Deity Info:
Name: Elouviana
Domain(s): Foresight, Foretelling
Domain Ability: The primary domain of Elouviana is easy to understand, since it does exactly what it says. Grants Elouviana and to a much less extent her follows, the ability to see what is coming. Her followers can reach around a day, with intense meditation. Generally, they can see a few minutes into the mists of the future, which is helpful, considering the chosen profession of the Foresight Mages.
The Second Domain, much rarer and much stranger than Foresight, is the Foretelling. It can only be used on inanimate objects, but the rare mage that manages to manifest this power, can alter the future of a certain object, by foretelling it's story. Due to the scarcity of Foretelling mages, they are almost exclusively housed in the capital city of Amypras, Where they foretell the great farms will be bountiful, and the walls will remain strong against Man and Nature alike.
Common Appearance: Elouviana prefers a small, pettie form, with a hooded cloak drapped over her eyes, as if the cloth would prevent the visions from bombarding her at every moment. She wears a soft purple dress, and keeps most ofher hair hidden in the hood, but a few purple flecks could be seen to anyone who wasn't looking on casually.
Personality: Elouviana's persona is a very strangee one, due to her Domain. She treats most conversation as mere irritations, and can some times reply to a person before they have asked a question. This makes her a difficult god to interact with, but one can have a positive relationship with her if they have friendly intentions. Just don't expect to talk much, because she has already seen the whole conversation play out in front of her. Much to the chargrin of mischivious gods, she is nearly impossible to prank, surprise, or catch unaware, due to the domain, but this could simply be seen as a challenge, to some.
Direct or Indirect: Indirect
Description of Mage Powers/Hero Powers & Artifacts: Foresight Mages can see into the future. Usually, it does not factor in a great deal, but in war time, it becomes very valuble, strategically. Most Foresight Mages chose to become Archers, matched only by the greatest of shots in the kingdom, since they do not need to aim, simply see where the shot needs to go, and let loose. When invaded by a forigen enemy, a Foresight Mage will retire to his tent, to meditate deeply and call upon his powers in greater strength, so as to see what the day has in store. This grants a near-unparraleled edge in outmanvouering the enemy, and planning ambushes.
Symbol: Elouviana's symbol is, fittingly, an eye. The lid is shut, but the iris is still seen through the lid.
Other Info: A decent portion of the Great Farms have crops of Sweetcorn, since it is considered the sacred food of Elouviana. Mostly because she enjoys it so much.
Nation Info:
Nation Name: The People of Amypras
Flag: The few flags that remain consist of a man, with two feminine humanoids to his left and right. Nobody really knows why, anymore, but they just are.
Location on Map:
Geographical Info: Massive streches of land, dotted with forests, thousands of acres across, it is the perfect embodiment of untamed wilderness. An army could march for a week in one direction, and see nothing but the land - depending on the speed at which the army marches - as The People of Amypras have not colonized far from their great capital. There are ruins of anicent castles and fortresses dotted around the land, some modest, and others with the shadow of greatness.
As large as the land is, there is not many plains, mostly rugged, roughlands that are hell to cross for most. Combine with the total lack of any sort of road system, this can cause many logistical problems with trying to into the country itself, instead of lingering on the edges. There are a few mountians near the coast, but their height and nature makes scaling them a dangerous idea for anyone uninitiated in the ways of them.
An interesting and unique feature of the land, is the abundance of trees, growing all manner of fruits, inside and out of the forests. There is no place in the entire country you can stand, and not be in sight of a collection of trees, bearing colouful and delicious fruits. Even the most incompetent of Captains could bolster their rations with the fresh fruit that is bonre from these trees.
Capital City: Ampyras: The Capital, does not belong where it is, these days. There was a time when it's massive, slanted walls, thicker than the trunk of a dozen oak trees, would be a beacon of greatness. Dwarfing the rest of the castles, and looking upon it's empire like a stone-wrought God. Dominated in the center of the massive city is The Palace, home to a hundred thousand people. And when the sun rises behind it, the shadow is cast across half the city, with the other half only safe because the sun was not shining in the right direction. It's ancient roads cover so much distance, a great house, rivaling The Palace could be made with the flagstones. One part of the city is dedicated to Great Farms, with fields that strech unto the horizon. The sheer opulance and magnificence of the capital would cause the greatest of craftsmen to feel inadequate, and make the mightest of kings believe there walls mere palisades in comparison.
However, it does not truely belong to The People of Ampyras. It belonged to another, long ago. The rest of the constructs they made dot the countryside, but Ampyras was to grand to be brought low by Time, and so stood until The People arrived, and took it for themselves. They do their best to maintain the interior of the city, with the houses, and smaller buildings not being as robust as The Palace, or the great walls. The result is a very mismatched citidel, like the rags of a pauper studded with rubies and diamonds. Some of The People feel as if living within the Capital is something they are not worthy to do, and so branch out and create small hamlets that grow, over time. However, nobody has colonized beyond the shadow of The Walls - however, considering the size of them, that is still quite a distance.
Culture Description: Once nomadic, The People do not quite have the same hierarchy as most other kingdoms. They have their Head Man and his family, who live in a cabin made of logs cut down by his own axe, and the axes of his sons - The Palace used to house all of the people until it filled up, and they had to expand into the city proper - but beyond that, there is not much difference from man to man. They are close-knit, and always ready to help a neighbour. Universally, slightly wary of the Mages, but only wary in the way a man is wary of a sword-wielding man. Scattered interactions with the rest of the kingdoms has given rise to the concept of Money, and some of The People use this to trade with the People Outside, as if to differenciate between those who live in the Capital, and those who chose to live outside of it. But inside The Capital, a barter system is still very much in place, with disputes settled by the Elders, older people from any and all families, looked to for their wisdom.
While they now have carpenters, and Merchants, and Farmers, every one of The People is still a Hunter in their heart. And as such, they all practice with the bow and knife, for the time when they need to hunt those who would try to do them wrong. The closely knit community, where practically everyone knows everyone, means that most criminals, and bandits come from outside the country, and this leads to a very harsh dealing with any sort of crime. Getting into Amypras itself is a chore for any outsider, so it is mainly the outlying villages that are harrowed. However, even these people are hard targets, since you can never tell when you might get an arrow in the leg, and then dragged off to the nearest tree to be hung. Or worse, fed fruit from the many, many trees that dot the area.
Diplomatically, they are pretty niave, and somehow trusting, and yet skeptical of all people outside. Giving them the hospitaility that is demanded by ettiqute, but not really opening up to strangers until they have proven themselves.
Military Description: The Military, if it can be called that, is something of an enigma. Every citizen has workable skill with the bow and knife, so they could defend themselves if attacked, but the only real military they have, are the Rangers, and the Reavers. They have not yet learned husbandary to tame horses for cavalry - not that the landscape would allow a sizeable cavalry force to gain any sort of prominance - and full-bladed swords, and suits of armour are considered wasteful. Armour slows a man down, makes him a slave to the hot sun, and is nearly impossible to remove if one needs to water the trees, or fertalize the grass. As such, The Rangers wear suits of boiled leather, and this is considered to be the equivilant of other nation's Heavy Plate.
The Rangers are The People who are gifted with the use of the Bow, and given extra, specialized training, based mostly around moving across the great plains with great speed, and firing the bow with great precision. The result is an Archery Force that has great manovuerability, crossing the densest of under brushes with only minor impedment, and hunting down their quarry with impecable accuracy. They are usually used as highly skilled hunters, but when invaded, The Rangers are a harrassment force, out in the open, killing the enemy, and then fleeing the reply.
The Reavers, however, are something different. The core of the members are made from the Foresight Mages, and are used as the police force of The People. Some Rangers may join the ranks, but as the Amypras saying goes - 'Out of a thousand men, there are Ten Rangers, Out of a Hundred Rangers, there is One Reaver - this is not easy. While The Rangers are the glorious heroes, with the greatest smiles, and looked upon in the brightest of lights, The Reavers are the men in the shadows. They hunt down criminals, and bandits, dealing with them with brutal efficency. In War-time, they are the things that go bump in the night. Impeccable accuracy, and foresight allowing them to run flat out and avoid any obsticle in their way, they can break into a camp at the dead of night, cause a hundred different maladies to strike, and then vanish back into the curtain of darkness. Children claim that A Reaver can strike down a man from six hundred yards away, in a monsoon. While this is exagerated, it is not by much.
Government Description: The Government is small, consisting of the Head Man, his family, and a few of the smarter Elders, some of which could consist of former Head Men. The number of Elders has grown of late, given the increasing size of The People, but the Head Man still has the control over the whole flock, having shown he is the greatest of them. Anyone can challenge the Head Man for his seat, but must first pass three tests. The Test of Speaking, sees a person try to convince a pre-set woman to hand over a coin. The person must be charming, and friendly to recieve this coin. The Test of Knowledge will present the Man with several different conundrums, and he must solve them in the most benefical way possible. The Test of Might is the final test, and will pitch the current Head Man against the contender in a hand-to-hand fight, until one surrenders or is knocked unconscious. The Tests are overseen by The Elders, and it is the single event in the entire culture that is kept from the Head Man. People that excell in the first two tests, but lose the third, can be invited into the Head Man's extended family, so he can use his intelligence for the benifit of The People. Some of The People take the test simply to show off their intelligence, without really wanting to win.
Population (Cap 2,000,000): 800,000 (700,000 in the Capital, 100,000 spread through the hamlets and villages)
Traits:
The People’s Idol: The royalty in your nation is widely renowned and loved by all its citizens. Attempts to sow seeds of dissent would be met with fierce resistance. Your citizens are more likely to do things for the sake of their deity.
Wondrous Beauty: Adorned with beautiful fountains, churches, statues, and temples, your nation’s cities are a sight to behold. This could bring tourism into your lands. Taking this allows for a world wonder in your nation. (World Wonder, Ampyras)
Clean streets: Your city walkways are well kept and often patrolled by a well maintained guardforce to keep safety and cleanliness a top priority. Disease and crime are less likely in your nation’s cities.
Marathon: The communication among your nation far surpasses that of a normal nation. Messages will reach you much faster and your troops will have easier ways to communicate.
Foraging: Your nation’s armies are trained in the ways of the hunter. They can live off the land, hunting game and gathering plants with ease. It will cost less to feed your troops when outside of your nation.
Masters of Ambush: Your nation’s armies find better ways to attack than head on. Taking enemies by surprise in small squadrons is the specialty of your troops. A small squad of your soldiers, prepared with their traps and tricks make for a great surprise attack against a larger force.
Immovable Object (Costs 2 points): Try as they might, no foe can trudge their way through your nations stubborn defense. You hold your ground with pride allowing no one across your borders who show any sign of ill intent.
Agricultural Virtuoso: Your nation has been blessed with rich soil and fertile land. Your farming fields are massive and well tended. For your people, food is vast and boundless. Feasts and banquets are plentiful.
Bullseye: Archers from your nation are extremely well trained and disciplined. Through teamwork and training, your nation has become far advanced in long ranged combat. When it comes to hitting the target, your archers are rarely surpassed.
Tacticians of War: Your nation is blessed with numerous high ranking officers and commanders hailing from great military institutes. Your strategists are brilliant and plan elaborate attacks and maneuvers in the heat of battle. Your nation understands many intricate cavalry and infantry formations.
Tempered Equipment: Your battle force has the finest, most expensive equipment. Be it from battle armor to the weapons your soldiers use, it is made from the best resources within your nation. Though if this is paired with the Big Armies trait, it means that only some soldiers will get this good equipment leaving the rest with lesser armor giving an imbalance of equipment.
Awe-Inspiring Fortifications: The castles within your nation have the most breathtaking views and are the pride of your country. Along with their mesmerizing beauty, the security that roams the halls are top of the line. Not only are these places stunning, they are placed in specific locations within your realm to keep your people safe all while foes sit and admire these structures.
Forced Marches: Your nation’s troops have gone through numerous intense marches in order to become soldiers. Marching to battle and across lands has become a common practice for them. Your troops can get where they are going faster than the average army.
Flaws: Arguable Claims: Be it vassals, royals, or rebels, there is someone out there that believes they have considerable claims to the throne of your nation. Sowing seeds of disrepair this figure or group will attempt to stop your nation from gaining power and advancing unless snuffed out. (This figure or group will be RP’d by the Co-GM and I, and every so often they may cause problems in your nation.) (Was thinking maybe, decendents of the people who once lived in Ampyras)
Depleted Lands (Can Be Taken Multiple Times): Your nation has consumed its resources faster than they are replenished. One of the following is absent in your lands: Mineable Resources. This trait causes you to import the chosen resource if you wish to use it. (Dangerous mountians, and lack of ground-deposits)
No Navy: This nation hasn't got anything more than a few fishing boats to call a Navy, and so can not partake in any battles of the Sea.
No Cavalry: Between the lack of Husbandary, and the poor geography for horses, there is no cavalry force to speak of. Most people prefer their feet to horses hooves, and use them for farming, rather than war.
Extra Info: Wonderious beauty, and Awe-Inspiring Fortifications, apply only to Ampyras. Since it's the only true castle in the country.
Name: Elouviana
Domain(s): Foresight, Foretelling
Domain Ability: The primary domain of Elouviana is easy to understand, since it does exactly what it says. Grants Elouviana and to a much less extent her follows, the ability to see what is coming. Her followers can reach around a day, with intense meditation. Generally, they can see a few minutes into the mists of the future, which is helpful, considering the chosen profession of the Foresight Mages.
The Second Domain, much rarer and much stranger than Foresight, is the Foretelling. It can only be used on inanimate objects, but the rare mage that manages to manifest this power, can alter the future of a certain object, by foretelling it's story. Due to the scarcity of Foretelling mages, they are almost exclusively housed in the capital city of Amypras, Where they foretell the great farms will be bountiful, and the walls will remain strong against Man and Nature alike.
Common Appearance: Elouviana prefers a small, pettie form, with a hooded cloak drapped over her eyes, as if the cloth would prevent the visions from bombarding her at every moment. She wears a soft purple dress, and keeps most ofher hair hidden in the hood, but a few purple flecks could be seen to anyone who wasn't looking on casually.
Personality: Elouviana's persona is a very strangee one, due to her Domain. She treats most conversation as mere irritations, and can some times reply to a person before they have asked a question. This makes her a difficult god to interact with, but one can have a positive relationship with her if they have friendly intentions. Just don't expect to talk much, because she has already seen the whole conversation play out in front of her. Much to the chargrin of mischivious gods, she is nearly impossible to prank, surprise, or catch unaware, due to the domain, but this could simply be seen as a challenge, to some.
Direct or Indirect: Indirect
Description of Mage Powers/Hero Powers & Artifacts: Foresight Mages can see into the future. Usually, it does not factor in a great deal, but in war time, it becomes very valuble, strategically. Most Foresight Mages chose to become Archers, matched only by the greatest of shots in the kingdom, since they do not need to aim, simply see where the shot needs to go, and let loose. When invaded by a forigen enemy, a Foresight Mage will retire to his tent, to meditate deeply and call upon his powers in greater strength, so as to see what the day has in store. This grants a near-unparraleled edge in outmanvouering the enemy, and planning ambushes.
Symbol: Elouviana's symbol is, fittingly, an eye. The lid is shut, but the iris is still seen through the lid.
Other Info: A decent portion of the Great Farms have crops of Sweetcorn, since it is considered the sacred food of Elouviana. Mostly because she enjoys it so much.
Nation Info:
Nation Name: The People of Amypras
Flag: The few flags that remain consist of a man, with two feminine humanoids to his left and right. Nobody really knows why, anymore, but they just are.
Location on Map:
Geographical Info: Massive streches of land, dotted with forests, thousands of acres across, it is the perfect embodiment of untamed wilderness. An army could march for a week in one direction, and see nothing but the land - depending on the speed at which the army marches - as The People of Amypras have not colonized far from their great capital. There are ruins of anicent castles and fortresses dotted around the land, some modest, and others with the shadow of greatness.
As large as the land is, there is not many plains, mostly rugged, roughlands that are hell to cross for most. Combine with the total lack of any sort of road system, this can cause many logistical problems with trying to into the country itself, instead of lingering on the edges. There are a few mountians near the coast, but their height and nature makes scaling them a dangerous idea for anyone uninitiated in the ways of them.
An interesting and unique feature of the land, is the abundance of trees, growing all manner of fruits, inside and out of the forests. There is no place in the entire country you can stand, and not be in sight of a collection of trees, bearing colouful and delicious fruits. Even the most incompetent of Captains could bolster their rations with the fresh fruit that is bonre from these trees.
Capital City: Ampyras: The Capital, does not belong where it is, these days. There was a time when it's massive, slanted walls, thicker than the trunk of a dozen oak trees, would be a beacon of greatness. Dwarfing the rest of the castles, and looking upon it's empire like a stone-wrought God. Dominated in the center of the massive city is The Palace, home to a hundred thousand people. And when the sun rises behind it, the shadow is cast across half the city, with the other half only safe because the sun was not shining in the right direction. It's ancient roads cover so much distance, a great house, rivaling The Palace could be made with the flagstones. One part of the city is dedicated to Great Farms, with fields that strech unto the horizon. The sheer opulance and magnificence of the capital would cause the greatest of craftsmen to feel inadequate, and make the mightest of kings believe there walls mere palisades in comparison.
However, it does not truely belong to The People of Ampyras. It belonged to another, long ago. The rest of the constructs they made dot the countryside, but Ampyras was to grand to be brought low by Time, and so stood until The People arrived, and took it for themselves. They do their best to maintain the interior of the city, with the houses, and smaller buildings not being as robust as The Palace, or the great walls. The result is a very mismatched citidel, like the rags of a pauper studded with rubies and diamonds. Some of The People feel as if living within the Capital is something they are not worthy to do, and so branch out and create small hamlets that grow, over time. However, nobody has colonized beyond the shadow of The Walls - however, considering the size of them, that is still quite a distance.
Culture Description: Once nomadic, The People do not quite have the same hierarchy as most other kingdoms. They have their Head Man and his family, who live in a cabin made of logs cut down by his own axe, and the axes of his sons - The Palace used to house all of the people until it filled up, and they had to expand into the city proper - but beyond that, there is not much difference from man to man. They are close-knit, and always ready to help a neighbour. Universally, slightly wary of the Mages, but only wary in the way a man is wary of a sword-wielding man. Scattered interactions with the rest of the kingdoms has given rise to the concept of Money, and some of The People use this to trade with the People Outside, as if to differenciate between those who live in the Capital, and those who chose to live outside of it. But inside The Capital, a barter system is still very much in place, with disputes settled by the Elders, older people from any and all families, looked to for their wisdom.
While they now have carpenters, and Merchants, and Farmers, every one of The People is still a Hunter in their heart. And as such, they all practice with the bow and knife, for the time when they need to hunt those who would try to do them wrong. The closely knit community, where practically everyone knows everyone, means that most criminals, and bandits come from outside the country, and this leads to a very harsh dealing with any sort of crime. Getting into Amypras itself is a chore for any outsider, so it is mainly the outlying villages that are harrowed. However, even these people are hard targets, since you can never tell when you might get an arrow in the leg, and then dragged off to the nearest tree to be hung. Or worse, fed fruit from the many, many trees that dot the area.
Diplomatically, they are pretty niave, and somehow trusting, and yet skeptical of all people outside. Giving them the hospitaility that is demanded by ettiqute, but not really opening up to strangers until they have proven themselves.
Military Description: The Military, if it can be called that, is something of an enigma. Every citizen has workable skill with the bow and knife, so they could defend themselves if attacked, but the only real military they have, are the Rangers, and the Reavers. They have not yet learned husbandary to tame horses for cavalry - not that the landscape would allow a sizeable cavalry force to gain any sort of prominance - and full-bladed swords, and suits of armour are considered wasteful. Armour slows a man down, makes him a slave to the hot sun, and is nearly impossible to remove if one needs to water the trees, or fertalize the grass. As such, The Rangers wear suits of boiled leather, and this is considered to be the equivilant of other nation's Heavy Plate.
The Rangers are The People who are gifted with the use of the Bow, and given extra, specialized training, based mostly around moving across the great plains with great speed, and firing the bow with great precision. The result is an Archery Force that has great manovuerability, crossing the densest of under brushes with only minor impedment, and hunting down their quarry with impecable accuracy. They are usually used as highly skilled hunters, but when invaded, The Rangers are a harrassment force, out in the open, killing the enemy, and then fleeing the reply.
The Reavers, however, are something different. The core of the members are made from the Foresight Mages, and are used as the police force of The People. Some Rangers may join the ranks, but as the Amypras saying goes - 'Out of a thousand men, there are Ten Rangers, Out of a Hundred Rangers, there is One Reaver - this is not easy. While The Rangers are the glorious heroes, with the greatest smiles, and looked upon in the brightest of lights, The Reavers are the men in the shadows. They hunt down criminals, and bandits, dealing with them with brutal efficency. In War-time, they are the things that go bump in the night. Impeccable accuracy, and foresight allowing them to run flat out and avoid any obsticle in their way, they can break into a camp at the dead of night, cause a hundred different maladies to strike, and then vanish back into the curtain of darkness. Children claim that A Reaver can strike down a man from six hundred yards away, in a monsoon. While this is exagerated, it is not by much.
Government Description: The Government is small, consisting of the Head Man, his family, and a few of the smarter Elders, some of which could consist of former Head Men. The number of Elders has grown of late, given the increasing size of The People, but the Head Man still has the control over the whole flock, having shown he is the greatest of them. Anyone can challenge the Head Man for his seat, but must first pass three tests. The Test of Speaking, sees a person try to convince a pre-set woman to hand over a coin. The person must be charming, and friendly to recieve this coin. The Test of Knowledge will present the Man with several different conundrums, and he must solve them in the most benefical way possible. The Test of Might is the final test, and will pitch the current Head Man against the contender in a hand-to-hand fight, until one surrenders or is knocked unconscious. The Tests are overseen by The Elders, and it is the single event in the entire culture that is kept from the Head Man. People that excell in the first two tests, but lose the third, can be invited into the Head Man's extended family, so he can use his intelligence for the benifit of The People. Some of The People take the test simply to show off their intelligence, without really wanting to win.
Population (Cap 2,000,000): 800,000 (700,000 in the Capital, 100,000 spread through the hamlets and villages)
Traits:
The People’s Idol: The royalty in your nation is widely renowned and loved by all its citizens. Attempts to sow seeds of dissent would be met with fierce resistance. Your citizens are more likely to do things for the sake of their deity.
Wondrous Beauty: Adorned with beautiful fountains, churches, statues, and temples, your nation’s cities are a sight to behold. This could bring tourism into your lands. Taking this allows for a world wonder in your nation. (World Wonder, Ampyras)
Clean streets: Your city walkways are well kept and often patrolled by a well maintained guardforce to keep safety and cleanliness a top priority. Disease and crime are less likely in your nation’s cities.
Marathon: The communication among your nation far surpasses that of a normal nation. Messages will reach you much faster and your troops will have easier ways to communicate.
Foraging: Your nation’s armies are trained in the ways of the hunter. They can live off the land, hunting game and gathering plants with ease. It will cost less to feed your troops when outside of your nation.
Masters of Ambush: Your nation’s armies find better ways to attack than head on. Taking enemies by surprise in small squadrons is the specialty of your troops. A small squad of your soldiers, prepared with their traps and tricks make for a great surprise attack against a larger force.
Immovable Object (Costs 2 points): Try as they might, no foe can trudge their way through your nations stubborn defense. You hold your ground with pride allowing no one across your borders who show any sign of ill intent.
Agricultural Virtuoso: Your nation has been blessed with rich soil and fertile land. Your farming fields are massive and well tended. For your people, food is vast and boundless. Feasts and banquets are plentiful.
Bullseye: Archers from your nation are extremely well trained and disciplined. Through teamwork and training, your nation has become far advanced in long ranged combat. When it comes to hitting the target, your archers are rarely surpassed.
Tacticians of War: Your nation is blessed with numerous high ranking officers and commanders hailing from great military institutes. Your strategists are brilliant and plan elaborate attacks and maneuvers in the heat of battle. Your nation understands many intricate cavalry and infantry formations.
Tempered Equipment: Your battle force has the finest, most expensive equipment. Be it from battle armor to the weapons your soldiers use, it is made from the best resources within your nation. Though if this is paired with the Big Armies trait, it means that only some soldiers will get this good equipment leaving the rest with lesser armor giving an imbalance of equipment.
Awe-Inspiring Fortifications: The castles within your nation have the most breathtaking views and are the pride of your country. Along with their mesmerizing beauty, the security that roams the halls are top of the line. Not only are these places stunning, they are placed in specific locations within your realm to keep your people safe all while foes sit and admire these structures.
Forced Marches: Your nation’s troops have gone through numerous intense marches in order to become soldiers. Marching to battle and across lands has become a common practice for them. Your troops can get where they are going faster than the average army.
Flaws: Arguable Claims: Be it vassals, royals, or rebels, there is someone out there that believes they have considerable claims to the throne of your nation. Sowing seeds of disrepair this figure or group will attempt to stop your nation from gaining power and advancing unless snuffed out. (This figure or group will be RP’d by the Co-GM and I, and every so often they may cause problems in your nation.) (Was thinking maybe, decendents of the people who once lived in Ampyras)
Depleted Lands (Can Be Taken Multiple Times): Your nation has consumed its resources faster than they are replenished. One of the following is absent in your lands: Mineable Resources. This trait causes you to import the chosen resource if you wish to use it. (Dangerous mountians, and lack of ground-deposits)
No Navy: This nation hasn't got anything more than a few fishing boats to call a Navy, and so can not partake in any battles of the Sea.
No Cavalry: Between the lack of Husbandary, and the poor geography for horses, there is no cavalry force to speak of. Most people prefer their feet to horses hooves, and use them for farming, rather than war.
Extra Info: Wonderious beauty, and Awe-Inspiring Fortifications, apply only to Ampyras. Since it's the only true castle in the country.