Here are the current prototype version of the realm and host sheets and associated guides, note that they are subject to change.
Note 1: I will probably streamline the sheet by the official OOC version so its not as cumbersome.
-Realm name:
-Flag/Banner:
NATIONAL
-Capital:
-Government Type:
-Currency:
-Population: (See Guide For Info)
-Realm Size: (See Guide For Info)
-Unique Trait #1: (Created by the player, needs to be approved by me)
-Unique Trait #2: (Created by me, mostly to reduce min-maxing)
-Unique Flaw #1 (Created by the player, needs to be approved by me)
-Unique Flaw #2 (Created by me, mostly to reduce min-maxing)
GEOGRAPHICAL
-World-Realm Map: (Fill in desired blocks on world map)
-Internal-Realm Map: (A zoomed in map of your controlled blocks and major cities/castles/locations within it)
-Major Cities:
-Major Castles:
-Buildings of Interest:
-Geographic Features of Interest:
RACIAL
-Majority Race: (See Guide For Info for standard race list or create your own)
-Majority Race Appearance:
-Majority Race Characteristics (Things like height, species type, biology, etc. Note that due to things like sub-races and cousin species, you can modify the standard races)
-Minority Races: (If any, these are typically standard races or races created by other players, however you can still create your own. Note that minority does not necessarily mean insignificant)
-Minority Race Apearance(s):
-Minority Race Characteristics: (Things like height, species type, biology, etc. Note that due to things like sub-races and cousin species, you can modify the standard races)
RELIGION & MAGIC
-State Religion: (Either create your own local religion or take on a major religion)
-Religious Information (If creating your own local religion, information here)
-Religion Demographics:
-Holy Relics In Possession:
-Holy Sites Under Control:
-Magical Schools and Curriculum: (What forms of magic are common? Note worshiped deity)
MILITARY
-Total Military Size (See Guide For Info)
-Military Details (Unit Types and distribution of numbers)
NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch:
-Ruling Dynasty (If applicable):
-Constable Of The Army (If applicable):
-Religious Head (If Applicable):
-Persons of interest:
HEROIC DRAMATIS PERSONAE
-Insert hero characters here
CULTURAL
-History
-List of Historical Grievances
-Relations
-Cultural Notes
THE HOST
-Holy City Benefactor: (If applicable)
-Original Primary Objective:
-Original Secondary Objectives:
-Host Size: (See Guide)
-Unique Trait #1: (Created by the player, needs to be approved by me)
-Unique Trait #2: (Created by me, mostly to reduce min-maxing)
-Unique Flaw #1 (Created by the player, needs to be approved by me)
-Unique Flaw #2 (Created by me, mostly to reduce min-maxing)
PATRONAGE & GEOGRAPHIC
-Host Map: (Place founding location, current objectives, former objectives, current position of Host and the route it has so far taken from its founding location)
-Founding Location: (Where did the Host first begin its march)
-Patron Realms:
-Host Headquarters Location:
-Major Host Strongholds:
-Buildings of Interest:
RACIAL
-Majority Race: (See Guide For Info for standard race list or create your own)
-Majority Race Appearance:
-Majority Race Characteristics (Things like height, species type, biology, etc. Note that due to things like sub-races and cousin species, you can modify the standard races)
-Minority Races: (If any, these are typically standard races or races created by other players, however you can still create your own. Note that minority does not necessarily mean insignificant)
-Minority Race Apearance(s):
-Minority Race Characteristics (Things like height, species type, biology, etc. Note that due to things like sub-races and cousin species, you can modify the standard races)
RELIGION & MAGIC
-Host Religion (Note: If the Host is of the religious crusader variety, it is suggested to use one of the major religions, otherwise the host would have inadequate funding to launch)
-Holy Relics In Possession:
-Holy Sites Under Control: (Requires either land or donations from patrons)
-Hosts Magical Arsenal: (Common magic forms used by host magic users)
MILITARY
-Total Military Size (See Guide For Info)
-Military Details (Unit Types and distribution of numbers)
LEADERSHIP DRAMATIS PERSONAE
-Host Leader
-Host Religious Head (Note: Typically a direct underling of religions overall leader)
-Persons of Interest
HEROIC DRAMATIS PERSONAE
-Insert heroes here
CULTURAL
-History of the Host (This includes how it was founded and why)
-Relations (This is very important for hosts as hosts have to pass through realms)
-Customs and Traditions (Cultural quirks of the host)
-Empire:
1: 80 blocks maximum without modifiers
2: 18 million people maximum without modifiers (10-15 average. 18 million = 1300's pre-black death France's population roughly)
3: 260,000 maximum soldiers without modifiers
4: 1000 practical magic users without modifiers
5: 10 heroes maximum without modifiers
6: 260 warships maximum without modifiers (Requires water)
-Major Kingdom:
1: 40 blocks maximum without modifiers
2: 8 million people maximum without modifiers (3-5 average. 3 million = 1200's England's population)
3: 120,000 maximum soldiers without modifiers
4: 500 practical magic users without modifiers
5: 5 heroes maximum without modifiers
6: 120 warships maximum without modifiers (Requires water)
-Minor Kingdom:
1: 20 blocks maximum without modifiers
2: 2 million people maximum without modifiers
3: 65,000 maximum soldiers without modifiers
4: 200 practical magic users without modifiers
5: 3 heroes maximum without modifiers
6: 65 warships maximum without modifiers (Requires water)
-Principality:
1: 10 blocks maximum without modifiers
2: 500,000 people maximum without modifiers
3: 20,000 maximum soldiers without modifiers
4: 50 practical magic users without modifiers
5: 1 hero maximum without modifiers
6: 20 warships maximum without modifiers (Requires water)
-Host/Crusade/Order/Horde/Reclamation Army/etc:
1: 0 blocks (MUST CONQUER OR HAVE LAND APPOINTED)
2: Strongholds determined by patrons
3: 500,000 maximum members of the host without modifiers
4: 5000 magic users without modifiers
5: unlimited maximum heroes (Within reason... This also means no spamming legendary creatures)
6: ??? warships maximum without modifiers (Appointed by holy cities and gifted by patrons)
NOTE: The suggested average host size is 200,000, around the size of Emperor Barbarossa's Host during the Third Crusade
(Note: This list are typical races found in fantasy, players are not obligated to use these races and may make their own, however they must submit the race info to me first so I can determine its characteristics and as such statistics. Also note that the traits/flaws are more guidelines than absolute facts and players can modify them so long as the results are balanced and approved by me, this is particularly notable in the case of sub-races and cousin species. The statistical numbers can not be modified however)
~~~Standard Races:
Humanoids (Human):
1: Standard army numbers
2: Jack-Of-All-Stats, No traits beyond setting the standard for everything else
3: Jack-Of-All-Stats, No flaws beyond setting the standard for everything else
Orcoids (Orcs)
1: Standard army numbers
2: Typical Traits of Orcoids: High strength, large size, high stamina, high pain-threshold, high adrenaline, Berserker capabilities
2: Typical Flaws of Orcoids: Hyper-aggressive, Prone to infighting, Low flexibility,
Great Orcoids (Ogres, Trolls)
1: For every Great Orcoid in army added, remove 100 soldiers from maximum.
2: Typical Traits of Great Orcoids: Huge size, extremely high strength, extremely high stamina, high pain-threshold
2: Typical Flaws of Great Orcoids: Very low flexibility, low mobility, low intelligence, high living costs
Lesser Orcoids (Goblins)
1: For every Goblin in army added, add an additional soldier to maximum (x2)
2: Typical Traits of Lesser Orcoids: High terrain mobility(Wall-climbing), high mobility, high resistance to cold, ability to see in dark, high birth rate
3: Typical Flaws of Lesser Orcoids: Low strength, poor day sight, prone to infighting
Elven (High,Wood,Dark,etc)
1: Standard army numbers
2: Typical Traits of Elves: High perception, high mobility, high intelligence, long life
3: Typical Flaws of Elves: Low stamina, low strength, strict hierarchical social groups, low fertility
Dwarfish (Dwarves, Gnomes, Hobbits, Half-men, etc)
1: Standard army numbers
2: Typical Traits of Dwarves: High stamina, high strength, high intelligence, long life
3: Typical Flaws of Dwarves: Low perception, low mobility, strict hierarchical social groups, low fertility
Giants (Giants)
1: For every Giant in army added, remove 100 soldiers from maximum.
2: Typical Traits of Giants: Huge Size, extremely-high strength, passive when not in combat
3: Typical Flaws of Giants: Low magical capacity, low perception, low flexibility, high living costs
~~~Beastoid Races
Centauroids (Centaurs)
1: For every Centaur in army added, remove 4 soldiers from maximum.
2: Typical Traits of Centuars: Extremely high mobility, cavalry supremacy, large size
3: Typical Flaws of Centuars: High living costs, poor siege capabilities, poor terrain mobility
Reptilians (Lizard-Folk, Draconians, etc)
1: For every Reptilian in army added, remove 2 soldiers from maximum.
2: Typical Traits of Reptilians: Large size, high strength, resistant to poison/disease, natural armour,
3: Typical Flaws of Reptilians: Territorial society, strict hierarchical social groups, weakness to cold
~~~Legendary/Divine Races (One-man-army hero races, generally requires divine intervention or intent)
Dragons
1: For every dragon in army added, remove either 1 hero from maximum for a extremely powerful dragon or 10 magic users from maximum for an average dragon
2: Typical Traits of Dragons: Huge size, can fly, breath attacks, extremely-high strength, resistant to poison/disease, natural armour, long life, high perception, high intelligence, high pain-threshold, Gold hoarder, vast knowledge
3: Typical Flaws of Dragons: Extremely high living costs, low flexibility, territorial society, ingrained superiority complex, prone to infighting
Phoenixes
1: For every phoenix in army added, remove 1 hero from maximum
2: Typical Traits of Phoenixes: Huge size, can fly, high perception, high intelligence, immortal, resistance to physical attacks, fire attacks, vast knowledge, high flexibility, healing abilities, extremely high magical capabilities, fearless
3: Typical Flaws of Phoenixes: Passive in combat, vulnerable in regions occupied by darkness, fearless, prone to suicide attacks
Celestial Embodiment (Avatars, Angels, Demi-Gods, Messiahs, Prophets, Saints, Reborn Heroes, Divine Intervention)
1: REQUIRES SPECIAL EVENTS TO APPEAR
2: Typical Traits of Celestial Embodiment: Nigh-Invincible to conventional weapons, Literal instrument of god/ess/s, aura of strength/morale/vitality/healing/willpower, fearless, variable physical traits however usually overpowered.
3: Typical Flaws of Celestial Embodiment: Requires special events, requires allied army to be losing, some have very limited life span, fearless, prone to suicide attacks/martyrdom