Technology Traits -This is my boomstick {free} -Cannons -Alchemical Alloys -Steam Engine -Controlled Flight
Racial Traits -Valour -No one lives here, honest!
Nation History: The Sawl Confederacy was formed after an unknown man united all the tribes on the island. This led to more technological advances more than magical ones as spells were not needed to fool others any longer. They now simply wish to spread their influence across the lands, not wishing to do it in a violent manner. However, with the rise of the new Dictator that could be changing, as Sawl grows more militaristic by the day.
With the changes that Sawl was facing, there was a lot of national unrest, specifically between the Humans and the Gnomes. This was caused because the Gnome populous felt that they were not being represented enough and rebelled for three days. The rebellion was swiftly crushed, the gnome rebels being vastly outnumbered, even by their own brethren.
With that problem solved, Sawl went back to focusing on its change. They made plans to execute at a late date, feeling their own imperialistic needs having to be satisfied.
MILITARY:
Army -125 units Conscripted Infantry {125,000 men} -125 units Conscripted Bowmen {125,000 men} -10 Units Artillery (cannons) {10 total} -15 Arquebusiers {325 men} -25 Heavy Calvary Units {250 men} • Total 50 Profession units 350 Conscript Units {350,630 men}
Navy -30 Transport units {30 Transport ships} -30 Ship units {150 vessels} •Total 30 ship units, 30 Transport Units {180 vessels}
MILITARY: When the Great Alliance was formed hundreds of years ago, not all wished to be bound by its laws or persecuted for their ways of life; The two rival liches Nuyor the Doctor and Rodrim Payne saw the danger that the Great Alliance poised to them and put aside their differences in order to come up with a plan to survive the greater threat that this Alliance posed. Combing their sizable groups of followers together they traveled north to wild lands that lacked recognized leadership and government, taking over or wiping out several settlements there once they arrived to establish their legitimate authority.
While the various other non-human races either migrated to different lands or faced off against the pair of liches and were wiped out, the goblin tribes of the area sent an envoy. While they had access to powerful elemental magics channeled by their shamans, the goblins themselves lacked the numbers and strength of arms to really take any land of value; The arrival of the liches gave them an opportunity to ascend from their lowly status and raise their standard of living. The liches themselves were willing to make local allies in order to futher secure their new seat of power and an alliance between the two factions was formed.
The alliance proved fruitful. Over the course of two centuries the two factions strengthened their ties and melded together to form the kingdom of Tushienia. Originally ruled by the council of four (Two liches, two goblin shamans), the system was replaced with the council of five after the ascension of the gobliness shaman Vaewith the Renovator into a lich; Due to her status as both a goblin shaman and a lich it was deemed that she would make the perfect tie breaker so that the council couldn't be deadlocked if a disagreement on a course of action arose.
While a highly magical kingdom technological innovation has long been promoted by the council; from the firearms and cannons that are fielded by the army to the inventors that even now are trying to come up with the next big innovation, Tushienia is set on becoming a world power with the all of the Great Alliance... provided that they can survive the coming onslaught.
Army: War-Magi - 20 units (20 War-Magi) Magi - 80 units ( 1600 Magi) Artillery - 10 units (10 Cannons) Archers - 20 units ( 1000 Archers) Heavy Infantry - 50 units (1250 Heavy Infantry)
People of Importance: Gaz The Boss (Ruler) Wimpy The Weak (Former ruler since last week.) Grazgul Gutrippah (used-to-be Evil Orc Overlord a couple years weeks ago. he is now enslaved to Gaz as a reminder to why orks suck.) Uristah McGobbo (A Ambassador who, no matter what. never dies) Honest Gob (A Extremely Honest Ambassador.)
Races: Goblins
TRAITS:
National Trait: Cunning Linguistics
Army Type: Grab Yer Pitchforks and Get Marchin'!
Conscript Military Units: 400 Archer Units 300 Warrior Units
Navy Type Merchant Fleet
Navy Units: 55 Transport Units. 5 Ships
Military Traits: Superior Forging, Fearless (free), Kill them from a distance, Mithril Armor, Soldiers of the line.
Flight Unit's: 50 Bomber's, 20 Fighters No magic for gobbo's.
Technology Traits: Steam Engine. Trains. Al chemical Alloys. Controlled Flight
Racial Traits: Sneaky Little Buggers.
Nation History: The Land of New Gobbolia used to be a small country of Goblin Settler's from the Tushienia, that really hated the dictator who lived their for "Stealing" their land away. however one hour after they landed they were immediately taken over by a massive tribe of orks. who immediately found fit to using the Goblins as their slaves,
and forcing them into slavary, the Ork tribes then decided to use them as currency. selling them off to other Nations and tribes. to act as makeshift soldiers, garbage collectors and sometimes pet food.
Rebellion was almost impossible for the Goblins. but however they found a loophole in one of their governmental laws. that if the leader of the Tribe is killed. the Strongest Man will be crowned as the New Leader.
and also, killing something that is stronger than you will immediately make you leader. even if you aren't buff in the first place. so the goblin slaves had a idea. they got the wimpiest Goblin they could find and told him to go and challenge the Leader Grazgul to a dual.
Armed with nothing but a rock Wimpy threw said rock at Grazgul. killing him instantly and making Wimpy leader. Wimpy kicked out the rest of the orks and took control. Wimpy was a idealistic young gobbo and decided to turn the new country into a gigantic place of commerce. where money is everything and capitalism rules. unfortunately this caused a lot of Goblins to become extremely poor and start gangs. causing New Gobbolia to turn into Fantasy Las Vegas.
And then Wimpy was stabbed in the back (literally) by a goblin named Gaz, who was the leader of the Gang "Green Teef", who was declared the strongest man and put in control. Gaz then removed the Strongest man law ASAP. and then decided to take advantage of the crime situation. causing the local Gobbo Guard to be replaced by Local Gangs. and having Poor Goblins who couldn't pay the excessively high rent to be drafted into the Military, which was ruled by Gangs also.
So basically at this point New Gobbolia becomes Double Las Vegas controlled by gangs.
MILITARY:
Army: 300 Conscript Archers (in units) (300 000 in people) 300 Conscript Warriors (U) (300 000 P)
Nation name: New Engelica Chosen Color: Light blue People of Importance Mage-king – Alec Bredain. Human. Is 53 but looks well over 60. He has a long white beard, rarely wears a crown and often looks like a common, if not very old Magi. But do not underestimate him. He may be kind, but they call him the “Ruin King” for a reason.
Wizard-prince – Sindar Bredain. Alec’s only son from his wife. Just like his father, Sindar has a gift for magic. But often comes over as arrogant. He is loved by the people, and sometimes acts a little too romantic near the wrong ladies. He is not a particular gifted swordfighter, but plays the harp perfectly. Most of the time he’s a charming fellow.
Sorcerer-princess – Eléane “Bredain”. She does not share blood with Alec or Sindar. Eléane is an orphaned elf due to the Mage War. When she was little, she lost her parents to the king’s army. Alec adopted her. As an elf, she had an inborn gift for magic, which was only amplified by the land they live in. With the guidance of Alec, she became a great Sorceress. Aside form that she is a formidable fighter with great charisma and status among the troops. Though sometimes a little hot headed and not suited for diplomacy.
Avatar of the Old Gods – The representative of the Druids of Old. Just like Alec, he looks very old. He is also quite old, being in his mid-60ies. He serves as link between the Old Gods and humans. Though just like most druids he may come over a little fanatic.
Head-principle of Al’Gruin – Leana Broadwalk. A gifted sorceress who watches over the mage school of Al’Gruin. She is one of Alec’s oldest friends. After Alec picked up the crown, she took his place at the school. Ensuring that it would continue to educate smart, young minds.
Races: Human & Elves
National trait: Magic - Your nation’s people all carry some spark inside of them, whether it is from the air or the land they call home, this spark makes them very powerful Mages. (Your nations Magi and War-Magi all have an advantage in combat)
Army type: For King and Country: Your nation has proud citizenry who yearn for the chance to serve in the military. As such you have a small, well trained, and superiorly equipped army to call upon; however conscripts don’t mesh well with them. (Start army size: 200 professional units, no conscripts.)
Conscript Military Units: None
Professional Military Units: 50 units of War-magi - War-Magi - These Magi have more than just studied the arcane lore and mastered them. They have a gift, impossible to emulate through hard work and study. The elements themselves heed every command. Every War-Magi is a Master in every Elemental School. But they are more than just mages. After they concluded their training, they go live with the Elves. Learning the sacred art of Druidism. Worshipping the Old Gods of Magic. Once they are inaugregated as War-Magi, they walk the earth like demi-gods. In battle, they are seen as Angels of Destruction. Channeling storms, summoning earthquakes, bringing forth tidal waves or scaring the earth with fire.
65 units of Magi - Magi - The middle class of magic users. These elves and humans are well versed in elemntal magic. Some may even be a master of a school or 2. Asside from that, most have had a basic course in druidism. Not from specialized Elves like War-Magi get. But they can still channel the will of the Old Gods to some extent. Most Magi, during peace time, fulfill civil duties. Like making bridges or filling wells.
55 units of heavy infantry - Shieldbearers - The Shieldbearers of Engelica are well known. They are clad in full plate armor. With underneath it, a mithril mail shirt. They wield a long pike and a massive shield. With their shields, they create walls that can hold off almost anything. When the pike breaks, they resort to their swords. From behind them, their Magi brothers and sisters cast their spells, protected from the enemy. 20 units of light infantry 10 units of light cavalry
Navy Type: None Navy Units: None
Flight Type: None Flight Units: None
Military Traits: Wizardry - Centuries of delving into the schools of magic have granted your nation a deep understanding of how the winds of sorcery blow across the lands, and have adapted to channelling it. (Your Magi/War-Magi all have an advantage in combat) [free because of humans]
Mithril armor - Stronger then steel, but light as a cloth shirt, Mithril armour is the best armour an army can have, but it’s rare to come by. (Your soldiers are harder to kill)
Soldiers of the Line - Your infantry is the core of your army, and you know how to work them! Your formations are flawless and their shieldwalls are effective at warding off enemy archers. (Your Infantry all have an advantage in combat)
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)
Fearless - 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) [racial]
Divine Magic Traits: Angels whisper in your ear - 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)
Elemental Magic Traits: Lesser Air Magic: Your people can control the winds in minor ways, creating small barriers of air to block arrows, creating fists of solidified air, creating or diverting small breezes. (Your Magi/War-Magi all have an advantage in combat) [free due to Elves]
Greater Air Magic: (Requires Lesser Air Magic) You can hurl bolts of lightning or create/redirect gale force winds. All the fury of the storm is at your beck and call. (Your Dirigibles all have an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)
Lesser Water Magic: You can create water from nothing, freeze it to create a shield of ice or create spears of ice to cast at your foes. (Your Magi/War-Magi all have an advantage in combat)
Greater Water Magic: (Requires Lesser Water Magic) The tides obey your call; you can raise and lower the levels of water in any area with ease. Ice storms can be conjured from thin air to pelt your foes and walls of ice can be raised upon even a desert floor, though it’s not likely to last long unless you sustain it. (Your Navy has an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)
Lesser Earth Magic: The ground beneath your feet lends strength to you, you can reshape rock faces to a form more pleasing to you, raise small juts of earth in front of you to form small defensive emplacements or pick up and hurl a small rock and have it grow to a boulder in the course of its flight. (Your Magi/War-Magi all have an advantage in combat)
Greater Earth Magic: (Requires Lesser Earth Magic) The forest speaks to you, the ground beneath your feet informs you when someone treads upon it. You can rip asunder stone walls like it was made of paper, and can create earthquakes that sunder the homes of your foes. (Your soldiers all have an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)
Lesser Fire Magic: You can start even wet wood on fire and can propel jets of flame from your hands. (Your Magi/War-Magi all have an advantage in combat)
Greater Fire Magic: (Requires Lesser Fire Magic) Great balls of fire, that’s right, you sunder the earth and fill the air with the smell of burnt flesh. You make walls of flame to cordon off your foes and make people spontaneously combust. (Your Magi/War-Magi all have a large advantage in combat)
Illusion Magic Traits: None
Technology Traits: None
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 - Elven High Mages: Your Magi are exceedingly powerful, having studied for hundreds of years the arcane lore they have accumulated. They can weave powerful defensive enchantments over your lands, creating defences that will dazzle foes with their intricacies. (Your Magi/War-Magi all gain an advantage in combat)
Nation History: New Engelica spawned forth from Engelica, or Old Engelica. In Old Engelica, the king and his nobles ruled supreme. Each village had its own mage, sorcerer, witch or wizard. Though these people were often ill trained (by the previous magic user of the village). They were also little respected. Called upon to heal their children of bring forth water for the crops but after that scorned and shunned. Many died early because of exhaustion and bad use of magic which rebounded back to them. Even when the land held many gifts for mages. Alec Bredain was one such mage, but one who had the fortune of having met a beautiful witch who gave him a son, Sindar. She was called upon by another village one day. She never returned. Later, Alec learned that she was unable to heal the local noble’s son. Incidentally, several cows got sick too and died. She was branded a Dark Witch and hung without trial. In his sadness, Alec retreated to on old castle ruin he found. He dubbed it Al’Gruin and cleaned it up together with his young son. To the nobles he swore he would pay his taxes, but he’d only make money through services conducted by him inside the castle. So the nearby villagers were forced to visit him there. Soon other magic users got word of it. Starting to fear for their own lives, they too went to Al’Gruin. Where Alec greeted them as his own brothers & sisters. Together they learned more about magic then either one in a lifetime would have. But as more mages joined his little “order”, less were to be found near villages. Townspeople began to see how much they depended on their magic users, and began to beg Alec and his group to return. They refused, stating that the nobles became increasingly willing to brand magic users Dark Magic Users. So the town people began to urge their nobles to go easier on the mages. Which they refused. On orders from the king who though he lost his favorite bastard son (he loved the bastard more than his own blood) to a witch.
Eventually, a province declared itself independent. The king, in blind fury, send the royal army to deal with the insurgence. They did not count on the fact that Alec Bredain would come to the peasant’s aid. The king’s army, unexperienced in fighting magic users, was whipped out with the many spells they could cast. This caught the eye of the forest dwelling Elven, who too were oppressed by the king. They pledged their service to Alec too. Thus began a bloody 3 years named the Mage Wars. Villages aligned themselves with the mages, while more nobles tried to destroy the increasing treat. Eventually Alec and his army of veteran magi & war-magi came upon Car Uldain. The king’s retreat. The castle was built upon an island in the middle of a river with a devastating current. Taking it would take many lives. One night, he gathered all magi & war-magi and prepared a ritual. After long hours of complex chanting, Alec managed to summon a Pray-Spell. The earth began to rumble, a storm formed up above Car Uldain, the hearths burned savagely within and the river became stronger than ever. After a while large chunks of hail fell from the skies. Lightning and crushing gales began to rip on the roofs. Chimneys were spitting fire from the flames burning beneath. Walls began to collapse. Soon a full blown earthquake shattered the outer walls. The river lifted itself and smashed against the fortress. Fire began to consume everything inside the keep. Lightning and gusts of wind ripped apart stone. At dawn, everyone could see the devastation Alec and his magi had brought down upon the fortress.
After that, he picked up the crown to seal the power gap. New laws were instated, and a golden age for magic users was ushered forth. Magi returned to their lands and created schools of magic. Al’Gruin became a top university for magic study. The few nobles that remained pledged that they would protect the local mage users, while other magi joined the ranks of nobles.
The military principle these days was made by a lost Arch-Magi by the name of Allister Orelion. He stated that a mage should not encumber himself with weapons or armor. Indeed, a mage should focus only on his spells, and their devastating effects. A band of mages must always strive to annihilate the enemy before they can react. Thus sacrificing defense for pure destructive power.
These days, one could say that New Engelica is a country that lives in the past. Counting on old things like prayers and magic. Alec would laugh and tell these people that for too long, the world ignored the power of Old.
Military Army 50 war-magi 1300 magi 1375 heavy infantry 2000 light infantry 500 light cavalry
Territory claims: 58, 59, 60
- Air-Bending:(Requires Greater Air Magic) The ability to lift themselves other people and even entire vessels is an art that has only been mastered by a select few nations, but those that have are able to field devastating Air Forces. (Allows you to take the Dirigibles trait)
-Death from the Skies: An attack from above, from which there is no defense, can shatter an army before it even reaches the battlefield. Using foul sciences or magic to create explosives, your Dirigibles embark on deadly bombing runs, supported by darting Fighters. (Allows constructin of Fighters and Bombers, allowed to take because of Dirigibles)
-Dirigibles(Requires Air-Bending/Controlled Flight): Your nation has adopted the power of flight as your own and can field a formidable Airforce. (Allows your nation to have an Airforce)
-Conjure Familiars(Requires a Greater Magic): Creatures of the elements; these magical beasts obey their master, the magicians that summoned them, without question and will gladly throw themselves at the enemy to protect their casters (Allows each unit of War-Magi present to conjure 1 Unit of Familiars. 1 unit equals 5 familiars)
"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.
Racial Traits -Shamanistic Ties -Gems in the Rough
Nation History Coming soon! I promise
MILITARY:
Army -20 Heavy Infantry Units (500 Orcs) -25 Artillery Units (25 Cannons) -60 Mechanical Warriors Units (600 Machines) -20 Mechanical Walkers Units (20 Machines) -75 War-Magi Units (75 Orcs)
- Yui Wolph - The Fire Princess (Ruler) -The most recent descendant of the Wolph family line and current ruler of Zakol by hereditary order of succession, after the untimely deaths of her parents during diplomatic travels deeper into the lands of Alria which was blamed on cutthroats & bandits which Yui & many others doubt and to this day the princess continues to search for evidence of which nation was responsible so they can be held accountable. Aside from the loss of her parents Princess Yui is a widely admired, worshiped & loved ruler by her people, she's done much credit to her ancestors continued goals & intentions for their race, Who're many generations away now from the barbaric tribal raiders & warbands who lived in caves and muddy huts, harassing & looting any race nearby, before the various clans where united by the Wolph clan from Zakol mountain. It should be noted that Princess Yui is herself incredibly gifted in magical ability & martial prowess, In childhood she rivaled the ability of most war-magi when while showing off to her parents engulfed & incinerated an entire forest in a devastating & explosive firestorm (of doomsday proportions), scorching a large area of countryside with little more than a few movements of her hands to which she commented "It's not magic, unless it's loud & flashy!", Her Martial ability is in part due to mandatory training from her parents, but her brute strength & lethality in combat is most likely from training & sparring with her childhood friend Loxa Venn, who's for the last eight years never come close to beating Yui in a duel. Princess Yui has worked hard to strengthen her kingdoms power & wealth as it grows, while also trying to establish peaceful relations with other kingdoms and opening trade routes, but takes a strong neutral stance between warring kingdoms they have contact with instead of being dragged into other peoples wars.
- Loxa Venn - The Blade of Zakol (Right-Hand General of the Military) -An Ogre General who rose from the ranks at a very young age under princess Yui's parents rule. Said to have the strength of ten ogres, Her career record is quite extensive countless deeds & acts fill many pages. Loxa has charged into dozens of bandit camps alone with just her great-sword and wiped them out, she's charged into enemy ranks with a seemingly reckless concern of her own well-being, while absolutely annihilating any enemies within reach around her. There's countless eyewitness reports of her literally slicing clean through groups of 20-30 fully armored soldiers in a single swing. Loxa's might & devastating prowess in battle easily earned her the nickname "The blade of Zakol" along with many others (Loxa the mad, Venn the demon, that psycho beatch, etc... to name a few). Its of note that Loxa Venn had never intended to become a key figure in the Zakol military or anything more than a basic solider but she apparently desired to become a member of the Hellfire Banshees, Whom at the time was a newly founded unit charged with the protection & well-being of the young Princess Yui, her parents believing Loxa was too reckless & wild to fulfill the roles required of the unit members thus failed to become a member. However Loxa became a close friend of Yui before the princess came to power & during the time since Loxa has become more reserved in nature & remains fiercely loyal to Yui.
- Volaq Mokur - The Shield of Zakol (Left-Hand General of the Military) -An Ogre General who started out as a common foot-solider under Princess Yui's grandparents rule. A Tough bastard even by Ogre standards, His career record is littered with notable deeds, one such act was while defending against foreign invasion his unit was pulling back to reform the line, the enemy not wanting to let up fired volley after volley of arrows to which Volaq turned to face the enemy decked in his heavy armor, wielding an Axe & tower-shield charged towards them eventually the archers came to be more focused bringing down Volaq than harassing the ogres falling back into formation. Alone he charged into the enemy ranks wreaking havoc & sending enemies flying despite their numbers attempting to swarm him this went on for some time the enemy force almost breaking due to Volaq alone, unfortunately for them they failed to return their attention to the ogres actual army which had charged the distance following Volaqs lead ultimately routing the invading force in a single battle, after it was over the Ogres burst into laughter at the sight of Volaq there was not an inch of his armor that wasn't littered with arrows embedded into it, he looked more like a wood statue then an armored warrior, several of the arrows had pierced the armor not to mention dozens or so stabs & cuts from the melee all of which he shrugged off like it was nothing, as a result this event is what got him nicknamed the "The shield of Zakol" for distracting the enemy thus protecting his comrades in arms & the amount of damage he took without serious injury. He's a well known living legend which neighboring nation troops fear the very thought of having to meet Volaq on the battlefield.
- Gildas Claymont - Minister of foreign affairs -Head of External Political Matters, A Human that was formerly a very respected and wealthy Lord in New Engelica but sold his estate & abandoned his title due to the nations religious intolerance, After some time traveling with his extended family & loyal servants as wandering merchants, he eventually encountered Zakol where to his surprise found a nation where Humans peacefully co-existed with Ogres. Although the ogres firmly hold onto their own religion, the humans of Zakol are free to worship any faith they wish without scrutiny as long as it doesn't involve sacrifices of any sentient species. Claymont's group settled into this nation as it was steadily growing as a key trading hub between the two continents of Alria, Gildas's intelligence, talent with negotiation, & connections quickly made him a trustworthy, respectable merchant & prominent figure within the kingdom catching the attention of Princess Yui who eventually appointed him to his current position in which he serves faithfully, Additionally Yui awarded Gildas with his old title of lord when he accepted the job. Often works closely with Warren Rahmas with any and all matters that affect the kingdom as a whole.
- Warren Rahmas - Minister of internal affairs -Responsible for overseeing and operation of all internal political matters. A Human who's family have been loyal citizens of Zakol for several generations, his great grandfather in his youth settled within the territory having been fascinated with these Ogres who where nothing like the tales he'd heard in his childhood, & eventually went on to start start several small businesses a butchery, a small localized traders guild, & a brewery/pub which instantly became very popular with the ogres. Today the Rahmas family is a firmly rooted & respected household in the Kingdom of Zakol most of Warren Rahmas's brothers & cousins run the businesses while he himself served as a lawyer, & eventually became a judge where he quickly became known as "Warren the just". Now in later life with his understanding of politics & thanks to his families deep rooted businesses & connections, and his seemingly limitless intelligence, Warren Rahmas earned his way up the ladder as it where in the government to his current position overseeing all the different departments that oversee everything inside their territory. Often works closely with Gildas Claymont with any & all matters that affect the kingdom as a whole.
- Glasha Yotul - Holy Priestess of the Sun & Moon -The Religious leader of all ogres in the kingdom of Zakol, responsible for serving both the gods & her people. Yotul is a wise & charismatic person who offers charity & kindness to everyone in need, however she is a hardcore traditionalist like many of her predecessors & will often speak her mind & views but she does fairly hear out others opinions before commenting on anything. She's been against many reforms, laws, & radical changes, in cases where they've improved things she admits her views where wrong humbly, but when they've proved problematic or failed she's been all to quick to harshly reprimand others & point out she was right. Glasha Yotul has severed in her position under Princes Yui's parents rule, & has been a kind and caring influence to the current ruling princess in her childhood, additionally and unknown to Yotul is seen as somewhat as a role-model & parent by Yui.
- Ozma Torth - Hellfire Archoness -Commander of the HellFire Banshees & personal full-time bodyguard of the fire princess Yui Wolph. A Mysterious & powerful Ogre only three years older than Yui, who serves with fanatical devotion to the princess. A very quiet individual who when does speak keeps it short & to the point. The Torth clan historically was the only Ogre clan at the time with the numbers to challenge the Wolph Clan during their races unification wars countless generations ago, & are responsible for the most legendary tales of battle from the founding years of the kingdom. The Torth line had served faithfully since and true to ogre legends of old proved themselves time & time again on the battlefield, however under Yui's parents rule the continued skirmish battles with the magically gifted dwarf clan to the north saw to the deaths of Ozma's parents & brother. Her father fell in battle where his unit had been cut off & cornered into an old quarry where they fought valiantly for three days a deed which despite the mutual loathing & hatred between the two impressed the Dwarfs, the Quarry walls had been blown up & dropped on the ogres, constant ranged barrages from dwarven archers & siege equipment, occasionally interrupted by charges from dwarf infantry supplemented with illusionry troops, everything they had... the Ogres held for three whole days under Ozmas fathers command, as a show of their respect for the feat the dwarfs went as far as to build a monument to the fallen Ogres & renamed the place Torth quarry. Ozma's mother & brother's deaths however were more of a tragedy, The dwarfs during the night thought they'd come across an ogre military patrol that had made camp, it wasn't until after they had attacked did the dwarfs notice the dead unarmed humans, ogres, & carts loaded with exotic foreign goods did they realize it was a merchant caravan... (despite the skirmish-war & mutual hatred, both the Ogres & Dwarfs avoided attacking Neutrals/Innocents as a matter of pride & honor.) ...This is where Ozma lost her mother & brother. Ashamed at what had occurred the Dwarfs responsible unloaded the carts, abandoned the goods & wrapped & transported the bodies towards an Ogre garrison turning themselves in. For reasons unknown Yui's parents after the events essentially adopted Ozma Torth & raised her instead of leaving her care to the state, for this act & seeing Yui as a great leader & close friend from childhood, Ozma has worked & trained hard almost fanatically to serve & protect the Wolph family line, particularly Princess Yui.
- Hellfire Banshees - Elite Body & Honor guards of the fire princess & her personal servants. Always found near princess Yui & around the palace. Lethal as they are fanatical, as powerful as they are lethal, Each of them a force in their own right, it is said just one of them would be able to annihilate a small army on their own. Note: This unit was created by Yui's parents on her birthday to ensure her safety & well being. (All Ogre females only)
- Lt.general Grumret - An Old Ogre general has now served four generations of the Wolphs, despite his advanced years, he's sharpened his mind as his body grew frail as such he's a skilled strategist with years of combat experience. Like General Mokur, Grumret specializes in defensive tactics however hasn't fought in combat for the past two decades. His veteran troops are fiercely loyal & lookup to him like a grandfather figure despite the jokes & jabs at his advanced years behind his back.
- Lucretia Arnet - A Stunning beauty, with remarkable intellect beyond her years, a war-magi who was already a legend before serving with the Zakolian military, Is said to be a masterful strategist the likes of which hasn't been seen in Alria since the great alliances founding years. However she's also seen as eccentric & her personality tends to upset some people, Lucretia is an outsider who migrated to Zakol & no one really knows where she originally came from, regardless she's become a loyal citizen of Zakol, additionally very few know that she's actually a halfblood human as she's also half elven.
Races: Ogre & Humans
National Trait: Magic
Army Type:For Zakol & the Wolph's! (For King and Country!) - Under the nurturing guidance of princess Yui & her ancestors, the ogres of Zakol have continued to progress into a civilized people & nation with some help of the humans who've merged into their society, as such their martial might has changed accordingly, Their once tribal & divided rabble-like gangs & warbands have long been changed into a united, organized & highly trained/experienced military force. Their military is mostly made-up of ogres as humans are an incredibly weak species in comparison, however a few humans do have places within the Zakol military as scouts, engineers, logistic officers & tactical advisers, just not in the main body of its forces on the field with the exception of a dozen or so of the magi & one of the war-magi. Princess Yui is seen as a strong & wise saint, a national icon who's been trying to peacefully advance her people towards a brighter future & build a strong nation able to defend itself earning her the admiration of all her subjects, evidence of such intentions are in her actions: humans appointed to key government positions based on talent/skill over race/favoritism, trying to establish trade agreements & routes with other kingdoms, additionally she's been able to maintain an icy-peace agreement with neighboring Dwarven kingdom despite their long & bloody history, however the Dwarfs still refuse any trade agreements for any goods due to peaceful but ongoing territorial disputes & claim rights. (A newly established dwarf mine recently dig into an Ogre mining tunnel, the Dwarven mining guild say's they claimed the site first, but the Ogres claim mining tunnel is quite old, the Ogres mining guild having long already been working it thus see it as their rightful territory, the fact this location sits smack in the middle of the boarder doesn't help political tensions any.)
Conscript Military Units: N/A
Professional Military Units: - Light Infantry - 15 units, 1500 Troops - Heavy Infantry - 100 units, 2500 Troops - Javelin Infantry (Ogre Archers) - 8 units, 400 Troops - Heavy Cavalry - 12 units, 120 Troops - Counterweight-Trebuchet Artillery - 10 units, 10 Siege weapons - Magi - 10 units, 200 Troops - War-Magi 10 units, 10 Troops (1 War-Magi, leads a squad of 20 Magi on the battlefield)
- The Fire Princess - (H-Inf, War-Magi 2) - The Blade of Zakol - (H-Inf, War-magi 2) - The Shield of Zakol - (H-Inf, War-magi 2) - Priestess of the Sun & Moon (H-Inf, War-Magi 2) - Hellfire Archoness & Hellfire Banshees - 25 Troops (1 unit heavy inf = 25 units + 25 war-magi cost 25, +1 Archoness, units total cost: 27pt's)
Navy Type:Merchant Fleet - Primarily operated by Humans as the Ogre's strongly dislike sea travel & large bodies of water, preferring solid-ground under their feet (they sink like anchors). That said its not uncommon to see the odd brave ogre sailor/merchant-guard serving on-board ships. - Note: Humans believe the seafaring Ogres have some odd religious rituals as before embarking & boarding vessels Ogres kneel & pray for a considerable amount of time & whenever they disembark after making-port the first thing ogres do is kneel while mumbling a prayer before kissing the pier/ground ceremoniously. Oddly enough the human sailors of Zakol find these seafaring Ogres behavior to be an omen of good-luck, as they often enjoy safe & uneventful voyages on-board their Merchant ships, surely it's nothing to do with most pirates not wanting to risk facing an anxious Ogre in combat within a confined space, as they're fearsome enough when they're calm.
Navy Units: - 55 (Varied) Transport Ships - 5 Ship units - 3 War-Frigates, 2 galleons - Outdated: on-deck catapults, lower-deck ballistas, stern-side (rear of ship) fire drums, & a large naval ram at the bow (front of ship).
Flight Type: N/A
Flight Units: N/A
Military Traits: - Fearless - "What are our allies doing?, they're charging the wrong way, the enemy's over here...", *30min later...* 2nd Ogre: "Boss says we should go back & reform the line with our allies" *3 hours & Mass-heaped enemy corpses later...* "ok, was a fun fight while it lasted". *Ogre forces reform for a second battle that doesn't come* Human scout: "They fled back over the boarder due to heavy losses". General Venn: "They went home?! cowards!... Lad's We're going on the offensive!". Princess Yui: "Nah, everyone lets go home, I'm hungry". *Ogre forces leave the field*.
- Soldiers of the Line - With some guidance from human members of Zakol & witnessing other races military forces formations to overcome different situations by working together, Ogres of Zakol have reformed their military forces, trained & adopted various tactics & developed some of their own, making their military have an even more devastating effect against enemies on the battlefield. If a rabble of Ogres can smash through enemy lines & decimate enemy forces, imagine what feats they can now accomplish as an organized & drilled fighting force.
- Masterful Cavalry - Only Ogre's have managed to tame KragFangs & raise them as loyal mounts, Whats a KragFang you ask? Picture a small Rino-like creature that looks like a hairy wolf with razor sharp curved-tusks protruding from the sides of its Skull, a large piercing horn on its forehead, & thick razor-sharp claws that can easily dig into rock, Not going to mention their teeth... The Ogres have trained in cavalry formations, battle-tested & equipped their mounts with armor, these bulky mounts are formidable on their own without being prepared for war. These Creatures allow the Ogre's to field a cavalry force as horses are too weak to support a fully geared Ogre knight, KragFangs can only be fielded as Heavy Cavalry, but their mobility over any terrain where traditional horses would have trouble more than makes up for it. Note: Additionally KragFangs are lethal against enemy cavalry, they're thick Skulls are lower to the ground like a hound & during a charge sweep their tusks from side to side to slice at enemies &/or at the leg's of incoming horses, And they will utilize their large horns to impale & gore anything directly in front of them. Even more upsetting to enemy Cavalry, KragFangs are noisy & smelly creatures, their growls & grunts freak-out animals in earshot, as does their odd scent (animals have a far superior sense of smell then most races so they can pickup KragFangs scents over considerable distances). A rider may put blinders on his horse to make it charge forward but they can still hear & smell, only the hardiest & experienced war horses (heavy cav) will 'anxiously' stand against these creatures, as lesser horses (light Cav) are more than likely to panic, throw their riders, & flee from just being near their vicinity.
- Superior Forging - Ogres of Zakol have always had issues with their weapons & equipment breaking frequently due to the sheer force & power they where utilized with in combat mostly forcing them into using clubs from broken trees, boulders, rocks, & bare fists which is why ogres have long been viewed as primitive barbarians. Human & Elfen stuff broke & snapped easily even against unarmored ogres leaving barely scratches as a result, Gnome & Goblin equipment was even more laughable and often made nice trophy-trinkets & decorations but were of no practical use to ogres, Orc-made equipment was bulky & primitive but alot more durable then the previously mentioned racial craft-works but ultimately met the same fate after some use, Now Dwarven equipment was very desired & the general hatred between the two races meant it could be obtained through battle, highly durable & lethal but dwarfs went out of their way to prevent fallen comrades gear from being looted raising tensions further between the two races. Until Princess Yui's ancestors came to power, uniting the different clans & tribes into what would eventually become the Kingdom of Zakol as it is today, they spent generations obtaining knowledge & practicing trade skills which today has resulted in highly skilled craftsmen & artisans who's works are by other races considered fascinating or legendary said to be near impossible to break even when used by ogres regularly, and so lethal their blades can slice clean through armor, rock, wood & bone combined like a hot knife through butter, without the Ogres natural brute strength. That said Ogre equipment tends to be larger, thicker, & heavier making it very difficult for other races to wield them effectively or lift them for that matter. To the Dwarf's dismay & the Ogres amusement Zakol ogre craftsmanship has come to rival Dwarven crafts, the few skirmishes between these two races since has been both fierce & bloody the dwarfs no longer having the upper-hand suffering larger casualties then before historically against ogres due to them no longer coming to the fights poorly/un-equipped & now bringing quality gear of their own. The only advantage Dwarves can hold over the Ogres now is rare mithril equipment which Ogres have no knowledge how to forge or obtain as there are no mithril deposits/mines in their lands, & the last thing the Dwarves are gonna do is trade it to them which raises hostility between the two races in the current times.
Naval Traits:Ship Building
Flight Traits: N/A
Necromancy Traits: N/A
Divine Magic Traits: N/A
Elemental Magic Traits: - Lesser Fire Magic - Greater Fire Magic - Lesser Air Magic - Greater Air Magic - Lesser Earth Magic
Illusion Magic Traits: N/A
Technology Traits:
Racial Traits - Awesome strength - Valor
Researched: - Superior Armor (soldiers are harder to kill) - Increased Fortitude (soldiers are harder to kill) - This…is….my…BOOMSTICK! (Acquired via Diplomacy) - Steam Engine (Acquired via diplomacy) - Trains
The Kingdom of Zakol as it is today, was founded countless generations ago by the Wolph Clan from Zakol mountain (which is a national & holy site now), after many years of fighting in what is known to the Ogres as the 'unification wars' where the Wolph clan set out to united all ogres under one banner to put an end to racial infighting & establish themselves as a people & nation that could to stand against foreign intentions. The territory back during the unification wars officially belonged to other races kingdoms that have long fallen into history or obscurity, but due to the various ogre clans the land essentially went unclaimed & untouched by them & merchants went out of their way to avoid it due to looking raids by the clans, sea travel was the only way for trade to safety travel between north & south Alria for years as a result. Some generations after the Wolph Clan had unified the clans & claimed the undesired territory, setting forth to settle the land & begin their rise to power, all neighboring factions worried at the force of a united clan of ogres holstered themselves up in their respectful territories not challenging the ogres with exception of the Dwarfs who've been fighting them longer than anyone can remember.
To other nations surprise and a couple of generations later the ogres stayed in their territory not moving to invade any of their neighbors, aside from crossing dwarven boarders to spark a fight when the battles got a little too infrequent (Ogres stuck to the old ways for a while "after all Rome wasn't built in a day"). Eventually risking a meeting with the Ogre leaders a southern human king requested for trade to be safety be allowed though Ogre territory to the north & even offered regular payment for the allowance, the ogre leaders accepting the deal & even aided in the protection of the merchant caravans along their way (To the mild embarrassment of the Wolphs hereditary line several generations later, it's historically recorded this "payment" was not in coin but in keg's of ale by the Ogre leaders request... which was remanded by their descendants & put back into monetary payment). It wasn't long before the Ogres saw the benefits of passing trade & began involving themselves in it more actively however the southern human kingdom mentioned only two generations later fell into the pages of history as they lost a war with other neighboring nations to the south of them, with few options the humans fled en-mass into Ogre territory pursued by their invaders which proved to be a grave mistake for the pursuers.
The Wolph Clan had gathered in legions in response to invasion (giving the dwarfs a kick in the teeth was a fun pastime, dealing with an invader is a unforgivable affront) the Ogres had saved the fleeing refugees & ploughed into the invading armies with the overwhelming force of an avalanche, chased them back over the boarder & cut into their attempt to stand a second time with the same results, chased them out of the friendly humans territory & over their boarders, invaded the southern kingdoms (like a flood) who'd attacked the human kingdom, which resulted in two more small kingdoms vanishing into the pages history after the Ogres looted & pillaged them bare as payment for the insult of daring to invade them.
Again to neighboring onlookers surprise, after it all the Ogres just left (with their loot) back across the boarders to their own territory, some of the human refugees went back to resettle their homes & the Ogres even sent aid in the form of resources, tools, blankets, tents, foodstuffs, & labor (To Ogres nothing is more depressing than the thought of losing ones home & lands, thus they aided in relief efforts out of charity). The other refugees requested to stay in the Ogres territory & settle under the Ogre kings rule, It is a noted historical moment of how the union of the two races came about. The humans built a monument on the boarder in appreciation, a large statue of the then Ogre king with two Ogres & their weapons drawn on his right & on the left a group of humans slightly behind the Kings shield symbolizing his protection of the innocents, the entire statue itself facing south.
Note: the humans who went back to their homes eventually also chose to join the Ogres but rather then move, the Ogres boarder lines adjusted slightly (notice how the southern boarder-lines of 25 curves slightly into 26 & 27 lol :p ).
Generations continued to pass, Ogre society evolved with them, the unity between the humans & ogres solidified to the point where they considered themselves one people, one nation, they are the citizens of Zakol. Trade flourished to the point where not a single coin in all of Alria hasn't passed though their lands in trade, Diplomacy had increased with their neighbors the Ogres no longer being a silent presence near their boarders, & the senseless fighting with the northern dwarfs continued. The occasional invader would get the idea in their heads of being invincible, wanting to conquer others and build an empire or whatever... & when they tried attacking Zakol they'd promptly be destroyed or routed later losing power, and the Humans & Ogre's continued to flourish and economically expand within their territory.
Some generations later, the Kingdom of Zakol had long ago began construction of a Grand bridge of unprecedented proportions utilizing the latest technological advancements, (at the time) to connect the north & south continents of Alria by a solid artificial land route, so they would no longer have to rely solely on countless back & forth ferry's & merchant ships, which would also immensely help commerce. It was during this some years later representatives from something known as "The Great Alliance" (in its early years) a peaceful union of various kingdoms, appeared & approached the Ogre kingdom offering them both to join & assistance with the construction of the grand bridge as it would be dramatically beneficial to all, after some consideration in a historically recorded moment the then ogre king replied "Piss off!" as he literally picked up the representatives & threw them a good few feet out of the doors of the throne room into the corridor.
Falling short of a political incident, the leader of the great alliance with his entourage came on another diplomatic endeavor meeting with the Ogre king to inquire on the refusal & why the representatives where abruptly thrown out. It was here he found the Ogre kings reasons... (again historically recorded) "We'ave no interest in fighting for you'z an'in the other races wars!, empire, alliance, *pfffft* what'ave ya!... all fighting for stoopid crap! just leave us alone!, Ann'also! That's my families bridge!, my peoples bridge! OURZ! *heavily pokes the great alliance leaders chest with his finger knocking him back three-steps* My grandfather started that bridge, & My family will see it finished! we don't want outsiders help!". The alliance leader bursting into laughter not noticing the Ogre king thought he was being insulted as a result but before anything happened the alliance leader spoke up: "I can respect that! and that bridge it's a matter of pride for you and your people i apologize for any unintended insult to you, and beg your forgiveness!". After that the historical meeting went on and after much discussion & consideration the Kingdom of Zakol became part of the great alliance as a neutral member, the Ogre's never having to leave their territory for military purposes (again with exception to the independent battles with the northern dwarfs).
To the great alliances surprise however the 'neutral member', the Ogre kingdom time & time again arrived in disaster stricken areas in relief efforts (humanitarian aid) to any member kingdom that suffered from natural disasters or crop famines offering reconstruction resources, Labor, & surplus foodstuffs they could spare to get the local populous's back on their feet. As a result many kingdoms after recovery sent gifts & tokens of thanks out of appreciation, the great alliance collectively even chipping in as a show of appreciation for their efforts. This peaceful co-existence went on for a few more generations but eventually the great alliance fell into decline & as a result the kingdom of Zakol ended up offering less and less aid eventually withdrawing itself from the alliance as other members of the alliance began to turn on each-other. So as Alria descended back into a mass of divided kingdoms and infighting some of them rising to power as others fell into obscurity, while the Ogres continued to stand & defend their lands, as trade & foreign news continued to pass though their territory.
Today the Kingdom of Zakol stands as a strong & civilized nation equal to that of the other races, and the grand bridge was officially finished (it had been finished years ago but the finishing of minor detailing & decoration made it longer* though Princess Yui wanted to give it a name that represented the country or the people, the Citizens of Zakol officially named it "Wolph's Bridge" in dedication to the ruling family & the generations of whom had invested into its creation.
The Ogre's have continued to peacefully exist in their little piece of land, Princess Yui trying to fulfill her late parents ideals & goals, has been trying to re-establish outside contact by diplomacy & has been trying to establish new trade agreements in the process, breaking the isolationist like state the kingdom had gone into for generations after the fall of the great alliance. Zakols population has boomed to unprecedented numbers, this is further supplemented by immigrants & refugees leaving or fleeing from other nations to get away from the fighting & warmongering for the generations long safety & stability of Zakol, the majority of them simple farmers which has resulted in extensive farms littering the kingdom of Zakol today & their large quantities of foodstuffs produced. Additionally Their fleet stands as one of the largest merchant navy's in the land, comparatively very little gets shipped to & from the islands without at some stage utilizing Zakols merchant fleet earning them regular & profitable income, not to mention the wealth generated from all the trade going through their land routes, & their sales of their own craft goods to others.
Also in recent years, Princess Yui managed to negotiate an icy peace treaty with the dwarfs to the north using the Torth quarry (Ref: People of importance) as a starting point & example to open discussions & in an act of good faith to prove her intentions released all dwarven folk held prisoner over the years back to their people including the ones responsible for the attack of the merchant caravan where two members of the Torth family line fell (again Ref: people of importance). As such the peace has continued to hold between the two however tensions are very high as constant arguments of territory ownership & mining rights are brought up at every opportunity. Training exercises & patrols along the boarders are all to common as shows of force to prevent anyone from getting any ideas, however many ogres are getting fed up with things as they stand wanting the dwarfs to either shut up or be annihilated as they've been tolerated for too long & when given peace they constantly argue as an insult to the fire princess.
In other matters the priestesses of the sun god & moon goddess have regularly been getting omens of grave danger & darkness and cant figure out as to what they portend. Ceremony's are regularly held with large donations to the gods in efforts to appease them but so far the omens haven't eased in their intensity or frequency, Meany of the novice priestesses believe the Dwarfs are plotting something dangerous against the kingdom which isn't helping the strained relation with them as more & more ogres are calling out for the kingdom to act first before the dwarfs can attack, The elder priestesses are not convinced however which has led to extensive debates & philosophizing within the temples.
Besides that the human citizenry of Zakol are pressing to be allowed more active & dedicated roles within the military, they're fairly treated & within the government itself but still they want to fight & defend their country as well & dislike being able to only get support roles, some of the ogres on the other hand see them as too weak to stand beside in a battle & are against such an active role being allowed to the humans. Not to mention the constant debates on what future endeavors the nation should start working towards, there's constant matters arising every day as the nation continues operate amongst all the chaos.
In all, the kingdom of Zakol continues to stand as a formidable bastion & trade hub, which is attempting to expand its influence again. While the other kingdoms mostly tend to leave Zakol alone due to the commerce & trade increase via land & sea they generate, especially as the majority of trade-goods are shipped between the islands by their sizable merchant fleet or along their roads & through their trade routes. The Kingdom of Zakol basically holds he ability to hurt their neighbors economically if any dared to be a threat to the Ogres, They could just squeeze all trade through their ports & boarders, boycott all trade to the instigating faction weakening their country as a whole. Like stated though they've never seen fit to resort to such actions as they tend to get left alone due to both their military might & commercial influence.
- Zakol Mountain - Original seat of power & Birthplace of the kingdom. Now it's a holy site & it's a location for a pilgrimage for initiates that wish to become priests & priestesses & serve in the temples. - Hakurei - Capital city of Zakol where the grand palace is & where Princess Yui resides. - Makai - Large port city & fortress on the southern end of the grand bridge. - Lakai - Large port city & fortress on the northern end of the grand bridge. - Wolph's Bridge - A massive grand bridge that joins the northern & southern continents of Alria, which spans an amazing distance & width, you could march several entire armies side by side across the bridge & still have room for all the regular merchant traffic to pass it by on the sides. An engineering marvel & national icon/monument which has taken many generations to complete its construction.
Army - The Fire Princess (Counts as H-Inf & War-Magi point-wise) - The Blade of Zakol (Counts as H-Inf & War-Magi point-wise) - The Shield of Zakol (Counts as H-Inf & War-Magi point-wise) - Priestess of the Sun & Moon (Counts as H-Inf & War-Magi point-wise) - 25 Hellfire Archoness & Hellfire Banshees (Counts as H-Inf & War-Magi point-wise) - 1500 Light Infantry - 2500 Heavy Infantry - 400 Javelin Infantry (Ogre Archers) - 120 Heavy Cavalry - 200 Magi - 10 War-Magi - 10 Counterweight-Trebuchet Artillery
Darius Thunderborn: The leader of the Arch-magi, he also holds a substantial say in the government. For the most part he stays on the coastal cities, ensuring no ships ever get close. Countless fleets have been driven off course by freak storms, or found themselves suddenly sailing back the way they came. Darius takes pride in his work is adamant that the help of others isn't needed.
Alfred Granious: A general of the royal guard his say is as important as anyone's in the decisions of the nation. Though he stands even shorter than most gnomes make no mistake, he's a mini-hulk in disguise. Many think the gnomes to be a physically weak race, however its a matter of choice, not ability. Alfred wields a greatword as big as a human, and you don't know terror until you see a fellow the size of your waist chopping people in half with a weapon that looks like it belongs to an ogre. If ever the gnome Royal Guard are forced into a toe to toe fight, you can count on Alfred being at the front of things.
Fenris Thunderborn: Greatness runs in the family. Fenris dabbled in magic but found the exhilaration of the Harriers to be more to his liking. There's nothing quite like riding a giant hare through a forest and the thrill of combat makes it that much sweeter. His understanding of strategy and tactics make him a vital part of the Harriers.
Ariana Glisten: A powerful illusionist that keeps ahold of the political side of things and makes sure everything runs smoothly. She is remarkably clever and more than willing to tell a half-truth here and there to ensure she gets what she wants.
The Red Baron: His real name is Corkinot a referencep but his skills have earned him this moniker. Corki is a nationalist through and through, proudly serving his country with suicidal charges in his own hand-built Falcon. With a little help from his Arch-magi wingman of a wife the outfitted craft flies faster and hits harder than anything else in the sky. No mission is too dangerous for this daring gnome and the last thing you want to do is tell him somethings impossible. Corki serves as the overall commander for the Falcons.
Races: Gnomes
TRAITS:
National Trait: Airmen: Your nation is just as home high in the clouds as they are with their feet on the ground, your people love to fly and have mastered the art (Your nations Fast, Fighters, Bombers and Interceptors all have an advantage in combat)
Army Type: For King and Country!: Your nation has proud citizenry who yearn for the chance to serve in the military. As such you have a small, well trained, and superiority equipped army to call upon; however conscripts don’t mesh well with them. (Start army size: 200 professional units, no conscripts.)
Conscript Military Units: None
Professional Military Units:
Arch-Magi: Nearly as important as their flying force are the arch-magi. They are the second trump card of the republic. Gods among gnomes crackling bolts of lighting rend furrows through the army and enemy armies, hurricanes tear apart airships and waterships alike. Few can stand before the wrath of these mighty mages.
Harriers: Gnomes require a unique mount given their size as normal horses would be nearly impossible to control. Instead they ride a sort of giant hare. These mounts have un-matched agility and speed far outpacing anything else on the ground. The warriors wield a mix of light bows, various throwing weapons, and lances.
Storm Shadows: Gnomes for the most part lack the physical strength to fight the larger races. So for the most part the rely on magic to aid there where brawns can not. They rely on powerful air magics and illusions to turn the tide against their enemies.
Ballista: Heavy wheeled crossbows that fire bolts capable of piercing through dozens of troops in a single shot, these are most commonly mounted upon the gnomes aircraft. However on rare occasion they will be deployed on the ground for devastating ambushes, smashing enemy lines quickly with either giant bolts or stones.
Royal Guard: Though the gnomes rarely have use for such an immobile force there on occasion comes a time where illusion and tricks work no longer. When this time comes the Royal Guard steps onto the battlefield, wearing amour almost as heavy as they are and massive shields. Behind which heavy maces lay, waiting to smash anyone who gets close enough to get hit.
Navy Type: None
Navy Units: None
Flight Type: Speed is of the Essence: Some nations are driven by a desire for the greatest speed imaginable, and this is evident in their Dirigibles. Used in lightening quick strikes, this air force can be a crippling force for the enemy. (Airforce Size: 100 Fast Units)
Flight Units, Falcons: The primary strength of the Realm of Andion, these fearsome aircrafts are the main reason for their survival. Between the fearsome magis that help these ships and the years of experience the pilots have, these falcons can devastate supply lines or an entire army in seconds before vanishing back into the sky.
Military Traits: Wizardry: Centuries of delving into the schools of magic have granted your nation a deep understanding of how the winds of sorcery blow across the lands, and have adapted to channeling it. (Your Magi/War-Magi all have an advantage in combat)
Fearless: 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)
Against the Dark: Your men have seen and heard of the horrors that come from the shadows and have seen that it dies just like any other enemy. No more will your troops fear the Darkness, they will embrace it. (All your troops have an advantage against the Darkness)
Naval Traits None
Flight Traits
Dirigibles (Requires Air-Bending/Controlled Flight): Your nation has adopted the power of flight as your own and can field a formidable Airforce. (Allows your nation to have an Airforce)
Ace Pilots (Requires Airmen trait): Men with no sense of fear, who thirst for the adrenaline of pushing their craft to the very limits, these pilots are legendary (Your Dirigibles all have an advantage in combat)
Advanced Engines (Requires Steam Engine Trait): Heavily adapting the basic steam engine into something far more powerful, your Fast Dirigibles move like a blur across the sky, heralded only by an unearthly roar of engines. (Your Fast Dirigibles can move two provinces a turn)
Necromancy Traits Raise Dead
Divine Magic Traits None
Elemental Magic Traits Lesser Air Magic: Your people can control the winds in minor ways, creating small barriers of air to block arrows, creating fists of solidified air, creating or diverting small breezes. (Your Magi/War-Magi all have an advantage in combat)
Greater Air Magic: (Requires Lesser Air Magic) You can hurl bolts of lightning or create/redirect gale force winds. All the fury of the storm is at your beck and call. (Your Dirigibles all have an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)
Air-Bending: (Requires Greater Air Magic) The ability to lift themselves other people and even entire vessels is an art that has only been mastered by a select few nations, but those that have are able to field devastating Air Forces. (Allows you to take the Dirigibles trait)
Lesser Earth Magic: The ground beneath your feet lends strength to you, you can reshape rock faces to a form more pleasing to you, raise small juts of earth in front of you to form small defensive emplacements or pick up and hurl a small rock and have it grow to a boulder in the course of its flight. (Your Magi/War-Magi all have an advantage in combat)
Illusion Magic Traits
Cloak of Invisibility: You are able to extend a blanket of illusion over a fair sized area and grant yourself and others the illusion of not being there. (You can enter enemy Provinces without being noticed when your Magi/War-Magi are present unless they have Homeland Security)
Spectral Army: You are capable of forming an entire army of imaginary soldiers from the stuff of your mind. Unfortunately at the slightest knick they poof out of existence. (Just before battle you can conjure 10 Professional/Conscript Units of your choice for every Unit of Magi/War-Magi present, but they cannot fight)
Flitting Shadows: (Requires 2 other Illusion Traits) From the mere glimpse of metal in sun to the reports of whole armies, your Magi can trick the scouts and spies of your enemy into spotting false numbers and movement. (You have the power to control the numbers and basic movement your enemies scouts see when your Magi/War-Magi are present)
Clear Vision: (Requires 3 other Illusion Traits: Free) Years of manipulating Illusion Magic yourself has allowed your Magi to see clean through any attempted Illusion Magic against them (You can see through any Illusion Traits when your Magi/War-Magi are present)
Technology Traits Steam Engine: You can create energy by boiling water! Amazing! (Your Mechanical Walkers/Mechanical Warriors/Ironclads all have an advantage in combat)
This…is….my…BOOMSTICK!: You are able to create an Arquebus, a firearm capable of piercing plate armour at close range, but at long ranges it will only penetrate lesser armours. (You are able to field Arquebusiers)
Pistols (Requires Light Cavalry and This is my Boomstick) By sacrificing the power of the Arquebus, engineers have managed to create a smaller version, able to be fired from horseback, creating a swift, skirmishing unit. (Can replace Light Cavalry with "Pistoliers")
Racial Traits No One Lives Here, Honest!(Racial): Your people are masters of concealing entire communities with a shroud of illusion, making it difficult for others to find you. (You can control the reports of your enemies Scouts against you)
Nation History
The Republic of Andinon is an ancient gnomish civilization, that once consisted of a haggled and trapped group of gnomes that had been driven to the edge of the continent over many years by a combined force of goblins and orcs. Though the gnomes were far superior in quality, they simply couldn't match the massive number of enemies. At least they couldn't, until one their war magi leaders developed air-bending. The slow push that had occurred over centuries quickly reversed itself and the gnomes fought back and took their land, entirely leaving no survivors from the joint armies. The kingdoms that had sent the armies suddenly lost contact.
After several more battalions were lost they gave up on attempting to bully the once weaker nation. From then on any who found it were given a single warning before being destroyed by the fearsome falcons that patrolled the skies and warmages that watched the borders. The gnome group had determined long ago they neither needed nor desired interaction with the other races, they were content as they were. The kingdom was large and the gnomes few in population, so expanding wasn't the highest up on the list of priorities. However with the threat of the Great Shadow the republic has realized they can't hope to stand against it as they are. They either need more land and more soldiers, or allies.Winter is coming
People of Importance: Pareth the Wrathful (leader) , Orich the Speaker of Shades (top war-mage), Stroblech (admiral)
Races: Goblins and Orcs
TRAITS:
National Trait: Magic
Army Type: Golden Horde
Conscript Military Units: -Conscript Infantry -Conscript Bowmen
Professional Military Units -Light Infantry -Heavy Infantry -Archers -Light Cavalry -Heavy Cavalry -War-magi -Artillery
Navy Type: Armada
Navy Units: -Ships
Military Traits -Fearless (Free from berserkers) -Superior Forging (Free) -Mithral Armor -Wizardry
Naval Traits -Ship-building
Necromancy Traits -Animate Dead (Free) -The Spirits hear my Call -Negative Energy -Nightmares -Plaguewalker -The Deepest Black
Divine Magic Traits None
Elemental Magic Traits None
Illusion Magic Traits
Technology Traits
Racial Traits -Berserkers (Free) -We’re Not Running Away, We’re Advancing To The Rear (Free)
Nation History: Founded in 415 by an alliance of goblin and orc tribes, the Kingdom of Pankra has long been a peaceful yet strangely militaristic land with isolationist policies and a large standing military to fight the darkness. The land has traditionally been ruled by democratic elections however, with the recent aggression on the part of the Union of Blaris has led to a new leader rising to power who has allied himself with the Confederacy of Sawl and mobilized the soldiers. This new leader is named Pareth the Wrathful and he is a former general who staged a military coup.
MILITARY:
Army: -Conscript Infantry 75 units (75,000 soldiers) -Conscript Bowmen 75 units (75,000 soldiers) -Light Infantry 30 units (3,000 soldiers) -Heavy Infantry 30 units (750 soldiers) -Archers 20 units (1,000 soldiers) -Light Cavalry 20 units (1,000 soldiers) -Heavy Cavalry 20 units (200 soldiers) -War-magi 15 units (15 warmages) -Artillery 15 units (7 ballista and 8 catapults)
Nation History: In a far off land, two nations, one of humans, the other of orcs, warred against each other ever since their conception. They built new weapons and ships to fight, at great costs. Finally, two generals, one human, one Orc, decided that enough was enough. That if their people were to die, they'd die for a cause they wanted, freedom. They spread the word that they were leaving, and many followed them across the seas. They finally landed and only just got settled only a few years before this all went to hell. Now they fight together, and will fight with anyone defending their homes, or against those that seek to take from others what isn't theirs.
Army: -Light Infantry = 20 Units -Heavy Infantry = 50 Units -Heavy Cavalry = 40 Units -Arquebusiers = 50 Units -Artillery = 40 Units Total Troops = 4900 Troops + 40 Artillery and their Crew
Chosen Colour for Nation: Some kind of orange? With a little bit of brown? Is that what that colour is? In any case, that colour which it has had on the map all this time. Haha.
People of Importance: The ten members of the Order. Note, they are all dwarves. It’s been so for time immemorial. They lead the nation with decisions and debates among themselves.
Kalderur Tordud – The ancient Judge of the Order. He leads all meetings. While he has no specific area of power himself, it could be argued he has the most power of all the Order members. Grumpy, but wise and with a magnificent presence which commands the respect of all the others. Belden Drunarum – The representative of Construction. He’s the one who makes sure that things that are needed are built and that all construction matters are going smoothly. One likely to grin and was quite adventurous and competitive in youth. Not quite as lively in age, but he tries. Gegel Burgapal – The representative of Trade. He’s the one who makes sure that the entire population has the resources they need and that nothing goes wrong in resource exchange. A stout old dwarf, he keeps his head high and is obviously very proud of his nation, and all it contains. Thirbek Radadak – The representative of Foreign Matters. He’s the one who keeps tabs on what occurs around the world, making sure that Orngat stays informed and he also acts as their ambassador. He's a very polite old man who's seen as likable and honorable, but he has a merciless mind. Maar Buralode – The representative of Law. He’s the one who’s mainly concerned when it comes to all the laws of the land, and believe me, there are a lot of them. Also when it comes to punishment and such. May strike you as lazy or inactive, but he knows the rules by heart and seemingly never hesitates. Rasur Tharum – The representative of Engineering. There is a lot of machinery in Orngat. This one is the one who makes sure it is all working properly and developed smoothly. A rather jolly one, known to encourage ingenuity and progress, and has a wealth of knowledge to back it up with, too. Rak Garkafal – The representative of Finance. He’s the one that ensures that everything is within budget. Orngat is a rather rich country, but someone needs to take care of it all. A glassed old dwarf who is known for considering the options none other would, and being quite the perfectionist. Zuth Falmal – The representative of Health. She’s the one who makes sure the country is taking care of itself, and has all the things that they all need to stay healthy. A caring old dwarven lady, she's quick and professional on the matters which requires attention and sharp for her age. Raru Reilode – The representative of Security. The one that is in charge of making sure that everything is safe WITHIN the country, taking care of police and beasts and the like. Somewhat known as the angry one of the Order, but there is no questioning the competence of this cranky old dwarf. Azras Burapal – The representative of Defense. The one that is in charge of making sure that everything is safe OUTSIDE the country, taking care of the entire military and such. A respected old dwarf whom often looks bitter, but this may be because he's constantly reminded of his important job.
Anton Evald – The human representative of Orngat, and also a representative of the people. A very well-respected man, who the media loves to write about. The man most people would turn to for comfort. Jonathan Roadan – A young, human mechanical genius who’s been acknowledged for his excellent mechanical ability that it was thought only dwarves could possess. He’s happy and proud of himself. He’ll be our eye from the public of Orngat, to learn how things are on a more relatable scale. Penokio Dallas - A middle-aged, somewhat overweight human resident of Orngat. An engineering teacher by trade, he's supposed to be training Jonathan but the boy is already way better than Penokio ever was. Somewhat of an eccentric among the populace of Orngat, he worries a lot and thinks of many potential conspiracies as well as tries to read hidden truths in any newspapers he comes across.
Races: Dwarves and Humans
TRAITS:
National Trait – 1 pts (1 total) -Metal Men: Gives a bonus to Mechanical Walkers and Warriors.
Army Type – 1 pts (2 total) -For King and Country!: Gives 200 units of professional Military Units
Professional Military Units – 2 pts (4 total) -Mechanical Walkers: Allows creation of Mechanical Walkers. -Mechanical Warriors: Allows creation of Mechanical Warriors.
Navy Type - 1 pts (5 total) -Iron Waves: Fields 50 Ironclad units.
Navy Units – 2 pts (7 total) -Transports: Allows creation of Transports. -Ironclad: Allows creation of Ironclads.
Flight Units – 1 pts (9 total) -Interceptor: Allows creation of Interceptors.
Military Traits -Superior Forging: Gained from the +1 Military Trait from Dwarves. Soldiers have an advantage in combat. -The Smell of Sulphur: Gained from the +1 Military Trait from Humans. Things that use Cannons have an advantage in combat. That'd be Ironclads, Interceptors and Walkers, right?
Naval Traits – 3 pts (12 total) -Ship Building: Allows construction of a Navy. -Ship Artillery: Fits Cannons on ships. Gives Ironclads an advantage in combat. -Ironclad: Allows the selection of the Ironclad Navy Unit, for one additional point.
Flight Traits – 2 pts (14 total) -Dirigibles: Allows construction of an Air Force. -Air Artillery: Fits Cannons on dirigibles. Gives Interceptors an advantage in combat.
Magic… -NONE.
Technology Traits – 7 pts (21 total) -This…is…my…BOOMSTICK!: Allows the development of gunpowder-related troops. -Alchemical Alloys: Makes Mechanical Walkers and Warriors harder to kill. -Cannons: Gives Mechanical Walkers and Warriors an advantage in combat. Also replaces "Catapult" with "Cannons" regarding Artillery. -Steam Engine: Gives Mechanical Walkers and Warriors an advantage in combat. -Mechanical Walkers: Allows the selection of the Mechanical Walker Military Unit, for one additional point. -Mechanical Warriors: Allows the selection of the Mechanical Warrior Military Unit, for one additional point. -Controlled Flight: Allows for the selection of the Dirigibles Flight Trait, for one additional point.
Racial Traits -Dwarven Defences: Dwarf Racial Trait. Gives all soldiers an advantage when defending an owned province. (… That goes for mechanical ones, too, right?) -Explorers by Nature: Human racial trait. Allows greater knowledge about the immediate neighbors. This takes form as a unit of capable human scouts which are commanded by Anton. They're very willful, though can't fight for life.
Nation History Orngat arose deep underground. In the past, a populace of dwarves fled the invaders on the surface and hid deep under a mountain, sealing the way back out. Through their excellent know-how of machines, they were able to carve out mighty halls and build their new home. They found water, and they found fish in the water which was no doubt linked to the outside world and had the capability to make crops grow in the earthly caverns so their survival was assured. They lived in there, safe and sound, for millennia.
Their technology grew, their Order was founded, and the people became less and less afraid of what might await them outside. In a life-changing decision, the dwarves decided to break out to see the sun again. This was achieved, easily, but now the humans that had invaded long in the past had settled there. However, neither the humans nor the dwarves remembered their past, so the two races happily exchanged information with one another, humans sharing their experience with the above world and the dwarves sharing their technology. They became as conjoined very quickly.
A peaceful nation, the Order of Orngat ruled their nation with light hands that wanted to ensure that their public was at its happiest. Over the entire nation, mechanical constructs did all the heavy work, and as such the populace has grown lazy, spoiled, yet undeniably happy. To keep their nation safe, the Order constructed the strongest warriors to keep them safe on land, the strongest ships to keep them safe on the sea and the strongest dirigibles to keep them safe in the air. Walkers on land, Ironclads at sea and Interceptors in the air. All driven by machines. And so far, it has worked. The people feel no fear.
… But the Order does. They have spoiled their populace happy, and they fear changing this. No dwarf or human in the nation expects ever to be in danger. The nation of Orngat doesn’t even have any method of conscripting regular citizens, they expect this all to be done by machinery. No emergency troop procedures. The only thing that exists is a plan to possibly evacuate back into the caves they lived in for so long. The Order fears for the future, having heard of the actions of other nations, and of these ‘shadows’, from distant lands… What will happen in the future? Will their extremely powerful machines be able to keep their nation safe? Will the populace be able to remain spoiled, forever and ever? Will Orngat be able to maintain their status quo?
Only time will tell.
MILITARY:
Army -150 units of Mechanical Warriors (1500 warriors) -50 units of Mechanical Walkers (50 walkers)
Navy -50 units of Ironclads (50 ironclads)
Airforce -60 units of Interceptors (60 interceptors)
Territory -54+56+57, which was the territory of Orngat. My apologies, orc inhabitants.