(NRP) Conquest of Realms (18+)(Not Accepting more)

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White

A white rose in a garden of red roses
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. One post per week
  2. Slow As Molasses
Online Availability
Evening central european time
Writing Levels
  1. Advanced
  2. Adaptable
Preferred Character Gender
  1. Female
Genres
Fantasy, Romance, Apocalyptic, Intruigues, Empire building, Magical, but still open for anything, so long as I happen to have the mood for it currently.
This is a test run.
Changes to Balance are going to happen.


You are free to make suggestions.
Please use PM for them


WARNING
DICE HEAVY



GpoMnqBl.jpg

The Gate stood wide open. 10 years have passed since its opening...
Maybe on this day you are a ruler, looking at this, so foreign portal. maybe you are a general, about to lead their army through the gate by order of the whoever rules your nation.
It does not matter.

When the gate first opened, an expedition was set up. An expedition to explore these uncertainty hiding behind this portal that so suddenly opened after it has slept for so many years.
Or maybe your nation just found this foreign portal, stepped into it, curious to explore that which is hiding.
It does not matter.

That what was found was a new World, full of recources, wonders... and dangers.
Dangers in the form of a nation that did not take it well to see foreign forces take over their untouched valuable recources.
Was this expected?
Maybe it was for some nations. Maybe it was not.

The response was all the same: Diplomats were sent out to contact the apparent Ruler of this new World.

UsHKH3Bl.jpg


In this world's center, stood it. This world's capital, built around a heavenly crystal.
A crystal, so beautiful, so big, so recourcefull...
The crystal surged with power, the air around it, thick, illuminating.
Touching the crystal... feelings it's potential, unclaimable by those who do not posess it.
To posess it means to posess this world.
To posess this world, one needs to conquer this city.


The streets were empty. The paths were blocked.
The diplomats would only walk forward until they stood infront of it.
A palace residing infront of the ccrystal, connected with it. One whole.
The illusion surrounding this castle faded the closer they got to the crystal.
Maybe it was fate that all of these diplomats met one another right there.
Or maybe it was intended by whomever ruled this world.

The illusion gone, they finally met this world's inhabitants.

The race they faced, human, they call themself.
Some of the Diplomats recognized them. Either as a reflection of themself or as a race long gone extinct.
Some did not recognize them at all and encountered them for the first time in the entirity of their nation's history.
It does not matter.

Troops surrounded the diplomats, ordering them to follow. So they did. Not like they had a choice.
Lead into the castle, right infront a woman.
A woman, graceful in her every move. Noble in her touch. The voice of a goddess.
Power surrounded her.
Power that built for uncountable years.
The Diplomats shuddered at her every breathe.
They knew, this one was a danger.
But did they feel she was exacly that? A danger?
It does not matter

Veea5skl.jpg


Her hair, a soft pink. Her regalia, a gold, covering a majestic red.
Her eyes, blue. Like a deep ocean of knowledge.
Her crown, befitting for the ruler of this world.

Her lips opened, for the diplomats it almost seemed... yes, as if time itself obeyed this being.
But this does not matter.

"I banish you from my lands! I shall eradicate your pathetic nations from creation itself!"
The diplomats do not remember more.
They slept, only to be awoken.
How they were awoken? Maybe a nation decided to slap them. Maybe a nation splashed water over them, maybe they threw them into the dungeon?
It does not matter.

What does matter
Is that these diplomats were at what each of them knew as their home.
They shared that what they have seen, what they have experienced, that there are other's
But most of all, they spoke of war.
And this does matter.

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II Rules
-Much will be decided by dice rolls.
-As the acting GM, my word is law. You may attempt to dispute a decision with proper arguments. If they are missing, do not even try.
-You must be of the age of 18 or older. The reason for this is due to certain immortal acts happening. This includes mildly written sexual violence, executions, tortures. May also include mild nudity.
-Please use third person.
-This is NOT a compettion, keep it fair.
-Do not give your nation an advantage. If you have a suggestion, there is a PM function.
-As this is a test run, I will adjust modifier as I please in order to bring balance.
-The GM's nation IS GOING TO BE UNFAIR. This serves a purpose.
If you have read the rules, please add a #Name to your character sheet

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III sheets
You will be expected to create two sheets, one for your nation and for your character. Your character is not essentially required to be the ruler but may be a person of great influence, weither it is a noble, a count or just a general, it does matter.

III.1

CHARACTER SHEET

Character Name:
Name Meaning:
Alias:
Gender:
Species/Race:
Age:
Place of Birth:
Current Residence:
Occupation:
Family:
Role in nation:
Family Heirloom:
Weapon:



PHYSICAL CHARACTERISTICS

Height:
Hair:
Eyes:
Distinguishing Marks(If any):
General Appearance:


MENTAL CHARACTERISTICS

Current Goal/Purpose:
Aspirations:
Likes:
Dislikes:
Fears:
General Personality:
Inner Personality:
Fondest Memory:
Biggest Regret:
Secret:



HISTORIC BACKGROUND


General History:

Present Life:

Special Historic Notes:

One of these

  • +5 to Intruigue Rolls
    -5% On chance of Rebels occuring


III.2

NATION SHEET

Nation Name
Nation Emblem(optional)
Primary Race
Most common Terrain Type
Ruler
Gunpowder or Magic
One special Unit Type List
Religion
Deity/God


Government
(One out of six)

[tabs]
[tab=Republic]
Natural traits
Patriotism

People of this nation are ready to die for it.
+15 on Combat Rolls in desperate situations
+5 on Intruigue Rolls
Corrupted by Wealth
The richer the country, the bigger the corruption
Corruption Lead to Coups
Corruption influences national actions
Corruption is generated by:
>0.1% of Spendings
>Generated by 0.05% of Trade Income
Free Trade
Territory

Roll a D10
10-20States.
Moderate Income
Volunteer/Conscript Army
Free Recruition

No cost on recruiting
Cannot directly recruit troops
Deciable Training Spending
Specialist Training
+15 on Combat Training
Huge Spendings
Regular Training
Moderate Spendings
No modifier
Cheap Training
-10 Combat Modifier
Low Spendings
No other strengths or weaknesses
Morale can be bought

Caution
Maintanance equals Training spending
[/tab]
[tab=Monarchy]
Natural Traits
Loyality in Dfense

+20 on Defense rolls
A game of Intrigues
10% Chance that an Action fails
Restricted Trade
Territory

Roll a D5
6-11 Counties
Small Income
Levies
Recruit Attempts are free

Vassal May disapprove of this attempt(10% Chance)
Will cause the next 5 action to possibly fail by 5% additional percent
Population may disapprove.
Will occur when recruition is done too much
Will cancel the next attempted action
Will result in a revolt if continued to be tried to recruit
Moderate Training
+5 on every combat dice roll
Good Defender
+5 on every defense combat roll
If a vassal disaproves
-10 on every combat roll
No maintanance cost
[/tab]
[tab=Empire]
Natural Traits
Absolute Power

Does not need to roll a dice to suceed an action
Chance of Revolt
-10 on any Intrigue Roll
5% chance of a revolt happening
(D99)
(1-20 Huge Revolt)
(21-40 Moderate Revolt)
(41-99 Small Revolt)
Controled Trade
Territory

Roll a D3
5-7 Kingdoms
Huge Income
Imperial Army
Expensive Recruition
Expensive Maintanance
Must maintain a min. Force of 6000
Large Army at start
[/tab]
[tab=Trade Council]
Natural Traits
Multiple Races

Max ammount of races = Internal Nation ammount(Territory)
Indecision
Chance of an action to fail
%Chance equal to percentage ammount of max nation/2-1
Free Trade
Territory

Roll a D3
3-6 Nations
Huge Income
Mercenary Army
Quickly Bought
Random Quality + set cost

High Cost Chance for Quality
33% High
33% Average
33% Low
Medium Cost Chance for Quality
20% High
40% Average
30% Low
Low Cost Chance for Quality
5% High
40% Average
65% Low
Quality Modifier
High +15 on Combat Rolls
Average no combat modifier
Low -5 on Combat Rolls
Maintanance cost = 2/3 of Purchase Price
[/tab]
[tab=Roman Tribunal]
Natural Traits
United Leadership

One of three bonus available every 5 turns
10% Trade Income
+10 Intrigue Rolls
+10 Combat Rolls
Council Control
If rebelion/war occurs in original territory(portal access), forces Military bonus
No Trade Income until solved
Controled Trade
Territory

Roll a D50
70-120 Provinces
Average Income
Legion
Moderate Recruitment Cost
Weak Cavalry

-10 on Cavalry Combat modifier
Closed Infantry Ranks
+20 on prepared battles
+10 on Ambush defense
+10 against arrow attacks
Moderate Maintanance Cost
[/tab]
[tab=Shogunate]
Natural Traits
Code of Honour

+40 on Intrigue Roll
Troops follow orders without objection
Seppuku
30% Chance that trools kill themself on lost battle
Free Trade
Territory

Roll a D10
18-28 Territories
Average Income
Shogun's Army
Very slow army (proper troops) growth
Can only Raise Ashigaru troops

Low Maintanance
Limited to Primary Gender
-10 Combat modifer on their own without Proper troops
Experts of war
+20 on Combat modifier
Influences by ashigaru troop ratio
Half as many ashigaru -5 on Combat rolls
The same ammount of ashigaru -10 on combat rolls
Twice as many ashigaru -15 on combat rolls
No maintanance cost
[/tab]
[/tabs]



A historic Crime
(One out of six)

  • Murder, Rape, Canon Fodder. This nation did not care when uncountable ammounts of innocent "disappeared". A crime that was not forgotten by it's citizen


Nation History
(One of five)

[tabs][/tabs][tabs]
[tab=Religious]
Changes Special Unit to Templar
Enables Crusades

An army of faithful with raise to attempt to conquer targeted territory.
Only temporarey army
Templar Order will rise
[/tab]
[tab=Economy]
Enables Trade Pact
Makes it possible to maintain free and unrestricted trade with another nation.
+5% Trade Income on both sides.
Merchant Guilds
+10% Trade Income
[/tab]
[tab=Military]
Enables a Military Strike
Enables to attempt a gourila strike on another Nation's Army
Veterancy
+5 on combat rolls
[/tab]
[tab=Peaceful]
Enables Peace Edict
Attempts to force peace with another nation. If the attempt fails an independent army is raised to defend the the borders
+5 on Combat rolls in own territory
Peace Council
+10 on Diplomatic Rolls
[/tab]
[tab=Secret]
Enables Diplomatic Influence
Allows to attempt to influence one nation's opinion of another.
Secret Agent Blocks
+10 on Intruigue Rolls
[/tab]
[/tabs]


Culture

Good Traits
(Two out of eight)

  • High chance on discovering enemy movements and formations


Neutral Traits
(Choose one of four)

  • Troops will not commit to war crime(plunder, rape, pillage) allowing territory to be claimed (nearly) fully intact.
    The troops of this army will not tolerate orders of unjust nature


Bad Trait
(Choose 2 out of eight)

  • They are afraid of things they do not know yet...


Historical background

Tell a Legend known in your empire mentioning a legendary item that is lost and nowhere to be found

National Hymn(optional)

Recruit your starting army
(Yes I am going to do the calculations)
Unit/Building Cost

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IV.
Additional information

Most commonly used dice will be the D99.
Every casual actions has a 95% chance of suceeding without problems, every non character action requires a dice roll
The Dice rolls will be done on Thread, use the "Throw a Dice function"

There is a seventh Government Type, exclusive to the GM Nation, the GM nation serves as the Antagonist of every other nation.

Recources
Common Goods

Iron
Copper
Gold
Gems
Wood
Stone
Granite
Fur

Uncommon Goods
Ash Wood
White Gold
Element Crystal
Black Crystal

Very Rare Goods
God's Tear
Magic Core

Trade

  • Independent Trade
    High Income


Newfound Realm's map:
(LARGE)
J9xEj5el.jpg

--------------------------------------------------------------------

V
Credits

Thanks to @Diana for the cs template
(here)
Thanks to @Kadaeux for helping me set this up and giving me permission to use his created Traits
Thanks to authors on pixiv.net for images.




13.1.2015 First Revision
DD.MM.YY
-Fixed Grammar a bit
-Fixed Big and underline BS
-Added missing traits

Planned Edits:
None yet



If I forgot things I will add them later on.
 
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CHARACTER SHEET

Character Name: #Khaelesh Raegath.
Name Meaning: Slayer of Light
Alias: Godking.
Gender: Male
Species/Race: Chakkath.
Age: Indeterminate, thought to be in the order of a thousand years.
Place of Birth: Vulkanostis
Current Residence: Palace of the Untrammelled Darkness
Occupation: Godking of the Kaoric Empire
Family: Seventy known sons, thirty known daughters, enough grandchildren to field a small army.
Role in nation: God-King. Emperor of the Kaoric Empire.
Family Heirloom: Amulet of the Chained Light.
Weapon: Black Meteoric Iron Halberd.

PHYSICAL CHARACTERISTICS

Height: Nine feet standing vertically. Four and a half on majority of limbs.
Hair: None. Crown of Horns.
Eyes: Black
Distinguishing Marks(If any): Eyes seem to draw in light around Khaelesh leading to it appearing as if Khaelesh is robed in shadow.
General Appearance: As with all Chakkath Khaelesh resembles nothing quite as much as a nearly fourteen foot long Komodo Dragon with eight limb pairs, the two pairs of forelimbs are manipulators and the other two pairs simple legs. As with many Chakkath, Khaelesh typically stands half erec leading to his nine foot height. His scaled head is more draconic in appearance and his forelimbs have razor-sharp claws and, naturally, the crown of horns that single him out as royalty are most dangerous.
His scales, despite the light-drawing quality of his eyes, are mostly a deep maroon with black patterning. Unlike most Chakkath he also has a number of blade-like protrusions running down his back.

MENTAL CHARACTERISTICS

Current Goal/Purpose: Power. Khaelesh seeks more power for himself at almost all times.
Aspirations: Khaelesh seeks power, eternal life and the eternal supremacy of the Kaoric Empire under his rule.
Likes: I'd say power, but that should be obvious by now. He also likes the taste of his enemies, the feel of blood running across his scales and the surety of shadow.
Dislikes: The light. As many Chakkath light is annoying to them. He also has a particular level of revulsion for peaceful and pacifistic types. Especially the latter.
Fears: Traitors, Extreme Light, Death and Oceans.
General Personality: Khaelesh is cruel, capricious, utterly domineering and strangely charismatic. The loyalty of his people earned through both word and deed. But gods help those who commit crimes within the Kaoric kingdom for he will not.
Inner Personality: Mostly reflects the persona he projects onto the world all while concealing a deep fear of mortality and the possibility of traitors within his inner circle.
Fondest Memory: The flavour of his father's blood running down his throat allowing him to take control of the Empire.
Biggest Regret: The flavour of his first wife's blood running down his throat after she proved unable to give him heirs. An act only done in accordance with law.
Secret: Has an older brother kept chained in a dungeon bathed in light to incapacitate him.

HISTORIC BACKGROUND

General History: Khaelesh was born the son of the last Emperor of the Kaoric Empire Adega the Black in the traditional manner, born in the great creche at Vulkanostis. Raised amongst the violent and not a little cannibalistic politics he swiftly managed to demonstrate his superiority to his siblings, both physically leveraging his greater size and natural weapons as well as his greater grasp of the arcane arts swiftling becoming the favoured heir.

As he grew up he quickly came to dominate in his other studies proving his eminence over his fellow siblings, of which the majority perished one way or another during his educations. Behind his back earning him the name bloodtooth. A name quickly shedded as he entered the final shedding that signalled his ascendancy to adulthood. During this time he took his first wife, who he was forced by law to kill and consume not five years later after it was proven that she could not bear him children.

He served for another fifteen years commanding the armies of the Kaoric Empire with deadly precision crushing all foes that remained before he made his move against his father. Now called the 'Weaklings War' his father had gathered all those loyal to him to resist the tide of his own military, it's loyalty now sworn to his more aggressive, physically powerful and magically adept son. All of a hundred and twenty men. Adega's personal guard, remained with him.

Khaelesh killed, consumed and took his fathers place. The rightful Emperor of the Kaoric Empire.

Their God-King.

May his shadow fall upon you and shield you from the light with his gaze.

Present Life: As the Emperor, as the God-King Khaelesh's very nature is that of power and almost everything that occurs in his long life has been the result of its pursuit. From the prodigious number of progeny he has born to more than a dozen chosen concubines expected to give their lives to his children they too have grown up in their fathers protective shadow. And so now he is surrounded by an inner circle of only his most trusted and even most of his own bloodline do not get to sit in on such auspicious councils.

Special Historic Notes:

Leadership: +5 on Combat rolls when personally Leading an army.





NATION SHEET

Nation Name:
Kaoric Empire
Nation Emblem(optional): The flag of the Kaoric Empire is a black field with 'rays' of white light being drawn into a blacker circle at the centre. To be consumed and ended.
Primary Race: The Chak-hoth. Physically almost identical to the Chakkath, they're not nearly as large being about half the size of the Chakkath. Indeed, even their names identify their status. The Chak-hoth are the 'Serving Ones' where the Chakkath are the 'Royal Ones', The Chak-hoth resembles nothing quite as much as a nearly nine foot long Komodo Dragon with eight limb pairs, the two pairs of forelimbs are manipulators and the other two pairs simple legs.
Most common Terrain Type: Mountainous
Ruler: Khaelesh.
Magic
One special Unit:
Demons
Religion: Worship of the God-Kings.
Deity/God: Current; Khaelesh Raegath.

Government

  • Natural Traits
    Absolute Power

    Does not need to roll a dice to suceed an action
    Chance of Revolt
    -10 on any Intrigue Roll
    5% chance of a revolt happening
    (D99)
    (1-20 Huge Revolt)
    (21-40 Moderate Revolt)
    (41-99 Small Revolt)
    Controled Trade
    Territory

    Roll a D3
    5-7 Kingdoms
    Huge Income
    Imperial Army
    Expensive Recruition
    Expensive Maintanance
    Must maintain a min. Force of 6000
    Large Army at start
A historic Crime: Crimes against the Weak.
  • Murder, Rape, Canon Fodder. This nation did not care when uncountable ammounts of innocent "disappeared". A crime that was not forgotten by it's citizen

Nation History: Military
  • Enables a Military Strike
    Enables to attempt a gourila strike on another Nation's Army
    Veterancy
    +5 on combat rolls
Culture:
Good Traits;

University of War:
  • +5 on Combat Rolls when a general is leading the army
Siege Experts:
  • Reduced Siege preparation Time

Neutral Traits;
Colossal Buildings
  • This nation builds big! +5 on Siege Defense Rolls
    +10% Building Cost
Bad Traits;
Dishonour:
  • Known to not honour treaties... or pacts... or truces
Blood Lust:
  • They are known to drink each others blood.

Historical background: The Kaoric Empire has been strong for a long time, feeding off its neighbours like a predator, hunting and grinding them down under the great wheels of warfare all in the name of the Chakkath class that serves as it's ruling class. The Kaoric Empire's history of warfare is well versed and laden in blood, a fact that reflects poorly on its peacetime nature. It has a reputation for honouring deals only as long as it suits them, for breaking treaties without a care in the world and more than once using a truce as the perfect chance for the Chakkath leader to assassinate an enemy leader where it's own physical prowess mattered more. Up close and personal.

The leadership and people of the Empire see nothing wrong with this or the many other amoral ways of the nation. If their enemies did not want such attentions then they should have been born of the Chak.

Tell a Legend known in your empire mentioning a legendary item that is lost and nowhere to be found

Legends speak of the Heart of Night. A black shrivelled heart possessed of supernatural powers said to be capable of drawing all light from the world and casting it into darkness conferring the God-King of the Kaoric with eternal life and total mastery of the lightless world.

And Khaelesh will see it returned to him!

National Hymn(optional)

*Cue the sound of bones being crunched between teeth and you're there.

Army:

20 Sorcerors
Anacreon (1200pt Airship)
4 Transport Ships
5 Healers
20 Heavy Infantry
50 Infantry
40 Archers
8 Heavy Cavalry
15 Light Cavalry

(15 Points remaining.)

Trade
Controlled Trade
 
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I reserve the shogunate!@
 
CHARACTER SHEET
Name Meaning: "Faithful Silent Moon"

Alias: Bishamonten/ Shirayuki ("White Snow")

Gender: Male

Species/Race: Half-Dragon

Age: 29

Place of Birth: Nakamodo

Current Residence: The imperial castle of Nakamodo

Occupation: Shogun

Family: Yasushi Rin (Sister)

Role in nation: Ruler of the Akatsuki.

Family Heirloom: A scarf made by a masterweaver that is made up of the finest silk.

Weapon:A master of many weapons; like most Samurai he was born for war and battle and so like most learned to utilize many weapons with equal skill and fervor including but not limited to: the Yumi bow, Naginata and Yari halberds, and the Uchigatana-- a sword worn by most mounted Samurai for its length and disposition for being perfectly suited for slashing from a mount.

However, the weapon he is most noteworthy and dangerous with is a type of great sword. A four foot blade with a handle large enough to grasp with two hands in confident measure. It is wicked curved, and is very capable of cutting through multiple targets at one time, the Ōdachi.​

PHYSICAL CHARACTERISTICS
Height: 6'ft He is taller than most men. Typically men of the Daybreak Empire stand at most 5'11.

Hair: Yue's hair is charcoal black, and reaches to about the mid to lower of his back.

Eyes: His eyes are uniquely, an deep shade of amethyst.

Distinguishing Marks(If any): Eyes, his sword is rather notable as well.

General Appearance: When out of battle Yue is seen in tradition samurai garb; silk kimono of a dark blue or purple. He also wears dark colored hakama; pleated pants that allow for a great range of movement. Around his waist, is tied an Obi or sash. This hold his katana and his short sword the Wakzashi in place. He wears a white haori; a thigh-length kimono-like jacket, which adds formality to an outfit. Both his haori and his kimono have the family crest.

When in combat, he wears what is commonly called "ō-yoroi" or "great armor. It is notably a dark purple-blue also inscribed with his family's crest. He has noticeably large, square shoulder pauldrons. He also wears an uchigatana and will, at times, carry his Ōdachi strapped to his back. He commonly doesn't wear a kabuto, a helm, that most of those who serve under him do.​

MENTAL CHARACTERISTICS
Current Goal/Purpose: To lead his people to a better life than the one of the former shogunate. To protect his sister.

Aspirations: To build his kingdom, from poverty to power.

Likes: Meditation, swordplay,Haikus and poems, music, dances, theatrical events.

Dislikes: Barbarism; the shedding of blood for no reason but pleasure. He has come to hate those that abuse their power of sovereignty.

Fears: Yue fears, perhaps most of all--of letting his people down. Of leading them astray and of failing them. As one who openly rebelled against his former lord and usurped him, in doing so he cost a great many their lives. He bears their hopes and their dreams on his shoulders.

General Personality: Yue is, on the outside, dispassionate and despite having come from a poorer samurai family--is very dignified and stately. He comes off as cold, that any slight might be the last offense one is to ever have. He doesn't anger easily at all, and is more analytical, logic driven and highly intelligent.

Inner Personality: Inside Yue, is a turbulent storm of guilt and hope. Though he won't let anger get to him unless in the most extreme cases--but he is a wounded man. He wonders if his glory was built upon selfish principles. He often questions his self, and at his core--questions the ethics of what it is to be a samurai. He is a man of principle; unable to throw awaythat which his father so willingly and freely gave his life for.

Fondest Memory: Taking care of his younger sister, and sword play with his father before he had committed seppuku.

Biggest Regret:

Secret:

HISTORIC BACKGROUND

General History: Yue and his sister Rin came from a much poorer family. Though samurai they were above the commoners, but just barely. His father, a samurai by birthright, was but a clerk and messenger. His father was ordered to commit seppuku when he was falsely charged with espionage and treason. Yue was forced to watch the procession and his father end his life for what he felt was a meaningless death.

Years later his mother starved herself to death, while keeping Yue and Rin fed. Seeing these things, led to Yue's impassiveness. But the fear of losing his sister led him to train himself formidably. It became known, that the messenger's son was defeating headmasters of sword schools across the lands and fielding himself in conflicts and warring states. All for the sake of keeping his sister safe and fed.

The news of the meteoric rise of this young swordsman came back to the very Daimyo that had executed his father. When ordered to show himself before the lord, he did so on one condition: he duel him. That fated match lead to the Daimyo's demise, and slated the lust for vengeance he had held onto for so long. But in his travels, and from the accounts of the many battles with which he had faced--he'd seen an even dangerous enemy. A ruler that did not care for his people or their suffering.

Taking up his sword against the Shogun he began bloody, hard fought a campaign against a tyrant. One who was worse off than the lord who had killed his father. The very same lord, whose men he now commanded and had vowed loyalty to him. It wasn't an easy task, usurping the Shogun Muramasa. Many people died, either at his hand or by his commands. In the end, the battered and tattered banner of the Yasushi flailed where once a castle stood. Yue was catapulted to the Shogun position


Present Life:

Special Historic Notes:

One of these:
0a006cc8-72db-4ab5-a618-386a3552c62d_zps41c81db6.jpg~original
=============================================================​
Nation Emblem
Primary Race: Half-Dragon
Most common Terrain Type: Forested
Ruler: Yasushi Yue
Gunpowder or Magic: Gunpowder
One special Unit Type: Dragons
Religion:
Deity/God:
Various
Government: Shogunate

Natural Traits:
Code of Honour
+40 on Intrigue Roll
Troops follow orders without objection
Seppuku
30% Chance that trools kill themself on lost battle
Free Trade
Territory
9
18-28 Territories
Average Income
Shogun's Army
Very slow army (proper troops) growth
Can only Raise Ashigaru troops
Low Maintanance
Limited to Primary Gender
-10 Combat modifer on their own without Proper troops
Experts of war
+20 on Combat modifier
Influences by ashigaru troop ratio
Half as many ashigaru -5 on Combat rolls
The same ammount of ashigaru -10 on combat rolls
Twice as many ashigaru -15 on combat rolls
No maintanance cost
A historic Crime
Gender Inferiority: A gender is supressed by the other, considered to only serve the purpose of serving the other gender and the procreation of the entire species.
Nation History:
Military:
Enables a Military Strike
Enables to attempt a gourila strike on another Nation's Army
Veterancy
+5 on combat rolls
Culture

Good Traits
Brave:
Troops will not flee the battle or whatever you try to throw them at.
University of War: +5 on Combat Rolls when a general is leading the army.

Neutral Traits
Army of Justice:
Troops will not commit to war crime(plunder, rape, pillage) allowing territory to be claimed (nearly) fully intact. The troops of this army will not tolerate orders of unjust nature.

Bad Trait
1.) Terrified of the Unknown:
Scared of what they don't readily understand.
2.) Bandits Paradise: Is plagued by bandits.

Historical background

Tell a Legend known in your empire mentioning a legendary item that is lost and nowhere to be found

National Hymn(optional)

50x Samurai
25x Mounted Samurai

Unit/Building Cost


Resources

Common Goods
Iron
Copper
Gold
Gems
Wood
Stone
Granite
Fur
Uncommon Goods
Ash Wood
White Gold
Element Crystal
Black Crystal
Very Rare Goods
God's Tear
Magic Core

Trade
Free Trade:
Independent Trade- High Income​
 
Last edited:
I get to lead a nation D: Count me in.
EDIT- I don't even know where to begin... this is so glorious
 
NATION SHEET

Nation Name
The Barren land Empire


Nation Emblem(optional)
Primary Race

Human
Most common Terrain Type
Most common land within the Barren land territories are as the name would suggest, long almost endless plains. Small forests dot the landscape and large mountains that none go.
Ruler
General Marcus Vain
Gunpowder
Templar
Religion

They have long belived in an order of gods, much like real world Roman and Greek beliefs
Deity/God
Agatha The goddess of light and justice
Under her guidance the council has brought together the warring providences of their home and created the Barren land Empire

Goverment
Natural Traits
United Leadership
One of three bonus available every 5 turns
10% Trade Income
+10 Intrigue Rolls
+10 Combat Rolls
Council Control
If rebelion/war occurs in original territory(portal access), forces Military bonus
No Trade Income until solved
Controled Trade
Territory

Roll a D50
70-120 Provinces
Average Income
Legion
Moderate Recruitment Cost
Weak Cavalry

-10 on Cavalry Combat modifier
Closed Infantry Ranks
+20 on prepared battles
+10 on Ambush defense
+10 against arrow attacks
Moderate Maintanance Cost

Historic Crime
Terrosim
This nation once brought terrorism to another nation, willing to sacrifice as many people as it needs to to take down as many enemies as they could, no matter if they were innocent or not, no matter their age or gender. This left this nation as a very unlikable nation


Nation History
Religious
Changes Special Unit to Templar
Enables Crusades
An army of faithful with raise to attempt to conquer targeted territory.
Only temporary army
Templar Order will rise


Culture
Good:
Proper Law
A proper Law is present in this nation. Everybody of common birth to royal birth is equally treated and punished
Way of The Scout
High chance on discovering enemy movements and formations
Neutral
Army Of Justice
Troops will not commit to war crime(plunder, rape, pillage) allowing territory to be claimed (nearly) fully intact.
The troops of this army will not tolerate orders of unjust nature
Bad
....Blood Lust....
I wouldn't ask

Lazy Guards
Historical background
The has not been around for very long. The empire has stood for a hundred and fifty years bornby the great and only king the empire has ever had. King Tetrial who had led his clan into victory against the other clans. He took them down with overwhelming strength but instead of slaughtering them all, he showed them kindness and uplifted them to the ways of their gods, mainly Agatha who he was devoted to. Teaching them the ways of gunpowder that was the key to his victory. It earned him their trust and loyalty, so the Barren Land Empire was founded. Since then they had clashed with Several other Nations, bringing them to their knees and eventually having them join the Council. For The last ten years the Country has seen peace and prosperity.
Tell a Legend known in your empire mentioning a legendary item that is lost and nowhere to be found

Once was a spear forged for the God Lientus Hero of the lost. The spear was said to be able to show you whatever you were looking for the magical weapon was known to be unbreakable and most of important of all. The holder of the weapon becomes a god on earth. Unkillable only by another god weapon. Access to untold reservoirs of strength and speed. The last known sighting of the Spear of Lientus it was wielded by Varren Tetrial himself disapearing with the rise of the nation.
National Hymn(optional)

Starting Army

30 Infantry
30 Heavy Infantry
22 Archers
4 Musketeers
4 cannons
1 Transport ships
2 Frigates
(BattleShip)Vagabond​
 
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@Tonedeaf Seeing you having written Giants I must make sure:
-Picking the religious trait will disallow Giants and instead forces Templar as the special units onto you.
-A second bad trait is missing.
-Character sheet of your own character is missing.
No offense intended, I only wish to make certain that nothing may be missunderstood or may be missing.

@Manhattan Project said that he would finish his tonight. So as a general info... I am going to review and assist with the sheets as much as I can, but I will only get to properly approve them when I got the time to create the sheets.
A lot of dice rolls happen behind the curtain to determ resource deposits, taxes...
For Common recources a lot of factors are considered. I do not wish to disclose them so people will not be able to give themself advantages that they shouldnt have.
the chance for an uncommon resource deposit is 50% with 4D100
the chance for a rare resource deposit is 25% with 4D100
 
@Tonedeaf Seeing you having written Giants I must make sure:
-Picking the religious trait will disallow Giants and instead forces Templar as the special units onto you.
-A second bad trait is missing.
-Character sheet of your own character is missing.
No offense intended, I only wish to make certain that nothing may be missunderstood or may be missing.

@Manhattan Project said that he would finish his tonight. So as a general info... I am going to review and assist with the sheets as much as I can, but I will only get to properly approve them when I got the time to create the sheets.
A lot of dice rolls happen behind the curtain to determ resource deposits, taxes...
For Common recources a lot of factors are considered. I do not wish to disclose them so people will not be able to give themself advantages that they shouldnt have.
the chance for an uncommon resource deposit is 50% with 4D100
the chance for a rare resource deposit is 25% with 4D100
Alright thank you. Did not know the first part and only thought i needed one bad trait. As for the character i sent you a pm. And I will fix everyrhing in a moment!!
 

Character Name:
Mitis Rex
Name Meaning:
Gentle King
Alias:
General of the East
Gender:
Male
Species/Race:
Human
Age:
32
Place of Birth:
Momento Regium
Current Residence:
Portae
Occupation:
General
Family:
2 Brothers by the name Anthony and Regius. Anthony is a Legionnaire warrior in one of Mitis's platoons. Regius has a family in Momento Regium
Role in nation:
One of the most influential members of the council
Family Heirloom:
A amulet past down from father to son thought to hold the spirit of a guardian angel
Weapon:
A Gladiolus and Shield. The hallmarks of a true Legionnaire


PHYSICAL CHARACTERISTICS

Height: 6'8
Hair: Dark Brown
Eyes: Light Gray/Green
Distinguishing Marks(If any):
A long scar runs across his chest where a sword had pierced his breastplate and slash into his skin.
General Appearance:

Like most Humans on the Barren plans, Mitis is very tall, standing actual shorter then the average warrior, he has joked several times that it impedes his ability to command his troops when he can not see over their shoulders. Broad shouldered and weathered from years of hard work and fighting. His face has the beginning of lines around his mouth a sign of his age. His skin is a light tanned tone, similar to Italian decedents and those from warmer climates.

MENTAL CHARACTERISTICS

Current Goal/Purpose:
To establish a foothold in this new land for his people under the guidence of Agatha. Also to find a women
Aspirations: To one day retire to a large estate and teach the art of war to new students.
Likes:
Times of peace. Being prepared. Warm food. Sunsets
Dislikes:
The winter. Thickskulled people. Senseless Violence
Fears:
Of dying without a son to live on his Legacy. The Empire Falling
General Personality:
As a General Mitis must uphold a sense of calmness and athority to keep his men in line. He is quiet and the first to look to others for ideas. That does not mean he lack intelligence but is a sign that he wishes to let people think for themselves
Inner Personality:
Mitis always thought of himself more of a teacher then a warrior. He enjoys helping others discover the answers to their own problems. He enjoys uplifting those who are willing to be taught. Within his inner circle he is quick to crack a joke and luagh. Many would say that he can be a bit of a loud drunk.
Fondest Memory:
Graduating from the Legionary schooll
Biggest Regret:
Being away in battle when his father and mother passed away
Secret:

He had disobeyed orders one day years years in the past and allowed a young man to live and retreat in the heat of battle. That same man Wen't on to take his direct commanders life.


HISTORIC BACKGROUND


General History:
Born in Momento Regium, Mitis had lived his life as a child in the grand city, the capital of his nation. At the age of ten he was sent away like many other children to the city of Portae, the city bit around the gate. It was there did he trian in the ways of war. Graduating to become a Legionnaire. He rose within the ranks as his platoon seen many battle dealing with the Rebels that had almost overtaken the Barrens. Now years of peace has found him one of the most influential members of the council and the main reason his nation is slow to war.
Present Life:
Mitis has recently found a up and coming brewer that makes the best ale in Portae. However with the new arrival of these nations and the opening of the gate the man senses that battle is not far from the future and has doned his armor once again.

 
Question! DO we roll those D99s for the resources or do you?
 
I.

Nation Name
Arcanium of Cesedria

Nation Emblem(optional)
TKt5LPZl.png


Primary Race

Magically influened Humans, the Arcane.

Most common Terrain Type
Grasslands
All non cold terrain types are present.


Ruler
Amalia LaCroix

Magic

One special Unit Type

Arcane Knights(Templar)

Religion
The God Archon

Deity/God
Amalia LaCroix
The Virgin Goddess of feminity


Government
(Will be added as a regular choice at some point)
Arcanium
-Illusion of the Archon-
The Archon, by it's mighty magical power, casts a curtain of invisibility onto their own population.
This curtain only applies to the Archon's world itself.
-Magical Radiation-
The extensive use of Magic caused a huge ammount of magical pollution to consume parts of the world.
Some zones may inhabit creatures that began to go insane.

No Trade
Each Source of Elemental Stones, Ash Wood
Territory
(This value will not totally apply to this world as this world is the one being contested and difficult to split)
The World was split into 100 sectors, each giving an average of 1000 Magical Power each.
With the recent invasion of other worlds, some sectors were lost. Each lost sector means less magical power.

Magistrate
The Magistrate has irregular troops.
It's overall troop count is much smaller but also much more threatening.
Allows: Undead
Allows: Arcanium exclusive troops.


Historic Crime
Female Supremacy
The male gender is partially opressed.


Nation History
Religious

Culture
Good
Brave
Air Expert


Neutral
Colossal Buildings

Bad
Holy Wars
Rightous Army


Nation History
-The Cesedrian Shogunate-
The Cesedrian Shogunate was a fairly large nation to the east of the continent, located in the Lands of Aglarond. It's capital, now lying in ruins, is now known as "The ruins of Delthuntle". Located in the south of Altumbel.
The Shogunate lived in peace with it's neighbours. It was known for it's rich Tradition and Culture. The culture was the embodiment of men being stronger, more capable, smarter, better than the so considered inferior female, something that many of it's neighbours adopted.


Rumors of an invading army from the west reached the Shogunate. They considered this a lie, an attempt to scare the eastern nations from one of the more powerful one. More and more reports came in, scouts were sent out.

The East stood together to face the west.
All of the fleets gathered in the Sea of the Fallen, engaging the foreign fleets, a design and culture never seen before in this world.
Further North, in the lands of Damara, armies gathered to face the enemy.
To the south, in Unthalass, a siege began, an important location the Eastern Alliance would need to hold to control the south.


But everything was lost. These hostile armies, did not only bring swords, bows and spears, it also brought Guns... canons.

The Battles were broken and the Shogunate decided to retreat and regroup in the Lands of Thay. The decision was made to unite under the Cesedrian Shogunate, it having been the most neutral countries of all the east.

Attempts were made, such as the Geisha of Blades, a small military unit of women of the shogunate. This was very unusual for the Shogunate, it only ever used men for this task and raising women to military command would certainly have it's consequences... if not gotten rid off.
The Geisha of Blades stroke at hostile supply lines and smaller group regiments that they could take on. This proved to be succesfull as it slowed down the enemies speed.


Eventually though, they reached the holding, the second Capital of the eastern alliance, the imperial family of the shogunate sold the geisha to the enemy to save themself.
This would begin the end of the Shogunate, not only to the invading forces, but to everything that was known to be normal.


A crystal grew where the burned city stood.
The Dawn of a magical age began.
Magic began to fill this world as people became very talented with the use of Magic
There was one survivor of the Geisha of blades. A woman, bearing an amulet on her chest, the trigger of the creation of this magic. She gathered an army and casted down the fires of hell onto her enemies. She did not stop at the portals, regardless of the pleadings, she stepped through these portals to destroy that what harmed her and her sisters. She could not forgive.

Afterwards the portal closed itself, destroyed by raging thunder.

Having done this, she turned to the treacherous Emperor, the one that sold her and her sisters to the enemies. She demanded him to abdicate the throne to her, he rejected. Instead of rebelling, she asked one of her advisor to forge a blade out of a crystal.
With this blade, she stepped up the stairs of the palace, troops around her attempted to strike her, yet their blades would rust and break.
Stepping infront of the traitor she murdered him in cold blood and took his place. Not as an Empress, but as the first archon of the Arcanium of Cesedria.

-The Arcanium of Cesedria-
Weither or not it was intended or not is unknown. People began to view this Geisha of Blades as a Goddess. She rose women to political power while limiting men to jobs not related to politics and high power.
Portals opened first hundred years. The goddess brought war upon them, destroying them and their entire world as the portals went dark.
The Archon herself fed on the power of the crystal, becoming more and more powerful with every single second passing.
Portals then stopped opening and a time of lasting peace would begin.
This changed ten years ago. When foreign nations began to enter her world once more. She would kill them. Kill them for killing her sisters, parents, friends, everything she loved.
The nation itself would obey their goddess to exterminate the foreigners. The word of the goddess is law afterall.


Legend of an item that is lost
Legends speak of an amulet, given by Alpha, the god of creation to the a female Mortal. This mortal unleashed it's prowess to strike back at the invading armies, destroying them and their entire homeworld in cold blood.
This mortal would then be known as the Goddess of Feminity, the amulet being lost.
A scribe once asked the Goddess of Feminity for it's whereabout.
The only answer was silence.


--------------------------------------------------------------------------------------
II.

CHARACTER SHEET

Character Name:

Amalia LaCroix

Name Meaning:

Fertile Purity
(Amalia is a female given name. It is derived from the Germanic word amal meaning "work", and connotes "industrious" and "fertile". It is also used as a Hebrew name. In Hebrew it means labor of God)
(LaCroix translates into "The Cross")


Alias:

Goddess of feminity

Gender:
Female

Species/Race:
Arcane

Age:
126 counted decades

Place of Birth:
Imperial City of Cesedria of the Cesedrian Shogunate
(Destroyed)


Current Residence:
The Holy Residence of the Goddess
New Cesedria


Occupation:

Family:
Historical Records indicate that her mother was a common weaver in the Imperial City while her father served as a common soldier in the Imperial Army.
Her mother died upon the fall of the capital while her father was killed in action defending from the invasion that came by a recently discovered Portal.


Role in nation:
Goddess of Feminity and Archon of the Arcanium of Cesedria

Family Heirloom:
None

Weapon:
A white blade, forged out of a true Magical Core. This is the only weapon of it's kind to ever be known to exist within this world.


PHYSICAL CHARACTERISTICS

Height:

1.75m

Hair:
Long, pink hair

Eyes:
A deep blue

Distinguishing Marks(If any):

General Appearance:
Veea5skl.jpg


MENTAL CHARACTERISTICS

Current Goal/Purpose:

To maintain order over her world

Aspirations:

Likes:
Terminating foreign worlds

Dislikes:
Foreign Armies exploiting her Lands
Male Ruler


Fears:
Losing her world

General Personality:

Inner Personality:

Fondest Memory:
Her mother humming a melody in her early childhood.

Biggest Regret:
Not having been able to saver her Blade sisters

Secret:
She is consuming the power of the Great Crystal that resided behind her Palace.

HISTORIC BACKGROUND

General History:

Present Life:
She resides every day on her throne, never sleeping, never resting. Her watchful eye observes the world with magic. Orders are given quickly and people respond right away.

Special Historic Notes:
During the time of the Cesedrian Shogunate, an edict was passed that forced a choosen group of women to become the "Geisha of Blades", a group of female warrior, which was very unusual for the Shogunate as they only used men for war previously.
The Nation was losing the war. The Geisha were a desperate attempt to gain more troops when the supply of manpower depleted.
In the battle for the Capital, the enemy armies pillaged it's treasures. The Imperial family fled the city, abandoning it's citizen to the enemy.
Only the geisha of blades stood ready and made a futile attempt to save the city.
This attempt was futile because it turned out that the Imperial Family sold them to the enemy, buying their way out. The Geisha's were an effective combat troop, a thorn in the enemie's side. Their efficency based on the unpredictability of when and where they would strike, they did what the imperial army could not: Gourilla warfare.


The enemy soldiers invaded their HQ, where the Geisha regrouped.
Amalia was present in this meeting... and when the enemies stormed their base.
Taken by suprise, they could not resist the enemy and were quickly defeated. The enemy soldiers proceeded to rape and torture their victims...


Amalia returned to concioucness. She felt pain down bellow and on the back of her head. She bit her lip, remembering what she saw. Tears rolled down her cheeks and a loud crying could be heard.
Her surroundings was everything than pretty. We could say that she was the only thing that was whole.
This is where the god of creation itself spoke to her, gifted her, granted her the power to survive and to bring salvation to her world.
She rose womanhood to power, men proved to be the doer of wars. They should not get the chance to rise to power.
Men do serve in the military, in public sectors, as accountands, but they would never gain entry into the politic.
A spell was created to allow the switch between genders, this served to keep a balance between the needed procreation process and the ammount women.


This is also, where her rise to power began. With this small Amulet; the gift of a god.
The worlds that came to hers through these portals, their worlds would go silent. Silent of a void of life.
Then no more gates opened. Until ten years ago.


It is now the year 1250 in the age of Feminity.


Choose one
Leadership
 
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Just to put together what it is that still needs to be done:

@Silver needs to post her sheets once she is done and ready.
I need to create the tables for four nations.

so....
if everything works as hoped

expected IC start: This week sunday.
 
Tell a Legend known in your empire mentioning a legendary item that is lost and nowhere to be found
you need this.
Your nation does not have a name. So I will call the table "The Shogunate" until you have given it one.
 
@Manhattan Project Your table is done. Please have a look at the trade/maintanance values and see if they are correct and in accordance with the governments trade/maintanance value

@Tonedeaf Are there any recources you do not wish to see in your empire? You can control what and what not is imported or exported. But mind, the things not exported will bring in not bring in trade. If that is done I will enter the data into the table and then your table is done.


Hmm... I fucked up the trade values somewhere. But I do not care actually ._." I like the values as they are right now.
Reworked the tables a bit
 
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Naylein Nation, white
Naylein Nation of Saedyra

Primary Race:
The Liens
Made up of the two subspecies: Raylein(subservient) and Naylein (dominant)
The Lien are broken into two subspecies, the orginal race, the Raylein, and the Naylein who are a mutated version of Raylein. The Naylein are the dominant of the two species while the Raylein live in servitude to the Naylein.

Saedyra is a dark world and this is expressed in all of its inhabitants. Raylein are human like in nature, with a tad bit of a point to their ears. These human like creatures have adapted to their dark world and are nocturnal by nature with excellent night vision and a heightened sense of hearing. Most Naylein have a very pale complexion with darker colored hair. Because of their complexions and their worlds lighting. Raylein burn very, very, painfully easily when exposed to strong sunrays, enough so that they can die from exposure. Heir eye's come in a variety of golds and browns usually. Naylein live approximately for a hundred cycles, there are some cases of living beyond the norm. Magic is a rare gift for the Raylein and not many of their numbers have it. Raylein can produce naturally through sexual intercourse.

Naylein on the other hand, are like a super version of Raylein. Raylein can be turned into Naylein with a blood transfusion from a willing Naylein. A fledling Nayleing will develop a very strong bond to its Dire or Dame. The Naylein blood travels through the bloodstream before it hits the brain and puts the host into a state of suspended animation while it alters the infected Raylein. When the host wakes up, they will become Naylein and they will have no memory of their Raylein lives. Their senses will be twice as sharp. Their ears will develop a sharper point and their eyes will brighten and glow. They develop sharper, elongated canines and small dainty claws. All of Naylein can use magic, however those who were magically gifted when they were Raylein harness a magic far beyond the normal spectrum. They become faster and stronger than Raylein. Their expected lifespans also increase by 400 cycles.
However, Naylein must feed off of blood to live. The blood that holds the most nutrition for them is the blood of a Raylein, however they can feed off of other races. But the farther away in genetic makeup the being is from a Raylein, the less effective its nutrition for them. But that doesn't mean they can't enjoy the exotic tastes found in other races. Naylein can infuse any race with their blood in an attempt to turn them into Naylein. However, like the Dath's before them, there is no promise, and in actuality there is little chance, of the fledgling surviving the change. Blood infusions are the only way for Naylein to "reproduce" it is impossible for them to sexually produce an offspring naturally from a Naylein coupling.

Most common Terrain Type:
The world of Saedrya is one of constant darkness. The world has a sun, but it glows more like a moon than a sun, leaving the world much dimmer and much colder than most. The worlds flora and fauna reflect this.

Ruler:
The Council (made up of five)

Gunpowder or Magic:
Magic

One special Unit Type:
Spirits

Religion:
Pantheon of Dathian Spirits

Deity/God:
The Dathian Spirits (5)
Zaiku: The Leader it was thought to be the first to turn a Raylein, and is therefore, the first ancestor of the Naylein race. it is also said that he led the Dath's to Saedyra, kept them together, and ruled over them. Ruler's and those in leadership roles pay the spirit of Zaiku great respect.

Reveja: The Thinker, it was thought that Reveja was the one the most clever of the Dath's and also the most learned, it was because of the records of her insight that the Raylein were allowed to live, and thus allowing the thriving of the Naylein. She is given special attention by scholars and those who use their minds for a living.

Prilias: the Crafter, it is thought that this Dath had a heavy influence in most of the Rayleins early inventions and crafting. He is hailed as the Sire of invention and crafting. Craftsmen and people in industry lines of work pay homage to the spirit of this Dath.

Moathe: the Sorceress, the most magically inclined of the Dath's and is often asked for guidance among those who make magic their life.

Viriux: The Seer, it was thought that Reveja was one of the more magically talented of the Dath's and had the gift of foresight. One of the most widely acknowledged of the Dath's, everyone from every walk of life asks for guidance from Viriux's spirit. Those with the gifts of foresight and clairvoyance are treated as children of Viriux and hold special places among the populace of Saedyra.

Government:
Roman Tribunal
United Leadership
One of three bonus available every 5 turns
10% Trade Income
+10 Intrigue Rolls
+10 Combat Rolls
Council Control
If rebelion/war occurs in original territory(portal access), forces Military bonus
No Trade Income until solved
Controled Trade
Territory
Roll a D50
70-120 Provinces
Average Income
Legion
Moderate Recruitment Cost
Weak Cavalry
-10 on Cavalry Combat modifier
Closed Infantry Ranks
+20 on prepared battles
+10 on Ambush defense
+10 against arrow attacks
Moderate Maintanance Cost


A Historic Crime:
Slave Slaughter

Nation History:
Secret
Enables Diplomatic Influence
Allows to attempt to influence one nation's opinion of another.
Secret Agent Blocks
+10 on Intrigue Rolls

Culture:

Good traits
Way of the Scout:
High chance on discovering enemy movements and formations

Siege Experts:
Reduced siege preparation time

Neutral traits
Colossal Buildings:
This nation builds big! +5 on Siege Defense Rolls
+10% Building Cost

Bad traits:
Blood Lust:
They are known to drink each other's blood.

Bandits Paradise:
Bandits...EVERYWHERE

Historical background:
Saedyra was once a fairly primitive world, made up of tribes of Raylein, a human species. These were the early years of Saedrya. It was during these years that the Daths came and integrated themselves into the native peoples. The Dath's were a foreign race from a dying world. Parasitic by nature, the Daths lived off of the blood of other's and could not reproduce themselves. So the Dath's began to prey on the Raylein, they fed from them and turned them. However, the Raylein's blood did not offer as much substance to the Dath's as the people from their own homeworld had. The Dath's began to weaken, however they continued to feed and breed. And those they bred fed and bred as well. However the Raylein that the Dath "infected" were weak as well. And it took many centuries of infection, adaptation, and evolution before the birth of the first healthy being of the Dath's descendents. They were dubbed Naylein, they were closer genetically to the original Raylein, but they were stronger, faster, better, and more magically infused than the original race. However, like the Dath's they could not reproduce in the normal manner, and they needed the blood of the Raylein to survive. By this time, the original Dath's and many generations of their 'children' had long died out. Meanwhile at this time in the history of Saedyra, those tribes had grown and learned and began to build towns and permanent structures.

The Naylein, like their ancestors, kept themselves hidden from the general populace of Saedyra, their numbers were too small to defend themselves. Slowly, as ages crept past, the Naylein turned more and more of the Raylein, boosting their numbers slowly as they bid their time.

Finally, in the Eighth year of the Dwailie Reign, the Nayleins rose. They began in the easternmost nation of Saedyra and took it as their own, letting their presence be known among those that would care to pay attention. The Naylein elected five generals, to reflect the five Dathian Spirits, to rule over them, for without order there would be chaos. These five generals were known as the First Council. For a few decades, that one nation appeased them. They began to grow as a united peoples, they began to develop themselves.

It took a century before the Nayleins decided that they wanted more. The first council, still in power at the time, launched a campaign against the world of Saedyra and the Raylein. It was slow, the Naylein were strong, but they were still outnumbered. Inch by proverbial inch, the Naylein began to take over and spread across Saedyra. It took four councils, 2,000 years before the world was completely theirs and the Raylein were enslaved. The Raylein still outnumbered the Naylein but only by a fraction.

The current year is the 230rd year of the Fifth Council. The Raylein are, for the most part, compliant with their Naylein masters. However, their numbers are on the rise. This has led to the issue of whether or not the Raylein population should have a cap on it.

Tell a Legend known in your empire mentioning a legendary item that is lost and nowhere to be found
There is a rumor, that the First Council had a hidden library full of arcane knowledge, much more powerful than the magics of the current era, that had been passed down from the original Dath's. However, no one has ever heard or seen any trace of it or it's contents since the rumor began.

National Hymn(optional)

Recruit your starting army
Legion:
22 Accensus
20 Legionaire
20 Sagitarie
10 Healers
10 Sorcerers
1 Airship


Alaria S'vaein, red
Character Name:
Alaria S'vaein

Name Meaning:
N/A

Alias:
"The Sorceress" the title given to the fourth council member' the council reflection of the Dathian Spirit Moathe.

Gender:
female

Species/Race:
Naylein

Age:
Appears to be in about mid-twenties, 180 cycles old.

Place of Birth:
The Capitol

Current Residence:
The Capitol

Occupation:
Council Member

Family:
She is but one sister among countless siblings. She has idea who turned her, and therefore doesn't know exactly which clan she is actually from.

Role in nation:
One of Five Ruling Council Members

Family (Position) Heirloom:
A signet ring with the nations crest printed into it is set with a red gem in the very center of it. (Each council member has one set with a different colored gem)

Weapon:
Alaria is not much for weapons herself. However, she is known to wield a weapon similar to both a chain and a whip, it is long and slender, similar to a whip, but it is made up of jagged, bladed links that are bound together tight enough to make it seem seamless. The material it is made out of is dark, but it is a natural magic conductor and it's crafted in a way to be light and sharp. it is crafted with its wielder's blood, which establishes a bond between wielder and weapon that prevents the weapon from ever hurting its wielder. She often ties it around her waist, disguising it as a decorative belt.


PHYSICAL CHARACTERISTICS

Height:
Alaria stands taller than the average female of her race at six foot.

Hair:
A black dark enough to show up even in the darkest of nights.

Eyes:
A piercing, glowing silver that can illuminate the dark.

Distinguishing Marks(If any):
Her eyes usually catch quite a bit of attention, they have a rare coloring among her own nation.

General Appearance:
Alaria, like most inhabitants of her nation has a very pale complexion. She stands above the average of the females of her species with a feminine physique. Her ears end in a point, perhaps a bit more pronounced than ordinary. Her eyes are a startling, glowing silver.

MENTAL CHARACTERISTICS

Current Goal/Purpose:
To so right by her nation as one of its rulers.

Aspirations:
To raise her fledgling,and any others that she turns, properly and see her grow
She would like to eventually find out who her own sire or dame was.
To leave her own mark, preferably a good one, in her nation's history.

Likes:
The night sky, Her home world, her daughter, feeding from blood when the 'victim' is feeling a rush of some sort, The color red,

Dislikes:
Blandness, Sunrays, the smell of gunpowder, too much artificial or man-made things cluttering natural landscapes, Excessive heat,

Fears:
Being stranded with no shelter from sunrays long enough to catch afire.
Doing something that will bring ruin down on her nation.

General Personality:
Alaria is calm and normally well composed. She is exceedingly polite and is quick to offer a smile that looks sincere. She spent years working on said smile. Alaria likes to think she can be charming. The Naylein is slow to move to violence and has a large amount of patience when it comes to dealing with others. However, the Naylein is firm when it comes to the safety of her people. Alaris likes to come across as confident in all social situations and hate's to admit to not knowing something or anything she perceives as a weakness.

Inner Personality:
Alaria, like most of her race, has an odd fascination for human like creatures. The Naylein hates going into things blind and unprepared. She also always feels a little nervous when she encounters full on sunlight. Alaria is a little self conscious, but tries her damndest not to let it show. She is part of a ruling body, and feels she doesn't have the leisure of looking weak in front of anyone, including herself. She puts a lot of pressure on herself to be the best that she can be. The silver eyed woman is also exceedingly curious, and maybe even a tad bit nosy.

Fondest Memory:
The feeling of belonging and kinship she got after she spent a cycle with Jaeivah.

Biggest Regret:
Not knowing who turned her or about belonging to a clan

Secret:
Secretly, Alaria wishes to find a mate. Although there isn't much of a point for sexual relations for her kind, Alaria is still exceedingly curious about them, but to ashamed to venture into such a territory.

HISTORIC BACKGROUND


General History:
Before Alaria became Naylein, like all of her people, she began as a Raylein. However, again like the majority of her people, she doesn't remember her life as a Raylein. However, it would soonbecome apparent that she had been one of the Raylien gifted with magic. When Alaria woke as a Naylein, her maker was nowhere to be seen, an uncommon happening, but not unheard of. The newly turned Naylien was taken to a building especially for cases like her own.

As she went through the necessary lessons to learn the basic control of her newfound magics, it was discovered that she placed in the top 5% of Naylein when it came to the sheer amount of magic power she possessed. When this was discovered, Naylein was sent to the council to be trained in the art of magic by them. One of the council members, Jaeivah, became her main tutor. She would later rise to replace her tutor on the council as one of the youngest members to ever be selected for the role. Alaria trained under Jaeivah for 50 cycles, 40 more than the average Naylien before she and her tutor felt that it was enough.

After her training, Alaria began to work under Jaeivah as an assistant, watching and learning from the elder Naylein; and unknowingly, although she claims to have been suspicious of it, being groomed to take the council members place when she retired. This continued for another 60 cycles before the time for Jaeivah's retirement came. As with most council members, Jaeviah was allowed to retire after she hit her 400th cycle, giving her the rest of her life to enjoy as she saw fit.

Alaria took her council position at the age of 120 Cycles. She was one of the youngest to ever be selected for a council position, but she had held it fairly well for one of her age. She still sits on the council to this day and won't be released from the position until she chooses to on, or after, her 400th cycle. She is one of the two council members that act as diplomats.

Alaria has only made one Naylein, a beautiful creature with red hair and vivid green eyes that reminds Alaria of a precious stone she had seen only once. The Raylein had a beautiful and rare coloration that only grew more vivid and beautiful after she was turned. She has named her 'daughter' Lairiena and the new Naylein has just touched on her fifth cycle, in five more cycles the young Naylein will begin her own lessons. It is not uncommon to see Alaria doting on her fledgling.

Present Life:
Alaria rules over Saedyra as the fourth council member, also known as "The Sorceress". Her duties include ruling over Saedyra, in particular she has a high influence over magic related issues. She also acts as one of two diplomats. Alaria lives in the capital but has a home outside of the city that she visits whenever she gets the chance. She has one fledgling daughter whom is five cycles old.

Special Historic Notes:
N/A

One of These:
Rulership
+5 To Intrigue Rolls
-5 Chance on Rebels Occurring
 
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it is crafted with its wielder's blood, which establishes a bond between wielder and weapon that prevents the weapon from ever hurting its wielder. She often ties it around her waist, disguising it as a decorative belt.
does this mean she can pull at the whip and have it ready or does she need to fummel around to get it off her waist like normal people in reality would need to? :D both are fine >.> just asking to understand how quick she would ready to fight if an emergency situation happened.

Controled Trade
Like above, you are free to disallow import/export of certain resources, are there any that you want to restrict?
 
When she first began using it, she probably would've fumbled like crazy with it. but I think at her age she'd have developed a trick to untying it quickly. Kinda like how you pull one tail on a bow and it comes undone. It probably wouldn't go smoothly ALL of the time though.




Nah, I don't think there's any resources I'd want to restrict. Monies are good -nods-
 
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