the dragon and you even hear the dragon but in fact it’s just a illusion. Trouble is that frightening illusions might also frighten your own troops.
    • Corruption Magic, corruption magic is used to corrupt stone, wood and stone. Crumbling a wall or rusting enemy weapons and armor, a accomplished corruption mage casts an aura corrupting everything in a few meters around it including own buildings, weapons and armor.
    • Dream Magic, this magic when cast can send enemies or friends into sleep and summon forth nightmares literally scaring them to death in their magic induced sleep. Uncontrolled dream magic could summon forth the nightmarish creatures the victims are dreaming about attacking all nearby. Best not to have nightmares about dragons…

    Greater Monster Races.

    Some nations have within their borders entire species and races of tameable monsters. These monsters also exist in the natural environs of a nation’s borders and the larger the nation the more attacks by Monsters will occur against the population (more people=more food). But Monsters make powerful weapons of war. Monsters will be categorised with a “G” or an “E” and sometimes an “N” for “G”ood, “E”vil and “N”eutral respectively. Monster points to each nation has 4 monster points evil and good nations can take 2 N monsters and a neutral nation can take 2 E or G monsters (or 1 of each side). If you're evil you can never have a number N monsters that outnumber your E monsters (so no 3 neutral monsters and only 1 evil monster) this applies to G and N nations as well.

    Small nations have 20 monsters with each species, medium have 40 and large have 60 monsters per species they select (this does not apply to Hydra, Dragons, Kraken, Water Wyrms and Lion Turtles). Also no more than 2 flight capable monster species per nation.

    Also if you feel you wish to add your own monster (only 1), you are free to do so. BUT ONLY!: if it has some basis in mythical or fantasy lore and you must provide a picture and then it will be decided by me if it will be added or not.

    1. Basilisk (E) Also called a Cockatrice. A dangerous beast whose gaze turns mens bravery to a mockery of itself and breath turns men and beasts to stone (friendly fire possible). Notoriously hard to catch and tame.

    2. Hydra (E) An evil dragon mutated by magic of man or the gods. The Hydra has nine heads and has regenerative qualities second to none. However in its corrupted mind the beast has forgotten how to even breath fire and its wings have rotted to stubs of flesh. Despite this their corruption has made them singularly powerful and there is only ever 1-2-3 depending on nation size.

    3. Gorgon (E) Gorgons are invariably female with the hair of snakes, contrary to the belief of many good species their gaze alone does not turn men to stone but can hypnotise a man long enough for the bite of the serpentine hair will do it. They are unthinking beasts that seduce a man with their gaze consummating their union with a male with the bite of snakes which kills him. Naturally enough this is how the Gorgons reproduce.

    4. Kraken (E) Almost impossible to tame by traditional methods a tamed Kraken is beyond the ability of many to resist. The Kraken can take ships beneath the wave or simple break them apart with it’s tentacles. These beasts are so large/powerful that there are only 1-2-3 depending on nation size.

    5. Chimera (N) The Chimera is a lion with the headed tail of a dragon and a goats head emerging from between its shoulderblades behind the lions head. A great pair of pinioned wings give it the gift of flight and its three heads are claimed to be capable of breathing flame (friendly fire possible).

    6. Giants (N) Generally not considered ‘monsters’ per se but they are dumb and large enough at a height of 7-8 meters to fall into this category, their basic needs are eating, mating, fighting and a urge to collect ‘shiny’ objects. They can often be coerced by the promise of food, battle or gold to fight for a nation.

    7. Sirens (N) These creatures appear from the waist up as beautiful females or males but from the waist down their form is that of some sort of reptile with a ugly and mottled scale hide. They live near water areas and are not good for combat per se but their song can drive many ship captain to guide his/her vessel to their doom.

    8. Water Wyrm (N) this beast is often mistaken for a Drake or Dragon but this beast is a distant relative of them. Instead of developing legs and wings the water Wyrm has developed fins and a strong tail which he uses to quickly navigate itself through water. These beasts are so large/powerful that there are only 1-2-3 depending on nation size.

    9. Golems (N) technically not a monster race but golems are part of this list because they have no intelligence of their own, dumb without guidance from their masters but they are very useful in combat, strong and tough fighting machines of stone, metal, bones or even flesh but they are heavy so don’t take them on ships (a nice stroll on the ocean floor might be possible) or even try to make them fly they will simply sink or fall toward the surface.

    10. Wyvern (N) also known as a lesser drake, standing on two legs it can take flight with it’s two large wings and use it’s long tail and neck to dodge and attack a person. A Wyvern is largely sought after as a mount or wizard’s pet.

    11. Gryphon (G) The body of a lion, the wings of an eagle and the beak of an eagle. Once tamed by a man of noble heart it will serve him loyally as both mount and protector. To kill a Gryphon is a sign the hero will die before the weeks end.

    12. Pegasus (G) Notorious for kicking peoples heads in they will however allow nobles to tame them as mounts if the Noble can prove his blood worthy of mounting such a majestic beast. (By staying on regardless of the Pegasi’s antics)

    13. Sphinx (G) A creature with the body of a lion and the head of a human, a experiment gone wrong by some ancient mage attempting to create a beast to slay his enemies produced the first Sphinxes. The rumor that they love riddles is just that a rumor, they are noble creatures and are more than willing to help out a person in need but only those who are of pure of heart for they will show no mercy for the wicked.

    14. Lion Turtle (G) A giant turtle roughly the same size as a Kraken but not as aggressive and actually helps those in need it usually slumbers for long periods only awakening in times of need or to save a passing ship from storm or beast. These beasts are so large/powerful that there are only 1-2-3 depending on nation size.

    15. Dragon (GEN) Dragons are always female and of all spectres of Morality, and are without doubt incredibly powerful. Despite common belief they are not intelligent and they all breath fire (friendly fire definitely possible) regardless of colouration. Regardless of their alignment Dragons are extremely rare and territorial, no more than 4, 8, 12 would ever share the same borders together depending on how large the nation is. Often mounts for Lieutenants or Heroes of Great renown but never quite tamed, there is always the possibility a dragon would turn on it’s rider at any moment. (Dragon costs 2 monster points! Dragons can be taken by Dwarves or Goblins but they can't fly underground and their movements are hampered by the tunnels!)

    16. Drakes (GEN) The male ‘dragons’ not able to take flight, breathe fire or as large as the dragons but they are still formidable and fearsome beasts. A wild female dragon usually has several drakes as her harem who bring food and take care of her when she has laid eggs. Very attractive as mounts but like dragons they can never be quite tamed sufficiently.

    Militaries.
    In this nations RP armies are pure fluff, just be realistic please, if you say have a small nation it is impossible for you to have 20 million soldiers. Medium nations will have weaker armies than large nations, small nations are weaker in comparison to both medium and large nations but several small nations working together could turn the war against a single large nation and make it cry for it’s mommy.

    Just describe some units your nation has and for example what kind of cavalry you use (mounted on horses, giant spiders or perhaps even giant lizards? Under no circumstance are flying cavalry allowed), if you have ships describe your ships here (remember no steam powered ships or cannons, this includes 'magical' cannons)

    But regarding troop numbers let us say that 33% of your nations population can be soldiers. Example:

    Nation Population:
    2'670'000 humans
    33%=881'100 can be soldiers

    Example 2:
    Nation Population:
    1'450'000 humans
    890'000 elves

    Add those two up and then 33%=772'200 can be soldiers

    Regarding ships we now have a point system and this are the ship classes:

    Small: 200
    Medium: 400
    Large: 600

    These points can be distributed on the following ship classes:

    Corsair:
    Cost: 1 point
    Crew: 40

    Corvette:
    Cost: 2 points
    Crew: 50

    Frigate:
    Cost: 3 points
    Crew: 80

    Cruiser:
    Cost: 4 points
    Crew: 100

    Galleon:
    Cost: 5 points
    Crew: 150

    Ship-of-the-Line:
    Cost: 7 points
    Crew: 200

    Man-oWar: (only 6 of these ships may be in existance at all times... or one super vessel like Leadhead's Katcher)
    Cost: 15 points
    Crew: 400

    The nation trait Water Folk doubles the amount of points you can spend on ships, the trait Seafarers only improves quality of how your ships and crew not quantity of points.
    Last edited by Sarzu; 04-15-2010 at 01:58 PM.
    A lone figure standing in a room and a shadow is moving, closer and it closer it comes.

    A blade flashes, a silent scream and the shadow is just a shadow once more.

    Dark red blood is spilled and darkness rules the room as it always will.


    I am a dumbass who leaves his account signed in so certain people can do weird stuff to it,

    Have Fun figuring out what changed!

  4. #4
    Shadow Master Sarzu's Avatar
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    Nation Template:

    Nation Name:
    Nation Description {This where you briefly describe what kind of lands your nation consists off, deserts, jungle, pine forests, frozen wastelands, underground caverns and tunnels (Dwarves and Goblins only), etc and if your nation is surrounded by land (possible other nations or simply wasteland) or if it borders next to water somewhere}
    For the sake of the rp assume this is a world where all kind of climates can be located on the same contingent.

    Race:
    Race Advantages:
    Race Disadvantages:
    Population Scale:
    Government/alignment:
    People of Importance
    Nation Size:
    Capital:
    Settlements: (briefly describe your nation's architecture, do they use buildings of wood, stone or both or perhaps only tents?)

    Traits:
    Ruling-
    Technology-
    National-
    Military-
    National Flaws-

    Military:
    Monsters-
    Magic-
    Regular troops- (swordsmen, spearmen, cavalry, etc)
    Last edited by Sarzu; 12-21-2009 at 01:51 AM.
    A lone figure standing in a room and a shadow is moving, closer and it closer it comes.

    A blade flashes, a silent scream and the shadow is just a shadow once more.

    Dark red blood is spilled and darkness rules the room as it always will.


    I am a dumbass who leaves his account signed in so certain people can do weird stuff to it,

    Have Fun figuring out what changed!

  5. #5
    Shadow Master Sarzu's Avatar
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    That's about it for now... unless I discover I forgot something...

    CREDITS:

    This idea was nothing more than a idea without the kind help of the following people:

    Kadaeux (mucho, mucho thanks for the nation template)
    Omega
    Sir Leadhead
    TatersAndTots

    Special Thanks go to
    My teddy bear Pogo for the emotional support
    and my dog Tessa who kept staring at me to finish the thing on word... or did she wanted to go outside...
    A lone figure standing in a room and a shadow is moving, closer and it closer it comes.

    A blade flashes, a silent scream and the shadow is just a shadow once more.

    Dark red blood is spilled and darkness rules the room as it always will.


    I am a dumbass who leaves his account signed in so certain people can do weird stuff to it,

    Have Fun figuring out what changed!

  6. #6
    Shield of the Imperium Omega's Avatar
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    Aww, you threw a huge wrench in major military plan I had since I am unable to get dragons with my goblins.

    “Enemies of the Imperium, hear me. You have come here to die. The Immortal Emperor is with us and we are invincible. His soldiers will strike you down. His war machines will crush you under their treads. His mighty guns will bring the very sky crashing down upon you. You cannot win. The Emperor has given us his greatest weapon to wield. So make yourselves ready. We are the Imperial Guard, and your doom is upon you. "

  7. #7
    Shadow Master Sarzu's Avatar
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    Only if you want them to be underground, dragons (which are huge) in underground tunnels is impossible sadly. but Drakes (can't fly) or Wyverns (which can fly) are possible in tunnels.

    But if you want a single goblin nation on the surface (where they can ride dragons freely) then you just have to replaced the advantage tunnelling for something else. Or combine goblins with another race on the surface.
    A lone figure standing in a room and a shadow is moving, closer and it closer it comes.

    A blade flashes, a silent scream and the shadow is just a shadow once more.

    Dark red blood is spilled and darkness rules the room as it always will.


    I am a dumbass who leaves his account signed in so certain people can do weird stuff to it,

    Have Fun figuring out what changed!

  8. #8
    Shield of the Imperium Omega's Avatar
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    Aren't most dragon lairs in mountains though? It is fine if you want to keep it as is, I just had an awesome plan to turn dragons into mobile goblin archer batteries.

    “Enemies of the Imperium, hear me. You have come here to die. The Immortal Emperor is with us and we are invincible. His soldiers will strike you down. His war machines will crush you under their treads. His mighty guns will bring the very sky crashing down upon you. You cannot win. The Emperor has given us his greatest weapon to wield. So make yourselves ready. We are the Imperial Guard, and your doom is upon you. "

  9. #9
    Shadow Master Sarzu's Avatar
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    Hmm... well I reasoned that to have dragons fit through a tunnel the tunnel would be quite large... which would also give a possible enemy more than enough room to march a large amount of troops through it.

    Ah to hell with it dragons are also available to Goblins and Dwarves, but they can't fly in underground tunnels and their movements are quite hampered.
    A lone figure standing in a room and a shadow is moving, closer and it closer it comes.

    A blade flashes, a silent scream and the shadow is just a shadow once more.

    Dark red blood is spilled and darkness rules the room as it always will.


    I am a dumbass who leaves his account signed in so certain people can do weird stuff to it,

    Have Fun figuring out what changed!

  10. #10
    Shield of the Imperium Omega's Avatar
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    Awesome.

    “Enemies of the Imperium, hear me. You have come here to die. The Immortal Emperor is with us and we are invincible. His soldiers will strike you down. His war machines will crush you under their treads. His mighty guns will bring the very sky crashing down upon you. You cannot win. The Emperor has given us his greatest weapon to wield. So make yourselves ready. We are the Imperial Guard, and your doom is upon you. "

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