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Λ .Overlords and Guardians; Age of Antagonism. Ω
It has been an age of peace and prosperity for most of the nations of the world for nearly a thousand years unharried by war or large scale conflict. An age that has ended abruptly and violently with the appearance of Maynen's Comet. A triple tailed comet considered the aspect of unwelcome change.
Magic, previously held in trickles and shackles has come unbound with the appearance of the comet shattering the world and opening up wild portals that flucuate and subside like the coming of the tides, at one point allowing transit to another known portal if the power was there, but destroyed all who ventured near.
The nations of the world all returned to angering over ancient disputes and centuries of issues have resurfaced overnight with the appearance of the comet.
And with it arose something older, something newer, and something altogether more powerful than many could possibly expect.
The first to rise were the Overlords, a symptom? Or a catalyst? Powerful in many ways they were unmatched without the might of entire nation's armies, and just when some were about to be defeated they would vanish into portals they created themselves to their Lairs.
The first overlord was killed when the first 'Guardian of Good' rose. Her charisma and dedication bringing a large number of loyal followers to her banner and she finally slew the first Overlord, the Wurm Gyrdon was slain in single combat, a battle that also too the life of Mya, the first Guardian of good.
But now many have risen where none seemed to exist before. Each inhabiting ancient and powerful Lair or Sanctuary. Each possessing the magical ability to use the portals that they have visited before or even create small ones to escape themselves.
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Gods of Auraxia
The Gods of Auraxia are distant beings connected to the Infernal and Celestial planes but not wholly of either. And their notice of the world is sparse but when it is felt the consequences are far-reaching and not to be sneered at. For theirs isn't a touch of creation but of raw power. Each 'pantheon' is a triumvirate of powers, or a trio of aspects representing a single overwhelming power depending on who you speak to.
Celestial Gods.
Ailuna; The Goddess of Spring, The Dawn of Light, The Earthmother. Ailuna is called many things and is often regarded as a symbol of fertility and virility by those who follow her most closely. A goddess of passions, she is restrained by her brothers who are more restrained and cautious to limit her impulsive need to aid those who need it most desperately, for her power is significant.
Broseidon; The God of Honour, The Gleaming Knight, Brother War. Broseidon is a stiff-necked and recalcitrant god who gives his gifts more sparingly than any other god in any pantheon. Believing that if one desires help they first need to help themselves... with the addendum that if they can help themselves they obviously have no need of his gifts. However, it is the warlike Celestials which worship him so deeply that are most likely to seek out the appropriate Guardians with the appropriate gift of magic to help in their quests against evil. And so Broseidon has more of a reputation for interference than he could possibly ever deserve.
Remintog: The World Tree, Thorns of Blossom, The Evergreen. Remintog typically depicts himself as a great tree and it's believed that he is solely responsible for the creation of the Dryads and the Treemen. He's typically regarded as the pillar on which all life depends, and what Ailuna creates he nutures and should anything happen to him the world would wither and die with him. He serves as a staunch branch between his brother and sister while Ailuna would be too free with her gifts and Broseidon too recalcitrant it is Remintog that in the end provides the most aid to the world.. though his gifts sometimes take longer to happen than the asker might want.
Infernal Gods
Ashzlan; The Infernal, Heart of Fire, The Rage God. Ashzlan is a god of fire, brimstone and bottomless hate and rage. He is the chosen deity of bezerkers everywhere. And many of the more martial overlords follow him with a doubtless inspiration. Ashzlan gives his gifts to those who prove themselves above and beyond on the battlefield rewarding the rage, bloodthirst and bodies slain in his name.
Nabra Chabaal; The Dead God, Bonewalker, Totem of Unlife. Nabra Chabaal is a god that has never lived. Never died and exists somewhere between. While the other Infernal Gods typically attract the daemonic Nabra Chabaal is regarded as the Allfather of Necromancy, his realm as dead as his servants and devoid of even the slightest shred of life. Many Overlords who dabble in Necromancy know and venerate him.
Khaelesh; Daemonic God of Evil, The Darkness, The Black Breach. Khaelesh shares a unique distinction of the Infernal Gods, neither Ashzlan nor Nabra Chabaal are held to be inherently evil per se. However Khaelesh is regarded to be a god of the purest evil that good things wither in his passage and the most holy quail and avail themselves of depredation and perversion in his wake. Many Overlords who swear by Khaelesh consider him the over-god of all evil and they are not far wrong. Even the greatest of the Daemon Kings and Emperors quail as a small child might before him and his form always seems steepled in nightmare. Those who have beheld his visage have never slept a whole nights sleep again. The hardest of all the Infernal Gods to seek the favour of the rewards he grants are far greater in return... but the consequences of displeasing him are far worse than any mortal mind can conceive...
Of Gods.
The gods, infernal or celestial, are of course not nearly so narrowly defined as the mortal realms often try to narrow them down. None of them have anything so clearly defined as gender, indeed, they do not regard themselves as male or female or anything so mundane.
Their appearances vary vastly, very few perceive them in the same manner as anyone else. The Celestial Gods often appear to resemble whatever the Guardian might expect them to look like should they deign to answer a request, Ailuna might appear as a fatherly figure to a young female Guardian looking for Guidance or Broseidon might look like a warrior woman (if Broseidon ever answers anyone..)
The Infernal Gods meanwhile are even less easily described. Though Ashzlan would always appear as a warrior the daemonic appearance makes any guess as to gender impossible, Nabra Chabaal meanwhile always appears as a skeletal amalgam of who knows what beast, many only appellate the masculine title due to his deep voice, resonating as if from every grave ever dug. Khaelesh is even less definable, his form changing so far beyond the pale almost exactly tailored to the witnesses nightmares. Even those Overlords who have sought his favour quail before him.
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Name: (What is your character's name, or at least the one they choose to use.)
Gender: (If you need this explained you're in trouble :p)
Appearance: (Picture or description allowed.)
Bio: (History, some insight into their character and mindset, demeanor etc.)
Preferred Equipment: (Note; May not begin with magical equipment without special permission.)
Stats:
Physical:
Magic:
Command:
Wealth:
Influence:
Dedication:
Traits:
Physical:
Trait;
Magic:
Trait;
Command:
Trait;
Wealth:
Trait;
Influence:
Trait;
Dedication:
Trait;
Special:
Each player is allowed up to 2 special custom traits they've designed for themselves. Specific magical items ARE allowed as a Special Trait if approved by the GM (Me) Note; ALL special traits must be approved. If specials have to be knocked back multiple times the right to have special traits may be revoked.
Lands: (These are the lands that you call your own.)
Lair or Sanctuary: (if you're an Overlord it's a Lair, if you're a Guardian it's a Sanctuary.)
Lair/Sanctuary Portal Heart; ALL Lairs and Sanctuaries have a portal heart that the Overlord or Guardian can always elect to return to at any time so long as they have enough forewarning. Other players (or powers) cannot transit to a Portal Heart of a Lair and Sanctuary without the Overlord or Guardian's direct consent. They are the safest and most secure parts of a Lair or Sanctuary, and even if the Lair or Sanctuary is otherwise completely destroyed, so long as the Overlord or Guardian lives, and the Portal Heart remains intact, it can rebuild itself to its former glory... eventually.
Command Minions/Allies: (Command Minions/Allies may be named, given small bio's and roles in your forces etc. They're effectively your subordinates and may be given any order you wish that they'll obey ... almost... without question.)
A:
B:
C:
NOTE: You may have a maximum of 10 Command Minions/Allies or 2'000 Gold worth. Whichever comes first. Note; You do require the requisite race traits for races that require traits.
Armies: The army you have bought to support your Overlord or Guardian.
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You have 30 points to spend on your "Stats" any given stat may only begin with a maximum 10 and a minimum of 1. However there are other issues. The Opposites.
Physical: If you have an 9 in physical you can have a maximum of 2 in magic. If you have 10 physical you may only have 1 in magic. (This limitation only applies to new characters.)
Magic: If you have an 9 in magic you can have a maximum of 2 in physical. If you have 10 magic you may only have 1 in physical. (This limitation only applies to new characters.)
This also applies to the following pairs.
Command/Wealth
Influence/Dedication
Once you have spent your points in your stats you may now buy "traits"
Each trait costs 1 point unless otherwise specified. Your stat value is how many points you have to spend in that category.
Eg: Physical 5 would equal 5 points to spend on physical traits. Magic 8 would equal 8 points to spend on magic traits and so on.
Evil Overlords; The traits and rules for Evil Overlords.
Guardians of Good; The traits and rules for Guardians of Good.
General Rules:
- No God Modding/God-Moding or similar behaviour.
- No (serious) arguments with people! If you have an issue with someone be polite and talk it through like an adult, if a dispute flares up and threatens the RP's continuance I will not tolerate it. If you can't be civil you can't be here. (Arguments held in good fun, and obviously in good fun and jest, are ok. OOC banter that is "seemingly in-character" is also ok. Eg; There is no problem with telling an Evil Overlord how you're going to smite him so hard his ancestors will turn good :p Or telling a Guardian of Good that you're going to take their children and have them drawn and quartered by Dire Snails.)
- The Dice gods are the only deity we recognise in the OOC. Fail to provide them with proper observances and the RNG is likely to be extremely unforgiving :p
- No autohits, no auto-kills or anything resembling them against another player or prominent NPCs. There is no issue with killing off a small towns villagers, but if you attack a major city you're going to have your hands full depend.
- Maturity is required. This RP has a lot of adult themes, and even some disturbing ones.
- There are SOME standards. NO paedophile or child molestation is to be seen or shown at any time, if you must it can certainly be implied. But it is never to be seen or shown.
- You must include the line phrase 'the gods are never appeased' in your sheet somewhere to prove you read the rules.
Note: There are several types of penalties for breaking the rules. The first and most common, and my preferred, is that the penalties will be effected IC. Your character will suffer for breaking the rules. (The severity of the event reflecting the severity of the breach. If you have your character "ascend to godhood" in the first post your character will suffer a fate so horrible that your ancestors will shudder involuntarily for example.)
The second type of penalty is, funnily enough, the least common. It will include the first way, plus a PM from me being kind, but giving a warning that certain behaviours won't be allowed or tolerated. The uncommon nature of this penalty is that most players recognise their mistakes and I don't have to explain in detail to them.
The third type of penalty is the second most common. It is only used for the most egregious of troublemakers. In this case the character, their holdings etc will all be wiped out and the player booted from the RP permanently, and odds are, from all other RPs I GM in future as well.
SPECIAL NOTE!: Nemesis
In an experiment for the first time in Overlords and Guardians i'm going to trial a new idea. Each player (or specifically character for those allowed more than one) may ask another player to elect to be their 'nemesis' each character may only have one elected nemesis. They may develop rivals, but only one character can ever be their nemesis.
If both players agree then their characters are considered to be each others nemesis. There will be bonuses and penalties for interactions between one another and such encounters may even be more "epic" in what happens than normal.
NOTE 2: MAP
The map will take a little longer than this part. Be patient :p
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Active Players/Characters/Links to Profiles.
If your character is in this list you're both active and!!!! haven't been horribly murderised by a terrible mistake or the fickle fickle hand of fate.
Player Character Type Nemesis Location Kadaeux Kalahadra "The Small King" Overlord Thráin the Scholar, son of Náin. Ahokan Plains Herzinth Eren Felise Overlord Elysiane the Radiant Elucidar Tempest Rowyn Hilde Guardian Marcas Lutair Vale Kae'os Daemon Sothriar Emikas Overlord Nadria the White She-wolf Poidos Alphakoka Kaulallr Overlord Scarazar Sarzu Thráin the Scholar, son of Náin. Guardian Kalahadra "The Small King" Ahokan Plains Andrea Gennevë, Mistress of Ravens. Overlord Marik Aurelia Ilmorow Gat Marcas Lutair Overlord Rowyn Hilde Vale Maxim Zehi'n, The Desert General Guardian Asmodeus Rahn Fubuki Asmodeus Overlord Zehi'n, The Desert General Rahn Jorick Ceregor White-Eyes Guardian Dianth Vexel Moorstear Limeypanda Marik Aurelia Guardian Gennevë, Mistress of Ravens. Ilmorow Selvi Nadria the White She-wolf Guardian Sothriar Emikas Poidos Holmshire Graim Sinercus. Guardian Peaks Eternal Orion Gratten O'Tar Guardian Oro Azathoth Elysiane the Radiant Guardian Eren Felise Elucidar Kestrel Meinir Overlord Drahakan Empire Tempest Dianth Vexel Overlord Ceregor White-Eyes Moorstear Omega Arlaw Grellock Overlord Laekuria Foxxie Macaria Aysel Overlord Solfsheim Brovo Turios "F" Phohios. Overlord Quelth Kingdom Herzius56 Eradicate the "Titan of Demise" Overlord Lognom Plains -
The Spire Kingdoms:
The spire kingdoms are a collective of many smaller kingdoms, well over two hundred of them, that have long since formed a peace and nominated a high king to lead them, the high king is elected to his position through the 'casting of the stones' in which all the kingdoms nominate four candidate kings (or more rarely, queens) and then each king or queen casts a stone in favour of their candidate.
Should the stones come up evenly those candidates with the tied votes are expected to share their rule for 10 years instead of independently. The spire kingdoms earn their name though through their favourite architectural style. The castles and citadels of the land all feature high soaring spires and towers. Many races inhabit this nation and all in all it is a peaceful nation of people who believe in co-operating with one another.
The Ahokan Plains:
These lands are the 'property' of the typically nomadic barbarian Ahokan peoples, predominantly human steppe nomads they guard their lands jealously against the Torosag and Drahakan Empire while maintaining cordial trade with the Spire Kingdoms and the Lyrisian City-States. They have little familiarity with magic only the rare shamans who advise the tribes ever demonstrating any talent.
The Ahokan Plains however are riddled with ruins and darker places that the nomads avoid as if plague-infected, and the mountains are considered to be evil places where no thing of honour ever lurks. The Ahokans believe that the mythical dragon gate can be found within the mountains, and should it ever be discovered the doom of all mortal races are assured.
City States of Lyris:
The Lyrisians are a merchantile people bordering the Ahokan Plains and the Vale with the threatening presence of the Drahakan Empire's navy always in reach, using bribery and valuable trade to keep the Imperial ambitions from looking too closely. The Lyrisians are an unusual folk, a nation of men, elves and more enterprising goblin-folk. They disdain combat and typically maintain forces of mercenaries to protect their borders and bribe pirates to keep their waters clear.
Vale:
Vale is a heavily forested land that has been encroached on more and more since the age of aggression began populated by elves, dryads and treefolk predominantly it is a shrinking dying land fighting to stay afload in a world going increasingly mad. Their only main trade is highly valuable healing herbs and concoctions as well as a rare most valuable substance called 'coffee'.
Torosag:
A land of rough and aggressive folk, the most common being humans and ogres in large numbers it's a clannish nation and the clan is valued above ALL other considerations, if a man must kill and eat his wife and children for the good of the clan he would do so without hesitation, or be cast out and exiled. The Torosagens covet the rich lands of the Ahokan plains and have begun to make overtures for conquest meanwhile trying to force Ruemina to supply and fund their aggressions.
It's believed that Torosag has militaristic ties with the Drahakan Empire but no proof has ever been found and the clans staunchly deny anything like that is even possible.
Ruemina:
A marshland nation it's people are secretive and reclusive loathe to be drawn into the affairs of those they perceive as 'lesser nations' indeed, they do not suffer trespass over their borders lightly, and while they have felt more than a little pressure from the Torosag and Drahakan Empire the... delegates... of both have enough of a habit of disappearing that assignment as a diplomat there is considered a deathwish.
Drahakan Empire:
A harsh Empire ruled for the greater good it holds its own standards as those by which the entire world should live. Their knightly orders have great reputation for virtue... and pushing around anyone they consider commoners.Considering the people of the Vale foul heathens (an event that come about after the Emperor was offered some of Vales "coffee" and assumed that its bitter taste was an assassination attempt.
Regardless, the nation is famous for its militaristic overtures towards its neighbours and it's high and mighty manner, though it seems to fear the people of Ronterrion.
Ronterrion:
The Ronterese are a dangerous folk that few have ever had the chance to really get to know. Travellers are free to travel through their lands along the highways and spend a single night at any of the waystations along its highways. But they are made well aware that it is law that they not leave the highways nor are they to spend more than a single night in any of the waystations.
Those who fail to obey those 'simple' laws are almost never seen again. And those who are aren't... really... there anymore.
Moorstear:
Moorstear is an isolated nation, boxed in by the enigmatic Ronterrion to the north and the razorhead reefs surrounding most of the nation. And yet still it remains a nation of cordial polite folk which believe greatly in hospitality and sharing what they have. And so despite their isolation and the difficulty of getting ships to trade with them, the Moorsteari are a prosperous people.
Naedan Kingdom:
A monarchy ruled purely through the patriarchal line, women are entirely subservient in their society. Though possessed of an uncommon chivalry their nation is a nation of hard laws, hard men, and women little better than in shackles. They are not well liked by their neighbours though trade between the nations does take place.
Oro:
An Imperial Monarchy, this small nation is somewhat oriental in its nature and beliefs are somewhat restrained. It's people are conservative and near painfully polite, and this has often lead people to mistake them for good. The people of Oro however are not believers in good or evil as separate constructs but both part of all people. That both sides need to be served for a person to be whole.
Their navy is their pride and they are the only nation on the continent known to have contact with the Black Empire of Scarazar and Quelth Kingdom.
Lognom Plains:
Though a large land it is not very populous infested as it is with wild monsters. The clannish peoples are as varied as colour and have little in common with one another. It has long been said that the only reason that the Lognom cannot be conquered is that clans ever at war with one another will set aside all conflicts to crush any other who try to intervene.
Pil'lage:
A small monarchy that has been the victim of the Forbidden Reach since its dawn, the monsters and wild clans of the Reach have plundered and pillaged the nation of 'Pil'lage'. Indeed, when one visits the nation of Pil'lage they find only run-down villages, charred towns and cities that are half ruin. Even those defensive fortifications resemble little more than half-collapsed piles of rubble.
The people of Pil'lage are a terrified bunch resembling nothing so much as a clique of frightened rabbits who scatter at the passage of any group of strangers larger than a dozen or so people. Though it is said that they are much more vicious with smaller groups and that lone travellers vanish swiftly for fear they're scouts of some enemy agency.
Poidos:
A predominantly naval nation it holds appreciable amounts of territory though almost all its cities are coastal and housing great shipyards. It has suffered little the predations Pil'lage has and trades regularly with Moorstear, the Spear and the Marshland. The Poidans are commonly regarded as rude and nasty people, yet those who have dealt with them on any regular basis realise it's simply a cultural oddity and not actual attempts to be rude or nasty.
Marshland:
A Meritocracy, the Marshlands are a gloomy land of marsh's and tributary rivers. It's people move around by boat more than road and they are the worlds premier supplier of 'entertaining substances' from mushrooms that'd take you to strange places to other drugs and reageants.
Entreem Collective:
A relatively pacifist nation it avoids its neighbours in military confrontation sitting quietly hoping to go unnoticed as it traded with all three of its neighbours. The Entreemi are inherently cowardly and it's almost impossible to force them to fight... but if you somehow cross that line you're in for an animalistic bezerker fury.
Autocracy of Rahn:
The Autocracy is a powerful military force that attempts to keep the relative peace across the region with... well bluntly little effect. Despite their power they're plagued by raiders, bandits and pirates from Laekuria and the Joakan Empire and the Rahnese have proven to have an almost complete lack of ability to do anything about it.
Laekuria:
The Laekurian nation is a collection of city-states united by the lines of communication established... by its bandit clans. It's even been unofficially declared a 'crimeocracy' with people who actually pay for things being considered the unofficial 'poor people' lacking the talent to live on a good five-fingered discount. It's favourite raiding grounds the Rahn to the north though like all sane beings it avoids the Forbidden Reach.
Joakan Empire:
An unusual nation actually ruled by an Ogre Emperor and his... 'harem' of Elf wives. (A few are even willing) The Joakan's are often referred to as Pirate Kings and Bandit Lords and they, like their Laekurian neighbours, live up the reputation. Though the Emperor has been showing himself to be more ambitious of late with interest in expanding his borders a little more directly into the Autocracy.
The Spear:
A people isolated by more distance and the horrors of the reach their only reliable trading partners are found in the Marshland and even then it's not without risk due to Joakan Pirates. Many believe the Spear to be the homelands of the Werewolves.
The Icing:
This tundra nation is quiet, reclusive and sometimes shockingly violent. The people who inhabit it simply refer to themselves as the Frostwyr. A barbarian peoples with a number of races from Humans and Dwarves to Dragon Ogres they're exceptionally private and twice as mistrustful of strangers. Few can survive the harsh lands of the Icing or the Frostwyr who inhabit it.
Ilmorow:
Ilmorow is believed to be a contraction of illmorrow. It's a land of bad luck, foul temperered people and constant cold sweeping down from the north. There is little reason for cheer in Ilmorow and its people seem keenly aware of it, the sole bright light in their existence being the great distance between them and Scarazar.
Lunis Trad:
The proximity of Lunis Trad across the ocean to Torosag makes them natural trading partners, though their differing philosophies tend to keep them always somewhat at odd. Lunis Trad is obsessed with knowledge of any sort, though of late has almost exclusively begun concentrating on trying to find sources of magic to hold the Black Empire of Scarazar at bay should it find a way to breach the Kingdom of Wall. It's wealth predominantly coming from trade and 'leasing' access to its libraries to anyone who can pay well enough.
Though it's said if you try and remove a book from one of the libraries they'll burn you at the stake.
Quelth Kingdom:
A great trading kingdom it's a nation of powerful people and armies, and so it has to be, it's treaty with Wall ensuring that tens of thousands of its troops are sent to help 'man the wall' annually. Though it spends most of its time trading it, like the wall, lives in eternal and great fear of the nation of Scarazar.
Quelth is also the only nation to date that seems to know the secrets of how to build Airships.
The Kingdom of Wall:
Many question whether this can really be called a nation at all instead of a very large nation-sized military camp. Indeed, the entire nation's existence, once part of the Quelth Kingdom, has changed in the last eighty years as Scarazar stirred to life once more. Now the nation is named for the literal wall that runs from the north coast to the south built half with magic, half with old fashioned physical labour.
It's population struggling to man such a vast defensive fortification they do it unquestioningly despite the difficulties, for to resist the advances of Scarazar is every citizens single most important duty.
Depthless Despayre:
Once part of a nation called "Na'vi" it was destroyed by one of Scarazar's most powerful necromancer forty years ago when he sought the favour of the God Nabra Chabaal and the deathly god granted it. The entire nation was consumed in an orgy of necromantic energy and it's people were destroyed. But despite the success of the plan the long-term consequences were unplanned for the land, now the Depthless Despayre, is a land of eternal undead. From the very ground and trees to the corpses that once inhabited the land as living creatures. The Depthless Despayre is an enemy of the living and is not easily thwarted. It is said that now a Lich rules over it and it's undead Na'vi.
The Black Empire of Scarazar:
If ever a nation were a poster-boy of evil the nation of Scarazar is it. Maintaining vast armies and scores of necromancers it is said that the entire nation receives the favour of Khaelesh. And the stories that reach other lands are score full of horror. From the claim that the first born to every household is sacrificed to Khaelesh and the skull of the newborn used to shore up city or town walls to the story of the now extinct Karminite people, whose torture to death was part of the culinary preferences of the predominantly human Scarazaran peoples.
And it has expanded massively since its resurgence. The people of Last Retreat being the refugees and survivors of a half dozen nations destroyed by Scarazar in its quest for power.
Last Retreat:
This was a nation called Ynamor, but it became flooded with refugees from Scarazar's advance, a flood it could not prevent and its morals caused it to avoid even attempting. It's natives being of good hard, hospitality was paramount to them, for a price, but still, after a too short time Ynamor simply lost its national identity and became called "Last Retreat" now it finds itself squarely in the eyes of Scarazars Emperor for the crime of 'harbouring' its enemies.
The Last Retreat may not be long for this world.
The Peaks Eternal:
A nation of mountain-dwelling folks spared the worst depredations of Scarazar by simply geography. The cold and mountainous terrain didn't favour the heavily armoured Legionnaires of Scarazar or its undead menace and the tenacity of the Dwarves, Trolls, Ogres and Men that make up the majority of the population are able to hold back the tide with the help of the great Rocs that circle it's skies, the giant birds unable to tolerate the tresspass of such a great evil.
Solfsheim:
A naval nation of viking-like folk they ply and raid the seas, though they find themselves having to contend with Scarazaran vessels more and more of late the once quiet and private people now seeking more substantial alliances and agreements with the Peaks Eternal, Elucidar and Greenholm for a mutual defence against Scarazaran aggression.
Elucidar:
Elucidar has so far managed not to trigger Scarazani aggression, both turning away refugees and keeping its border closed except to maintain polite diplomatic ties. But it is not so foolish as to believe that state of affairs will last forever.
Elucidar is pursuing diplomatic contact with Solfsheim, the Peaks Eternal and Greenholm for a more concerted military defence.
Greenholm:
Greenholm is one of the few good nations and has been resisting action about Scarazar fearful of drawing the giant upon itself. A nation of boundless forests and a small mountain range it has found itself increasingly drawn into talks with its nearest neighbours. Though rumours are ever growing that the Elf rulers are building fleets of ships from living wood to fleet from this part of the world for parts unknown. -
Recruiting fresh bodies is an important step in an Overlord or Guardian's career. Without it they'll run out of people to throw in front of incoming lethal blows sooner than later.
- Step A: You go to the place you plan on recruiting from (or send a Captain with the Leader or similar trait) and make your speech, threats, sacrifices etc.
- Step B: The GM does a covert roll to see how many troops are available of what type.
- Step C: Player can spend gold to secure the services for the base price. If the player used a Captain the troops cost 2x.
- A Village will normally have a draw of up to 20 humanoids, or 40 small race, or 10 large, or 5 Huge.
- A Town will normally have a draw of up to 100 humanoids, or 200 small race, or 50 large, or 30 Huge.
- A City will normally have a draw of up to 1'000 humanoids, or 2'000 small race, or 500 large, or 330 Huge.
- GM NOTE: These are UPPER limits. It is entirely possible, (and even probable knowing the dice gods) that the figure will be lower than this. It will, for the sake of our heads, generally be rounded to the nearest unit :p
Additionally, doing multiple recruitments from the same place in a relatively short span of time will have the same effect as overdrawing.
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