The Great Alliance has been brought to its knees. The order that the world has known for so many years is now a scorched ruin, and the land of Alria has descended into total chaos. Formed over two centuries ago by the greatest powers of the age, the Great Alliance ensured a period of relative peace and prosperity. But the peace makes men weak, soft and unobservant. Few were watching for the return of darkness, and those few that were watching the shadows were unable to rouse the Alliance from its slumber in time to defend itself against the tide of darkness that tore across the land, butchering and destroying all that stood before it till there was barely anything remaining.
With the Alliance in tatters, the few remaining nations of the world, in the far-flung corner of the land, must somehow hold their borders against both greedy and war-hungry neighbours, and the Great Shadow that obliterated the greatest alliance this world has ever known.
*What is the Great Shadow you ask?: An effectively infinite army that will move constantly forwards, coming in from the east of the map, throughout the game, so as to ensure that the game doesn’t become a case of everyone sitting around. The “Darkness” or “Shadow” is led by an incredibly powerful, almost god-like, Arch-Lich. The only way to truly beat the Great Shadow is to somehow slay this Necromancer. The legends tell only his name, Dagar’Thuun.
*How big can my Country be?: You have a max population limit of 5 million.
*How small can my Country be?: It can be as small as you like although you must have more population that soldiers, for obvious reasons.
*Is the bigger army always going to win?: Not at all. I will be the final determination for any and all battles, but remember this; the outcome of the battle will come down to what kind of battle you engage in. If both sides line up their troops and face off on a traditional field of war, with traditional tools of war, then yes, the bigger army has the higher odds of victory. But using magic, or advanced technology can seriously alter the scales of war, and a smaller army has the chance of emerging victorious if it has the edge. While I will ultimately be the one who determines the outcome of the battle, I welcome the thoughts and input of the player/s involved and the wider players.
*Can I be destroyed in this game?: Only if you want to be. Even if your nation is conquered, and your armies shattered, you can live on as refugees, rebels or a whole number of other options. You won’t ever be totally destroyed (unless you want to be), you will simply change form until you find another place to call home.
*How Many Traits do I Get?: 21 trait points, plus a max possible of two racial and two bonuses from races, for a max beginning pool of 25.
Races: (Each Race lets you select select 1 racial trait for free)
Dwarves: +1 Trait for either Lesser Earth Magic or Military Traits
Humans: +1 Trait for either Military, Divine, or Necromancy Traits
Orcs: +1 Trait for either Military or Necromancy Traits
Goblins: +1 Trait for either Military or Elemental Traits
Gnomes: +1 Trait for either Illusion or Technology Traits
Elves: +1 Trait for either Elemental or Military Traits
Ogres: +1 Trait for either Military or Lesser Fire Magic Traits
You may have up to 2 races in your country, gaining the bonus traits for each. However the following list shows which races do not coexist well.
Dwarves and Ogres
Elves and Orcs
Gnomes and Goblins
NATION
Nation Name:
Chosen Colour for Nation:
People of Importance:
Races:
TRAITS:
National Trait
Army Type
Conscript Military Units
Professional Military Units
Navy Type
Navy Units
Flight Type
Flight Units
Military Traits
Naval Traits
Flight Traits
Necromancy Traits
Divine Magic Traits
Elemental Magic Traits
Illusion Magic Traits
Technology Traits
Racial Traits
Nation History
MILITARY:
Army
Navy
Airforce
So there we are! I know it's a lot to take it, but I hope it sparks interest in plenty of you! You can find the map below. ny questions about any of this, do not hesitate to ask!
With the Alliance in tatters, the few remaining nations of the world, in the far-flung corner of the land, must somehow hold their borders against both greedy and war-hungry neighbours, and the Great Shadow that obliterated the greatest alliance this world has ever known.
*What is the Great Shadow you ask?: An effectively infinite army that will move constantly forwards, coming in from the east of the map, throughout the game, so as to ensure that the game doesn’t become a case of everyone sitting around. The “Darkness” or “Shadow” is led by an incredibly powerful, almost god-like, Arch-Lich. The only way to truly beat the Great Shadow is to somehow slay this Necromancer. The legends tell only his name, Dagar’Thuun.
*How big can my Country be?: You have a max population limit of 5 million.
*How small can my Country be?: It can be as small as you like although you must have more population that soldiers, for obvious reasons.
*Is the bigger army always going to win?: Not at all. I will be the final determination for any and all battles, but remember this; the outcome of the battle will come down to what kind of battle you engage in. If both sides line up their troops and face off on a traditional field of war, with traditional tools of war, then yes, the bigger army has the higher odds of victory. But using magic, or advanced technology can seriously alter the scales of war, and a smaller army has the chance of emerging victorious if it has the edge. While I will ultimately be the one who determines the outcome of the battle, I welcome the thoughts and input of the player/s involved and the wider players.
*Can I be destroyed in this game?: Only if you want to be. Even if your nation is conquered, and your armies shattered, you can live on as refugees, rebels or a whole number of other options. You won’t ever be totally destroyed (unless you want to be), you will simply change form until you find another place to call home.
*How Many Traits do I Get?: 21 trait points, plus a max possible of two racial and two bonuses from races, for a max beginning pool of 25.
Races: (Each Race lets you select select 1 racial trait for free)
Dwarves: +1 Trait for either Lesser Earth Magic or Military Traits
Humans: +1 Trait for either Military, Divine, or Necromancy Traits
Orcs: +1 Trait for either Military or Necromancy Traits
Goblins: +1 Trait for either Military or Elemental Traits
Gnomes: +1 Trait for either Illusion or Technology Traits
Elves: +1 Trait for either Elemental or Military Traits
Ogres: +1 Trait for either Military or Lesser Fire Magic Traits
You may have up to 2 races in your country, gaining the bonus traits for each. However the following list shows which races do not coexist well.
Dwarves and Ogres
Elves and Orcs
Gnomes and Goblins
National Traits (CHOOSE ONE):
Homeland Security: Elaborate spy networks running across your nation ensures that no enemy can cross your borders without you knowing about it. (When an enemy army invades a province that you control, you will know their numbers)
I fear you are underestimating the sneakiness sir: Your nation trains trackers and hunters as expert scouts to scout the areas ahead of your army and report back (When your army moves into a new province, you will know the numbers and basic movements of any forces there)
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)
Farmhands: Your nation breeds its people strong and powerful; hours spent working in the fields hardening their muscles. (Your nations Heavy Infantry, Light Infantry and Conscript Infantry all have an advantage in combat)
Hunters: Your nation’s population all know how to hunt, and there is only a small jump from killing a deer to killing a man. (Your nations Artillery, Archers, Crossbowmen and Conscript Bowmen all have an advantage in combat)
Ranchers: Your nation is highly skilled in raising and riding powerful horses, and they are a fearsome opponent to face. (Your nations Light Cavalry, Heavy Cavalry and Conscript Horsemen all have an advantage in combat)
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)
Black Powder: Your nation embraced gunpowder when it found its way to their lands and has mastered its use. (Your nations Arquebussers and Cannons all have an advantage in combat)
Sailors: Your nation has always lived upon the sea as much as it has lived upon land, conquering the waves with their mighty navy. (Your nations Ships, Transports and Ironclads all have an advantage in combat)
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)
Metal Men: Your nation, ever since the technology became available, have created towering machines of steel and iron, ready to march forward and fight for you (Your nations Mechanical Walkers and Mechanical Warriors all have an advantage in combat)
I fear you are underestimating the sneakiness sir: Your nation trains trackers and hunters as expert scouts to scout the areas ahead of your army and report back (When your army moves into a new province, you will know the numbers and basic movements of any forces there)
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)
Farmhands: Your nation breeds its people strong and powerful; hours spent working in the fields hardening their muscles. (Your nations Heavy Infantry, Light Infantry and Conscript Infantry all have an advantage in combat)
Hunters: Your nation’s population all know how to hunt, and there is only a small jump from killing a deer to killing a man. (Your nations Artillery, Archers, Crossbowmen and Conscript Bowmen all have an advantage in combat)
Ranchers: Your nation is highly skilled in raising and riding powerful horses, and they are a fearsome opponent to face. (Your nations Light Cavalry, Heavy Cavalry and Conscript Horsemen all have an advantage in combat)
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)
Black Powder: Your nation embraced gunpowder when it found its way to their lands and has mastered its use. (Your nations Arquebussers and Cannons all have an advantage in combat)
Sailors: Your nation has always lived upon the sea as much as it has lived upon land, conquering the waves with their mighty navy. (Your nations Ships, Transports and Ironclads all have an advantage in combat)
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)
Metal Men: Your nation, ever since the technology became available, have created towering machines of steel and iron, ready to march forward and fight for you (Your nations Mechanical Walkers and Mechanical Warriors all have an advantage in combat)
Army Type (CHOOSE ONE)
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.)
Grab Yer Pitchforks and Get Marching!: Your nation believes in overwhelming numbers and doesn't feel training is really needed. In times of war you shove basic weaponry in your soldier’s hands and point them in the direction of the enemy. Morale will be low, but so long as you outnumber your enemies you have a chance… (Start Army Size: 600 Conscript Units)
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.))
Golden Horde: Your nation is militaristic and has a large standing army, with an equal split of well trained and conscript soldiers. Your soldiers know how to handle themselves, but aren’t all the best of the best. (Start Army Size: 150 Professional Units, 150 Conscript Units)
Grab Yer Pitchforks and Get Marching!: Your nation believes in overwhelming numbers and doesn't feel training is really needed. In times of war you shove basic weaponry in your soldier’s hands and point them in the direction of the enemy. Morale will be low, but so long as you outnumber your enemies you have a chance… (Start Army Size: 600 Conscript Units)
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.))
Golden Horde: Your nation is militaristic and has a large standing army, with an equal split of well trained and conscript soldiers. Your soldiers know how to handle themselves, but aren’t all the best of the best. (Start Army Size: 150 Professional Units, 150 Conscript Units)
Conscript Military Units
Conscript Infantry: Nothing more than farmhands, basic weapons thrust in their hands and directed towards the enemy. These soldiers, if they can be called soldiers, must rely on their superior numbers if they are to succeed (1 Unit of Conscript Infantry = 1,000 men)
Conscript Bowmen: Simple hunters who are not accustomed to hunt anything bigger than a rabbit, these men and women are given basic bows and tasked with laying down large amounts of ,albeit inaccurate, support fire (1 Unit of Conscript Bowmen = 1,000 men)
Conscript Horsemen: These men often have to learn how to ride from raw experience. They are mere shadows of the legendary Heavy Cavalry that can shatter shield walls or the lightening quick Light Cavalry. (1 Unit of Conscript Horsemen = 500 soldiers)
Conscript Bowmen: Simple hunters who are not accustomed to hunt anything bigger than a rabbit, these men and women are given basic bows and tasked with laying down large amounts of ,albeit inaccurate, support fire (1 Unit of Conscript Bowmen = 1,000 men)
Conscript Horsemen: These men often have to learn how to ride from raw experience. They are mere shadows of the legendary Heavy Cavalry that can shatter shield walls or the lightening quick Light Cavalry. (1 Unit of Conscript Horsemen = 500 soldiers)
Professional Military Units
Light Infantry: The skirmishers of any army, trained to harass the enemy, strike against vulnerable support units and lead ambushes on the enemies supply lines. Fast moving, these men cannot hope to stand toe to toe against Heavy Infantry, or weather a cavalry charge, but they are perfect for springing an ambush on ranged units who thought themselves safe. (1 Unit of Light Infantry = 100 soldiers)
Heavy Infantry: Marching in perfect step, these soldiers are highly trained and equipped with heavy armour. Whether they’re in the form of broadsword wielding barbarians, or heavily armoured warriors with tall shields, what these soldiers all have in common is their combat prowess. Able to cut their way through any other Infantry, and hold the line against all but the heaviest of cavalry charges, these soldiers form the elite core of many armies, and rightly so. (1 Unit of Heavy Infantry = 25 soldiers)
Archers: There is a reason that the longbow is feared as one of the most deadly weapons of war; the killing power that these men and woman possess allow them to drop any lightly armoured target at hundreds of metres, and even find the chinks in the heaviest armour at close range. While poorly defended in melee, with little more than light armour and a short sword, they are saved by the fact that very few enemies ever reach them. (1 Unit of Archers = 50 soldiers)
Crossbowmen: Slow to reload, and a cumbersome weapon, what the crossbow lacks in fire rate and mobility, it more than makes up for in sheer power. Deadly accurate and capable of punching through even the heaviest of armours at close range, in the right hands, the Crossbow becomes a lethal instrument of war. (1 Unit of Crossbowmen = 25 soldiers)
Light Cavalry: Meant to scout and harry the enemy, these soldiers wear light armour and ride swift but unarmoured horses into battle. In their prime when used in flanking manoeuvres or to slip around the enemy lines and shatter weaker ranged units on the charge, Light Cavalry will quickly find itself cut down by any more heavily armoured or prepared units. (1 Unit of Light Cavalry = 50 soldiers)
Heavy Cavalry: Only the roaring thunder of hooves gives the unfortunate enemy before these legendary units crash through them. Bedecked in the heaviest of armours, and riding horses just as thirsty for the enemies blood as their riders, these men and women will simply crush anyone unfortunate enough to get in their way. (1 Unit of Heavy Cavalry = 10 soldiers)
Arquebusiers (Requires the “This is my Boomstick” trait): Each soldier armed with the deadly Arquebus, these units are capable of letting loose a volley of metal shot that can devastate the enemy. More than effective against light armour at long range, and able to punch through heavy armour at point blank, these are deadly, if cumbersome, weapons. (1 Unit of Arquebusiers = 25 soldiers)
Artillery: Ranging from the Ballista, the Catapult or the Cannon (if you have the trait), whatever form Artillery takes, it always fills the same role. Designed to shake the very foundations of the defences they are brought to bear against, or to obliterate enemy formations when carefully aimed, Artillery is a threat to the enemy, whatever form it takes. (1 Unit of Artillery = 1 Artillery Weapon and crew)
Magi: Some men and woman are born with the ability to feel the winds of magic that blow across the land. Through training, practice and study, these once lowly citizens can master the art of magic, channelling the raw power in the air around them into all kinds of different forms. Some among these number are trained for combat in schools for the magical arts, and they stand with their nations soldiers and rain devastation in their chosen field of magic down upon the enemy. (1 Unit of Magi = 20 soldiers)
War-Magi: These are to the Magi what the Magi are to a normal man. With almost god-like powers, these men and women are the physical embodiment of their chosen schools and can unleash their devastating skills singlehandedly. Their powers are the stuff of nightmares, and in battle they are terrifying to behold. (1 Unit of War-Magi = 1 soldiers)
Mechanical Walkers: (Requires Mechanical Walkers Trait) Towering monstrosities of metal, these machines are horrifying to witness. Able to weather all but the most dedicated attacks, these metal creatures move across the battlefield with unrelenting power. (1 Unit of Mechanical Walkers = 1 machine)
Mechanical Warriors: (Requires Mechanical Warriors Trait) Standing a head taller than even the tallest man, these robotic automatons are an absolute marvel of technology. Only available to the most technologically advanced nations, these metal men can be controlled at whim by their inventors, obeying simple instructions and following them through with unswerving loyalty. (1 Unit of Mechanical Warriors = 10 machines)
Heavy Infantry: Marching in perfect step, these soldiers are highly trained and equipped with heavy armour. Whether they’re in the form of broadsword wielding barbarians, or heavily armoured warriors with tall shields, what these soldiers all have in common is their combat prowess. Able to cut their way through any other Infantry, and hold the line against all but the heaviest of cavalry charges, these soldiers form the elite core of many armies, and rightly so. (1 Unit of Heavy Infantry = 25 soldiers)
Archers: There is a reason that the longbow is feared as one of the most deadly weapons of war; the killing power that these men and woman possess allow them to drop any lightly armoured target at hundreds of metres, and even find the chinks in the heaviest armour at close range. While poorly defended in melee, with little more than light armour and a short sword, they are saved by the fact that very few enemies ever reach them. (1 Unit of Archers = 50 soldiers)
Crossbowmen: Slow to reload, and a cumbersome weapon, what the crossbow lacks in fire rate and mobility, it more than makes up for in sheer power. Deadly accurate and capable of punching through even the heaviest of armours at close range, in the right hands, the Crossbow becomes a lethal instrument of war. (1 Unit of Crossbowmen = 25 soldiers)
Light Cavalry: Meant to scout and harry the enemy, these soldiers wear light armour and ride swift but unarmoured horses into battle. In their prime when used in flanking manoeuvres or to slip around the enemy lines and shatter weaker ranged units on the charge, Light Cavalry will quickly find itself cut down by any more heavily armoured or prepared units. (1 Unit of Light Cavalry = 50 soldiers)
Heavy Cavalry: Only the roaring thunder of hooves gives the unfortunate enemy before these legendary units crash through them. Bedecked in the heaviest of armours, and riding horses just as thirsty for the enemies blood as their riders, these men and women will simply crush anyone unfortunate enough to get in their way. (1 Unit of Heavy Cavalry = 10 soldiers)
Arquebusiers (Requires the “This is my Boomstick” trait): Each soldier armed with the deadly Arquebus, these units are capable of letting loose a volley of metal shot that can devastate the enemy. More than effective against light armour at long range, and able to punch through heavy armour at point blank, these are deadly, if cumbersome, weapons. (1 Unit of Arquebusiers = 25 soldiers)
Artillery: Ranging from the Ballista, the Catapult or the Cannon (if you have the trait), whatever form Artillery takes, it always fills the same role. Designed to shake the very foundations of the defences they are brought to bear against, or to obliterate enemy formations when carefully aimed, Artillery is a threat to the enemy, whatever form it takes. (1 Unit of Artillery = 1 Artillery Weapon and crew)
Magi: Some men and woman are born with the ability to feel the winds of magic that blow across the land. Through training, practice and study, these once lowly citizens can master the art of magic, channelling the raw power in the air around them into all kinds of different forms. Some among these number are trained for combat in schools for the magical arts, and they stand with their nations soldiers and rain devastation in their chosen field of magic down upon the enemy. (1 Unit of Magi = 20 soldiers)
War-Magi: These are to the Magi what the Magi are to a normal man. With almost god-like powers, these men and women are the physical embodiment of their chosen schools and can unleash their devastating skills singlehandedly. Their powers are the stuff of nightmares, and in battle they are terrifying to behold. (1 Unit of War-Magi = 1 soldiers)
Mechanical Walkers: (Requires Mechanical Walkers Trait) Towering monstrosities of metal, these machines are horrifying to witness. Able to weather all but the most dedicated attacks, these metal creatures move across the battlefield with unrelenting power. (1 Unit of Mechanical Walkers = 1 machine)
Mechanical Warriors: (Requires Mechanical Warriors Trait) Standing a head taller than even the tallest man, these robotic automatons are an absolute marvel of technology. Only available to the most technologically advanced nations, these metal men can be controlled at whim by their inventors, obeying simple instructions and following them through with unswerving loyalty. (1 Unit of Mechanical Warriors = 10 machines)
Navy Type (Requires Ship Building (CHOOSE ONE))
Iron Waves: Your nation’s navy is as formidable as it is powerful. Boasting an impressive number of the legendary “Ironclads”, there are few navy’s that sail the oceans that can hope to challenge you in open battle. (Navy Size: 50 Ironclad Units)
Born upon the Sea: Your nation is well-used to life upon the waves, and your people spend countless nights sleeping on an open deck; meaning you maintain a sizeable navy of war ships, as well as some ships bedecked to carry your army across the sea. (Navy Size: 30 Transport Units and 30 Ship Units)
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)
Armada: A huge massed fleet of ships and sailors from all across your nation are relied upon to fight under your flag upon the waves. While not a match for the Ironclads, when Ships outnumber their foe they can send them to meet their makers with ease. (Navy Size: 60 Ship Units)
Born upon the Sea: Your nation is well-used to life upon the waves, and your people spend countless nights sleeping on an open deck; meaning you maintain a sizeable navy of war ships, as well as some ships bedecked to carry your army across the sea. (Navy Size: 30 Transport Units and 30 Ship Units)
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)
Armada: A huge massed fleet of ships and sailors from all across your nation are relied upon to fight under your flag upon the waves. While not a match for the Ironclads, when Ships outnumber their foe they can send them to meet their makers with ease. (Navy Size: 60 Ship Units)
Navy Units
Ships: Ranging from mighty galleons to small but quick War-Canoes, a nations ships are amazingly diverse. Yet they all serve the same purpose, to defend your nation and your Transports from the enemy. (1 Unit of Ships = 5 vessels (1 Unit of Ships = Capacity of 200 Infantry/100 Cavalry/5 Artillery Weapons/50 Mechanical Warriors))
Transports: Designed to carry your land forces across the oceans to where they can best be used, these vessels can carry large numbers of men below decks (1 Unit of Transports = 1 vessel (1 Unit of Transports = Capacity of 500 Infantry/300 Cavalry/15 Artillery Weapons/150 Mechanical Warriors))
Ironclad (Requires Ironclad Trait): Your boats are sheathed in steel, allowing them to take immense damage before going under as well as giving out immense firepower themselves (1 Unit of Ironclads = 1 vessel (1 Unit of Ironclads = Capacity of 0 Units))
Transports: Designed to carry your land forces across the oceans to where they can best be used, these vessels can carry large numbers of men below decks (1 Unit of Transports = 1 vessel (1 Unit of Transports = Capacity of 500 Infantry/300 Cavalry/15 Artillery Weapons/150 Mechanical Warriors))
Ironclad (Requires Ironclad Trait): Your boats are sheathed in steel, allowing them to take immense damage before going under as well as giving out immense firepower themselves (1 Unit of Ironclads = 1 vessel (1 Unit of Ironclads = Capacity of 0 Units))
Flight Type (Requires Dirigibles Trait (CHOOSE ONE))
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)
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. (Airforce Size: 50 Bomber Units and 20 Fighter Units)
They shall Fall: Some nations recognise the need to nullify the threat that enemy Dirigibles pose their armies, and so adopt highly aggressive tactics and specially designed dirigibles to combat the other dirigibles in the air (Airforce Size: 60 Interceptor Units)
We shall fight them in the Skies: Dirigibles are deadly new weapons in a war against other nations and the Shadow alike. These nations take a core of Fighters while also taking small squadrons of the other Dirigibles to represent a balanced Air Force. (Start Airforce Size: 40 Fighter Units, 10 Bomber Units, 10 Interceptor Units and 10 Fast Units)
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. (Airforce Size: 50 Bomber Units and 20 Fighter Units)
They shall Fall: Some nations recognise the need to nullify the threat that enemy Dirigibles pose their armies, and so adopt highly aggressive tactics and specially designed dirigibles to combat the other dirigibles in the air (Airforce Size: 60 Interceptor Units)
We shall fight them in the Skies: Dirigibles are deadly new weapons in a war against other nations and the Shadow alike. These nations take a core of Fighters while also taking small squadrons of the other Dirigibles to represent a balanced Air Force. (Start Airforce Size: 40 Fighter Units, 10 Bomber Units, 10 Interceptor Units and 10 Fast Units)
Flight Units
Fast: Sacrificing firepower and armour for incredible speed, these craft can strike into the heart of an enemy's army and then be gone before they are even registered. (1 Unit of Fast = 1 Dirigible)
Fighters: There are many nations who decided to take the ever adaptive "Fighter Dirigibles" as their staple Dirigible (1 Unit of Fighters = 1 Dirigible)
Bombers: There are nations of Alria that utilize their Dirigibles as "Bombers", specialized to rain down fire and destruction upon the armies of their enemies. (1 Unit of Bombers = 1 Dirigible)
Interceptors: Quick and powerful, these crafts are designed to target and turn any enemy Dirigibles into fireballs. (1 Unit of Interceptors = 1 Dirigible)
Fighters: There are many nations who decided to take the ever adaptive "Fighter Dirigibles" as their staple Dirigible (1 Unit of Fighters = 1 Dirigible)
Bombers: There are nations of Alria that utilize their Dirigibles as "Bombers", specialized to rain down fire and destruction upon the armies of their enemies. (1 Unit of Bombers = 1 Dirigible)
Interceptors: Quick and powerful, these crafts are designed to target and turn any enemy Dirigibles into fireballs. (1 Unit of Interceptors = 1 Dirigible)
Military Traits
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)
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)
Mithril Armour: 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)
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: 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)
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)
The Smell of Sulphur: After decades of experimenting, and countless explosions and failed tests, your nation has perfected the use of black powder and has adapted your armies around the use of it. (Your Arquebussers/Cannons all have an advantage in combat)
Whirring Cogs: The meta machines play a large part of your army, forming an elite inhuman core that shows no emotion and will not stop till it completes the objective or is destroyed utterly (Your Mechanical Walkers/Mechanical Warriors 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)
Mithril Armour: 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)
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: 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)
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)
The Smell of Sulphur: After decades of experimenting, and countless explosions and failed tests, your nation has perfected the use of black powder and has adapted your armies around the use of it. (Your Arquebussers/Cannons all have an advantage in combat)
Whirring Cogs: The meta machines play a large part of your army, forming an elite inhuman core that shows no emotion and will not stop till it completes the objective or is destroyed utterly (Your Mechanical Walkers/Mechanical Warriors 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)
Ship Artillery: By mounting catapults and Ballista (Or Cannons if you have the trait) onto the deck of your nation’s ships, you make them a force to be reckoned with on the waves. (Your Ships and Ironclads have an Advantage in combat)
Extended Holds: Heavy adapted to carry soldiers and weapons of war across the oceans, your ships have an impressive capacity (Your Transports and Ships can transport an additional 20% of their starting capacity (e.g 500 is now 600))
Ironclad: (Requires Steam Engine Trait) Sheathed in steel, these ships are a marvel of progress, and simply deadly in battle. Able to take immense punishment and emerge un-scathed, these boats are already becoming synonymous with naval domination. (Your nation’s navy is able to field Ironclads)
Master Sea-farers: (Requires Sailors Trait) Men and women with a true understanding of the seas, they are able to steer their ships in break-neck manoeuvres that others could only dream about, and bring their vessels full firepower to bear. (Your Ships/Transports/Ironclads all have an advantage in combat)
Ship Artillery: By mounting catapults and Ballista (Or Cannons if you have the trait) onto the deck of your nation’s ships, you make them a force to be reckoned with on the waves. (Your Ships and Ironclads have an Advantage in combat)
Extended Holds: Heavy adapted to carry soldiers and weapons of war across the oceans, your ships have an impressive capacity (Your Transports and Ships can transport an additional 20% of their starting capacity (e.g 500 is now 600))
Ironclad: (Requires Steam Engine Trait) Sheathed in steel, these ships are a marvel of progress, and simply deadly in battle. Able to take immense punishment and emerge un-scathed, these boats are already becoming synonymous with naval domination. (Your nation’s navy is able to field Ironclads)
Master Sea-farers: (Requires Sailors Trait) Men and women with a true understanding of the seas, they are able to steer their ships in break-neck manoeuvres that others could only dream about, and bring their vessels full firepower to bear. (Your Ships/Transports/Ironclads all have an advantage in combat)
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)
Air Artillery: Allows you to mount catapults and Ballista (Or cannons if you have the trait) on board your Dirigibles, with devastating results for your enemies. (Your Fighters and Interceptors all have an advantage in combat)
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)
Highly Explosive: After numerous disastrous failed attempts, your nation has finally perfected the creation of bombs, bombs that they load into their Dirigibles and obliterate the enemy (Your Bombers have an advantage when bombing the enemy)
Advanced Engines (Requires Steam Engine Trait): Heavily adapting the basic steam engine into something far more powerful, your Fast Dirigibles not move like a blur across the sky, heralded only by an unearthly roar of engines. (Your Fast Dirigibles can move two provinces a turn)
Air Artillery: Allows you to mount catapults and Ballista (Or cannons if you have the trait) on board your Dirigibles, with devastating results for your enemies. (Your Fighters and Interceptors all have an advantage in combat)
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)
Highly Explosive: After numerous disastrous failed attempts, your nation has finally perfected the creation of bombs, bombs that they load into their Dirigibles and obliterate the enemy (Your Bombers have an advantage when bombing the enemy)
Advanced Engines (Requires Steam Engine Trait): Heavily adapting the basic steam engine into something far more powerful, your Fast Dirigibles not 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 (Cannot be taken with Divine)
Animate Dead: Cause the dead laying in the ground to rise up once more, whether as zombies or as skeletons these forces are mindless and can follow only simple instructions. They command none of their former skills from their life, and are armed only with what they died with, or what you provide them. (Just before a battle you can summon 1 Conscript Infantry/Horsemen/Bowmen Units for every Unit of Magi/War-Magi present. They only last 1 turn before they crumble to dust)
The Spirits hear my Call (Requires 'Animate Dead' and 'Magic'): Ghosts, wraiths, and other fell spirits obey your command, permitting you to summon them to your will. (Just before a battle you can summon 1 Professional Units of your choice for every Unit of War-Magi present. They only last 1 turn)
Negative Energy: You know how to manipulate the powers of darkness and bend them to your will. You can drain life from foes; leach away their strength, and other methods of negative energy. (Your Magi/War-Magi all have an advantage in combat)
Nightmares: Your Magi can reach into the deepest, darkest recesses of the enemies minds and pull forth their greatest fears, rendering them petrified with terror and useless (Just before a battle you can induce fear into the enemy when your Magi/War-Magi are present)
Plaguewalker: (Requires 2 other Necromancy Traits) Disease is a useful tool when your soldiers are already dead. You have learned how to create diseases through magic, and spread them through various means. (Just before a battle you can unleash a plague on the enemy that will kill a random number of enemies when your Magi/War-Magi are present)
The Deepest Black: (Requires 3 other Necromancy Traits) Even the brightest light can’t penetrate the darkness in your Magi’s souls. (Your Magi/War-Magi can effectively repel and negate any Divine Traits)
The Spirits hear my Call (Requires 'Animate Dead' and 'Magic'): Ghosts, wraiths, and other fell spirits obey your command, permitting you to summon them to your will. (Just before a battle you can summon 1 Professional Units of your choice for every Unit of War-Magi present. They only last 1 turn)
Negative Energy: You know how to manipulate the powers of darkness and bend them to your will. You can drain life from foes; leach away their strength, and other methods of negative energy. (Your Magi/War-Magi all have an advantage in combat)
Nightmares: Your Magi can reach into the deepest, darkest recesses of the enemies minds and pull forth their greatest fears, rendering them petrified with terror and useless (Just before a battle you can induce fear into the enemy when your Magi/War-Magi are present)
Plaguewalker: (Requires 2 other Necromancy Traits) Disease is a useful tool when your soldiers are already dead. You have learned how to create diseases through magic, and spread them through various means. (Just before a battle you can unleash a plague on the enemy that will kill a random number of enemies when your Magi/War-Magi are present)
The Deepest Black: (Requires 3 other Necromancy Traits) Even the brightest light can’t penetrate the darkness in your Magi’s souls. (Your Magi/War-Magi can effectively repel and negate any Divine Traits)
Divine Magic (Cannot be taken with Necromancy)
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)
Holy Light: (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)
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)
Holy Light: (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
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)
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)
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)
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)
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)
Illusion Magic
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)
Imaginary Swords Cut Too: (Requires 'Spectral Army' and 'Magic') You are able to fabricate illusions so convincing that those pierced with the weapons of your imaginary attackers feel real pain, and can die from the assault. (Just before battle you can conjure up 1 Professional Units of your choice for every Unit of War-Magi present)
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) 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)
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)
Imaginary Swords Cut Too: (Requires 'Spectral Army' and 'Magic') You are able to fabricate illusions so convincing that those pierced with the weapons of your imaginary attackers feel real pain, and can die from the assault. (Just before battle you can conjure up 1 Professional Units of your choice for every Unit of War-Magi present)
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) 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
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)
Flamethrowers: That’s right, who said you need to know magic to throw magic around! With a tank of highly explosive materials strapped to your back, and a wand held in front of you, you can let loose a burst of flame! (Your Mechanical Warriors/Mechanical Walkers all have an advantage in combat)
Alchemical Alloys: (Requires 1 other Technology Traits) You know the secret of combining metals to create a stronger end product. But you go further; through alchemy you can transmute them into something stronger than others would even dream! (Your Mechanical Walkers/Mechanical Warriors are harder to kill.)
Cannons: (Requires This is my Boomstick Trait) You have decided that if you can make a small metal ball be fired at someone, why not go with a large one? You have cannons with which to pulverize your foes! (Your Mechanical Walkers/ Artillery all have an advantage in combat)
Steam Engine: You can create energy by boiling water! Amazing! (Your Mechanical Walkers/Mechanical Warriors/Ironclads all have an advantage in combat)
Trains: (Requires Steam Engine) You have learned to create large mechanical forms of transportation (Your Army can move two friendly provinces a turn)
Mechanical Walkers: (Requires 3 other Technology Traits, one of which must be Steam Engine) Born from the crazed designs of some of the more insane scientists and engineers, huge advances in science has finally brought a war machine to life! (You are able to field Mechanical Walkers.)
Mechanical Warriors: (Requires Mechanical Walkers Trait) Men are weak. They can feel fear, and their flesh is weak. But remove that emotion, and replace that flesh with cold steel and your armies cannot be stopped! Or at least not easily (You are able to field Mechanical Warriors)
Controlled Flight: (Requires Steam Engine and Alchemical Alloys) Through a vast understanding of science, your people have finally managed to discover the secret of flight, and have adapted their military using this new knowledge. (Allows you to field Dirigibles)
Flamethrowers: That’s right, who said you need to know magic to throw magic around! With a tank of highly explosive materials strapped to your back, and a wand held in front of you, you can let loose a burst of flame! (Your Mechanical Warriors/Mechanical Walkers all have an advantage in combat)
Alchemical Alloys: (Requires 1 other Technology Traits) You know the secret of combining metals to create a stronger end product. But you go further; through alchemy you can transmute them into something stronger than others would even dream! (Your Mechanical Walkers/Mechanical Warriors are harder to kill.)
Cannons: (Requires This is my Boomstick Trait) You have decided that if you can make a small metal ball be fired at someone, why not go with a large one? You have cannons with which to pulverize your foes! (Your Mechanical Walkers/ Artillery all have an advantage in combat)
Steam Engine: You can create energy by boiling water! Amazing! (Your Mechanical Walkers/Mechanical Warriors/Ironclads all have an advantage in combat)
Trains: (Requires Steam Engine) You have learned to create large mechanical forms of transportation (Your Army can move two friendly provinces a turn)
Mechanical Walkers: (Requires 3 other Technology Traits, one of which must be Steam Engine) Born from the crazed designs of some of the more insane scientists and engineers, huge advances in science has finally brought a war machine to life! (You are able to field Mechanical Walkers.)
Mechanical Warriors: (Requires Mechanical Walkers Trait) Men are weak. They can feel fear, and their flesh is weak. But remove that emotion, and replace that flesh with cold steel and your armies cannot be stopped! Or at least not easily (You are able to field Mechanical Warriors)
Controlled Flight: (Requires Steam Engine and Alchemical Alloys) Through a vast understanding of science, your people have finally managed to discover the secret of flight, and have adapted their military using this new knowledge. (Allows you to field Dirigibles)
Racial Traits
Ogres:
Awesome strength: No other race can compare with you for sheer brute strength. A single hit from you is enough to send a lesser race flying across the room. (All your soldiers have an advantage in combat)
Increased Fortitude: You can take a hit and keep on coming, even if that hit just ripped one of you arms off. After all, it’s just a flesh wound right? (Your soldiers are harder to kill)
Impaling Throw: You wield thrown weapons in a capacity feared by your foes, you are able to pierce common metals with your thrown javelins, imagine what you can do to people hit by them? (All your soldiers have an advantage in combat)
Orcs:
Berserkers: Your warriors go berserk in battle, blind with bloodlust they ignore wounds they take and fight with a ferocity such as to set fear into your foes. Of course they rarely survive such a bout of bloodlust, since while in it they ignore threats and wounds they have taken in the name of killing as many people as they can. (You can take the Fearless Trait for free and all your soldiers have an advantage in combat)
War Chiefs: Your nation has a single war chief who leads the armies, and he has proven himself in battle time and again. This war chief is considered one of the Great Generals of the age. (Your soldiers all gain an advantage in combat)
Shamanistic Ties: Your people are close to their ancestors. The Shaman of your nation hold great authority in your nation for good reason, their elemental magic is potent enough to drive your people away from the more common arts of necromancy. (You get 1 Lesser Elemental trait free)
Goblins:
Horde Tactics: Always fight with overwhelming numbers, that is the rule of thumb for your military. (You can take 100 more Conscript Units.)
Sneaky Lil Buggers: Masters of the ambush, your people are experts at using hidden structures to watch for incoming foes, and setting up ambushes in the terrain you know. (Your soldiers all have an advantage in combat when in friendly provinces)
We’re Not Running Away, We’re Advancing To The Rear!: Your people may not be the bravest out there, but by god they know how to survive a fight! You always have a back way out of any city, or fight, prepared in advance. (You can order a retreat at any time)
Humans:
Explorers by Nature: Your people have been filled with wanderlust for as long as you can remember, you have extensive maps of the world and know where most other nations lay. (You will have a greater knowledge of your immediate neighbours)
Born on a Horse: Your people have always viewed the horse as a form of wealth, and even now children seem to learn to ride a horse before they can even properly walk; your cavalry is second to none. (All your Cavalry gain an advantage in combat)
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)
One with the Forest: Your people are adept at living among the woods, you know when something is wrong and you know how to travel it without being noticed. (All your soldiers gain an advantage in combat when fighting in a Forest Province)
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)
Dwarves:
Stone Fortitude: Your people are stalwart warriors, and have long lived in harsh environments. They can take hits that would kill lesser men and keep on trucking. Poison has very little effect on your people. (Your soldiers are harder to kill)
Gems in the Rough: Your people are obsessed with the wealth hidden in the mountains and below the ground. You have delved long and hard, and have been rewarded with rich deposits of precious metals, gems, and other valuable commodities. (You can take ‘Mithril Armour’ or ‘Superior Forging’ for free)
Dwarven Defences: Dwarves know how to build structures that last the ages. And when they build for defence, no one can best them. Your defences are the best out there.(Your soldiers all have an advantage in combat when defending an owned province)
Gnomes:
Need More Boom: Your guns and cannons pack a bigger punch then others can manage. This is due in part at least to your aptitude for experimenting with things and blowing up your workshop in the course of your studies. (Your Arquebusiers/Cannons all have an advantage in combat)
No One Lives Here, Honest!: 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)
Hiding is a Skill: Your people are adept at concealing themselves (You gain the ‘Cloak of Invisibility’ Trait for free)
Awesome strength: No other race can compare with you for sheer brute strength. A single hit from you is enough to send a lesser race flying across the room. (All your soldiers have an advantage in combat)
Increased Fortitude: You can take a hit and keep on coming, even if that hit just ripped one of you arms off. After all, it’s just a flesh wound right? (Your soldiers are harder to kill)
Impaling Throw: You wield thrown weapons in a capacity feared by your foes, you are able to pierce common metals with your thrown javelins, imagine what you can do to people hit by them? (All your soldiers have an advantage in combat)
Orcs:
Berserkers: Your warriors go berserk in battle, blind with bloodlust they ignore wounds they take and fight with a ferocity such as to set fear into your foes. Of course they rarely survive such a bout of bloodlust, since while in it they ignore threats and wounds they have taken in the name of killing as many people as they can. (You can take the Fearless Trait for free and all your soldiers have an advantage in combat)
War Chiefs: Your nation has a single war chief who leads the armies, and he has proven himself in battle time and again. This war chief is considered one of the Great Generals of the age. (Your soldiers all gain an advantage in combat)
Shamanistic Ties: Your people are close to their ancestors. The Shaman of your nation hold great authority in your nation for good reason, their elemental magic is potent enough to drive your people away from the more common arts of necromancy. (You get 1 Lesser Elemental trait free)
Goblins:
Horde Tactics: Always fight with overwhelming numbers, that is the rule of thumb for your military. (You can take 100 more Conscript Units.)
Sneaky Lil Buggers: Masters of the ambush, your people are experts at using hidden structures to watch for incoming foes, and setting up ambushes in the terrain you know. (Your soldiers all have an advantage in combat when in friendly provinces)
We’re Not Running Away, We’re Advancing To The Rear!: Your people may not be the bravest out there, but by god they know how to survive a fight! You always have a back way out of any city, or fight, prepared in advance. (You can order a retreat at any time)
Humans:
Explorers by Nature: Your people have been filled with wanderlust for as long as you can remember, you have extensive maps of the world and know where most other nations lay. (You will have a greater knowledge of your immediate neighbours)
Born on a Horse: Your people have always viewed the horse as a form of wealth, and even now children seem to learn to ride a horse before they can even properly walk; your cavalry is second to none. (All your Cavalry gain an advantage in combat)
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)
One with the Forest: Your people are adept at living among the woods, you know when something is wrong and you know how to travel it without being noticed. (All your soldiers gain an advantage in combat when fighting in a Forest Province)
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)
Dwarves:
Stone Fortitude: Your people are stalwart warriors, and have long lived in harsh environments. They can take hits that would kill lesser men and keep on trucking. Poison has very little effect on your people. (Your soldiers are harder to kill)
Gems in the Rough: Your people are obsessed with the wealth hidden in the mountains and below the ground. You have delved long and hard, and have been rewarded with rich deposits of precious metals, gems, and other valuable commodities. (You can take ‘Mithril Armour’ or ‘Superior Forging’ for free)
Dwarven Defences: Dwarves know how to build structures that last the ages. And when they build for defence, no one can best them. Your defences are the best out there.(Your soldiers all have an advantage in combat when defending an owned province)
Gnomes:
Need More Boom: Your guns and cannons pack a bigger punch then others can manage. This is due in part at least to your aptitude for experimenting with things and blowing up your workshop in the course of your studies. (Your Arquebusiers/Cannons all have an advantage in combat)
No One Lives Here, Honest!: 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)
Hiding is a Skill: Your people are adept at concealing themselves (You gain the ‘Cloak of Invisibility’ Trait for free)
HOW IT WORKS
You will start off the game with, unless you request otherwise, three Provinces. Select any three provinces that are adjacent with each other and include this in you Application.
Your nation will populate the map along with the other players and the NPC nations. To put it simply, there’s no handy land to spread into.
Now each NPC nation, of which numbers are not confirmed, has a ‘personality’, be it peace-seeking or lovers of war, this ‘personality’ will affect how they respond to your actions towards them. Some will happily form an alliance with you in return for protection or they will murder your diplomats and send you their headless corpses. These NPC nations will remain independent no matter if you are in an alliance with them or not although you can ask for their help or help them like you would another players nation.
The only way to expand your territory is to conquer the provinces of either other player’s nations or NPC nations through war.
In battle your tactics will determine how you square up against your foe, be it concealing an army in ambush or commanding a storming cavalry charge, and will affect the final result of the battle. I will use a system I’ve already created to decide how the conflict ends and its consequences and will let you know.
To conquer a province you must first defeat the army located there, if any, and then deal with any cities that have been built there, if any. After driving the enemy from the province you can move your civilians in to populate the new province and claim it for your own.
A constant threat to your nation is the Great Shadow, a seemingly infinite army that constantly moves across the board unless stopped, not an easy feat. The strength of the Shadow’s armies will slowly increase throughout the game until the only possible way to defeat them is to band together with the other nations and make a stand, shoulder to shoulder with strangers. Not that I’m hinting at anything…..
Throughout the game your nation will obviously recruit and train new troops, so best to defend against the numerous enemies. However when times are hard, honest men that will fight hard for your nation are hard to find. To represent this, the recruitment level for troops are set as such; either 1 Professional Unit or 3 Conscript Units per turn. In any province under your control you are able to train this number, so if you have two provinces you can train 6 Conscript Units a turn, three provinces and its 9 Conscript Units and so on.
If your province borders a sea tile, then you can choose to build navy units. This is set at 1 Ironclad or 2 Transport/Ship Units per Turn. So with two “coast” provinces, you can build 4 Ship Units, three “coast” provinces and it’s 6 Ship Units and so on.
You can train Army Units at the same time as you are building Navy Units in the same province.
Another use you can put your provinces towards is the learning of new traits. At the moment this system is limited to climbing the 'tech tree', that is you can only learn traits in categories that you already have a trait in, (such as “Fearless” if you already know “Superior Forging”), but over time there will be plenty of new Traits that will be able to research. All traits take a base 3 turns to research, and you can only research 1 trait in your Nation at any time. You can research traits at the same time as training Units.
After battles there is a chance you will be rewarded with Military Traits (such as Fearless or Masterful Cavalry) in recognition of the great success of a particular contingent of your army.
You can NEVER have more than one 'army/navy/airforce size' trait. This means you cannot have 'Golden Horde' and 'For King and Country'. You made that choice when you made your nation, there's no way back.
The traits you choose will shape your nation completely affect your military strength, ambition and way with words. Therefore choose wisely, once your nation is forged there is no turning back….
Your nation will populate the map along with the other players and the NPC nations. To put it simply, there’s no handy land to spread into.
Now each NPC nation, of which numbers are not confirmed, has a ‘personality’, be it peace-seeking or lovers of war, this ‘personality’ will affect how they respond to your actions towards them. Some will happily form an alliance with you in return for protection or they will murder your diplomats and send you their headless corpses. These NPC nations will remain independent no matter if you are in an alliance with them or not although you can ask for their help or help them like you would another players nation.
The only way to expand your territory is to conquer the provinces of either other player’s nations or NPC nations through war.
In battle your tactics will determine how you square up against your foe, be it concealing an army in ambush or commanding a storming cavalry charge, and will affect the final result of the battle. I will use a system I’ve already created to decide how the conflict ends and its consequences and will let you know.
To conquer a province you must first defeat the army located there, if any, and then deal with any cities that have been built there, if any. After driving the enemy from the province you can move your civilians in to populate the new province and claim it for your own.
A constant threat to your nation is the Great Shadow, a seemingly infinite army that constantly moves across the board unless stopped, not an easy feat. The strength of the Shadow’s armies will slowly increase throughout the game until the only possible way to defeat them is to band together with the other nations and make a stand, shoulder to shoulder with strangers. Not that I’m hinting at anything…..
Throughout the game your nation will obviously recruit and train new troops, so best to defend against the numerous enemies. However when times are hard, honest men that will fight hard for your nation are hard to find. To represent this, the recruitment level for troops are set as such; either 1 Professional Unit or 3 Conscript Units per turn. In any province under your control you are able to train this number, so if you have two provinces you can train 6 Conscript Units a turn, three provinces and its 9 Conscript Units and so on.
If your province borders a sea tile, then you can choose to build navy units. This is set at 1 Ironclad or 2 Transport/Ship Units per Turn. So with two “coast” provinces, you can build 4 Ship Units, three “coast” provinces and it’s 6 Ship Units and so on.
You can train Army Units at the same time as you are building Navy Units in the same province.
Another use you can put your provinces towards is the learning of new traits. At the moment this system is limited to climbing the 'tech tree', that is you can only learn traits in categories that you already have a trait in, (such as “Fearless” if you already know “Superior Forging”), but over time there will be plenty of new Traits that will be able to research. All traits take a base 3 turns to research, and you can only research 1 trait in your Nation at any time. You can research traits at the same time as training Units.
After battles there is a chance you will be rewarded with Military Traits (such as Fearless or Masterful Cavalry) in recognition of the great success of a particular contingent of your army.
You can NEVER have more than one 'army/navy/airforce size' trait. This means you cannot have 'Golden Horde' and 'For King and Country'. You made that choice when you made your nation, there's no way back.
The traits you choose will shape your nation completely affect your military strength, ambition and way with words. Therefore choose wisely, once your nation is forged there is no turning back….
RULES
1: Be civil to everyone, participating or not.
2: Absolutely NO godmodding.
3: Don't carry grudges from this RP out into the rest of the forum.
4: Don't get all grumpy if someone attacks you. Just attack them back.
5: I have the final say in all matters.
6: If you are going to join this, please do so confident you will not disappear for weeks on end with no notice. This is ABSOLUTLY ESSENTIAL.
7: Only one post per turn as it represents your nation’s actions. The only exception is diplomatic action as otherwise the alliance system is redundant.
8: One post per update is compulsory or else your nation does nothing and is easy prey.
9: I will aim for updates weekly as I’m sure everyone will by dying for the chance to hammer their RP rivals to oblivion.
The Nation Sheet
NATION
Nation Name:
Chosen Colour for Nation:
People of Importance:
Races:
TRAITS:
National Trait
Army Type
Conscript Military Units
Professional Military Units
Navy Type
Navy Units
Flight Type
Flight Units
Military Traits
Naval Traits
Flight Traits
Necromancy Traits
Divine Magic Traits
Elemental Magic Traits
Illusion Magic Traits
Technology Traits
Racial Traits
Nation History
MILITARY:
Army
Navy
Airforce
Example Nation Sheet
NATION
Nation Name: Romeri
Chosen Colour for Nation: Red
People of Importance: Emperor Augustus Perelius, Consul Maximus Julii, Consul Albus Scipio
Races: Dwarves and Orcs
TRAITS:
National Trait
-Farmhands
Army Type
-For King and Country
Conscript Military Units
Professional Military Units
-Heavy Infantry
-Archers
-Light Cavalry
-Artillery
-War-Magi
Navy Type
-Born Upon the Seas
Navy Units
-Ships
-Transports
Flight Type
-They shall Fall
Flight Units
-Interceptors
Military Traits
-Fearless
-Superior Forging
-Mithril Armour
-Soldiers of the Line
Naval Traits
-Ship Building
-Extended Hold
Flight Traits
-Dirigibles
-Air Artillery
Necromancy Traits
Divine Magic Traits
-Angels Whisper in your Ears
-Divine Energy
-Fanatics
Elemental Magic Traits
-Lesser Air Magic
-Air-Bending
Illusion Magic Traits
Technology Traits
Racial Traits
-Gems in the Rough
-Berserkers
Nation History
Whatever you want! Something interesting. It can be as much or as little as you want, but I’d love to see people putting in effort to flesh out their nation.
MILITARY:
Army
-100 Heavy Infantry Units (2,500 men)
-30 Archer Units (3,000 men)
-20 Light Cavalry Units (1,000 men)
-20 Artillery (20 Artillery Weapons)
-30 War-Magi (30 men)
Total: 200 Professional Units (6,550 men)
Navy
-40 Transport Units (40 Vessels)
-20 Ship Units (100 Vessels)
Total: 60 Naval Units (140 Vessels)
Airforce
-60 Interceptor Units (60 Dirigibles)
Total: 60 Airforce Units (60 Dirigibles)
Notes
In case there’s some confusion with the number of trait, its 1 National Trait + 1 Army Type + 5 Professional Military Units + 1 Navy Type + 2 Navy Units + 1 Flight Type + 1 Flight Units + 4 Military Traits (2 of them free due to Racial traits and another free due to races) + 2 Naval Traits + 2 Flight Traits + 3 Divine Magic Traits + 2 Elemental Traits (1 of them free due to races). So in total 1+1+5+1+2+1+1+1+2+2+3+1= 21 Trait Points
Nation Name: Romeri
Chosen Colour for Nation: Red
People of Importance: Emperor Augustus Perelius, Consul Maximus Julii, Consul Albus Scipio
Races: Dwarves and Orcs
TRAITS:
National Trait
-Farmhands
Army Type
-For King and Country
Conscript Military Units
Professional Military Units
-Heavy Infantry
-Archers
-Light Cavalry
-Artillery
-War-Magi
Navy Type
-Born Upon the Seas
Navy Units
-Ships
-Transports
Flight Type
-They shall Fall
Flight Units
-Interceptors
Military Traits
-Fearless
-Superior Forging
-Mithril Armour
-Soldiers of the Line
Naval Traits
-Ship Building
-Extended Hold
Flight Traits
-Dirigibles
-Air Artillery
Necromancy Traits
Divine Magic Traits
-Angels Whisper in your Ears
-Divine Energy
-Fanatics
Elemental Magic Traits
-Lesser Air Magic
-Air-Bending
Illusion Magic Traits
Technology Traits
Racial Traits
-Gems in the Rough
-Berserkers
Nation History
Whatever you want! Something interesting. It can be as much or as little as you want, but I’d love to see people putting in effort to flesh out their nation.
MILITARY:
Army
-100 Heavy Infantry Units (2,500 men)
-30 Archer Units (3,000 men)
-20 Light Cavalry Units (1,000 men)
-20 Artillery (20 Artillery Weapons)
-30 War-Magi (30 men)
Total: 200 Professional Units (6,550 men)
Navy
-40 Transport Units (40 Vessels)
-20 Ship Units (100 Vessels)
Total: 60 Naval Units (140 Vessels)
Airforce
-60 Interceptor Units (60 Dirigibles)
Total: 60 Airforce Units (60 Dirigibles)
Notes
In case there’s some confusion with the number of trait, its 1 National Trait + 1 Army Type + 5 Professional Military Units + 1 Navy Type + 2 Navy Units + 1 Flight Type + 1 Flight Units + 4 Military Traits (2 of them free due to Racial traits and another free due to races) + 2 Naval Traits + 2 Flight Traits + 3 Divine Magic Traits + 2 Elemental Traits (1 of them free due to races). So in total 1+1+5+1+2+1+1+1+2+2+3+1= 21 Trait Points
So there we are! I know it's a lot to take it, but I hope it sparks interest in plenty of you! You can find the map below. ny questions about any of this, do not hesitate to ask!