Alignments so far:
Coalition of Evil
Coaltion of Neutral/Good
The Absent Mare
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.
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.
• 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.
• 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.
• 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.
• 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.
• 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.
• 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.
• 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)
• 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.
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)
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)
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.