Inspired by the Warhammer Fantasy Series by Games Workshop GM: Valor Co-GM: Karakui - Currently ACCEPTING New Players! - Welcome to the world of Heironia, a high fantasy world engulfed by a storm of warfare. This is a dark, bloody age, an age of demons and sorcery. An age of warfare and death and of the world's ending. Amidst the fire, flames and fury is a time, too, of mighty heroes, of bold deeds and great courage. The world needs heroes now more than ever, to unite the world under one, glorious banner. While the Lords of Heironia each squabble and vie for ambitious bids for power, little do they know an even greater threat looms high over the horizon... At the heart of Heironia sprawls the Empire of Wessex, the largest and most powerful of the kingdoms of Heironia. Known for its engineers, sorcerers, mercantile and last but not least, its professionally trained and beautifully equipped armies, the Empire has always stood as a bastion of order and peace within the human realm. Ruled by the Golden Throne of the Emperor, the throne has now fallen vacant after the mysterious death of Emperor Clausewitz. Now, the Empire has been divided. Dozens of kingdoms within Wessex have raised arms in an attempt to either secede from the Empire, or claim the throne for themselves. While mankind may rely on its great populations and powerful armies, internal strife brews a dark time for the age of mankind. To the east of the Empire and the realm of Heironia lay the mountain regions of Kyjal. An inhospitable, vast mountain range which stretches across the eastern border of the Empire. Within great walls lined with marble and gold stand the Dwarf Lords of Mount Kyjal. Unified by the Dwarven King, the Dwarf Lords control the greatest mountain fortresses ever seen, with sprawling tunnel networks that unite the kingdom together. For over a thousand years they have ruled from their mountain holds, defending their keeps with rigor and pride. However, their lands are now under the greatest threat they have ever been. The mountains are under siege, an Orcish Horde of immeasurable size besieging the mountain kingdom. The Dwarves had once been old allies with the Empire, standing alongside mankind to repel the Orc Hordes from previous incursions. Now, with the Empire divided, the Dwarves stand alone against the greatest Horde the world has ever seen... To the south, lies the Southern Kingdoms. Home to many realms, the Southern Kingdoms are inhabited by Elves and other fantastical creatures of all kind, each Kingdom controlling its own territories and land. Although somewhat peaceful compared to the civil wars of the Empire and without the desperate situation of the Dwarves, the Southern Kingdoms must deal with the fact that they are not a unified realm. While the Empire fights within itself and the Dwarves hold out in desperation, the Southern Kingdoms plot to take control of the realm, or find ways to ensure their independence. In the world of Heironia, you will take control of one of these Kingdoms, each with their own political and military interests and lead them in a time of never ending warfare. Will your kingdom unit the realm when the Storms of War come? Or will your steel shatter, your lines broken as you feel darkness grip at the heart of your kingdom? The Empire of Wessex "United they have stood proudly, divided they may fall in disgrace. In the name of Heironeous, God of Law and War, I will unite these Kingdoms under one banner!" - Emperor Francis, First Emperor of Wessex The Empire of Wessex is a powerful, autocratic Empire that is home to the humans of Heironia. Although once a single, united entity, the Empire of Wessex are now formed by a dozen, now independent kingdoms vying for control of the Golden Throne. The Empire was founded with the Unification Wars nearly a thousand years ago, where the first Emperor, Emperor Francis, united the realms of man into a single, proud Empire. The Empire stands as the most powerful realm of the world of Heironia, vastly outnumbering the strength of the Southern and Dwarven Kingdoms combined. When they were unified, it was the Empire of Wessex that protected the realm from all external threats, forging legendary tales of heroism on the battlefield. The Empire is blessed with some of the greatest engineers, sorcerers and professional armies found in the realm of Heironia. Imperial armies are typically well-equipped and incredibly versatile, fielding large numbers of heavy infantry supplemented by well-armored cavalry and effective archers. Even on their own, a single kingdom within the Empire have populations much larger than the entire Dwarven Kingdom and even larger than the independent nations found in the Southern Kingdoms. It is without a doubt that collectively, the Empire and the realm of men makes up more than half the size of the entire world's population. While Imperial Armies favored heavy infantry and knights, the Kingdoms under its banner are incredibly diverse, bringing many different armies that represent their culture. A kingdom within the Empire will start off with a large army and strong economy, allowing them to quickly wage war from the beginning. However, they will also be surrounded by other hostile kingdoms which seek to claim the Golden Throne for themselves. They must either make peace or seek to underhandedly manipulate the other kingdoms if they wish to succeed, as continued warfare will only lead to a mutually assured destruction for all kingdoms within the Empire. Will you choose to secede from the Empire, attempting to make your way as independent? Or will you wage war in order to unite the kingdoms under one banner once more? Special Rules: "Empire Invicta!" - A King who manages to get eight of the twelve kingdoms to bend the knee will be crowned Emperor of Wessex, adding the military strength of all NPC kingdoms to their armies. (Player controlled kingdoms remain autonomous and may choose to serve or continue fighting for the throne, however this will be essentially suicide once an Emperor has been crowned.) "For the Empire!" - All kingdoms within the Empire receive a 30% boost to their population. Military Vassalship - Imperial kingdoms may subjugate other Imperial kingdoms, forcing them to recognize them as their ruler. For NPC controlled armies, this means they gain the entire NPC's military strength. Players will still remain autonomous, but are obligated to respect their liege. A player under military vassalship may no longer claim the throne for themselves. The Sins of Our Fathers - Imperial kingdoms suffer from a severe civil war penalty. They are constantly at war with rival, NPC kingdoms and any Lord who comes close to being crowned Emperor will almost certainly have to deal with a coalition army that seeks to bring them down. Player Limit: Unlimited Players The Dwarf Lords of Mount. Kyjal "We sons of Mount Kyjal may have drunk deep from the bitter waters of misfortune, but we yet survive. And let me tell you something, craven, whilst a single Dwarf still draws breath, we will fight any evil that dare come steal our lands from us. Dwarves do not surrender!" - A Dwarven Commander when asked to surrender his besieged garrison The Dwarven Kingdom under Mount. Kyjal represents the unified Kingdom of the Dwarven People. They have ruled the mountains for a thousand years, building fortresses and illustrious caverns in the mountains for centuries. The Dwarves are a proud, strong people that have enjoyed economic prosperity and isolationist solitude at the same time. They are blessed with the strongest fortresses and mines which provide them with precious gems not found anywhere else within the realm of Heironia. Over the past 400 years, the Dwarven Realm has fallen under constant siege, threatened by the Orcish hordes which number in the hundreds of thousands. The Dwarves, formerly backed by the virtually limitless manpower resources of the Empire, have always managed to defend the realm from an Orcish incursion, but now that the Empire is locked in a bitter, civil war, the Dwarves must face their most recent threat, alone... Unlike the Empire and the Southern Kingdoms, the Dwarves are a single, unified people. Led by their King from the throne of Mount Kyjal, the Dwarven people are smaller than a single kingdom of the Empire, and smaller than most kingdoms to the south. Despite their small size (literally and figuratively), the Dwarves are a force to be feared, their armies made up of some of the finest soldiers in the realm. Special Rules: Dwarf Fortress - The Dwarves feature some of the greatest stone masonry in the realm and while they are often made of beautiful marble, they function even better than they look. Their fortresses allow them to defend their territories despite inferior numbers, making any campaign in Dwarven territory nearly impossible. Plus, they are built for Dwarves, so anyone that tries to fit through their entryways will have more than armored Dwarves to deal with. Dwarves will receive a 20% point-value buff when fighting in their own territories (Even when attacking). "We are Dwarves!" - The Dwarves are a unified, single race. Meaning that they do not have to deal with civil war or political enemies. Nobody seems to have many qualms against the Dwarves yet, either. This also means there can only be one player who plays this faction, you hipster, you! "I Prefer My Feet on The Ground!" - Dwarves will almost always fight on foot, meaning that their armies can not field any cavalry. (Excluding Heroic Cavalry, for those who want War Bears) "OOOOOOOOORCS!" - Being next to an Orcish horde has its downsides. Player Limit: One Player The Southern Kingdoms "We are the High Elves of the South, sons and daughters of the Old World. Our dynasties have lasted for more millenniums than you can possibly imagine. Your petty Empire has no power here." - High Elven King Malekith upon meeting an Imperial Delegate The Southern Kingdoms are home to many different races and cultures, the most predominant of races being the Elves. Each race rules their own, independent kingdoms which have maintained autonomy for many years. Unlike the Empire, no kingdom has yet sought dominance over the others due to the major differences in cultures and species. Essentially, any Kingdom that isn't human or dwarven that resides in Heironia is part of the collective that is the Southern Kingdoms. While many of the species and kingdoms that reside in the Southern Kingdoms have little or no history, the High Elves of the South have quite an expansive record, their history predating the founding of Heironia itself. The most renowned race in the Southern Kingdoms, the High Elves of the South trace their lineage back to the Old World, an immortal plane outside the realm of Heironia brewing with magic and power. The Old World was a realm where people did not die of age, a place where magic was an infinite and easily replenished source of power. This all changed when the Forces of Darkness, a manifestation of Elven greed and pride, plunged the Old World into chaos, causing death and destruction through all facets of civilization. The survivors managed to create a portal to the realm of Heironia and became the first settlers in the New World to begin civilization. High Elven Armies are as fearsome as they are graceful. Deploying almost exclusively elite units, High Elven Armies are known for unmatched skill and versatility. Their long ages allow them to become masters of several weapons and it is not uncommon for a detachment of Elven Rangers to fire accurate volleys of arrows before they draw swords and join the fray with the skill of any trained swordsmen. They field little unit variety, but their troops make up for this by being able to fulfill many roles. This does not mean that High Elves represent all of the Southern Kingdoms, however. There are many species that reside in the South, including other denominations of Elves and many other creatures, each with their own, autonomous Kingdoms and armies. Special Rules: Our People Are One - After rolling for population, the player may choose to re-roll once. The second roll will be taken over the first, regardless of value. (Values of 10 or less on the second roll may still be re-rolled. The value must be higher than 10 to count as the first roll. ) Extra Positive - Depending on the race/kingdom chosen, you will be assigned an extra positive trait tailored to your Kingdom. (You may design these yourself, but it is up to a GM or Co-GM to approve them. Otherwise, they will be assigned for you.) Extra Negative - Depending on the race/kingdom chosen, you will be assigned an extra negative trait tailored to your Kingdom. (You may design these yourself, but it is up to a GM or Co-GM to approve them. Otherwise, they will be assigned for you.) Player Limit: Three Players The Orcish Horde (NPC) WIP - Will be finished sometime tomorrow. The Coming Darkness (NPC) WIP - Will be finished at a later date. The Military Codex The Military Codex is the acting rulebook for The Storm of War. Here, there will be a basic introduction and explanation of how combat is to be conducted in The Storm of War, along with any other rules that must be followed. If there is any confusion, please refer to a GM or Co-GM to better explain any features for you. This system was created to be as simple as possible, yet still provide a rewarding experience for players. These rules are in place for a reason; to keep the game a balanced and fun environment for everyone. Please remember that while this game is governed by rules, the main objective of the RP is for a fun and interesting roleplaying experience. Attempting to deceive or find loopholes in the system to gain an advantage is not fun for anyone. Please respect other players and the rules of Iwaku at all times as well. But Valooooor, why such complex rules?: Because Nation RP's tend to be plagued by metagaming and cheating due to their imaginative and competitive nature. Playing a Nation RP without rules would be like playing Chess against a pigeon. Utterly pointless but amusing. Now shut up and please click on an article from the drop-down menu to get started: Creating Your Army Creating your army is a massive creative opportunity to bring your Kingdom to life. After all, what is a Rohan without its awesome Rohirrim Riders? To create an army in The Storm of War, it is based off of your Kingdom's Population. So in order to get an army, we must first calculate our Kingdom's population. To calculate the population of our Kingdom, we must use the Iwaku Dice Roll System. After posting your Kingdom's application, you must go to the bottom right of your post. Next to the "Reply" button, you will find "More options". Click on More options and then click "Throw a dice" Write "Population" in the entry box and then roll for a 90 faced die. (They don't make these in real life, do they?) If you roll a 10 or under, re-roll. Once you have a number that is 11 or higher, take the number you get and add 10. You now have your base value! Example: Grab a calculator and multiply your value by 10,000. Example: This is now your population! (600,000 in this case) Great, now how the hell do I get my army value? Your army point value is 25% of your population, no matter what faction you are, we assume that at best, 25% of the civilization is capable of fighting. So in our case it would be: With 150,000 points, we can now spend these points on the army point system. You can choose whatever army combination you want using 150,000 points, even taking 150,000 light infantry if you so choose! (Though taking a balanced army makes it more interesting for everyone involved...) Calculating Combat Now that we have discussed how to put your army together, let's talk about how to get it killing! Combat in The Storm Of War is conducted when two armies agree to combat. (Yes, they must actually agree. Forcing another player to fight you when you want would be considered metagaming. Though, if you do something such as march into their lands or ambush their armies, they should fight you, or else they're not very good roleplayers...) Both players decide how many troops are appearing at this battle. For example: Army One decides to send 10,000 Light Infantry (10,000 Points) Army Two decides to send 2,400 Elite Infantry (12,000 Points) Army Two has a tactical advantage due to their army being more effective value wise on the battlefield. This will mean that Army One must make up for the 20% difference in strength. Before combat even begins, before an arrow is fired or a sword is swung, both armies must roll a 90 sided die to decide who will win the fight. After you receive your result, add 10. (Damned Iwaku doesn't allow for 100 sided die rolls) Example: Army One rolls a 20+10 = 30, Army Two rolls a 10+10 = 20 Because Army Two was 20% stronger in point value, Army One must subtract 20 from their roll. This leaves Army One at an outcome of 10 while Army Two has 20. This means that Army Two is victorious! If both numbers end up the same, the battle ends in a draw Sometimes, there will be extra variables. For example, if Army One was a Dwarven Army fighting in their own territory, their 10,000 point army would actually be worth 12,000 points, meaning they take no penalty! Things such as castles and other bonuses may be assigned by a GM or Co-GM before a battle which may change the course of a conflict. Roleplaying Combat and Calculating Casualties After the winner has been decided, it is up to the players to actually roleplay the engagement, knowing who is going to win. In the previous example, Army Two (2,500 Elite Infantry) beat Army One (10,000 Light Infantry). So then Player Two can write about how his troops valiantly held their ground against a stronger enemy, slaughtering the enemy army until Army One broke apart and routed. Player One can then talk about how his commander disciplined his troops and cursed Player Two's name as he ran away. This is where the imagination and role playing aspects come into play. So now that combat has been resolved, we must calculate casualties, or the losses for both sides. This is actually where the most important number takes place, since a winning army could have strategically lost more bodies than the loser. To calculate casualties, the winner must roll a 30 sided die, the loser must roll a 50 sided die. Example: Army One lost so rolls a 10, Army Two won and rolls a 20. Army One loses 10% of its army while Army Two loses 20% This is the percentage of points lost during that battle through death or wounded soldiers. You cannot lose more than half your army in a battle, since we assume that at least half of them escape the battlefield. This is it for the Military Codex! Hope this wasn't too confusing. if you have any questions, please post a question in the OOC thread or send a PM to Valor. Unit Classifications Here, you can read about unit types and what constitutes their classification. This will help you design your troops in a way that makes sense for the realm of Heironia. Click below to see some unit types and descriptions. Light Infantry - 1 Point Lightly armed rabble march across the battlefield in a mob. Light Infantry are numerous infantry units that, along with Light Skirmishers, can be used to fill up the remaining points in an army. Light Infantry are any unit that is incredibly lightly armored, often times being sent into battle with minimal training or equipment. They represent the cannon fodder of your army, generally being sent out to die in droves. In some cases, they make up the rank and file of the army, other times they are scouts or units formed out of peasants eager to defend their homes. Naming Examples: Elven Rabble Imperial Scouts Armed Peasantry Dwarven Light Infantry Heavy Infantry - 2 Points Imperial Legionnaires hold the line in an exemplary display of bravery. Heavy Infantry are generally the rank and file troops in a army. They are well-equipped, well-trained and battle hardened. They will fight savagely. Generally equipped with heavy armor and/or large shields, these are the men (or women) tasked with holding the line. They can be equipped with a variety of weapons, such as swords, spears, pikes or hammers to name a few and come in all shapes and sizes. In the Armies of Heironia, specifically the Imperial Armies, they tend to be composed of mostly Heavy Infantry. Naming Examples: High Elven Shield Bearers Imperial Legionnaires Heavy Spearmen Dwarven Armored Warriors Elite Infantry - 5 Points A lone knight stands victorious on the battlefield. Elite Infantry represent the life-long warriors that have been bred and raised to warfare through a lifetime of warrior culture and indoctrination. Elite Infantry have seen countless battles and are equipped with the finest armor and given the finest training possible of their stature. They march into battle with their heads held high. While Heavy Infantry are glad to die for their Kingdom, Elite Infantry much prefer to slaughter for theirs. In the Empire, Elite Infantry tend to be Knights from a dedicated Order, warriors that have been raised from noble warrior houses to fight and serve their Kingdom. However, certain Kingdoms rely on other forms of troops to make up their Elite core of units. Naming Examples: High Elven Swordmasters Imperial Knights of the White Rose Landed Knights Dwarven High Borns Heroic Infantry - 10 Points Paladin of the Blazing Sun Heroic Infantry represent the finest Heroes within a Kingdom. Warriors that have proven themselves time and time again, to the point where they have become legends among their people. Their reputation is so great that they have become demoralizing just to see on the battlefield. They stand above their Elite counterparts due to an even more awe inspiring presence. When the Heroic Infantry fall, it means that all has been lost. The Empire of Wessex once had a Knightly Order that produced such men, but they have all but disappeared after the mysterious death of the last Emperor. Known as the Paladins of the Blazing Sun, they stood as a beacon of light during the darkness, facing against the most impossible odds at every turn. They were so legendary that they would often serve as the Emperor's personal bodyguard and legion in times of war. Naming Examples: High Elven Sea Guard Imperial Royal Guard Paladins of the Blazing Sun Dwarven King's Guard Light Skirmishers - 1 Point A Female Elven Archer Light Skirmishers are numerous Skirmisher units that, along with Light Infantry, can be used to fill up the remaining points in an army. They tend to represent the light missile units in an army that run around and harass the enemy line before falling back behind the safety of the main line. They are generally unarmored or very lightly armored, and equipped with either a missile or throwing weapon to shoot towards the enemy. In the case of the Empire, these Light Skirmishers may take the form of archers or peltasts (javelin throwers). They are not heavily armored due to not fighting in melee combat, their lack of armor allowing them to escape and evade melee threats in the thick of combat. Naming Examples: High Elven Archers Imperial Archers Imperial Peltasts Dwarven Light Crossbowmen Heavy Skirmishers - 2 Points A High Elven Guardian standing at attention. Heavy Skirmishers generally represent the heavier Skirmisher units within an army. But this doesn't always constitute in heavier armor, but sometimes also in heavier armament. For example, while a Light Skirmisher may simply be an Elf armed with a bow, a Heavy Skirmisher could be an Elf armed with both a bow and a spear, allowing them to shoot like a standard skirmisher unit before charging in and fighting on the front line. In some cases, Heavy Skirmisher can mean as little as having a heavier weapon to hurl towards the enemy. In the case of High Elves and unlike other conventional armies, their armies tend to be compromised of mostly multi-role archers, which are equally as skilled with the sword or spear as they are with the bow. They can fire off a volley of arrows at a charging enemy before switching weapons and engaging with finesse and grace. In the case of an Imperial legion, this may simply be an archer or a peltast (javelin thrower) equipped with heavier armor. Naming Examples: High Elven Guardians Imperial Heavy Archers Armored Peltasts Dwarven Armored Crossbowmen Elite Skirmishers - 5 Points A High Elven Ranger leads the battlefield, killing all in his path. Elite Skirmishers represent the exceptionally talented missile troops of an army. Typically units who can aim across wide distances with deadly precision and accuracy, they can also be missile troops that are more talented with the blade than they are with their actual missile weapon. This was the case in Alexander the Great's Army, where his elite bodyguard was comprised of Royal Peltasts, who would toss javelins to harass a line before drawing swords and become fearsome sword infantry. They have excellent training, excellent equipment and they are often even capable of handling themselves in a close quarters engagement, despite being missile units. The High Elves are known for having great Swordmasters and excellent archers. Sometimes the two find a happy medium, creating the Elven Rangers, expert bowmen who have also had extensive knowledge using the sword. They operate as excellent, versatile and independent units that can hold their own in any pitched battle. Naming Examples: High Elven Rangers Imperial Royal Peltasts Imperial Elite Rangers Dwarven Elite Crossbowmen Heroic Skirmishers - 10 Points High Elven Lord Imranil standing tall with his pet eagle. Like Heroic Infantry, Heroic Skirmishers represent the ranged heroes of an army. More often than not, most armies will not have any Heroic Skirmishers, since fighting at a distance is considered dishonorable. However, the High Elves have proven time and time again that their best Heroes are in fact those armed with a bow. These Heroic warriors have lived through their trial by fire and have emerged a beacon of skill and finesse unmatched by any of their class. For the High Elves, they have several Rangers that have achieved Heroic status. Travelling across the bitter snow of Northern Heironia, Lord Imranil has scored over 500 confirmed kills with a yew longbow bow during a High Elven campaign against the Empire. Naming Examples: Elite High Elven Rangers of The Swan Light Cavalry - 2 Points Light Cavalry rush to position across a river. To fight on horseback is considered a symbol of status. A well-trained horse being often worth more than a soldier's life. Because of this, even the lightest form of cavalry are worth considerably more than the cannon fodder that makes up the bulk of an army. Light Cavalry generally represent either the poorest of cavalry and/or the most lightly armored. Their horses unprotected by any sort of armor, they are unable to deliver the devastating charges of heavier cavalry. However, they make up for this for their cheaper cost and higher mobility. Light Cavalry make excellent scout troops while on the battlefield, while Cavalry in general are the greatest of offensive troops, able to exploit gaps or holes in an enemy formation that infantry cannot. Naming Examples: Imperial Scout Cavalry High Elven Light Cavalry Orc Wolf Riders Heavy Cavalry - 5 Points A line of Imperial Winged Hussars deliver a devastating charge. Heavy Cavalry act as the heavy shock arm of any army. Equipped in heavy armor and riding well-trained steeds, Heavy Cavalry are generally trained to deliver heavy charges into enemy lines, causing severe casualties for the receiving end of their devastating charge. The rider themselves are generally well-armored or the horse is, occasionally both, to protect from incoming missiles and pointy spears. Heavy Cavalry are a large part of many armies, human ones especially. Naming Examples: Imperial Winged Hussars Elven Heavy Cavalry Imperial Knights Elite Cavalry - 10 Points Imperial Great Knights charge into the enemy with great zeal, armored head to toe in golden armor. Standing above the rest of the front line troops are the Elite Cavalry, the greatest of shock troops found in any army. Heavily armored from head to hooves, a member of the Elite Cavalry is generally armored in the finest plate armor and their horses as well. They carry the largest of lances, so that they may deliver the most devastating and demoralizing charge possible. Elite Cavalry serve as the elite of the elite in the armies of man, their finest knights riding into battle on horseback. In an Imperial Army, the Elite Cavalry were generally the most important, decisive force on the battlefield. They were tasked with breaking up heavy formations, covered head to toe in the finest armors the realm could forge. They charge fearlessly into the enemy, breaking them apart under the stampede of a thousand horses. Generally drawn from the most noble knight families, the Imperial Knights are bred from a young age to fight in all aspects of combat. Naming Examples: Great Knights of the Golden Sun Elven Royal Cavalry Heroic (Flying) Cavalry 25 Points Here, a Knight stands tall with... holy sh** is that a f****ng dragon?! At the helm of heroes are even greater heroes. Legendary warriors that make up the Heroic Cavalry. The Heroic Cavalry represent the legendary, fantastical flying and other mounted units that charge into battle for their Kingdom. Gryphon riders, Demigryph riders, Dragonknights, Dwarves mounted on war bears, Heroic Cavalry are for those warriors that make the enemy run upon seeing them. Naming Examples: Anything that rides something goddamn majestic. Application for Kingdomship Here is the information that you need in order to be accepted as a Kingdom in the realm of Heironia. You are free to make it look as fancy-shmancy as you'd like, (Please, this application looks like crap right now.) but please keep at least the following information in place. Please ensure you have read all subsequent articles before starting on the application. GM's reserve the right to deny any applications which do not meet sufficient writing standards. (Intermediate Level) Kingdom Information Kingdom Name: Coat of Arms/Flag/Logo: (Needed for graphic work.) Local Faction: (The Empire, The Dwarves of Mount. Kyjal or The Southern Kingdoms) Primary Race: (A Southern Kingdom may be made up of many races, but the Empire may only be Human and the Dwarves may only be Dwarven.) Kingdom Population: (See Rulebook.) Political Leader(s): (The Main Character(s) of your Kingdom.) Kingdom History: (Please be as detailed as possible here. This is where your Kingdom will really come to life. Write about the local politics, the biographies of the leaders, the hopes and dreams for the Kingdom, etc. GM's may or may not be biased towards incredibly detailed factions ) Military Information Complete Point Value: (25% of Population Value.) List of Units and How Many: (Example: 1,000 Imperial Conscripts, 1,000 Imperial Legionnaires, 500 Imperial Knights, 20 Heroic Gryphon Riders, etc. You can be incredibly detailed here as well, writing small descriptions of each unit that is in your army!) The Kingdoms of Heironia Here, you can see the accepted Kingdoms of Heironia. There is a planned maximum of 8 players, 4 Empire, 1 Dwarven and 3 Southern. Kingdom 1 Kingdom 2 So on and so forth! @Karakui @Heyitsjiwon @Honorific @Zombehs @Grif ♥ If you were linked it is because you expressed interest in the Interest Check Thread.