Well, I think I speak for everyone when I say that the broader between the Chalezian Union and Tushienia would be tense as all hell. Maybe a slight rewrite of history though?
Before the mundane revolution that changed Chalez into the Chalezian Union, province 11 used to belong to Chalez. Once the revolutionary war was in full swing however, Tushienia seized the opportunity to expand its power and influence (While kicking those arrogant magical elven pricks in the face while doing so) by invading province 11 and conquering it for themselves, destroying both the magical ruling elite and the magic hating rebels alike to do so with a combination of magic, strength of arms, technology and a pretty large army of mindless undead.
If Chalezian Union ever made the attempt to reclaim province 11 before now (Most likely during the height of their mage hating days), that war would have ended in failure for the Union (Because we can't have more then 3 provinces to start with). Provided of course that the Chalezian Union made the attempt to reclaim its former territory.
What do you think?
I think it could be very plausible for Tushiena to take advantage of the civil war, if both sides were concentrating their full attention on each other. However, since your liches arrived here some hundred years ago, I think Chalez would have been suspicious, if not hostile, in response to their sudden appearance near their territory for a very long time. That depends mostly how you want to play their attitudes towards their new neighbor several-hundred years ago and counting. Did they fight in the past, and over what? etc.
If Chalez and the liches were longstanding enemies from the first days of Tush's inception, the attack on 11 seems quite appropriate. But do they have a legitimate cause to fight both the elite and the rebels indiscriminately?
How eager are they to push deeper into Chalezian territory, now that power has been reconsalidated? They've had fifty years to take advantage of a still-developing government. Granted, if Tush was fighting both sides simultaneously, the Union certainly has a sour opinion of them.
I think it could be very plausible for Tushiena to take advantage of the civil war, if both sides were concentrating their full attention on each other. However, since your liches arrived here some hundred years ago, I think Chalez would have been suspicious, if not hostile, in response to their sudden appearance near their territory for a very long time. That depends mostly how you want to play their attitudes towards their new neighbor several-hundred years ago and counting. Did they fight in the past, and over what? etc.
If Chalez and the liches were longstanding enemies from the first days of Tush's inception, the attack on 11 seems quite appropriate. But do they have a legitimate cause to fight both the elite and the rebels indiscriminately?
How eager are they to push deeper into Chalezian territory, now that power has been reconsalidated? They've had fifty years to take advantage of a still-developing government. Granted, if Tush was fighting both sides simultaneously, the Union certainly has a sour opinion of them.
Considering that the former government was run by arrogant elven pricks who largely looked down on everyone else (Granted humans mages managed to get the rights to do it to, but the elves were doing it longer) then even if over the course of 150 years they had no reason to go to war, it's easy to see why someone would want to strangely the life out of them. If you can steal some good land in the process all the better.
As for why they fought the revolutionaries... that might have had more to do with the fact that they were strongly anti-magic. Keep in mind that the revolutionaries were fighting against being ruled by magic users; I highly doubt that they would have been willing to stand by while a different group of magic users took control.
@Bright_Ops New Gobolia used to be a gigantic Goblin tribe until wait for it...TUSHIENIA (plot twist) Came along and was all like "Join us or die bro" and so New Gobolia decided to leave, and then they were intercepted by a Ork horde and were enslaved for a entire year straight.
So whats not to hate?. Gobolian's blame Tushienia for everything since they took they're land in the first place.
@Bright_Ops the tribe was. the actual New Gobolia is about 1 month old. Too be honest most Goblin's hate Tushienia just because they're ancestors did. and they're ancestors did too. it's kindof like a gamergate propaganda thing. most goblins don't really know why they Hate Tushienia.
"For the Sins of all, I follow none than thy Savior Lord."
NATION
Nation Name: Holy Novgorod Imperium (HNI)
Chosen Colour for Nation: Gold
People of Importance: Tsar Ventium Corosphyski Tsarina Alicia Boruno-Corosphyski
Races:
Humans
Elves
TRAITS:
National Trait:
Cunning Linguists - Your Nation has long been in the forefront of diplomacy, thus not only are your diplomats smooth in their speech, but they are also masters of customs and dialects of foreign nations, making foreign courts more apt to accept their proposals as coming from a kindred spirit. (Any diplomacy with the NPC nations will almost certainly succeed)
Army Type:
The Knighthood - Your nation has a small, professionally trained core of troops leading conscripts. While the core of your army is well trained and well equipped, they are far outnumbered by the conscript soldiers. (Start Army Size: 400 Units (50 Professional, the rest Conscripts.))
Conscript Military Units:
Militsiya (Conscript Infantry) 160 - Peasants with minimal training and limited equipment. They are divided into two type, the Stuka (spearmen) and the Vinroy (Warrior). The Stuka carry spears and square wooden shields to hold the enemy with the Vinroy are the primary offensive unit who attack with axes, swords, clubs, anything they can get a hold of really.
Arohonik (Conscript Bowmen) x 100 - Recruited from local Elven populations, Arohonik should not be looked down upon for being peasant conscripts. Many of these elves are hunters and have Elven archery running in their blood. Unlike their human Militsyia counterparts, the Arohoniks are actually provided additional training, but Elven pride prevents many of these soldiers from ever attending, not saying they aren't good shots to start with.
Cossacks (Conscript Horsemen) x 90 - Mounted young men and nobles of mostly human decent with varying shades of piss and vigor, some of which are "promoted" Militsiya. As the HNI lacks horses, these horsemen actually ride on giant wolves, partially because they work well in combat and partially since they think it shows off their bravery and shit like that as they all try to join the ranks of a knightly order.. In all honesty, these riders are never expected to do much good as wolves are hard to control even when tamed and many of the young nobles are mostly big talk, still useful however.
Professional Military Units
Mountain Guards (Archers) x 16 - Legendary Elven archers who have the fabled ability to shoot across mountain ranges. Although most of them lack his incredible ability, they still have quite the amazing range and damage potential. It is said that their skill alone is what has kept the Imperium from adopting gunpowder guns. The Mountain Guards hail from the Gorgroski Order with its monasteries high in the harsh mountains.
Stag Riders (Light Cav.) x 14 - Mounting armored war stags, the Riders are armed with deadly lances that can pierce through most armor. Of course, this is in addition to the natural antlers of the beasts they ride. The all female Vladstok Order is famous for the breeding of such animals, larger and stronger with more deadly antlers that are infamous for their charging abilities.
Bear Knights (Heavy Cav.) x 10 - Of all the knightly orders in the Imperium, it is the Kuryokastani Order which is the most famous. Riding the deadly yet cuddly polar bear into battle, what they lack in speed they make up in with surviavliy and killing power. Anyone foolish enough to think that they suffer from the normal cavalry disadvantage of being bad in prolonged combat works with the Bearmen, they are so woefully wrong. Armed with swords, axes, maces and even halberds, plus fucking polar bears, these warriors will happily let their beasts munch on your head if you get close enough.
Inquisitors (Magi) x 8 - Hailing from the Holy Church itself, Inquisitors are generally the priests and clergy who root out hearsay and heretics from the lands within the HNI. However, these "combat" Inquisitors Wearing blessed plate armor with bits of scrolls decorating it, these clergy should not be taken lightly even in close combat as they will most likely divinely kick your ass in.
Theologian (War-Magi) x 2 - High priests and veteran Inquisitors, Theologians are the direct conduits of the Savior Lord. With divine holy magic to pierce the heaven the,if Inquisitors can kick your ass in, these fine gents will give you an eviscerating proctology examination with the power of the Savior. They also act as generals and commanders if their is none present.
Navy Type:
Merchant Fleet - Your nation has no need for the ships of war, the only vessels under your flag are merchant ships that can be bedecked to transport your troops. There are however a very small number of ships that can be quickly adapted into fighting vessels. (Navy Size: 55 Transport Units and 5 Ship Units)
Navy Units:
Khorasair (Merchant Transports) x 55 - Old but sturdy ships with large holds, they are actually a design adopted from pirates who raided trade in the old times. Large, three masted ships, these can be confused and mistaken for warships until you realize they don't exactly have a lot of guns with only their top deck have any sort of weaponry in to form of a line of swivel guns. They can however, easily survive rough seas and cold weathers.
Dyrigg (Warship) x 5 - Using strong hardwoods polished to a shine, the Dyriggs are sometimes called "Amberclads" or "Copperclads" due to the appearance of their orangey-bronze hulls despite not actually being covered in either of those things. They have two decks full of dedicated guns and reinforced fronts for ice breaking and ramming.
Flight Type:
N/A - Only angels should fly, anything that flies is hearsay
Flight Units:
N/A - If bitches flyin', its hearsay
Military Traits:
Fearless (Human Racial Trait) - Your soldiers don’t know the meaning of fear and will charge into overwhelming odds without flinching. (Fear has no effect on your armies and they will not run till one army is wiped out unless ordered to)
Superior Forging - Your weapons are forged in an extraordinary manner, whether it’s attributed to dwarven craftsmanship, magical imbuements, or technological advances in blast furnaces, your weaponry is a step above the average. (Your soldiers have an advantage in combat)
Masterful Cavalry - Your cavalry units work as a cohesive unit, your soldiers ride their horses better than most can even dream of. You are skilled at using the mobility of your cavalry to catch your foes off guard. (Your Cavalry all have an advantage in combat)
Kill Them From a Distance (Elven Racial Bonus) - Your missile units are excellent shots, and have been heavily drilled to know how to fire in unison, set up barriers to protect them from other units, and at aiming for the weaknesses in the armour of their foes. (Your Archers/Crossbowmen/Artillery all have an advantage in combat)
Naval Traits:
Ship Building - This trait permits your nation to build boats that are ready for war. (Allows your nation to have a navy)
Flight Traits:
N/A - Balloons are scary and mysterious, they are hearsay
Necromancy Traits:
N/A - Necromancy is very, very black magic and there for hearsay
Divine Magic Traits:
Angels Whisper in Your Ears - Your priesthood has the power of prayer, and receives answers. The questions they ask the higher powers receive answers, even if they don’t always make sense. (You will be given information that would otherwise be unknown to you)
Divine Energy - The power of Christ compels you! No seriously, you are able to channel the power of your god(s) into healing energy, buffing the natural attributes of your followers. (Your soldiers are harder to kill when your Magi/War-Magi are present)
Holy Wrath - (Requires Divine Energy) Your priesthood can not only heal with their gods magic, they can also wreak havoc with it, doling out the energy of the gods to smite your foes. (Your Magi/War-Magi all have an advantage in combat)
Divine Charisma - The power of the gods powers not only your arm, but your tongue. Your priesthood is able to rouse the crowds to great feats through their oratory, and are able to convince people to see your point of view with ease. Your people follow you and may even worship you as a god yourself. (Any Diplomatic action with NPC nations are more likely to succeed)
Fanatics - (Requires 2 other Divine Traits) Your nations priests can spout fiery talk of hell and redemption that can stir even the most unreligious solider into a roaring frenzy (All of your soldiers have an advantage in combat when your Magi/War-Magi are present)
Divine Charisma - (Requires 3 other Divine Traits) Your gods themselves pour their power into your Magi’s, allowing them to combat even the most powerful Black Magic (Your Magi/War-Magi can effectively repel and negate any Necromancy Traits)
Elemental Magic Traits:
N/A - Elemental Magic is for shamanistic pagans and therefor hearsay.
Illusion Magic Traits:
N/A - Attempting to hide sins is hearsay.
Technology Traits:
N/A - Not exactly hearsay, but still hearsay (its complicated)
Racial Traits:
(Humans) Valour - Some basic human instinct, deep within each man and woman’s heart, the simple refusal to accept defeat. In battle, this leaves your soldiers refusing to take a step back. (You gain the “Fearless” Trait for free)
(Elves) Master Archers - Your people have practiced archery since your people have existed. They are unequalled in their accuracy with a bow. (Your Archers/Conscript Bowmen all gain an advantage in combat)
Nation History:
From the earliest of days, The Holy Novgorod Imperium can trace its roots back to tribes of humans and clans of elves who were forced into the frozen north to escape the band of marauding orcs and goblins and their shamanistic elemental heathen magics. The foul beasts gave no chase, seeing as they thought the humans and elves would simply die out in such harsh conditions and they very well almost did. Until the Savior Lord came down from the heavens.
It was there, in our darkest hour which the Savior descended from his heavenly paradise to teach us the ways of using his ethereal blessings of light to combat the monstrous heathens who drove us out of our homelands before reducing it to their pits of vile wretchedness. For he gave us strength and unity, naming the first of his chosen prophet: Boris Tyrloffski. This man would become the first Tsar of a new kingdom in the north, allying and unifying others who either had been driven out or called this new Eden their homeland.
Under the banner of the Lord Savior, Tyrloffski lead his army on a crusade against those who violated his peoples, slaughtering all in the name of the Lord Savior, ensuring not one foul beast of an orc, orge or goblin remained. After the First Holy Crusade and the Great Divine Purge of Heathens that followed, the Church of Grace was founded and from that, the basis of the Holy Novgorod Imperium.
Now, generations later, the Imperium is as religious and traditional as ever, self proclaimed bastions of the light and good under the banned of Golden Bird of their Lord Savior. Some say their ways are for a time in the past; the Imperium's might and silver tongue always proves them wrong however.
@ClocktowerEchos I like the look of your nation! And the traits all look good to me. In fact, you have another 150 Conscript Units available if you want them by the looks of it. But it all works, so welcome aboard! Post it over on the character tab.
In terms of the map, I'm not sure why you can't see it. Anyone else having an issue?
@Romero I can't see the map due to me using a school laptop which blocks dA. If you could, can you reupload the picture using tinypic? I know for a fact tinypic is usable for me.