Status: Work in Progress.
Nation Name: -Pending-
Races of the Nation: Dragons, Men, Arachnid.
Nation History: -Pending-
Important Characters: -Pending- (FN: CF, CM, K. DRAKE, IR 1, IR 2.)
Traits: 60 + 2 flaws.
National Traits: 6
Agents Everywhere: “We’re honourable, not stupid. We know people will take our lands bristling with food and beauty if we do not keep an eye out for spies and assassins.”
For the People: “We live for the Greater Good, we die for the Greater Good.”
Honourable: "It's what got us this far... Without it we would be no better than the thieves and assassins who pillage from the world recklessly for their own short term gains."
Nature's Ally: “The Roots protect us, and we protect them.”
Chosen of God: “If we were not, the Roots would have rid of us like a pestilence long ago.”
Unsoiled Reputation: “Never have the Roots demanded imperial ambitions, and never have we striven for empire. Never have those crying out for help gone unanswered, and never have we turned away refugees.”
Population Traits: 10
Loyal: “Without loyalty there is no honour.”
Brave: “Without bravery there is no purpose.”
Religious: “The Roots of the world guide us, and we guide the Roots. We depend on them for food and housing and resources, and they depend on us to care for them, heal them, and save them from malicious intent... They are our Gods of love and tolerance.”
Jackrabbits: “...Gods of love and tolerance...”
We stand as one!: “We live together or die together.”
Foresting Instincts: “We are born and die here. It only makes sense.”
Game Trails: “We know our way and the way knows us.”
Public Baths: “No sense being unclean. It makes us healthier and happier, and great places of... Appreciation of... The physical form... Cleansed of all of nature’s decay... Well... They’re popular places.”
Law and Order: “The Greater Good requires us to work as one. That is not possible if we are slitting each other’s throats.”
Small Town Talk: “To every town a brothel, to every brothel hearts of courage, to all hearts of courage the loyalty to speak out against injustice... Full circle travels the arrow of justice.”
Academic Traits: 6
Medicine: “To mend the wounded and heal the sick is something the Roots would task us of if they had voices with which to speak.”
Schools: “If you cannot read, you cannot learn. If you cannot learn, you cannot teach. If you cannot teach, you cannot help the next generation achieve greater things.”
Agricultural Institute: “We live in an eternal, stretching forest. If we cannot learn to farm within it, we are doomed.”[/i]
Tradesman Academy: “It does not hurt to provide a valuable service to the outside world.”
Hunger for Knowledge: “The more we learn about the world the Roots live within, the more the Roots can be protected, cultivated, and made useful for all.”
Natural Cultivation: “Did we mention that we breed a lot and do not want to cut down our forests for endless rows of cabbages and turnips?”
Military Basic Traits: 6
Ambush Predators: “Silent, deadly, efficient.”
Strategists: “We think and we hunt, together these things make us efficient either alone or in groups at devising the best possible method of taking on a situation.”
Superior Training: “Without the ability, the weapon will not move correctly. If it does not move correctly, all hope is lost.”
War Paint: “To hide within the forest, you must blend in with the forest... To inspire courage in your brothers and sisters, you must all unite under the same colour... The same banner.”
Youngbloods: “We are born competent as the Roots have required of us.”
Nightmares in the Trees: “The forests are to us what the cities are to factories and the farmlands are to farmers... Only unlike those places, the farmers and factory workers do not understand our lands.”
Archery Traits: 8
Block out the Sun: “The further it flies, the further from harm one is.”
Monster-Hunters: “To protect the Roots one must be willing and able to slay even the greatest of adversaries.”
Apple Shots: “One shot, one kill. Clean and efficient.”
Bushes Are Your Friend: “You cannot hit back that which disappears.”
Archery Range: “All the finest archers started here.”
Perfect Fletching: “Each Root sacrificed for a potential blow must be cherished, and thus their works must last as long as possible.”
Composite Bows: “Sometimes, bigger is better.”
Dragon Bows: “...Bigger still for anyone stupid enough to cross us.”
Infantry Traits: 3
Hold the Line: “To hold the front line is an honourable duty.”
Warrior-Monks: “Even the academics of the east are deadly.”
Weapon Academy: “Thousands of metal swords are hard to come by in endless forests. Spears, or arrows, however...”
Cavalry Traits: 0
"Why would we ever take the beasts of the forest to such humiliating servitude?! Besides, swathes of horses in a forest are not practical."
Navy Traits: 0
"Parting with some of our Roots is acceptable sacrifice for peace, prosperity, and tolerance, as they would preach unto us to give unto others... But to construct entire fleets of war ships, requiring the loss of thousands of Roots?... We cannot justify such an atrocity."
Airborne Traits: 3
Control the Skies: “To fly sky high and avoid the ocean, preferable. To fall down from elerium and wipe away those who would threaten the forest?... Better still.”
Gryphon: “A mighty and noble beast that will always have a home amongst the honourable.”
Liondrake: “Beautiful, fast, dangerous. Just the thing our insane navigators would ask for...”
Tradesman Traits: 7
Farmhands: “To produce excess and share with neighbours is always appreciable... That, or in especially boring summers with all the wonders of love and tolerance in every Root, and every flower, and every bee...”
Master Carpenters: “If we are to sacrifice the Roots for our own gain, we should at least have the respect to make masterful works out of their loss.”
Trackers: “You cannot hide in the forest of the Root’s chosen.”
Buy only the best: “Only the finest will do, to mass produce is to lose the identity of each item and article that came from the Roots.”
Bang for your Buck: “Waste. Nothing.”
Elemental Weapons: (Nature) “To bind one in roots for pleasure or pain, or simply to avoid unnecessary bloodshed.”
Inspiring Edifice: “All the oldest forests are our relics, but every city has one Root it is built around, one Root of great respect and endurance.”
Merchant Traits: 3
Welcome Sight: “Why push away the world’s masters of wood craft?”
Trade Tongues: “To give tolerance, one must first learn to speak the tongue of the ignorant...”
Diplomatic Savants: “...Of course, you would never say that, to the ignorant’s face...”
Magecraft Traits: 6
Elemental Earths: “To shape the earth as one wills, to break the ground beneath the feet of an approaching army or heal the dirt of poison and pain so that the Roots may spread once more...”
Henges of Power: “There are places none shall enter that the Roots do not themselves will.”
Nature Magic: “Earth to mold the dirt, Nature to grow the Heartlands.”
Rune Magic: “To bless our master crafts with magic is a sign of true adoration of the work, and a blessing of an item with a soul.”
Holy Magic: “To heal those living, or to banish those evil... Often employed by brothels...”
Scholars of Power: “Our thirst for knowledge shall never end at what merely can be seen, for one day, we wish to join the Gods who live beyond the Roots... In the world unseen. Within the Elerium.”
Monster Traits: 1
Basilisk: “To petrify the unsavoury, or to service yet another one of the brothel’s many, many varying services... Often used by our agents to easily take a suspect in without struggle.”
Mechanist Traits: 1
Zepplins: “... We need some method of travelling the great empty vast waters without suffering from pure terror. Though, to see the great expanse of the Heartlands from the air is... Incredible.”
Flaws: (Only need 2)
Afraid of Water: "We can't grow trees here and it stretches on for ages!... Though small ponds and our public baths certainly don't bother us, the thought of being nowhere near a forest and in an area incapable of growing any is certainly unnerving! THE SHIP ROCKS TOO MUCH!"
Code of Honour: "Without it we are vagrants and mongrels."
Custom Traits
Roots of the Gods:
The Power of Brothels:
Custom Flaw 1 <- Wat?
Territory: (100 pts) (0) (Total Provinces: 32?)
Heartland: The Heartland territory, the very core, sprawling in each direction for miles on end with some of the thickest and tallest trees and most magnificent cathedrals it looks almost like a series of interconnected towns all tied together by small roads and bustling markets, with public baths seemingly at each and every interconnection and nearly always in use. At its core is the capital building, which contains nearly every single public facility available for private use by the most important of the society. During the night there are plenty of establishments, however, such as brothels to celebrate the matters of the flesh, and night time churches for matters of the soul.
Numbers: Capital City (F), Forest (2).
Total Cost: 2.
Norai: The Norai territory, northernmost significant position of the Heartland, thickly populated and akin to the capital in its surreal placement of town-bath-town, though the outlying forests were only recently grown to try and expand the reach of the forest. As well, the core is simply a better developed town with a centralized cathedral. Most of the forests here are dominated by pines.
The surrounding forest territories are each known to their local populations as Norai. Officially, they're Norai plus a general direction, such as Norai North, or Norai South.
Numbers: Large City (10), Forest (2).
Surrounding Area: Forest (2x6) (12).
Total Cost: 24.
Sorai: As with Norai, but to the south, and dominated primarily by Oaks. Here is where most of the flying creatures are raised and cared for when sick or wounded. As such the most talented arial flyers come from here. A great deal of the recruits here also service as a sort of beacon of hope for one day achieving travel across the vast, empty places of water in a quicker manner than the zepplins.
Numbers: Large City (10), Forest (2).
Surrounding Area: Forest (2x6) (12).
Total Cost: 24.
Earai: As with Norai and Sorai, but with a variety of trees. This location is often known informally as "The Thinker's Place", this is where the most prestigious students and teachers tend to congregate regardless of their birthplace for simple practicality... There is also a notable lack of “dirty brothels”, the ones here are sophisticated and often serve just as much as confessionals and ritualistic social practice circles as they do anything else. As such, a great deal of talented diplomats also come from this place.
Numbers: Large City (10), Forest (2).
Surrounding Area: Forest (2x6) (12).
Total Cost: 24.
Worai: A recent addition to the territories stretching out west, it wasn’t until an understanding was met with the arachnids here before they could really and truly begin the expansion process. There are several Sakura groves that exist here, they often provide places of great comfort and meditation and thus many of the overtly religious come here to contemplate, pray, and give to the Gods of love and tolerance.
The arachnid population is also highest here, though rarely seen, and often preferring seclusion. A select few live amongst the people however, to sell the highest quality silk and act as liaisons and voices for all of their kind. They live quite amicable with the people here, whom are just as content with leaving them alone and in peace.
Numbers: Small City (4), Forest (2).
Surrounding Area: Forest (2x4) (8).
Total Cost: 14.
Saotep: The name of the dragon hero this town is named after. Whilst most legends depict dragons are fiery destroyers of life, this town was instead saved by one whom used his great wings to put out the flames of a fire threatening to destroy the forest. Whilst healing and mending is still underway, the dragon was allowed to stay and quite content to, often bemused with travelling the lands, and teasing its people.
Other dragons like Saotep occasionally visit from time to time, but due to the only recent addition of Saotep the rest are too tentative to stay and form any kind of military force or civilian population... Whether that would even be practical is up in the air.
Numbers: Small Town (4). (Not covered by forest--most of the forest was lost and is still being healed. Treated as open plains.)
Surrounding Area: Forest (2x4) (8).
Total Cost: 12.
Army:
Command:
Monsters:
Air Force:
Navy: