So for Pros and Cons, we're allowed to come up with one of each of our own, correct?
So for Pros and Cons, we're allowed to come up with one of each of our own, correct?Affirmative!
In that case, here are mine- Pro: State Inquisition- the Inquisition is a small panel of three judges tasked with maintaining the security of the homeland. Their size means they can deal with threats quickly and it doesn't take them long to establish a network of agents both at home and abroad to locate traitors. Con: A Call for Reform- the abolition of the former privy council was one of the final steps in the gradual change from a strictly monarchistic state to an open commonwealth. However, many have voiced their doubt in the current leaders and have made sure their stance is known, adding only more to the growing political unrest.*Thumbs up*
In my case - There's only one Necromancer, so having Ossuaries everywhere isn't much of an advantage, especially considering they were never intended to raise massive undead armies. And how worship of Mot is now strongly discouraged, leaving body remnants out in the open like that would be seen as bad. I'll keep the Bloodthirsty con, but I'd like to replace my pro with: Songbird Communiques: The warlords and skirmishes of the Fulmen Nati are masters of moving and communicating as widespread guerilla groups moving unseen in the underbrush. One of their more successful strategic advantages has been their successful domestication and breeding of Songbirds, used for surveillance, reconnaissance, and communication across both short and vast distances. Sometimes the only warning you have of a Nati ambush will be the low, pleasant, burbling chirps of unseen birds.How about this for a different pro then? Winged messengers: Through the use of birds, communication within your nation is quick and secure, though the birds do leave a bit of a mess.
Try getting rid of that rogue /indent] under Military, in 'Other'. Think I had that too.Yes, I noticed it too. I have corrected it in the offered BBC coded sheet. My mistake.
Think my sheet is pretty much done, just need to work on a flag. I may add tiny bits here and there; it'd mostly be locations.Rocking those fancy hats. Traits looking fine too.
That fixed it, thanks. On an unrelated note, @gowia @Terminal Want to have a trade route between our nations? The Drastonian Empire has food and spices, while mine has more in terms of metals as well as some large cities that would have finished goods. Fulmen Nati would be conveniently placed about halfway down the trade route for ships, so it could be involved too.The Fulmen Nati, I suspect, would not be formally recognized as a nation per se. The organization you'd be dealing with would be The Free Family (check them out in the NS), and they'd have what you want. Here's some cold hard supply and demand for all of us:
As in for the sunken city full of ghosts, are they really so dangerous and vicious as to actually pose a threat to a fleet a mile or two off the coast? Still, if the sailors were superstitious they could sail just out of sight of the coast for that particular stretch of the way.It's not quite like that. There aren't actual ghosts and wraiths poking around, so much as a curse hangs over the coastline like a pall. This is a low fantasy setting, so I'm going with the [Maybe Magic Maybe Mundane] route. Perhaps the Necromancer in Iugulum Mot has some heeby jeeby curse going on, or maybe that particular stretch of coast and the peninsula just happens to be a horrible sailing deathtrap full of sharp jutting rock formations and rogue tides. Who knows? Either way, sailing too close is not recommended. And yes, I did say they could sail out of sight of the coastline - but check the map, there's a large jutting peninsula to sail around. I indicated that sailing around the super long way would be both time consuming and impractical. You can do it, but,
if nothing else, Dominion shipping heading that way will likely be issuing several formal and extended complaints.Also, the Iugulum Mot stretch is a barrier to Drastonian vessels trying to reach the Dominion as well. Same problems apply. We'll have to wait for Gowia's input before proceeding further on that front. If Drastonia has particularly good trade relations with the Free Family, it may be that they could have a shipping outpost located at Dakat'fium - which is located South of the Iugulum Mot stretch. Drastonia could ship goods overland across Nati territory and then sail them directly South, and the Dominion could send shipments there instead of having to sail around - which cuts time off of their trade route. The obvious problem is that a massive stretch of the trade route is being controlled by uncivilized bloodthirsty savages.
Any nation really could bring shiploads of food and sell it for several times what it is worth in their cities, especially if they are growing something other than the wheat and barley that Azracs farm.Arhus, baby.