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FANTASY NATIONS

FANTASY NATIONS NATION CREATION


Nation Creation happens in several steps. These steps are outlined below. Step 1: Pick the races of your nation, a nation may have up to 3 races in his nation, these represent the vast majority (in excess of 99.99%) of your nations population, and likely military. Step 2: Buy your Common Traits. Each player has 50 points to spend on common traits, they may take up to 4 flaws each of which gives an extra 1 common trait point unless otherwise specified. Step 3: Choose your Nation Type/s and buy your traits. Each player may take up to 2 nation types and may spend up to 16 points on their nation type traits. Beware of nations that cannot work with other nations. Step 4: Choose your Nation Size and Build your nation, NOTE: Huge and Large nation sizes are restricted in number. Seek permission before making one! At this time also tally your taxes! Step 5: Build your Army: Each Military building gives you an amount of troops it can support, and many other structures give you tax. You may use your tax to buy military units until you reach the limit your castles etc can support. Note that this is just your military budget, the rest of your taxes are not counted in the rules. Step 6: Build your Navy: (Optional) If you have any Port Cities your nation probably has a navy (A navy requires at least one Port City), and your Navy is the only way to protect your coast against invaders! Dont forget this if you want a navy. Step 7: Put all the information into a provided nation sheet format. That format will be found in the post you found the link to this document to if you are viewing this on scribd.com

CONTENTS
Races of Aliria .................................................................................................................................................................................................... 7 Humans: ...................................................................................................................................................................................................... 7 Elves: ............................................................................................................................................................................................................ 7 Dwarves:..................................................................................................................................................................................................... 7 Orcs: ............................................................................................................................................................................................................. 7 Goblins: ....................................................................................................................................................................................................... 7 Lizardfolk: .................................................................................................................................................................................................. 8 Rakshasa: ................................................................................................................................................................................................... 8 Ogrim: .......................................................................................................................................................................................................... 8 Gnolls: .......................................................................................................................................................................................................... 8 Aviani and Raptoria: .............................................................................................................................................................................. 8 Ratkin: ......................................................................................................................................................................................................... 9 Frogmen: .................................................................................................................................................................................................... 9 Giants: .......................................................................................................................................................................................................... 9 Naga: ............................................................................................................................................................................................................ 9 Dracons: ................................................................................................................................................................................................... 10 Centauroids: ........................................................................................................................................................................................... 10 Minotaurs:............................................................................................................................................................................................... 10 Half-Kind: ................................................................................................................................................................................................ 10 Abyssals: .................................................................................................................................................................................................. 11 Celestines: ............................................................................................................................................................................................... 11 Fantasy Traits (Common) .......................................................................................................................................................................... 13 The Traits List and Descriptions. ....................................................................................................................................................... 14 Nation Traits:......................................................................................................................................................................................... 14 Population Traits: ................................................................................................................................................................................ 15 Academic Traits:................................................................................................................................................................................... 16 Military Traits: ...................................................................................................................................................................................... 17 Tradesman Traits: ............................................................................................................................................................................... 18 Merchants Traits:................................................................................................................................................................................. 19 Magecraft Traits: .................................................................................................................................................................................. 20 Lands Traits: .......................................................................................................................................................................................... 21 Monster Traits: ..................................................................................................................................................................................... 22 Naval Traits: ........................................................................................................................................................................................... 24 Flaws: ........................................................................................................................................................................................................ 25

Barbarian NATION ........................................................................................................................................................................................ 28 NATION TRAITS: ....................................................................................................................................................................................... 28 Sea Lords NATION ........................................................................................................................................................................................ 30 NATION TRAITS: ....................................................................................................................................................................................... 30 The Learned NATION................................................................................................................................................................................... 32 NATION TRAITS: ....................................................................................................................................................................................... 32 Empire NATION ............................................................................................................................................................................................. 34 NATION TRAITS: ....................................................................................................................................................................................... 34 Bandit-Kings NATION .................................................................................................................................................................................. 36 NATION TRAITS: ....................................................................................................................................................................................... 36 Merchant Lords NATION ............................................................................................................................................................................ 38 NATION TRAITS: ....................................................................................................................................................................................... 38 Mageocracy NATION .................................................................................................................................................................................... 40 NATION TRAITS: ....................................................................................................................................................................................... 40 Naturalists NATION ...................................................................................................................................................................................... 42 NATION TRAITS: ....................................................................................................................................................................................... 42 Mechanists Dominion NATION ................................................................................................................................................................ 44 NATION TRAITS: ....................................................................................................................................................................................... 44 Nomads NATION............................................................................................................................................................................................ 46 NATION TRAITS: ....................................................................................................................................................................................... 46 Subsurface Kingdom NATION .................................................................................................................................................................. 48 NATION TRAITS: ....................................................................................................................................................................................... 48 Smith-Lords NATION ................................................................................................................................................................................... 50 NATION TRAITS: ....................................................................................................................................................................................... 50 Chivalrous Order NATION ......................................................................................................................................................................... 52 NATION TRAITS: ....................................................................................................................................................................................... 52 Coin-Soldiers NATION ................................................................................................................................................................................. 54 NATION TRAITS: ....................................................................................................................................................................................... 54 Slaver-Kings NATION................................................................................................................................................................................... 56 NATION TRAITS: ....................................................................................................................................................................................... 56 Theocracy NATION ....................................................................................................................................................................................... 58 NATION TRAITS: ....................................................................................................................................................................................... 58 Dead Kingdom NATION .............................................................................................................................................................................. 60 NATION TRAITS: ....................................................................................................................................................................................... 60 Kingdom of Solace NATION....................................................................................................................................................................... 62 NATION TRAITS: ....................................................................................................................................................................................... 62 Beast-Tamers NATION ................................................................................................................................................................................ 64 NATION TRAITS: ....................................................................................................................................................................................... 64 Black Empire NATION ................................................................................................................................................................................. 66 NATION TRAITS: ....................................................................................................................................................................................... 66

Fantasy Nations Nation Builder. ............................................................................................................................................................. 69 Nation Size .............................................................................................................................................................................................. 77 Families: .................................................................................................................................................................................................. 77 Buying your settlements: ................................................................................................................................................................. 77 Taxing your settlements: .................................................................................................................................................................. 80 Types of Units ................................................................................................................................................................................................. 83 Buying your Army. ................................................................................................................................................................................... 85 Fantasy Nations: Navies ............................................................................................................................................................................. 90 Rowing Vessels:......................................................................................................................................................................................... 90 Sailing Vessels:........................................................................................................................................................................................... 91

FANTASY NATIONS:

RACES OF ALIRIA

RACES OF ALIRIA
HUMANS:
Humans, ah the ubiquitous humans, reproduce like rabbits in the spring. These are a dangerously deceptive species! While they are not truly masters of any particular skill or ability they are quite good at a broader range of skills than any other race. The other problems faced by humans is quite simply they are not the physical equals of many races on this world. Though they are superior physically to a few as well. Size: Medium

ELVES:
There are several types of elvenkind, but they bear many similarities, they are generally tall creatures with considerably better eyesight than most humans. They tend to be excellent with the finer crafts and are all somewhat arrogant with other races. Even their darker kin have a strong notion of racial purity and half-breeds are usually ejected from their communities with their sires. Size: Medium

DWARVES:
The Dwarves, like Elves, can have several sides to them but the Dwarves share a mastery of the material crafts. Few can forge materials finer than the Dwarves and none can make better metals. They even have their own brand of magic that allows almost all of their Smiths to runebind spells into weapons, armour and many other objects to make them better. Size: Medium

ORCS:
Filthy ravagers whose numbers are enough to worry most races the Orcs are powerfully built and predisposed to war and conflict on a near instinctual level. There is nothing an Orc enjoys more than getting into a good scrap with a worthy opponent. They make sublime warmakers. Size: Medium

GOBLINS:
The Goblins are the red-headed stepchildren of the evil races. They get beaten on by just about everything with a fist. However their advantage lies in sheer numbers. The Goblins are not a small race (though they themselves are very small), their numbers are enough to worry everyone. Not to mention for little cunning bastards they have a talent for poisons to make up for their weak arms. Size: Small Extreme Numbers: (Family numbers count as double.)

LIZARDFOLK:
The Lizardfolk are humanoid serpents, slim and agile they prefer either highly arid or highly humid environments. They are usually more primitive than others but are stealthy and quiet, and unless disturbed are often quite peaceful. But someone who disturbs them can learn very quickly how powerful and ferocious they can be. Size: Medium

RAKSHASA:
The Rakshasa are tall humanoid felines with a viscious disposition and a territorial nature. They defend their territory with an unmatched savagery, but the Rakshasa are not a united species. They are fractitious and jealous powermongers amongst each other as well as strangers. Size: Medium

OGRIM:
The Ogrim are large humanoids who resemble humanity very little. Typically larger and heavier and much more powerful these are strange beasts. For all their size and believed stupidity they have concealed a far sharper more intelligent economic acumen with the might and muscle to back up their business. Most of the Ogrim Merchants are more than enough to bodyguard their own business. Size: Large

GNOLLS:
The Gnolls are the canine counterparts to the Rakshasa, their bodies hunched the Gnolls typically hunt in packs, different packs will typically respond to each other with challenges for power and control, or even extermination. The Gnolls are excellent and fast foodsoldiers. Size: Medium

AVIANI AND RAPTORIA:


The Aviani are light fliers, their hollow bones and feathers make them both fragile and flammable. However the ability to fly often gives them advantages over those others. The Aviani however are not predisposed to war and will avoid it whenever possible. The beings they fear the most are the Raptoria. The Raptoria are the dark cousins of the Aviani, often solo hunters few can track and kill as quickly and efficiently as the Raptoria, but together they are less capable than the Aviani. But to underestimate their devastating effect is a price youll pay in oceans of blood. Size: Medium Fliers.

RATKIN:
The ratkin are humanoid ratmen of extreme numbers and voracity, indeed they are well known for their extreme cunning and innate talent with machinery. Though nothing they do is terribly reliable. Size: Small Extreme Numbers: (Family numbers count as double.)

FROGMEN:
The Frogmen are an amphibian species who often inhabit the deep lakes and coastal settlements with a strange mysterious presence. They are natural enemies of the Naga due to frequently fighting for the same hatching grounds and settlements. The Frogmen are more civil and inclined to work with the surface races and they have an innate understanding of waters making them valuable allies. Size: Medium Amphibian

GIANTS:
Giants are... well... giant human-like beasts. Generally quite stupid and clumsy theyll work for peanuts, the problem is you dont want them doing any work that you cant afford them to fuckup. They however make highly valuable soldiers. Oh, and avoid them in mating season, their females will take anything brave enough to try and their males may forget to ask first (The latter is invariably lethal. The former only sometimes.). Size: Very Large Few in Number: (Family Numbers Halved)

NAGA:
The Naga are snakeline humanoids who are well acclimatised to the deep waters. Thier bodies are covered in scales and theyre possessed of a coldly viscious disposition and inclination to kill anything that enters their waters. They however despise the Frogmen more than any other race on the planet due to both species requiring the same habitats. Size: Medium Amphibian

DRACONS:
The Dracons are native to arid areas. These creatures are vaguely related to dragons, their long sinuous bodies are not capable of flight or possessed of wings but their intellect is far higher than would normally be expected for something that is more monster than man. They are however beings with long memories of ancient magics. Size: Large

CENTAUROIDS:
The Centauroids are unusual and rare, they are generally creatures with four legs and two arms with an upright torso section, notable races are the Centaurs, of who they are named, the Dracotaurs, which are a dragon-like centaur creature. At its most basic level a Centauroid is a humanoid torso attached to a quadrupedal body. But there are some rare cases where it is different, such as the Driders. Size: Large Extremely Fast

MINOTAURS:
The Minotaurs are mean motherfuckers. Big, powerful and bad temperered. At least the bulls are. The cows are more docile. But the race make excellent blacksmiths. These powerful beasts have a fearful reputation but beneath the myths of bulls trapped in Labyrinths the soul of the Minotaur is more gentle than many could come to expect from such a large and powerful beast. Size: Large

HALF-KIND:
The Gnomish and Halfling races are two odd sides to the same coin. And in fact they are almost the antithesis of one another, one is hardworking, industrious and mechanically talented, the other is fat, lazy and renowned for its cooking. Both are almost as physically pathetic as goblins, and in fact Halflings are almost worse. The Gnomes however more than make up for it with mechanist knowledge. Size: Small

ABYSSALS:
The Abyssals are the fouled vile halfbreeds created by foul means. The most common birthing of Abyssals is simply the rape of an unwilling mother, or even father. An Abyssal is however uncommonly dangerous. They gather in large communities and lord it over their lesser beings. The Fouled typically have rather considerable power trips. The problem is that those that dont die at birth or soon after from complications are strong enough to make good on their ambitions. The second type of Abyssal are those which result from carnal relations with a demon. Voluntarily or not. These are far more dangerous. Size: Medium Fliers Cannot be taken with Celestines. Always hostile with Celestines.

CELESTINES:
The Celestines, unlike the Abyssals, are typically halfbreeds from good races and is always an act of love and unity. The Celestines can encounter some traditionalist difficulties amongst either peoples, but by and large theyre loved and tolerated, and most importantly, they are frequently popular figures and well liked. The other breed of Celestines are the result of the loving embrace of a celestial leading to the half-angels. Size: Medium Fliers Cannot be taken with Abyssals, Always hostile with Aybssals.

FANTASY NATIONS:

TRAITS

FANTASY TRAITS (COMMON)


Common traits are traits that can be shared by any nation or race. One must take into account their nation type, races and alignment when deciding how that trait looks, for example, Loyalty, for a good nation can be simply a populace loyal out of love and honour to their ruler. But the same trait for an evil nation would represent the unrelenting grip of fear amongst the populace (or evil), or even the evil population being loyal to their ruler because hes proven he can hold the position. But do keep in mind that some of the nation types and races will be more or less likely to have certain traits. For example, Fair Law, is far less likely in an evil nation than good. As is Executions being less likely for a good nation and more likely for an evil one. Nation Traits: These represent your nation as a whole. Population Traits: These represent the attitudes and habits of the people. Academic Traits: These represent the education of the people. Military Traits: These represent the military nature of the people. Tradesman Traits: These represent the trade skills of your peoples. Merchants Traits: These represent your nations traders. Magecraft Traits: These represent your mages. Lands Traits: These represent unique elements of your lands. Monster Traits: These represent the Monsters within your nation, and any skill your people have over them. Naval Traits: These represent your naval and merchant navy. If you choose to have one at all. Flaws: You can take these in order to get more traits! Of course they hurt in their own way. And more importantly, you cannot take any traits that contradict a flaw!

THE TRAITS LIST AND DESCRIPTIONS. NATION TRAITS:


These represent your nation as a whole. Size Matters: Your nation has a penchant for building big. Ranging from massive citadels, intimidating city walls to statues or even big ships! Everything your nation builds is impressively large when they get the chance. Spies, Spies Everywhere: You have spies... everywhere... your people are skilled at spying, or buying information from those who have it. This can, and does, however make you unpopular at parties. And be careful listening at doors, glass shatters. Agents Everywhere: The only way to stop a spy is to... well have someone find him and cut his bloody head off! And the agents are damned good at it. Theyll protect your nation from most of those filthy foreigners... and cut down on the doorknocker population. Who Cares about Hobbiton: Youre small, inconsequential, probably so hard to remember your citizens can barely remember your nations name. But that all goes towards keeping those filthily powerful enemies out there from using a dragon to breath down your small hairy inbred necks! (Does not actually require Inbred Flaw) For the People: All of your governments efforts are at least superficially for the people this ranges from your leaders handing out gold to the poor to your overlord butchering their neighbours for security. Monolithic: Your nation is a monolith. It stands astride the world like a colossus. Or at the least that is the impression it conveys to others and works to cultivate. An intimidating nation might just avoid conflicts it would rather avoid. Manipulative: Your nation are clever, quiet and in most peoples opinions, very manipulative politically. There is little that they cannot convince someone to do, except for something they hate the idea of doing. Peaceful: Your nation is a peaceful one unlikely to start wars, it isnt incapable of fighting wars, or even bad at doing so, but it is uninclined to do so if any other acceptable option is open. This makes them more trustworthy. Vengeful: Your nation is a vengeful beast that doesnt take slights well. And when slighted it moves quickly to avenge such a slight. This leaves them at a higher state of readiness than most. But also leaves them compelled to try and avenge a slight, even when such a decision could escalate into something so much worse. Honourable: Your people are not necessarily peaceful, but they are considered to be true to their word, even (or is that especially?) when it kills them. This makes them trusted in negotiations and other dealings, but a bit naive in return.

POPULATION TRAITS:
These represent the attitudes and habits of the people. Loyal: Your people are unquestionably loyal to the death. Whether it is because of love for their ruler or a deep terror that their ruler is worse than any other fate. Brave: Your people are strong of heart and spirit and will face down monsters, odds and mages with courageous resolve. Religious: Your people are believers in gods or a god without fail. This makes them stronger of resolve than many. They will do almost anything for god. Stand Tall: You wont back down, not now, not ever, not even when its actually reasonable to do so. You took a damned stance and are going to stick with it. Jackrabbits!: Your people breed far more often than other members of their race. Females may as well be baby-farms. Oh by the gods, at least go inside first! Talented: Your people are good at what they do, it really doesnt matter what it is, but due to this there are less skilled labour overall as your standards are too high. Squeaky Clean: Your people are strong believers in sanitation and cleanliness and as such are remarkably clean... for the times anyway. Brutal: Your people are not naive when it comes to war. In fact they have no pretentions when it comes to war at all. This leaves them far more brutal in their wars than others. We stand as one!: Your nation stands and acts as one, your people will follow its leaders wholeheartedly into any endeavour it puts its mind to. Clean streets: Your nation has a relatively low crime level, whether from regular patrols by the city guard or routine purges of the poor quarter by your men for example. Fair Law: Your laws are fair and exact, you study the cases, search for evidence, and when the penalty must be handed down, it is done so fairly and completely. Thus less people there are to complain about unfair treatment. Executions: Your nation isnt as fair as the trait above. Instead it deals with criminals in a much more adaptive level. It simply kills all its criminals in grisly and public fashions. And through such controls crime through fear.

ACADEMIC TRAITS:
These represent the education of the people. Medicine: Your people are familiar with herbs and unguents and poultices, this leads to a rather skilled people when it comes to healing. Every now and again sawing a mans leg off isnt even the first option! Schools: Your people value education and require the youth be trained in basic skills they will need in life. This leaves your people mostly literate. Swordsmans School: Your military maintains an institute that teaches the art of swordsmanship to its soldiers leading to a better overall quality of swordsman. Archery Range: Your military and even some civilians, come here to learn their marksmanship with bows or crossbows, or even some other stranger weapons. Academy of Power: A mages school that teaches only the most elementary levels of ability to those with the talent. This also helps reduce the level of ostracising that mages receive. Weapon Academy: This academy trains your men in the use of most other weapons of war, Maces, Pikes, Spears and so on and so forth. Thus your troops are more skilled with nonstandard weapons than normal. Cavalry Concourse: This is where your cavalry learn to master their art. Your riders are more skilled than might otherwise be the case and more unified in their strategy and warfare. University of War: This is where your officers and generals, as well as possibly admirals, go to learn the craft of war from experienced men who have survived the worse rigours of war. Most instructors are scarred from their time on the battlefield. Agricultural Institute: This is a place of both learning and trading. Here farmer, fishers and hunters gather together with their best produce and discuss their trades and how they can be improved upon. Tradesmen Academy: Here your people go to learn advanced building techniques from their creators, or even to develop new methods. This academy is both valued by civilian tradesmen and the siege engineers of the military. Theological University: Here your clerics and preists go to learn the more in depth secrets of their gods and any benefits that might entail. (Requires: Religious) Institute of Commerce: This educates people into the arts of the merchant so that they may go out and make money. Lots and lots of money.

MILITARY TRAITS:
These represent the military nature of the people. (Hold the Line, Masterful Cavalry, Block out the Sun, Bring Down the Walls and Control the Skies are mutually exclusive. You may only have one of them.) Ambush Predators: Your army are skilled at skulking, favour light troops and hiding in the bushes to spring the attack at the perfect time. Most of your troops are only equipped with heavy leather armour at best. (Cannot take with Heavy Armour) Fearless: Ten men standing against one Dragon with a thorn in its foot? Lets do it. Your men have no fear. Of course this can lead to them having no life, but thats a small price to pay for an army unlikely to run like little bitches right? Strategists: Your Generals and Admirals are skilled planners and strategists able to predict and control the movements of the enemy to some degree with cunning strategies. Hold the Line: Your army is built on infantry. Infantry to hold the line at all costs and against all enemies. (Foot Infantry Costs are reduced by 50%.) Masterful Cavalry: Your cavalry holds pride of place at the head of your army. Their thunderous charge renowned world over. (Cavalry Costs are reduced by 50%) Block out the Sun: Your Archers are skilled and oh so numerous. This can leave them vulnerable to better troops though. (Archers and Crossbowmen Costs are reduced by 50%) Bring down the Walls!: Your Siege Engineers are renowned for their masterful control of siege engines. (Siege Engineers and Engines Costs are reduced by 50%) Control the Skies: Your aerial cavalry are more talented than most would expect and more common. As such few expect such a vector of attack. (Aerial Cavalry Costs are reduced by 50%) Heavy Armour: Your army is well armoured. In fact, almost totally armoured, despite how ridiculous codpieces look. (Cannot take with Ambush Predators) Superior Training: You armies training is excellent and few armies could match it directly. Indeed, 300 could even hold a narrow pass against ridiculous odds. (All military units cost twice as much.) Monster-Hunters: Monster Hunters are a specialist unit of troops equipped and trained specifically to hunt and slay monsters, while their talents are wasted on more common monsters they can become truly invaluable should your enemies deploy Dragons or other Legendary monsters to the field. Witch-Hunters: Sometimes the enemy just has too many, or too powerful, damned mages. Well these men are a specialised unit whose sole purpose in life is putting magic users to the sword, torch or whatever blunt or sharp object happens to do the trick. They are well versed when it comes to mages and how to slay them.

TRADESMAN TRAITS:
These represent the trade skills of your peoples. Farmhands: Your people produce a great deal of excess Grain, corn, or whatever other foodstuffs you think would grow in your area. Ranchers: Your people are experts at wrangling cattle and breaking wild stallions. Their breeding systems make their herds the best out there, no ones horses can compare with yours. Fish The Seas: Your people live near the ocean and you have a large fleet of fishing ships that produce large quantities of fish for your people to feed on. Master Carpenters: (Requires Tradesman Academy) Your men are brilliant woodworkers they could make a crucifix well enough to make its victim proud to be strung up on such a work of art. This generally means that anything made of wood is better than anyone elses. Even your Siege Engineers have gotten into the spirit! Master Smiths: (Requires Tradesman Academy) Your smiths are true masters of their trade and most metal products to come out of your nation are of a higher quality. Your metalwork is valued the world over, and yet your military has received the benefits of this arrangement too. Master Stonemasons: (Requires Tradesman Academy)Your Stonemasons are masters of their craft. Buildings, Walls, Citadels, Castles, all made of the finest and best stonework, your walls are stronger, your homes sturdier, your religious edifices... much the same, theyre stonemasons, not sculptors. Master Shipmakers: (Requires Master Carpenters) Your shipwrights know the difference between good quality oak and middling quality oak far better than the trifling amateurs building the ships of other nations. They turn their noses in scorn at such plebeian types. Master Glassblowers: (Requires Tradesman Academy) Your glassblowers are amongst the finest in the world, and most prolific, even your peasantry has access to good quality glass to window their home with. The glass artworks are also well received. Trackers: Your hunters are amongst the finest ever born, they could follow a fish through the sea if the tales are true (they are not). But when pressed to aid and serve as scouts for the military there are few equals. And those you dont want to meet. Industrious: Your workers and tradesmen work hard long hours day in day out. In fact few can question their dedication without earning a swift punch in the face.

MERCHANTS TRAITS:
These represent your nations traders. Moneylenders: Your brokers are very good with money and lend it out to those who can be trusted, moreover they are very very good at claiming debts back. You dont want to be owing them money. Especially if theyre Ogrim. Silk Roads: Youre a hub of merchant activity, you happen to control an area that is utterly invaluable to the trade. Gold Cheats: Your merchants have been known to, from time to time, mix their gold with materials worth a little less. But when caught out there is usually a lynching. (Cannot take with Honourable) Gold Worshippers: Your Merchants CRAVE gold, theyre willing to spend a lot to get even more, however they are also very very sharp. They can almost literally smell a swindler and coin-shaver. Exotic Trade Goods: Your Merchants are purveyors and traders of the rare and esoteric items of the far off lands. This lends them a little more mystique which is always helpful. Underground Markets: These black markets have a good supply of goods that other nations frequently consider highly illegal. This leads to thriving trade of the hard-to-get items. A little money here and there: The Merchants leave aside a little bribe money with which to get through those pesky little legal roadblocks and expedite trade, oh nothing illegal of course, just some sharp-edged coin to cut through the red tape, like getting into cities and getting the choicest stalls. Grease a couple of palms: A little coin to grease a few palms can get you preferred status as the chosen customers of more than a few merchants. After all, theyve all got such incredibly large families to feed. Crossbow Haggling: Those less honest merchants are not uninclined to try and... back up... their trading power with muscle power. Longstanding Merit of Trade: Your merchant families are old, sometimes able to be tracked back further than the royal bloodlines of other nations. And this leaves them with a long and prideful reputation allowing them access to higher markets. Or even to supply royal houses! Of course it also leaves them with very old enemies as well.

MAGECRAFT TRAITS:
These represent your mages. Elemental Fires: Your mages have access to the discipline of elemental flames. This base fire magic is a cornerstone of many offensive magics. Elemental Waters: Your mages have access to the discipline of elemental waters. This base water magic is a cornerstone of many magics. Elemental Earths: Your mages have access to the discipline of elemental earth. This base earth magic is a powerful defence, and combined with elemental waters is a powerful healing agent. Elemental Air: Your mages have access to the discipline of elemental air. This base air magic is strong and used most often as a component in other elemental magics. Element of Light: (Cannot take with Element of Shadow.) Your mages have access to light magic. The bright soul magic as many call it. It allows many miraculous things. Element of Shadow: (Cannot take with Element of Light.) Your mages have access to the shadow magic. This magic is capable of much, and misused (or used properly) can do great evil if not stopped. Storm Magi: (Requires all four Prime Elements and either Light or Shadow Magic) The Storm Magi are those with mastery of the elements, they are powerful war-wizards and are not to be considered lightly. Scholars of Power: Your sorcerers, witches, mages etc all study the arcane magics, but not just magic, but other elements as well, history, science, religion. They study all sorts of things without hesitation. Advisors of Old: Your Mages have long held position as advisors to the rulers of your nation. And held that place with pride. This gives the rulers the honour of a powerful Guardian. Reputation of Gold(or Nightmare): Your mages have a reputation as powerful purveyors of power and are either greatly respected, or feared, by the populations.

LANDS TRAITS:
These represent unique elements of your lands. (Each of these costs 2 Trait Points.) Gold Mines: Your nation has a number of great mines within its mountains and hills providing significant amounts of gold to your nation. (Replaces Mining Settlement) Great River: You have a great river running through your nation allowing traders from far nations to reach you even if you have no coast. It is also a great source of food. Mithril Mines: Your military has the benefit of the finest mithril mines with which to support and equip its men, though it is highly expensive. (Replaces 1 Iron Mining Settlement)(Max 1) Adamantium Mines: Your military has the benefit of the best metal for making weapons with. Highly expensive like mithril but it is better for weapons than mithril which is better for armour. (Replaces 1 Iron Mining Settlement)(Max 1) Rift: This rift between the world and another stranger one allows passage between rifts for those brave enough to risk traversing them. And risk is the operative word. Veins of Power: Mages treasure these lines of power that run deep beneath the soil, they tap into them at meeting places called nodes that allow them to draw a larger measure of power than they could normally ever tap. Ancient Edifice: (Limit 1) This ancient edifice is an old and feared place. Haunted and not quite of this world. It is a place where heroes go to test themselves. And yet armies can be wiped out by the arcane defences of such places. River of Souls: The River of Souls is an oracles guide. They speak to the prophets and seers with greater accuracy and clarity than they otherwise would. But they are riven with deadfalls and traps and can be abused by Necromancers. Ziggurat: The Ziggurat is an ancient ancient place, none knows who built them, only that on full moons they concentrate the power of that stellar bodies light directly into a crystal built into its peak. And if a sacrifice is performed upon the altar that power can be transferred into a sorcerer of great strength. Ancient Site of Battle: This ancient site of battle is a hallowed ground covered in the honoured dead slain in war. Thousands of bodies. These sites are treasured by soldiers who consider them holy. And more troubling, treasured by Necromancers who consider them useful. Dormant Volcano: This Dormant Volcano is considered to be a source of power by fire mages. This is not necessarily true of course. However it IS a home of fire elementals. Breach of the Realm: These are foul holes in reality through which demons spill forth periodically to ravage the lands. However those of the inclination to do so can seek out these demons in their own realm. Even strike deals and compacts with them. (Cannot take with Living Forest.) Ageless Mountains: These mountains are timeless giants. Some say that they existed before the world itself came to be. These great edifices are home to the giant Wyverns and other flying monsters. And very rarely, home to Dragons. Living Forest: The Living Forest is an example of all that is good and natural, and is protected by its inhabitants and creatures called the Ents. They are also sources of nature magic, and they do not take the intrusion of evil laying down. (Cannot take with Breach of the Realm) Sands of Time: These ancient deserts are considered both an omen and evil by many across the world. They of course know no such distinction. These are places of great risk, and potentially great reward. For an adventurer who can reach the core of the Sands of Time without perishing to its millions of hazards is permitted to take but a vial of the substance. And with it they can live forever so long as they hold the substance close. (GM-Moderated) Ancient Mages Tower: (Limit 1) The Mages tower is a valued, and some think needed part of the wizards art. However this one is more ancient than others and has had so much power cast through it in its lifetime that it is practically buzzing with energy. A wise mage can at some risk draw from the power of the tower in their moment of need.

MONSTER TRAITS:
These represent the Monsters within your nation, and any skill your people have over them. Wyvern: The Wyvern is a small flying dragon-like creature, only twenty feet long it is an excellent mount for troops when trained, though it has no breath weapon it possesses a venomous sting upon its tail, however Wyverns are jittery creatures compared to other flyers. They are exceptionally fearful of Dragons above and beyond normal as Wyverns often form a staple of wild dragon diets. Dragon: The Dragon is lord and master over the skies. Though many beasts lay claim to being stupid the Dragon is considered especially intractable. These beasts breath various breath weapons though fire is the most common Frost Dragons of the north are known for breathing air cold enough to freeze the blood. And the Black Dragons are known for their ability to spew forth a cloud of toxins. Nothing can match a Dragon in the air for power and ferocity. Its such a pity that they are difficult to control. Drake: Drakes are the ignoble and often lamented stupid cousins to the already stupid dragons. These beasts are almost identical to their airborne cousins except for the rather significant lack of wings. Drakes and Dragons do not react well to each other. A Dragon will often defy the will of its master to attack a Drake. Troll: Trolls are by and far probably the dumbest monsters that ever lived. Though unlike most they can be trained to use clubs their sole saving grace is that they are powerful, half again the size of an ogre and can regenerate from many minor wounds. Gryphon: Gryphons are powerful creatures, the mating between eagle and lion these are noble creatures founded in culture, indeed, the Gryphon mates for life, and if its mate perishes it will continue on with its life without ever seeking a new mate. They are quick to learn and take to training, but ultimately like all monsters simply fails to cross the divide into sentience. Hippogriff: The Hippogriff is a bastard-monster, it is born of Gryphon and a Mare, that makes Hippogriffs exceedingly rare creatures, but they are much like their monster parent, but their halfbreed nature with a horse lends to an even more easily trained animal. Be warned, Hippogriff is rather a delicacy for Dragons. (A Gryphon does not mate for life with a mare unlike another Gryphon, it is thought that the first Hippogriffs were simply the way ornery adolescent Gryphon males dealt with sexual frustration.) Basilisk: This creature is the smallest of the monsters by some significant measure, in fact it is generally no larger than a chicken. However it inspires terror in many a man, this reptilian-chickenthing has a hypnotic gaze by which it catches an enemy in the eye paralysing them so that the Basilisk may inject a venom that turns the victim to stone. Chimera: The Chimera is a winged creature of marked power, indeed, this three headed beast has the head of a lion, dragon and goat. Though it is unknown how or why they were created they are capable of breeding and breathing some flame. Great Wyrm: The Great Wrym is a colossal snake that is capable of the limited ability to spray acid. It is a powerful enemy and its ability to constrict monsters of similar size is often as useful as its acidic breath weapon. Kraken: The Kraken is a giant squid of the deep, able to drag a ship into the depths few question its raw power it has little by the way of supernatural abilities as most would see it, but the raw power to drag a ship beneath the waves is nothing to sneer at. Pegasus: The Pegasus is simply a winged horse, though some suggest its tears have powerful healing qualities most people are loathe to slaughter them to find out. Sphinx: This Lion-woman thing is a nightmare in the hearts of the reasonable, but serve well as guardians of places of worship, or any places where people are not welcome without the correct passwords. The Sphinxs are not intelligent, but like dogs they can be trained to respond to certain verbal cues with typical responses. Dragon Turtle: The Dragon-Turtle is a well armoured sea-drake though it resembles more a turtle than any drake. Its breath weapon is highly pressurised steam and its bite can crush through steel or wood with ease. Though like all ocean/water based monsters it has no use on land. Hydra: The Hydra is a horribly mutated Drake, its exposure to mutating magics have caused it to spawn up to nine additional heads, and while they dont heal as quickly as the myths would have you believe they all possess a vicious bite and voracious hunger. Those oldest Hydra can even breath poisonous gasses at their enemies. But that is less than one in a hundred Hydra that possess such ability, these Great Hydra are typically too dangerous to use reliably.

Gorgon: The Gorgon is a snakelike humanoid with a hair of snakes though mages have determined that this is similar to a Hydras warped creation. These Gorgons are swift and agile, moreover a bite from their snakes will like a Cockatrice turn the victim to stone, it is not in fact their gaze as most believe but a magical component in the venom of the snake-hair. Also contrary to popular belief there are as many male Gorgons as female. Sirens: Sirens are half-eagle half-human creatures, they are possessed of a singularly enrapturing song, and the voracious appetite to tear apart their victims and eat them raw. These creatures arent terribly intelligent, but they direct their song to their chosen prey to entrance them and draw them in. Contrary to popular belief a Siren can only entrance one man at a time, to entrance a whole ship would require as many sirens as there were crew. Also ear plugs do nothing. Elementals: Elementals are creatures formed of the stuff of elements, by their very nature this makes them extremely hard to kill or contain without mages. But the scale of their power is limited, an Elemental can only do so much, and moreover on the battlefield once they begin doing their thing they swiftly turn out of control, they are elemental after all. Cerberus: The Cerberus is a three-headed canine monster the size of a small horse. It is capable of breathing flame from all three of its heads and its agility is unquestioned. Manticore: The Manticore is a winged firebreathing lion with a very humanoid face except for its obese size, oh, and did we mention that it can shoot spines from its tail at its enemies? Im sure we mentioned that.... Sea Serpent: The Sea Serpent is also known as the Leviathan, a massive ocean-going drake, it has no breath weapon or traditional limbs in favour of fish-like appendages. But it is a powerful creature without true equal in the oceans and is even more massive than a Kraken. Hook Horror: The hook horror is an aberration that stands about nine feet tall and weighs almost 350 pounds.
It has a mottled grey exoskeleton, which is extremely thick and dense, and as difficult to breach as metal armor. Instead of hands/paws/claws, its front limbs end in 12-inch-long razor-sharp, blade-like hooks. These hooks are, of course, the hook horror's primary method of combat. Its legs are similar to those of a bird, and its head is shaped like that of a vulture, including the hooked beak. Its eyes, however, are multifaceted like that of an insect. It is thought that the hook horror is distantly related to the cockroach, despite its bird-like qualities.

Umber Hulk: Umber hulks stand at 8 feet tall and possess large mandibles and huge claws capable of burrowing through solid stone. They have four eyes. The two smaller eyes provide normal vision while the two larger ones enable the creature to see in the dark. Furthermore, anyone who looks directly into the beast's four eyes may suffer from a debilitating sense of confusion. Liondrake: This creature is somewhat like a draconic lion, their winged and scaled bodies are powerful and fast. They are common mounts for those brave enough to try and ride them. Its roar is capable of paralysing their targets. Ankheg: This monstrous insect is a horse sized beetle and its maw drips with venom and its jaws are capable of biting a warhorse in two, but these beasts do not take well to the open and can become confused by open spaces. Bahannoth: This giant... horror, is an underground dwelling betentacled horror. This monster is devastating underground and able to blend in with its environment and attack with its tentacles and razor-toothed maw. Cildabrin: This bastardisation between both Scorpion and Spider is a massive creature and deadly with its poisonous maw and stinger tail and its ability to create webs where youd rather that they didnt. Just keep an eye out... or lose it. Choker: This humanoid tentacle fiend is, like all monsters, stupid and predatory by nature. But it is a lone hunter typically using its spiked tentacle limbs to grab its prey around the throat. This makes a trained choker monster a valuable assassin. If you can train it well enough anyway. Frost Salamander: This is a drake-like creature, somewhat smaller and dependent on cold climates, however it can breath a blast of cold freezing to anyone with blood to say the least. It is strong and fast but again, doesnt care for anything but cold climates. Lodestone Marauder: Lodestone marauders are dull, metal-skilled, and spike-covered quadrupeds that are able to manipulate magnetic fields to repel or attract metals to them. They have an insatiable appetite for flesh and metal. Barghest: These wolflike monsters are dangerous and known to dominate wolf packs though they are of much more savage temperament and strength. Their jaws are capable of crushing the neck of a horse in a single bite.

NAVAL TRAITS:
These represent your naval and merchant navy. If you choose to have one at all. Shipwrights: (Requires Master Shipmakers) Your men are capable of building small vessels with ease. These vessels are of decent quality and will allow you to cross the oceans safely. Master Shipwrights: Your shipwrights create works of art upon the ocean. Large well built vessels that can carry their crews safely across all but the worst seas. (Requires: Shipwrights) Ramming Speed: Your vessels are build with a pointed prow beneath the waterline suitable for ramming enemy sea-ships and sinking them. By the winds: Your people favour wind-powered vessels and rarely have oars on any ship intended for ocean travel. Theyre better navigators and seem able to predict favourable winds. (Cannot take with Dragonships) Dragonships: Dragonships are mostly powered by muscle upon the oars and dont depend on capricious winds to power them. However they make poor ocean-going vessels and must keep to the coasts so that they can see where they are headed. But Dragonships are crewed by stronger and better soldiers. (Cannot take with By the winds) Lords of the Ocean: (Requires Master Shipwrights , By the winds & Windriders) (Alternative Requirements: Master Shipwrights, Dragonships & Ramming Speed) Masters of the deep waters far from the sight of land few have ships as powerful, as well build or crews as talented. Except the Sea-Lords. Windriders: Masters of travelling on sail-powered vessels, they build their ships better than most when it comes to sailing. Few ships are as fast as a Windrider. Favour of the Gods: The gods of the sea have favoured your people, they will often find the weather suiting their needs and the prayers of sailors seem heard most clearly. Those favoured by the gods rarely get the chance to drown. Heavy Ships: Your ships are big, bigger than usual, heavy and well protected. Able to stay stable in almost any sea or ocean they also carry more heavy weapons like ballistae and catapults. Warriors of the Sea: Your men were born on the sea, or so it would seem to your enemies who face you there. All expert swimmers and excellent boarders, they also make great raiding troops!

FLAWS:
You can take these in order to get more traits! Of course they hurt in their own way. And more importantly, you cannot take any traits that contradict a flaw! (Maximum 4 flaws, provides 1 common trait per flaw unless otherwise specified.) Inbred: Your leadership has a history of family being a little too close. Closer than most morally upright are comfortable with, fuck closer than many evil things are comfortable with. This has several issues, one: Your leadership is about as intelligent as a bag of especially stupid potatoes. Two: Your leaders tend to use Mum, Sister, Daughter etc rather interchangeably. Abrasive: Your people are just not likable. Your personalities stink, your accents grind on the senses and... well... everyone dislikes you. Dont expect to get quick allies. Painfully Stupid: Stupid? Your people arent stupid, theyre borderline retarded. And theyll do stupid things for pretty much any reason at all. Disloyal: Your people arent exactly... loyal. In fact theyre the opposite, theyd sell you out for a wheel of ratbitten cheese let alone gold. Cowardly: Bravery? The closest your people come to bravery is being the last to start running away when things get tough! Terrified of Monsters: Your people are terrified of monsters in every way it is possibly to be. A Charge by monsters can as good as end your peoples courage on the battlefield unless you do something about it. Like hope to hell the monsters are killed before they reach your lines. (You cannot take Monsters) Terrified of Magic: Your people are terrified of mages of any type, and in fact consider them to be the most terrible thing that they can imagine. The will often break if they find themselves the target of magic, and moreso if it works. (You cannot take magic type traits, including nation type ones.) Plagued by Bandits: Bandits are a major concern and problem within your nation to the point where only a fool travels unarmed, or in large groups. Cult of *Keyword*: The nation is host to a cult of deviants who are by their nature troublesome, subversive and inclined towards causing problems. Dangerous Cults: Very much like the Cult above these are worse, for when all is said and done they are dangerous and use force and violence to get their points across. Usually with the point of a sword. Afraid of Water: Your nation is terrified of water, oceans or any large body of water. They quite simply will avoid the coast alone, and getting them out onto the ocean aboard a vessel is close to impossible. Unwashed Savages: Your people are unwashed savages, their hygiene is poor and their education severely lacking. They are highly superstitious and will do what they choose when they choose. Haunted by the Past: Your nation has some event in its past that would be considered so horrific by your people that if it ever came out the people would be repulsed by what they discover, and more importantly, there would likely be mass revolt. Led by Morons: While not family-fuckers like the Inbreds, your nation does seem to have a knack for getting imbeciles into power, and as such the chances of something stupid happening increases exponentially.

Inept at all Crafts: Your people are lousy craftsmen, your swords are bent, arrows fail to fly true, your chainmail pants are shorter on one leg than the other, that breastplate even has a whole RIGHT OVER THE HEART! I meant... seriously... One, two, many?: Your people while not necessarily stupid, are mathematically inept, counting is simply not in their nature, and that causes problems with your tax collectors who settle for close enough. When all is said and done you lose 10% of your gold to miscounting. Plagues!: Your lands are, plagued, by plagues. In times of trouble and in peace there is little time when you are not assailed by plagues, your people are dying and they are unhappy. Bloodthirsty: Your people are bloodthirsty savages, when your nation is at peace with other nations, or indeed, untouched for any length of time, internal wars, a rise in crime and banditry. Your nation becomes rife with blood. Paranoid: Your people are exceptionally paranoid and suspect everyone of everything all the time. This makes diplomacy so difficult as to severely hinder chances for alliance. Hopelessly Lost: Your people have not discovered the art of magnetism and the mysteries of the compass. In fact they have trouble finding their own rear ends without two-hands, a map, three sherpas and a hired guide. Untrustworthy: Your people have acted dishonourably enough in the past that nobody can trust them with even the simplest of things. Even those who have not met you have heard the stories from too many mouths to risk trusting you. Turnips and Radishes: Your peasantry has the singular honour of having the single worst diet in the world. Your more worth-something citizens simply must get every food worth eating leaving your peasants with the two worst foods of the medieval world. And sometimes (if your rulers are cruel enough) brussel sprouts are on the peasants table too. Of course its nobodys fault when the peasants rise up in revolt (If your food was as revolting you might revolt too.) Wild Mages: Control is always a risk, and with wild mages... well, there isnt any. Control that is. Cannibals: Your people have a little... culinary issue. Namely they rather like the taste of ... well.. each other. This comes with armies of its own problems, like your army shrinking if the food caravans dont keep it well stocked as your men pick who they think is the weakest for a snack.

FANTASY NATIONS:

NATION TYPES

BARBARIAN NATION
The Barbarian nations are proud of their ancient traditions, most of which are older than any other of the nations alive today. And they find nought but insult in the manner by which lesser nations mistreat the ways of old. But the Barbarians are entrenched in their traditions and beliefs and change comes hard to them. Indeed, many barbarian nations seem to have an otherworldly connection with the spirits of the fey realms for both good or ill. Nation Trait Basic: Baresark: Some of the Barbarians are possessed with an innate rage that overcomes them once the blood of battle begins to spill. These rare warriors need no armour and typically forsake it for large axes or swords. Once they enter the battle frenzy they become nearly unstoppable except by sheer weight of numbers (or monsters, magic etc). However few of those who are blessed by the Baresark curse live long. Nation Flaw: Bound by Tradition: The Barbarians are loathe to change to the ideals and traits of some other less accepting or those who simply change too much too fast. As such there are few nation types that they are compatible with. They cannot be used with or allied to any of these nation types: The Learned; Empire; Mechanists Dominion; Dead Kingdom; Mageocracy; Kingdom of Solace; Theocracy; Merchant Lords or Black Empire. GM NOTE: None of the nations named fit a Barbarian nation. Apologies to anyone who fancied the combinations. As all of the named nations put a lot of stock in cities and material possessions, the Barbarians just dont do anything on the same scale as those nations.

NATION TRAITS:

Way of the Warrior


Lords of the Axe: War Paint: Youngbloods: The Barbarians use axes with the same skill that any other man might wield a sword. And it is a terrible sight to behold when a Barbarian Baresarker wields a greataxe with more skill than many with a greatsword. When entering battle the Barbarians decorate their skins and armour in the markings of their clans, this war paint has an effect on the psyche of the Barbarians and the more their are. The harder theyll fight. Barbarians fight young. Drink young and lay their wife young. Amongst a people whose lives rarely reach their sixties life is lived hard, fast and without hesitation or regret. They live life to its fullest. As such even the youth of the Barbarian nations knows precisely how to drop an enemy. The Barbarian way is a way of strength. Cowardice isnt tolerated in any capacity and those found to have cowardly tendencies soon find they have lost-their-head tendencies. As such Barbarians are not going to flee a battlefield unless honour is satisfied.

Death before Dishonour:

Druid Magic
The Burning Man:
In times of great need to the people the Druids can prepare a sacrifice. This sacrifice, a person considered heinous to the Barbarians, is then burned alive within a wicker effigy. And if the Sacrifice is deemed sufficient the power of the Druids will animate the Wicker Man as a fire giant for a night and a day. The wolf, beast and man attuned to the nature of the Barbarian can all hear the Druids call in times of need. That magic connection with all living things telling those receptive to the druids that it is time to gather. A Druids circle is but a foci for their magical power, but when they are Henges of power the power of the druids within increases exponentially until at its closest proximity the Druids within possess mastery over life and death itself. None can cross the walls of a Henge of Power without approval of its masters. At least without powerful magics of their own. The Druids are able to see a limited time into the future or so it seems, instead they judge and watch those around them and make powerful and well reasoned judgement calls. Some might even call them prescient. This is never seen more importantly than on a battlefield where they direct their people. (GM Moderated)

Call of the Wild: Henges of Power:

Eternal Wisdom:

Seelie and Unseelie Courts


Favour of the Seelie: Unseelie Debt:
With the favour of the Seelie the Barbarians can tip the tide of chance and happenstance in the favour of the Barbarians. Of course with the capricious nature of both the Seelie and Unseelie this could backfire. Despite hating most of the sentient races and generally trying to cause them trouble at some time in the past an event led the Unseelie to be in debt to them. As such in times of need the can be called upon to Harass the enemy, but be careful, for not all unseelie owe such a debt. And they do not take kindly to being summoned. In times of the greatest need the Barbarians can call on the aid of a small warhost of the Seelie. This Warhost will fight an enemy of the Barbarians until they are all either dead or victorious. But should an entire Seelie Warhost be slain the Seelie will not aid the Barbarians again. In times of the greatest need sometimes the Unseelie will entertain a request to grant a death to an enemy of the Barbarians. They will always exact a high price for this. (GM Moderated)

Seelie Warhost: Unseelie Death:

Wilder Ways
Foresting Instincts: Nightmares in the Trees: Live off of the Lands: Game Trails: The Barbarians are familiar with the ways of the forest and few make better hunters than they, and even fewer can move armies through forests as easily as they can. Within the forests the Barbarians are able to move fast as we all know, but some of them are capable of concealing their armies within the forests with almost preternatural talent and ambush an enemy from seemingly impossibly close range. Foraging is an important thing, especially for an army on the move and few can forage as well as the barbarian people who find such necessary to adequately feed an army on the march. Those tracking Barbarians may find that the paths they were tracking suddenly vanish or disappear, this is not due to any magical ability, but due to an uncanny ability of the Barbarians to find and utilise game trails and rivers to cover their trails.

SEA LORDS NATION


Special Note: Requires Lords of the Ocean The Sea-Lords are powerful masters of the ocean, born upon the waves and used to the moods of the oceans. As such they have adapted into powerful people. While some might have taken the trade routes the Sea Lords were a proud martial people and have taken the way of raiders and pirates, and nobody builds anything that floats anywhere near as well as the Sea Lords have. Nation Trait Basic: Masters of all that Floats: The Sea Lords are masters of any and every ship that was ever made. They can navigate around even the tightest reefs. Escape into weather that no sane man dare pursue them within. Shipwrights of Legend: None can match the shipwrights of the sea-lords. Any vessel made by such people will always be superior to that of lesser hands. And it would be a wise man, or woman, to respect that. Nation Flaw: Raiders First: The Sea-Lords are not the most reasonable of people. They are often seen as pirate kings and lords of plunder. And indeed, their first inclinations are in fact to raid before diplomacy. And this shows in the difficulty they have with anything... diplomatic. Raiding Season, Not Raiding Season: The biggest problem of the Sea-Lords is the importance of tradition, and well, traditionally only the summer, autumn and spring seasons are permitted for war and raiding. Come the weeks leading to winter any forces outside of the Sea-Lords borders WILL return. (Conquests Excepted.)

NATION TRAITS:

Ensorcelled Ships
Eye of Protection: Bound Air Elementals: Dragons-Breath: Essence of the Fog: All hulls of the Sea Lords have an eye of protection, but this magical talisman is more than a superstitious protective. Indeed, it is a talisman of sorcerous power that protects the ship from attack as well as an inch of steel might. Whether powered by sail or by muscle the power of an air elemental bound to the ship can make it far faster than it could ever naturally be. And ships with bound air elementals can traverse storms with significantly less risk than normal. (Typically bound to the bowsprit.) The Bowsprit is not just a decoration to the sea-lords, some ensorcelled vessels are so much more than that. Some of them are bound with spells of flame to belch upon their enemies. The fog is a dangerous element in naval warfare. Able to hide fleets, allow victims to escape. But these vessels are bound with the essence of the fog able to cast the bound spells once a day to call or dissipate a fog.

Mysteries of the Mead


Fortification of McGlodson: The Uninhibiter: Gutbuster: This mead is a powerfully strong stuff, burn the flesh right off of your throat into a brand new suit of leather armour. Or at least thats how it feels going down, and those who drink it DO take more to drop... until they sober up. Sometimes you just down that drink that is a bit stronger than you expected, and a couple hours the red mist rises and you find youve just punched out the entire pub, the priest, five small children and a wandering chicken. By the five gods of piss and shit, it tastes vile, goes down like a dragons breath, comes out like a water elementals piss and burns the whole way. But by whatever gods you care to worship you discover that youre practically immune to any natural poisons while under the influence. Never mind the blood in your next piss. Its normal... I think. A good brew is going to be good for you. And this might feel like swallowing a greatsword ass end first but itll heal what ails you. Unless you had a limb chopped off... or a head lopped off. You dont want that...

Nectar of the Gods!:

Mad Seamen
Bad weather? What the fuck do you mean this is bad weather? The rains pelting down, the waves roar high as a dragons ass and our men are in good spirits, and I mean the drinking kind. Our sails are full and were making good time! This isnt bad weather, its GREAT weather. Now stop your complaints and row! Haul them in lads!: The Sea-Lords are unmatched at sea. And in fact if you find yourself in a chase with a sea-lord bearing down on you kiss your ass goodbye. Theyll haul you in, scale and gut you before looting your ship in a blink. Drunkard Warriors!: The Sea-Lords are masters of the mysteries of the Mead and as such will rarely go into battle without a stiff drink of the dangerous type. As such while theyre often not as coordinated as others. Theyre willing to take risks no sane men would. But then, SeaLords arent sane men. Land-Lubbers be The Sea-Lords have very little respect for those who spend all their time on land. In fact pussies: in the generally patriarchal Sea-Lord society only women and children are considered permitted to be land bound. Any adult is expected to serve at least one tour at sea. Whether as a raider, merchant or anything like it. By Neptunes Cock!:

Songs of War
Lament of the Dead: March to War: Song of Victory: The Sea-Lords are a people rich in culture, and the dead are often revered and this is a song of regret and vengeance. The morale of the Sea-Lords who sing such a song is nearly unbreakable, and they will fight beyond the limits of exhaustion under its thrall. The traditional songs of war call the Sea-Lords to battle the songs sung over the ages resounding through history. Songs laden with the traditions of the people. The songs of victory resound through the ages declaring the intent of the Sea-Lords, under its thrall they will fight above and beyond the call of duty into the ages, under its influence they can even fight in the winter seasons. But if they fail to achieve victory under its thrall they will fall back to their own nation even giving up territory and riches taken before then. (Requires GM Moderation) (Requires all other Songs of War) This song is the most ancient of all Sea-Lords it calls the ancient gods of the ocean to battle and is used to batter an enemy nations coasts with tsunamis before the Sea-Lords reach them. Of course if the Gods dont approve it can backfire as badly as it can succeed.

Gods Call:

THE LEARNED NATION


The Learned are scholars with a touch of the fey. Often believed to be a dour and serious people with no spirit or soul outside of their books they live a much richer life within the realm of the fey during their dreams. This means that they are less tolerate of falsehoods, fanciful tales and any untruth. They are also the self-styled protectors of all knowledge and will act in whatever manner they decree is required to protect such knowledge at all costs. Even of going to war simply to protect it. Nation Trait Basic: Hunger for Knowledge: The hunger for knowledge knows no bounds and the Learned drink in that knowledge like a fountain but they only ever hunger for fact. They possess incredible volumes of knowledge, and indeed, a single peasants house in a Learned Nation can be expected to hold some small books and every citizen is both literate and often literate in more than one language. Fey Alliance: The alliance with the Fey is what gives the Learned such a fantastic way of life. While their lives appear to many as so dull and uninteresting they never see that the Learned spend their dreaming hours within the realm of the fey living in a world more fantastic than the mortal world. Nation Flaw: Facts facts facts!: Unfortunately their reputation for being a dour and uninteresting people, this is false but propagated by the constant requirement that all be fact. They do not take or tolerate fiction or unprovable knowledge. If it cannot be proven then they do not want it in their libraries. For why should they tolerate fiction when they have lived more fantastic things in their dreams amongst the fey? Protect the Knowledge!: The Learned are jealously protective of knowledge, while they are happy to trade for knowledge, if they discover that knowledge is under risk of deliberate destruction at the hands of another they will enact MILITARY action in order to protect it, from a small team to steal a book that is to be destroyed, or an entire army to assault and save all the texts from a library before a good oldfashioned book-burning. Of course, if they can get there in time anyway.

NATION TRAITS:

Ancient Knowledge
Maps of the Hidden Paths: Ancient Borders: The world above is a dangerous place and full of risk, and so is the world below, but to someone armed with the ancient knowledge of the hidden paths they can cross the world below and above with a relative modicum of safety. Provided it hasnt collapsed or otherwise changed over the millennia. Not all nations were as they are now. They have changed and shifted over time, and sometimes caches, castles, dungeons and other things have been forgotten to ancient history. You are familiar with the ruins of nations ten thousand years dead before any current nation was even born. Even where to find a few of their still-existing ruins. The horrors of the world are not beyond study, indeed, ancient scholars risked life, limb and manhood often enough to procure such knowledge (and more eunuchs) and you have the collected volumes of their texts. They might come in handy. Or not. The entry for Two-Headed Chaos Dragon consists of the line: Hope it only tries to eat you with one head. Not both. There are many tomes on the treasures of the world that came before. And the Learned have collected many such volumes and value them above all else. And those who have the courage to take the chances and seek out the treasures are revered as heroes of the people with next to no equal. It also has the highest mortality rate.

Tome of Monsters:

Treasures of the Ancient World:

History of the World Part 1


Knowledge of the Ancient Waygates: Royal Connections: Mine Map: Maps of the UnderEmpires: The Waygates are dangerous artefacts, powerful portals that can lead from almost any part of the world to another waygate. But over the millennia the waygates have faded and failed in many places and travelling them is dangerous. Those truly broken are hives of wild magic. Dangerous and lethal without equal. In the quest for knowledge the Learned have amassed a large amount of information on the royal families, laws, successions, ancestors and so on and so forth. You have a fairly detailed map of historical mines, and while some have been forgotten, others lost and others thought mined out you have their records. You know the secrets of the nations under the soil who live beneath us all. You know the extent of their borders, and even to some degree the solutions to their mazes, and the layout of the traps.

Lore of the Fey


Master of the Fairies: Fantastical Venture!: Power of the Fey: Within the realms of the fey those bookworms of the Learned can escape for a time into the fantastical lands of the fey where they can unwind and do things many would never dream. Only the alliance with the Master of the Fey keeps it from being dangerous. Those who are familiar with the Fey can even be empowered by the masters of the Fey to transport people through their realm before returning to the world far from the place they left from. But only a small number of people can be transported through such means. This is usually used to move knowledge safely. The wizards of the Learned all learn their arts from the Fey, and while some consider the Learned to be a dour serious people, that is simply because they dont get the chance to discover the great secrets of the Learned. Such as the mischievous magic possessed of their magicians. Indeed, there is no prankster second to a Learned mage. Of course the Fey are mischievous, the powers they grant the mages can backfire as often as not. And not always nicely. The Fey live, love and lose as much as any man or women, perhaps more, and when the fey fall in love with a mortal they will often follow them around secretly and protect them from minor ills, and when harmed grievously can even risk their own lives to attempt to resurrect their love. Those who love that fey back and become lovers, or even marry with the blessing of the Master of the Fey, are often granted the lifespan to enjoy it with their love.

Fey Protectors:

Protectors of all that is known.


Guardians of Knowledge: Cult of Knowledge: Warrior-Monks: These spies move out into the world seeking knowledge with a single-minded depth of purpose that can drive anyone to awe, if they knew, these people insinuate themselves into the worlds of knowledge and keep their mother nation abreast of their search. It is through such means that the Protectors move to act. Every nation has individuals who share a similar passion to knowledge and keep the learned informed of anything they might want to hear These are not monks in the religious sense, but in that they are recorders, scribes and fulfil many of the duties many expect pure monks to hold. But they are Warriors as well and well versed in the ways of war in order to protect their knowledge at any cost. Including their own lives. Though they frequently violate the oaths of their people and learn the songs and tales of fiction, unprovable events popular in the world, but only to get close to courts and nobles and the rare knowledge they possess. And take it to protect it.

Bards:

EMPIRE NATION
Empire. A term that means so much, these nations are powerful political and military entities whose defensive nature and abilities knows absolutely no equal. Often it is found that such nations are protected across their entire border by a great wall, and many of their cities or castles are protected by additional walls. Assaulting an Empires defences is not a decision to take lightly. Also they have very nice roads. Nation Trait Basic: All Roads Lead to Rome: Your roads are the finest in the world, and they cross your entire territory like a crisscrossing spiderweb. Maintained by the military this allows your armies to cross incredible distances within the Empire in times nobody else would possibly expect. Nation Flaw: All Roads Lead to Rome: The downside of your brilliant road system is simple. If your enemy gains access to your empire THEY can use the roads in exactly the same way you do. And as such what might have been a three month march for an enemy army to reach your city might be cut down to a months march.

NATION TRAITS:

The Art of Masonry


Strong Stone Foundations: Siege Walls: Camouflaged Sally Ports: Many Walls: It is all well and good to have good masonry skills, but all that is without any worth unless the foundations upon which it sits are equally strong. A good foundation can increase the resilience of a wall versus siege weapons, or even magic, considerably. The walls are not just built to support men, but in fact expanded platforms have been built that support smaller siege engines upon the walls themselves, sometimes even with hoists to bring up ammunition from the base of the wall. When is a wall not a wall? Why when your masons have used their considerable skill to conceal it as a natural stone outcropping, and then there is a somewhat.... well... it can open to let troops sally out from unexpected directions. Your Masons are not content with only a single wall around many settlements. Indeed, for each additional point you spend on a settlement that has a wall of any kind you can increase the number of walls by one. (Maximum, 10 walls)

When in Rome
Public Baths: Aqueducts: These social innovations are well loved and frequented by people across the Empire, indeed, almost everyone in the cities will enjoy the pleasures of a public bath. This makes your people more amiable and well disposed to each other. Another part of the high and mightily hygienic Empire are the Aqueducts and plumbing that brings fresh water into the cities and the sewers that carry the effluent and disgusting stuff out. Including the bodies the criminals leave behind.... just dont swim in the bay. Bread for the people to keep them fed, and games to keep them entertained! With these the people are kept happy as they can get easily. But of course they demand bigger and larger spectacles as time goes on. You must keep those people happy! Riots are the penalty for failing to taste the mood of the crowds! When they say when in Rome do as the Romans do they arent talking about accounting, or hard work, no theyre talking about the same thing everyone is talking about, the famous week long feasts and orgies! Your nightlife is active. Very very active. And sometimes it spills over into the daylife. Those are good days.

Bread and Games:

The Peoples Entertainment:

The Peoples Republic


Victory Arches: Victory is not something to merely happen. No, to your people true victories are immortalised in monuments and arches commemorating the victory of your people. These monuments can keep your people from collapsing entirely into despair in the lean times. The memories of the past are strong. (Requires: Nation size; Large or Bigger) Your nation is massive, and powerful to say the least. And this has led it to be a popular place in the world, this has led to many to consider you a leader of the civilised world. Of course, everyone knows where you are when they want to take a swing at you. Leverage is a powerful tool, and a nation as powerful as yours often is has a lot of leverage behind it. It can put a lot of political, or even military, pressure onto its enemies and competition in the world and force its own ends. Your secret police, internal spies. They watch the moods and flows of the nation politically and nationally watching the way people react and heading off rebellion before it ever rears its head. Hopefully.

Centre of the Known World: Arm of the Empire: Delatores:

Formations of War
Testudo: In the testudo formation, the men would deploy very densely and position their shields at the sides. The first row of men, possibly excluding the men on the flanks, would hold their shields from about the height of their shins to their eyes, so as to cover the formation's front. The shields would be held in such a way that they presented a shield wall to all sides. The men in the back ranks would place their shields over their heads to protect the formation from above, balancing the shields on their helmets, overlapping them. If necessary, the legionaries on the sides and rear of the formation could stand sideways or backwards with shields held as the front rows, so as to protect the formation's sides and rear. The size of a typical legion varied throughout history, with complements of 4,200 legionaries and 300 equites (drawn from the wealthier classes - in early times all troops provided their own equipment (the infantry were split into 30 maniples of 120 legionaries each), to 5,200 men plus auxiliaries (split into 10 cohorts, 9 of 480 men each, plus the first cohort holding 800 men). Not everyone gets to be a citizen. No, the auxiliaries are non-citizens who are raised to fight for the Empire for the money, or as tribute or any other number of factors. They fight in unusual and surprising manners. Theyre also cheaper... The Empire are excellent at sieges the highly disciplined armies of their Legions are well suited to siege warfare and the quick assembly of siege engines. Also the Empires siege engines are typically higher quality than another nations.

Legion:

Auxiliaries: Siege Train:

BANDIT-KINGS NATION
There are those for whom it is simplest not to make and produce their own stuff. But simply to get the lads together and take it from those less fortunate. These bandit-lords are often despised across the world and they do not like traditional authority groups, those smartest amongst them often lament that their power often brings them into comparison with the more traditional groups. Nation Trait Basic: The Black Market: The Bandit Lords have an extensive market of illegal or illicit goods ranging the entire spectrum of wines, womens, and weapons. While other nations may dislike your disregard for their laws, the Bandit Lords have access to items that other nations do not... for the right price. Nation Flaw: Bloody City Guard: Your people do not like authority as a group. As a result order is harder to keep in your cities, or not at all in some cases, and your troops are less disclipined on the battlefield. They have a tendency to break ranks rapidly, either to charge or to run depending on the situation.

NATION TRAITS:

Robin Hoods Last Lesson


Apple Shots: Bushes Are Your Friend: Men In Tights: Movie Magic: The Bandit Lords have a preference for skirmishers, more specifically archers. Their bowmen, while less organized that normal, are far better shots and survivalmen. The Bandit Lords use the terrain to their advantage. Their ability to "go to ground" after a successful raid is legendary. Your people only steal from rich people who deserve it. They may get less loot, but the poor eat that stuff up and love the Bandit Lords for sticking it to their respective mans. "Wait, did he just flip over the cart? Where is my wallet? Why are those theives so stylish?" Your men do everything with flair and somehow pull it off, making every raid a show as much as an income source.

Highwaymen of Yore
Tollmen Fire Is Amusing: Rapid Reaction Poverty Force: What's Yours Is Mine: Your men don't always chase down targets, sometimes they let the loot come to them. Your nation has groups that force "fees" on travellers on important roads with the threat of pain or worse for the miserly. You'd be surprised at how well a raging fire does to loosen one's attention on their coin purses. Too bad for the farmer though... The Bandit Lords just don't steal well, they do it fast. Their teams are well equipped with vehicles of the equestrian variety, perfect for moving between choice stealing spots and safehouses. Stealing another nation's military assests, horses and weapons for example, can do wonders to alleviate that strain on your wallets come wartime. Just don't be surprised when the other nation comes knocking, looking for their stuff back.

Goldfingers
Guildhouses: Magpie's Eye: Thief with a Thousand Faces: Look, A Distraction!: Your nation will set up a series of safehouses, warehouses, and the like in other nation's cities for the express purpose of stealing things. This keeps the thieves out of your own pockets and lets them do something useful for a change. The thieves of the Bandit Lords have a knack for finding the best loot among the trash. As such the things they find tends to have a higher value than usual. This can add up over many nights to amass a tremendous amount of wealth. Your men are talented in the art of disguise. Whether it is acting like a guard or acting like the other gender, your people can fool just about anyone when getting to The Goods. Your theiving teams are skilled in the art o- hey whats that?

Give to the Poor


Spread the Wealth: Rackets: Choice Costumers: Information Brokers: Why be so greedy? Throw around some of that gold as you run and watch the swarms of poor block your pursuers like they were part of the team! Your nation doesn't just steal, they use a variety of schemes and scams to get money too. Gambling rings, smuggling, protection rackets and more all give income that doesn't require you to actually take anything! Why pay the poor or the rich when you can just give some of your loot? It was never yours to begin with so its not like you lose money. Your markets trade in ideas as well as material things. Your thieves make sure to collect any useful information on their stealing runs and bring records of them back home. Such dirt can give a nation an edge in negotiations or war for a... modest finders fee.

MERCHANT LORDS NATION


In the trade cities of the distant Tekarovi mountains it is said that one can purchase anything that one desires. Be it gold spun into fine silks, slaves whose beauty melts the heart or a blade that had been used to pierce the heart of a dragon. Anything can be bought in the trade cities. So watch your purse and keep your daggers close. For if you are ill prepared enough to end up in debt you too can be bought by one with the gold in his pocket and intent in his heart. From the Warning of Aedoclus Nation Trait Basic: Deep pockets and long arms: Your traders tend to be on the wealthier side and are in almost every country in the world Nation Flaw: Mercenary Muscle: Your nation relies heavily on mercenaries and hired hands. And they are only as loyal as their pay check.

NATION TRAITS:

The Trader:
Super Caravans: Got Friends in high places: Welcome sight: Fast Travel: You take your trading seriously. Your caravans tend to be huge and well protected too. Your trade connections let you have some access to a more unique clientele and also lets you pick up on some tid bits of valuable information Your traders are famous in the cities and towns they visit, granting more income as well as better protection in friendly nations. Your guides know their way around an area, cutting travel time by taking some short cuts; of course these short cuts can be a tad more dangerous than the road, but who cares if we have to slip past a wyvern nest if it shaves a day of our travel time.

The Store Front:


Trade Tongues We got what you need!: Diplomatic savants: Business espionage: Your nation has traversed the world and has learned the languages of it. People tend to react better when spoken too in their own tongue. You traders have a little bit of everything from all over the world. Some of this might not actual be yours to sell, but whose asking right? Your diplomats knowledge of how to trade grants them a certain affinity for diplomatic negotiations. They tend to be very persuasive, especially about getting your nation the best deal. Your people know how to take care of the competition. From spoiling a certain crop to taking out the right tradesman, you have away to make your services required.

The Work Shop:


Buy only the best: En Mass: Knock Offs: Bang for your Buck: Your workshops produce the best quality at the best prices, of course these things take a little longer to make, but you should never rush quality. (cant be taken with En Mass) Your workshops produce tons of cheap but effective goods; you can equip and sell to the masses. This tends to cut back on quality but remember Quantity has a quality all its own (Cant be taken with Buy Only the Best) The symbols of famous sword makers and master tailors bedeck some of your finer items, Just dont tell the people youre selling them too they arent real. Your workers are efficient, producing more goods with fewer resources so as to provide the largest return on investment.

The Muscle:
Best Money can Buy: Your mercenaries and soldiers receive the best raining they can and get the best equipment they can though this does jack up the price a lot Discount Magicians: Usually magic comes expensive, but you found a sweet deal and can get your spell casters a little bit cheaper (but also a little bit weaker) Trade Galleys: You have specially designed trade ships which are equipped as though they where a small was ship, boosting your naval trade protection against those pesky pirates DEFFEND THE Your boys dont get paid unless the goods come back with them. This means they are GOODS!: great at defending themselves and their charges while on caravan duty and during transit during war.

MAGEOCRACY NATION
The Mageocracy is a nation ruled by its mages, and the nation as a whole largely reflects the rule of the mages, much of the everyday business of the nation is research into magic, and the mining of Magestone in order to allow the mages to carry out their arts to their fullest. However this dependence on mages is often also the nations greatest stumbling block. An army that relies on the support of mages doesnt take well to when those mages are killed in battle depriving the army of its ususal leadership. Nation Trait Basic: Magestone Power: Magestone is the source behind the greatest magics ever wielded in the world. Some believe that only with Magestone and a powerful wielder of a magic source can the greatest epic magics be wielded and cast. Regardless of the truth or untruth of this belief none can disbelieve that magestone grants mages an unfair, if addictive and dangerous, edge. Nation Flaw: Magestone Dependent: The mages of the mageocratic nations need magestone for their more powerful magical abilities and it is an addictive substance that demands more and more to achieve the same effect. This makes keeping it in supply difficult. And the most powerful mages will usually sequester as much as they can for themselves. Unfortunately Magestone has a secondary side-effect. A mage who loses control of himself (or herself) during any spell using magestone opens themselves completely to demonic possession. Which is always unpleasant. Always. Unskilled at War: The Mageocracies are almost totally reliant on the power of its mages, as such the skill, power and abilities of the soldiers suffer as they too are also dependent on the mages support. When the mages fail Mageocracy Armies fall too.

NATION TRAITS:

Summoning/Creation Arts
Golem Creation: Your mages have with the power of magestone and their own ingenuity learned how to imbue a false life into objects such as stone, crystal, earth and even wood. These Golems are tougher than most beings, but often possess a vulnerability related to the materials they were made from. If only they could be made sentient? But alas they cannot. For to do that requires a soul. Even the great Mages cannot create a soul... yet. The Wizard can summon any animal or monster that he has bound the calling spell to, this enables them to recall any animal they love, or summon a Manticore to the battlefield the problem is that they need to have the monster or animal, it cant just be summoned out of nowhere! To bind spells to weapons to give them magical effects is a well respected art among the mageocratic nations. For with those weapons they can better defend themselves. But the power of such items oddly depends on the proximity to a wizard. As such only the Wizard and his closest bodyguards can use such items. To bind spells to armour to give them magical effects is a well respected art among the mageocratic nations. For with those armour they can better defend themselves. But the power of such items oddly depends on the proximity to a wizard. As such only the Wizard and his closest bodyguards can use such items.

Summon Monster:

Enchant Weapon:

Enchant Armour:

Applications of Power
Fortifications of Power Magestone Overdose School of Illusion: School of Evocation: Power is a two edged sword. But a crafty mage can turn that magic into fortifications of many elements. The combinations of elements into walls, ramparts and even those rare and powerful mage-keeps. However they are all a significant drain on power and require constant concentration. This application has the mage deliberately overdo the Magestone before casting. Doing so can give him a massive burst of magical energy. But so much as a single distraction and then hes a possessed guy about to tear his own people apart. Lesson here? Dont do magestone, may lead to demonic possession. The Illusion magics of the Mageocracy can be surprisingly realistic and convincing, indeed, many Wizards towers look much different on the inside than the reality shows. But this allows some truly deceptive work in war. Sometimes raw magic power in a less subtle more direct form is all that is really needed. Magic Missiles, or a storm of magic bolts, they are less directly powerful than an elemental spell, but can be cast a lot more for a lot less power.

Academies of Power:
Academy of the Elements: Academy of Power: Academy of Zen: These academies educate their mages and wizards to a much higher level of magic in the elements than would normally be found in the world. But one has to be careful lest the power and overuse of Magestone cause too many explosions. This academy teaches a higher level of master of the other magical abilities of the nation in question, this allows them to use more powerful magic than most expect, with the increase chances of being possessed of course. There is one thing mages have learned over the millennia, and that is arrows, swords and little things like being bitten in half by a dragon really fucks with your concentration. And so this unique school of powers entire purpose is to educate wizards in stronger concentration techniques. Most Wizards learn in the Schools and Academies, but sometimes the most promising students will be taken under the wings of Archmages and their like.

Apprenticeships:

Guardians of Power
Channels of Power: The Bodyguards of mages receive the best available, for they are rare and their duties are to protect the mages at all costs. The Channels of power allow the bodyguards to absorb a certain amount of hostile magic directed at the mage they serve. They dont get a choice in this. The Bodyguards are enhanced with small doses of magestone each day to give them an unnatural vitality and edge allowing them to move faster, strike harder and many other small improvements, but it is not a healthy practice, and such bodyguards dont live more than a few years. The Bodyguards exist to protect their mage at all cost, and have an almost prescient sense for danger to the mage theyre bound to. They will intercept any attempt to kill their master. With their own bodies if required. When the mage they serve is killed or slain under the watch of the bodyguards the Bodyguard goes beserk. Not just goes nuts. But goes bloodthirsty beserk trying to kill all those responsible for the death of their mage.... or just within reach, either one. Then they die. Its inevitable.

Unnatural Vitality:

A life for a life: Final Hours:

NATURALISTS NATION
The Naturalists are one with nature and live largely within forests and other places of exceedingly natural beauty. They are often the self-styled protectors of nature and can be considered very obnoxious, indeed, they have an unreasoning hatred for Empire, Black Empire, Merchant Lords and Mageocracy nations, and will not tolerate them. Nation Trait Basic: Natures Ally: Naturalists have an unspoken bond with nature and it will lend its help different ways, such as providing plentiful food and redirecting harmful beasts. Natural Architecture: Many of your buildings either built to look like or grown from their natural environment, making settlements harder to discover. Nation Flaw: Aversion to Urbanization: Most Naturalists hate the feel of cities and that ilk and will not go there without great cause. (Cannot be combined with Empire, Black Empire, Merchant Lords or Mageocracy)(Also cannot take any city larger than a small city) Unnatural Enemies: Naturalists have a general for things unnatural (which includes the products of all other nations) but have a great hate of those who defile the land for no reason other than profit or pleasure. Limited resources: Refusing to soil there sacred forests and homes; Naturalists dont have access to the resources to produce heavy armour and constructs of stone.

NATION TRAITS:

Natures Knowledge
Super Herbalists: Trackless armies: You knowledge of herbs and poultices is great, you know how to fix You know how to hide your movements in nature, it is nigh impossible to follow your armies when they are in nature. Natural cultivation: You have found a way to house farms in the woods without disturbing them, increasing your food supply without taxing the environment. Winged messengers: Through the use of birds, communication with in your nation is quick and secure, though the birds do leave a bit of a mess.

Natures Shield
Moving Maze: Silent Sentinels: Natures guardians: Natures Avengers: The forests and shrubs within your nation shift and turn, letting you and your allies through while keeping those they see as enemies out. Through the use of some minor shamanic magic, you have trees which send warnings to the druids of your people when large groups of people approach. (requires Tree Maze) Through the use of more druidic magic, you have trees that can actively (though subtly) attack invading forces, whittling down enemies as they try to march through your nation (requires Silent Sentinels) Natures fighting back, these trees can actually up root and move (though incredibly slowly) and can constantly attack. Not all of these trees are friendly and see all sentient life as evil and will attack them as well. (requires Natures Guardians)

Natures helpers
Dryads: Ents: Arch-Shaman: Gaia: These lovely spirits of the forest help with the cultivation and care for your crops and animals, as well as practicing magic that can heal or hinder people. Massive sentient trees, they care for the forests and its denizens though slow to do anything, they are willing to lend a helping hand in defence and the shaping of trees for homes and buildings. Spell casters of great power, they can commune with nature its self and have learned much. They tend to have adopted the same mannerisms of nature in being slow to anger but terrible when roused. The ultimate embodiment of Natures Wrath, requires the sacrifice of 13 shamans and creates a spirit who demolishes all sentient life, including the naturalists who summoned it, seen as a last resort against the destruction of nature.

Shamanic Magic
Growth!: Entanglement: Natures Call: Natures Decay: Shamans accelerates the growth of trees and plants in an area, altering the battle field or allowing hate expansion of their nation into otherwise un suitable land. Vines and creepers grow from the ground slowing movement and tripping charging enemies. Summons the help of magical creatures to help fight as well as embolden naturalist troops. Sometimes the Shamans call upon nature to summon the powers of decay in its power, this can cause an enemies morale to break as clouds of insects flense the flesh from soldiers, or the ground absorbs screaming bodies into itself.

MECHANISTS DOMINION NATION


These nations have forsaken all magic in favour of technological research, and they have become quite proficient at steam and mechanical technology. With these unusual approaches many strange or bizarre things can be seen on a battlefield of the mechanists. From steam powered ballistae to bizarre tank-things.... Mechanists make a rare and unusual sight. Their complete inability to handle even the most basic levels of magic a considerable weakness. Nation Trait Basic: Advanced: Mechanists have developed technology far beyond the other nations wildest dreams and have access to some rather unconventional technology. Technological Marvels: The appearance of Mechanist contraptions stun most people and scares enemies on the battle field. Superior minds: Your people have a good head on their shoulders, and tend to develop newer and unorthodox tactics to compensate for their relative weakness. The Choice: A Mechanist nation will in some time in its history have to make a choice. And so it is that they do so. (They must take only one of The Choice traits, that trait takes the place of this trait and thus costs no points at all. Nation Flaw: The Choice: A Mechanist nation will in some time in its history have to make a choice. And so it is that they do so. (They must take only one of The Choice traits, that trait takes the place of this trait and thus costs no points at all. Technological Horror: People tend to hate what they dont know, and the Mechanists technology looks like a monstrosity to some and can send people in a panic and cause violent rebuttal. Experimental equipment: A lot of what you field is still in the testing stages and as such, subject to major malfunctions and repair issues. Reliance on Mechanics: your people have gown weaker on mechanics and are generally out matched by equivalent units in combat.

NATION TRAITS:

Eureka!
Locomotive: Zeppelins: Steam Powered Ships: Steam Engines: Your nation has developed a high speed means to traverse the country side. Troop movement, trade, communications are all boosted reducing what might have taken months into weeks or days. You have discovered the power of flight! Your populace has limited access to machines that can travel through the clouds. They are slow compared to other forms of flying but can carry much more. Rowing crews are a thing of the past; now you have this amazing thing called an engine do all the work! Your ships are faster when the engine is running, but if that power runs out your left with one of the slowest pieces of metal ever to set sail. You have implemented your technology in the creation of a heavy, slow, but powerful tracked vehicle that can perform a number of useful work tasks such as mining and freight hauling.

Mechanical Warfare
Steam Powered Siege Equipment: Mechanical Armour: Steam Screen: War Engines: Your ballistae and catapults now cock themselves reducing the crew and increasing the rate of fire, the trade off is the weight. You try lugging a hue contraption of iron bronze and filled with water around. A suit of armour built with mechanical augmentation granting the user amazing strength but makes him really, really slow. Devastating if it can close with the enemy, but just hope they dont take out our ability to move before you get there. All your contraptions vent their steam at once, providing a screen that shields your forces from view for a few moments, long enough to get siege equipment into position. Through the use of Steam engine technology you have constructed these vehicles of war that are slow but heavily armoured and powerful. They crush all in their path but are susceptible to magic and siege attacks.

The World of Tomorrow


Pneumatic Systems: Electricity!: Mechanical Limbs: You have developed steam powered doors and gates, severely reducing times required to open and close them in times of hurry. (other ideas should be run by GM) You create simple electrical circuits capable of power a light bulb or sending message via telegraph, and thats it. For some reason other attempts to advance in this field are met with dead end, I blame the God of Moderation. (requires Pneumatic systems) The loss of a limb used to e a debilitating injury, no longer so! Through the use of mechanics you can replace limbs with prosthetics which can function in their place. These tend to be simple grabbers or feet and only have a partial range of motion. (Requires Electricity!) Through the application of your superior intellect and technologies you can produce a staggering amount of goods in a short amount of time. (Requires Mechanical Limbs)

Factories:

Technological Solutions
Greek Fire: Environmental protection: Telescopes: Tinkering: Gods know who the Greeks where, but they created this awesome form of portable fire, equipable by siege units and war engines. This allows for fire to be brought to the battle field. Your homes and creations are designed with the weather in mind and can withstand massive temperatures (both hot and cold) as well as some minor insulation against lightning strikes. The easiest no magical way of find out whats at long distances, lets your people survey new lands without ever going there (though nothing will ever beat a good scouting party) Your people tend mess around with technology and can help improve or hinder it depending on how much. This might not be much but it will make a difference.

The Choice
Technomageocracy Gunpowder Age The Mechanists never gave up magic, in fact their mages incorporate magic into just about every thing and object they ever conceived of. From steam engines created with Air and Fire Elementals to a fire elemental to warm the home. The Mechanists have developed Gunpowder, Muskets and Cannon and use similar technology in their day to day lives. A Mechanist nation who takes this choice may not choose any other nation type. (A Gunpowder Mechanist may not be combined with another nation type.) A Gunpowder Age Mechanist nation must take all magic related flaws and cannot take any magic traits.

NOMADS NATION
The Nomads are not content with any one place, they travel as their ancestors travelled only stopping to wait out the winter months in their defensive fastholds which are manned by only a small portion of the people when the people are on the Wander. Thus the people are always on the move during most of the year, this leads to a people hard to pin down. And harder to stop. Nation Trait Basic: The Wandering Way: The nomads always are on the move except during the winter months when they hunker down in their territories. This means their entire nation is on the move except their defenders during the spring to autumn months. This makes it harder to be attacked. But also limits the nation. Nation Flaw: The Wandering Way: Very few can handle the life of the wanderer. And as such anyone who takes a nomad nation may only share with the following nation types. Also at Winter they MUST hunker down in their winter cities. Fewer in Number: Due to the nomadic nature of the nomads the nomads only have 1/4th of the numbers that they would otherwise have possessed. If they have four medium cities, only one of those cities counts to their population for example. Barbarian Coin-Soldiers Bandit-Kings Naturalists Beast-Tamers Slaver-Kings

NATION TRAITS:

Horse-Lords:
Live off of the Lands: Generation Horse Breeding: Thunder of Hooves: Self-Sufficient: Foraging is an important thing, especially for an army on the move and none can forage as well as the nomad people who find such necessary to adequately feed an army on the march. Let alone their entire population The Nomads have bred horses for thousands of years for speed, power and endurance, this leaves them with Horses strong enough to gallop with armoured soldiers, or pull the wagons of the people, but able to do it for The thunder of charging cavalry is one of the most traumatic events that an infantryman, let alone archer, can experience normally. This is worse with the thundering charges of people who are one with their horses. A nomad takes care of his own horse, often better than he cares for his woman, unless he is actually a woman at which she takes care of her horse often better than she cares for her man. As such the need for farriers and other Equine specialists is next to none.

All the Secret Ways:


The Valleys of Mystery: Timeless Traverse: The path of the wandering crosses many borders, many nations, and not all of them are friendly, indeed, many may be hostile. With this trait your nation knows many secret ways through the world, but not all of them are so obvious and with it you can move secretly through those nations less well disposed to you. You hope. There is a realm in which many of the Horse-Lords can access in their nomadic path. But it is one riven with risk. With a great casting the majority of the people into the realm of non-time. Time cannot pass here, allowing the Nomads to cross vast distances instantly. However they can only ever do it once a year and they cannot interact with anything while in this place. One cannot even kill enemies in no-time for the nature of the place renders everything harder than the hardest metals and stones. (This Trait has no Military Value by GM Fiat) Part of your travels include a stint deep beneath the earth. Hidden from most who would be interested in such passings, however it is not without risk for not all nations of sentients are upon the surface. And the deep has dangers of its own. Also the Horses are terrified of the close in places. Part of your journey goes through timeless forests eternally shrouded in fog and mystery. This place is a dangerous one but such is its nature few voluntarily enter, and the forest is used to the coming and going of your people. So long as you do not cut down any trees it will provide for you.

The Black Tunnels:

Timeless Forests:

Ways of War
Elephant Cavalry: Cavalry Wheel: Dust Storm: Elephant-Powered Siege Engines: The Nomads often use Elephants for heavy lifting and labour work able to do the work of many men with less effort and time taken. Some Nomads take this further and field them as Cavalry, either with Archer Palanquins or simple as run-you-down infantry. This is a formation of skilled horse archers that rides in a large wheel formation allowing them to fire a continuous rain of arrows while minimising risk of being shot at in return by archers. A cavalry army can throw up a lot of dust. By spreading your forces thinly and deliberately acting to do so you can throw up enough dust to mask your army as one much larger than it really is. What is worse than 100 big powerful men with a battering ram? Oh, ... ten elephants with a battering ram... Shit.

Magic of the Horse-Lords


Glorious Charge: Wizards Blast: Silent Charge: Into the Night: With a pulse of light the mage blinds the enemy before a charge leading to a less coherent defence against the deadly cavalry. The mages of the Horse-Lords are skilled and unleashing a blast of energy from their weapons in a fanned wave from horse-back that hurls back the enemy causing broken limbs, even deaths. Sometimes it helps not to have an enemy learn too soon what rolling wall of horseflesh is about to descend on unprotected flanks. With this sorcery the Horselords are much quieter and the enemy will usually learn too late. Not all charges succeed, not all battles go well and not all wars end in victory. And when such a thing comes to pass the Nomads cannot lose their more valuable men or women to war. The mage enshrouds the battlefield in darkness until either the enemy dispels it or the Horselords escape with fewer losses than otherwise.

SUBSURFACE KINGDOM NATION


Not all nations rest upon the surface of the world, no there are some few who are buried deep within the earth far from the prying eyes of others. Whether these nations are scheming evil nations, or honourable smiths in their shield halls. In any case, they care little for the openness and brightness of the surface and while they will deal with it, and some even have ambitions there, the common folk like it less. Nation Trait Basic: Beyond the Eyes of the Surface: Your entire nation is underground in some form or another and requires either a port or a Surface Access Settlement to reach the surface world. What was once a Tower in the surface world becomes a hanging edifice over a great drop. Indeed everything exists in an underground counterpart. Nation Flaw: Blinding Lights!: So long have your people existed beneath the world above that the light of the world above has become something almost physically painful to you. During the daytime your people loathe to go into the light and if caught outside will seek shelter somewhere much darker. Agoraphobic: Most of your people have never spent any time above the surface. And in fact they really dont like the idea of having to do so. A fear of falling into the skies are not just a common occurrence for your people when they go outside. It is the feature of their gravest nightmares. While your Soldiers and more strong willed folk can get over it, peasants and commoners, not so much. But during the night when nobody can see the vastness they can move much more easily, and it isnt an issue in enclosed spaces like a city or dense forest.

NATION TRAITS:

Subsurface Mutations:
Dark Vision: Underworld Reflexes: Climbers of the Deep: Hearing of the Deep: Many generations of living in the darkness under the surface away from the sun has granted your people a evolved eyesight with which you can see in the deepest darkness as if it were a surface landscape in sunlight. Your people live in a world where a sudden rockslide can mean instant death if you are buried under it or one misstep and you fall in a deep crevice, never to be seen again. Luckily you have better than average reflexes. Surrounded by tunnels, cave walls and other subterranean rock outcroppings have made your people expert rock climbers able to climb any vertical rock outcropping, excellent if you wish to stay out of sight or come with a horde down a series of pillars in that vast cavern to surprise interlopers. Like the world above, the surface there is life down in the darkness of the deepest caverns but the life down here has adapted to its surroundings, underground predators using stealth and silence to stalk their prey so your people have adapted, able to hear even the faintest footstep, the sound of a falling rock, the ragged breathing of interlopers not used to the darkness.

Ground Tremblings:
Tunnelling Rats: Is it really that much of a surprise that as a people who live under the surface you have such a affinity for digging and creating tunnels? Escape tunnels, merchant tunnels, passageways between settlements, dead ends, your people know how to dig and excavate the world around them. Tunnels are a must have to travel around this subterranean world but you also need to make sure they dont collapse just when you take a nice, quiet stroll into them and suddenly see those massive cracks in the ceiling, followed by a rain of rocks. Most people dont bother with making hidden pits filled with pikes, trapfalls that leads to a cavern filled with predatory beasts or just downright mining tunnels made for the specific purpose to have them collapse when someone unwanted walks through them but then you are not most people. The nightmare of any underworld interloper who should have known better and should have stayed on the surface when they had the chance. Now they are down here in your domain, your realm and when they are discovered the drums that shake the very ground they walk on will always be there, alerting you that you have interlopers and making sure said interlopers will never have a moments rest with the ever present booming of the underworld drums.

Tunnel Fortifications: Traps in the Deep:

Drums, drums in the Deep:

Underworld Trickery:
Ever Darkness Shadow Illusions You have made a life in the darkness under the surface, able to live in it, thrive in it and now your magic users can bring this darkness with them where ever they travel. Summoning a shroud of darkness to conceal, hide or blind enemies. In the darkness nothing is as it appears to be, what better way to hide the tunnel entrances to your important settlements than by your crafty illusions, make it appear that there are natural bridges over deep crevices while there are really none and whatever else your can think about you wish to hide or make appear there is. When you are asleep you dream but sometimes dreams turn into nightmares, you can enter the dreams of interlopers but only if you are in line of sight with them, so you can plant fake ideas, suggestions, interpretations, make them demoralized, fearful of their surroundings and on edge or if you are of a darker mind make their nightmares so real they might even die in their sleep out of sheer terror. The Darkness holds terror for many a man. It makes shadows leap like cavorting demons, and the simplest of sounds can hold terrors in the dark it never could in the light. But with your magics you can create sounds in the dark. Make the shadows whisper and seemingly watch. The echoes of screams. Indeed, with such skill even a skilled adventurer might think twice about entering the tunnels ahead. Or be frightened enough to run right into your traps.

Darkest Slumberings

Whispers in the Dark:

Underworld Savagery:
Earth Shaker: The trembling earth, shifting rock and cracked ceilings of your tunnels and cavern homes is the thing your people fear the most, then again isnt it really helpful that your mages can create small earthquakes that will either collapse tunnels, caverns and form rockslides under the surface or shake the ground and crack open the grassy plains on the surface world? The ground is shaking, a rockslide? Underground tremors? A tunnel collapse? None of the above, its merely a rock elemental being formed of the very rocks, granite and other stone veins in the underworld, ready to obey its summoners commands. Your mages can bend the darkness to their will, giving it shape and form, making it move to where they want it to go. Blockades to seal off tunnels giving you time to retreat or corner a foe. A shield of solid matter against arrows or spikes to pierce flesh. Some mages of the subsurface kingdoms know well of the bats that inhabit the underworld that embraces the world like a lover. And they have learned the habits of such creatures and can magically induce them into flight and frenzy at their enemies.

Rock Elemental: Shadow Force Manipulation: Flensing Swarm:

SMITH-LORDS NATION
In the Halls and Forges the Smith-Lords craft the finest items in the world, both literally and metaphorically. This nation while at first glance may appear more down to earth, is in fact one of the most magically influenced and influencing of all nations. Indeed, over ninety percent of all magical items can be traced to the Smith Lords, not mageocracies or other nominally magical nations. Nation Trait Basic: Smiths Beyond Equal: If the Smith-Lords built it and its metal you can guarantee that it is built to such a quality as to be impossible to surpass by natural, or magical, methods. This means that in battle the Smith-Lords metal will almost always be the last to give way. Perfectionists: The Smith-Lords are perfectionists and will not settle for merely good enough in anything they do, while metals are their perfect tool they apply their thinking to all their work leading to a generally higher quality product across the board. Nation Flaw: Value is Costly: While they have much much higher quality products than most, this lends to the equal rise in the general cost of everything. Smith-Lords troops of any type cost three times normal to compensate for the higher value equipment worn by their troops, even if they are of the same skill levels. Enchantment!: Enchantment is an expensive and difficult prospect, indeed, there can be no more than 10 Sentient Weapons or 10 Sentient armour in the entire nation, additionally there can be no more than 1000 other Enchanted Weapons or 1000 Enchanted Weapons. Enchanted items furthermore triple the cost of the unit again. (This does not stack, a unit can have Enchanted Arms and Armour for only 6x. *3x for enchantment! And 3x for value is costly.*)

NATION TRAITS:

Enchanted Arms
(Note: Except for Sentient Weapons a weapon may only have ONE enchantment.)
Elemental Weapons: Seeking Weapons: Razorfire Weapons: These weapons are bound with elemental power these make them much deadlier than they might otherwise be. (One element only)(Requires the relevant elemental magic) These weapons thirst for the blood of the enemy, both literally and metaphorically, they will seek out weak points in armour, or the most vulnerable point of the body. However they leave the wielder less able to defend themselves in their bloodlust. Crafted to the extremes of their craft and with serrated edges so small as to be barely noticed these weapons are bound with the spirits of a demon, a deadly thing mindless, the microscopic teeth of these blades moves and rends of their own accord doing far more damage than is natural. But the demon, sometimes it hungers for the flesh of the wielder. And it is impossible to sate. Your nation has a tiny stock of these intelligent sentient weapons. These weapons have received the benefit of every enchantment you have. As well as having been bound with the soul of a powerful and famous warrior from your history. (In this case the Demon of the Razorfire enchantment is in constant battle of wills with the spirit of the warrior.)

Sentient Weapons:

Enchanted Armour
(Note: Except for Sentient Armour any armour may only have ONE enchantment.)
Protective Elements: This armour has been bound with elemental magic to provide protection from itself. Thus armour bound with air can protect against air based magic. (One element only.)(Requires relevant elemental magic) Defender Spirit: This armour is the best possible to be made by your people, and upon that is bound a spirit who acts to protect the wearer to the best of his ability, however this means that the wearer can miss opportunities to get in killing blows as their armour acts to pull them out of perceived danger. Diverting Spirit: Bows and Crossbows are a massive threat to armoured individuals often enough to be truly dangerous. In this case the armour is protected by a spirit who diverts the lighter arrows and bolts away from itself as fast as it can. Of course there are limits... Sentient Armour: The armour is bound with the spirit of a great defender of your nation, they have the benefit of all armour enchantments and are the best protection anyone anywhere can get. But like the weapons, there are likely only the tiniest handful to be found.

Anvils of Power
The Beating of Anvils: And with Molten Steel we Forge: Sword of the Ancestors/Gods: The war-anvils are powerful mage artefacts, and when the Mage-Smith goes to work upon them the ringing resounding sounds strikes deep into the spirit and soul of the enemy casting them out with its intimidating sounds. This terrible terrible spell is a nightmare made manifest, the Mage-Smith begins to beat upon the Anvil and a number of enemy in view get to experience true terror and nightmare as their armour begins to melt from them, their weapons turn to molten steel and other than causing impossibly agonising wounds, flows to the Mage-Smith. (Requires: And with Molten Steel we Forge) as the molten metal of the enemy flows to the magesmith he turns the metal beneath his hammer upon the anvil forging a great weapon the easily ten times the height of a man. And when complete can fire it like a Ballista bolt at a single target. Just hope the enemy doesnt have a Giant who sees its potential for use as a weapon. Whether they normally have earth magic or not in desperation the Mage-Smith can smash his anvil. The consequences of this are catastrophic and can cleave a battlefield in two with a fresh magically sourced ravine in a good case... or a bubbling lava crack that is far worse. This almost always kills the Mage-Smith.

Cracks Call:

Rune-lords
Runes of Binding: This can be a benefit, or a curse, depending on the individual. Those who take the oaths, or are punished to such, can be magically bound into their armour granting it the Defender Spirit trait for free, however these individuals dont live for long, mere months and often go insane. But they are much harder to kill in it. The walls of your cities and fortresses are bound with sorcerous runes that make them considerably stronger than any natural wall and able to resist attack much more than a natural wall alone. The Runesmiths bind these runes into sentient armour more often than not, these runes are avenger runes, when the rune is sundered, they retaliate with a burst of magical destruction, often but not always killing the one responsible. These strange runes can be used upon an ocean-going ship in order to enable them to become, oddly, flying ships. They are no more or less vulnerable to attack than any other ship, except for the flying part.

Runewall: Runes of Revenge: Runes of Flight:

CHIVALROUS ORDER NATION


Who said that Chivalry is Dead? No these orders of knights are strict adherents to such arts and do not appreciate it when others do not hold to their beliefs. However their armies are largely untrained peasants and as capable as they are the Serfs arent happy people beneath their lords. However they have some of the finest cavalry in the world and nobody can fight in full armour with as much agility as the knights, and those most honourable of them become Paladins of their Order, the very embodiment of chivalry and honour and are respected everywhere...ish. Nation Trait Basic: Law and Order: Your Order of knights keeps the peace in the area. Reducing crime and squashing bandits. Knightly Combat Training: Your heavy cavalry are superior due to years of training and education in mounted combat. Nation Flaw: Serf Armies: aside from their heavy Calvary, Chivalrous nations forces are composed of conscripted serfs who are poorly trained and equipped. Code of Honour: Knights do not lie, cheat, steal, and always show honour. They can never refuse a challenge form an equal and can never turn their backs to an enemy

NATION TRAITS:

Mounted Combat
Devastating Charge: Superior War Horses: Intimidating presence: Improved Armour: Your knights have practiced and drilled for many years and have turned the wild rush into a devastating military tactic. Your first charges can end most battle before they begin. Your horses have been bred from the finest stock and are strong and Hearty, allowing them to fight for longer and charge even harder. The array of a hundred armed and armoured knights with their weapons at the ready and fire in their eyes is enough to make the most hardened soldier think twice before engaging them Your armour smiths have developed a lighter, yet still durable, armour perfect for cavalry, making your knights more mobile on the field

The Peasantry
Know your place!: We follow our lord!: War Taxes: Men At Arms: The peasantry have been living under the Order for generations and understand their position as though it where a fact of life. The peasantry are hard to incite in to rebellion and devoutly loyal to their lords. The peasantry is used to taking orders; they know how to follow them well. You should never run into any problems with insubordination (though over complex orders might confuse them) Going with very little is part of being a peasant, so when their lord demands more taxes to support a war, the peasants oblige (but only for a short amount of time). Too long and the peasants will revolt. While most your army is just men raised from the peasantry, the few souls have received actual training granting you regular solider for every 9 serf conscripts

The Keep
Master Masonry Siege stores: Religious Icons: Watch towers: Your keep walls were made by some of the finest masons in your country, they are more resilient than the average wall and are less susceptible to siege attacks Your keeps tend to hold enough food to supply its defenders for a three month period, long enough for reinforcements to arrive. Your fortresses are covered ins symbols of your religion, inspiring those who look on them to work, fight, and die for their gods The best force at your nations disposal is your cavalry, well you cant deploy them when the enemies knocking on your gate so you use a system of watch towers to warn you before the enemy gets to close.

Magic of the Order


Endurance of Order: Blinding Brilliance: Judgements thunder: Orders light: Your mages bestow great endurance on units of your troops allowing them to march for greater distances in less time than other armies. A spell that makes the light shine of your armour in such away it is hard to look directly at your charging cavalry, thus improving their effectiveness. The rumble of your war horses charging across the plains is raised to deafening levels disorienting the enemy troops right before impact while your hear tings normally A devastating spell that takes a long time to prepare generates a beam that embodies the devotion of the assembled mages to the causes of order and law. It burns through targets like a huge laser. (Takes 10 mages to work, and then takes a day to prepare for as well as a nice chunk of change to get the necessary reagents)

COIN-SOLDIERS NATION
The Coin Soldiers are not the most honourable of nations, in fact many would say that theyre exactly the opposite, of course this is not entirely true for the Coin Soldiers are often no more honourable or dishonourable than the next man, the difference is that these nations often sell the services of their military to the highest bidders in order to get more money, resources and so on. This has led to a nation with more wealth of combat experience than any other nation is likely to possess and this is reflected across the board. Nation Trait Basic: Sellswords: Your nation often finds itself quasi-immune to international politics simply because, when it comes down to it, your armies are for hire. This leaves you as a valued member of the international community, for it is often your armies that can tip the balance on the battlefield. Experienced: Being a nation of mercenaries leaves your soldiers with quite a bit of battlefield experience in comparison to most other troops. As such youll find that your men are more skilled at determining what has to be done and when where other troops might panic. Nation Flaw: Sellswords: The problem with a nation full of mercenaries is what happens when an enemy nation simply decides that theyre going to offer your men more than you do. There is nothing quite so terrible as half of your army packing up and joining the bad guys. Costly: Mercenaries are not cheap, there is a reason they are being paid more than most others. All your troops cost twice their base cost. This will leave you with fewer troops than most have, but more experienced and a little better equipped.

NATION TRAITS:

Good Gear!
Better blades: Better bows: Better armour: Your mercs often invest in better quality blades than the average soldier. This leads to a more reliable soldier on the field who isnt constantly worried about his blades breaking or anything of the sort. Your men invest some of their copper and silver in getting good bows, good strings and good arrows. This leads to bows, crossbows and arrows and bolts that fire more accurately and truer shots from their ammunition. A wise man invests in upgrading the very thing that he expects to protect his life. And as such most mercenaries have a bit better quality armour. Thus keeping them alive that little bit longer. Within reason of course after all if a gnome is under attack by a giant then it doesnt matter if hes wearing mithril or leaves... For those who are wealthy enough to afford a horse the quality of the mount matters! After all, why would a mercenary buy a lame nag when he can get a young charger instead? Thus their mounts are a bit faster and a touch more powerful than they might otherwise have been.

Better mounts:

Piles of Coins
Border Bribes: Information Broker: Money for Peace?: Angarak Gold: It never hurts for a mercenary force to bribe their way past inspections that might prove troublesome, embarrassing or otherwise get in the way of the business of killing people in a very noisy fashion. It never hurts if a little information changes hands for the right price, except for the people it leads to being hurt. But we dont really bother ourselves about those people, after all, theyre expendable. Surely the enemy will allow you to withdraw if you offer them your services, or are willing to throw the gold at the problem until they go away. Just be careful, some enemies just cant be bribed. The gold of your nation is just a little bit tainted, those who handle it desire more of it, and as they get more they desire even more. As such nations who deal with you on that level feel the need to hoard more and more of your Angarak Gold.

Force Magic
Blast of Force: Force Walls: This is a simple blast of magic that throws back a group of enemies, often breaking limbs or even killing the targets outright. The mage creates raw magic walls with his will though they are only as strong as his concentration on them, thus a greater wizard can maintain more than a lesser wizard. Unfortunately when they are broken by force the wizards concentration is also broken entirely leading to the collapse of all walls he or she was maintaining. This magic mine is placed ethereally beneath the ground in the path of advance of the enemy and when the enemy past over it then it erupts causing an explosion, if the wizard knows and fire magic it can be a true eruption of flame and earth. The wizard can use his magic as a shield. Concentrating on his own protection he can use force magic to turn aside almost any blows or attacks directed at him, but doing so uses his whole concentration. But what is better, a wizard shishkebab or a live wizard?

Force Eruption: Force Field:

Integration
Well Trained: Adaptive: Fearless: Until the Job is done, or worthless: Your men arent trained just to fight on their own, no they are trained to work alongside the armies of their employers to the best of their ability, this training allows them to work well alongside similar troops. Your men have been trained to study the forces they are expected to fight alongside and adapt to their strategies and tactics allowing them to integrate more easily in unfamiliar environments than might otherwise be possible. Your men have been trained to ignore fear, or at least be able to function with it for those times when they are expected to fight alongside allied monsters that they have never encountered but their enemy uses in significant number. Your forces are paid soldiers, while they integrate well with their parent forces, sometimes you dont want them to fight to their fullest. Their job is to get the job done, or if it looks like the customer is going to lose, go home and save as many of your sellswords as possible.

SLAVER-KINGS NATION
The Slaver Kings are those who engage in what some consider to be the barbaric acts of slavery. This nation has no respect for even the most basic concepts of personal freedom and engages in slavery on a national scale, whether enslaving criminals for their crimes, or enslaving a debtor to pay for their debts, or sending a raiding team across the border to enslave others without any reason. The only true unifying characteristic is that theyd literally sell their own mothers for a tarnished gold piece if they felt that it was necessary. Nation Trait Basic: Raiding Party: Slavers typically utilise small warbands of between thirty to two hundred men to go out and procure slaves. These teams are exceptional at stealth and move only at night, and only raid at night with dulled equipment, quieted horses and such. This allows them to raid almost entirely undetected by conventional means until they are weighed down with a train of slaves on their way home. A little something for everyone: Slavers dont discriminate, indeed, their livelihood depends on having a healthy and varied stock. But this means that when it comes to slaves the Slaver-Kings have a little something to please anyone who is in the market for slaves. They will find it very easy to deal with nations that have not outlawed Slavery. Nation Flaw: Unwanted and Unloved: Slavers are NOT very popular, with their victims, with people who dont like slavery with ... well pretty much that already encompasses a hell of a lot of people. Slaver-Kings cannot deal with nations who have outlawed Slavery under any circumstances (except hostile), additionally, they may find themselves subject to periodic raids from within as slaves revolt, or people raid the nation to try and save the slaves. Paranoia Incarnate: A nation like the Slaver-Kings is a paranoid one, and it doesnt take well to any foreign influence, they always suspect that they may come under attack and are always on the lookout for someone trying to assassinate them. Thus they will always react negatively if they discover any foreign agents in their nation.

NATION TRAITS:

Whips and Chains


Whips and Nets: These weapons are useful for disarming enemy troops in the hands of skilled users who typically lead units of troops additionally those who wield the whips can use them to force a unit wavering on the point of breaking to obey orders regardless preventing a rout before it ever begins. The Slaves of the mines, or anywhere else they are expected to work in large numbers are chained together, literally, and forced to work, this makes it even harder for the forced labour to escape due to the noisy often difficult (or impossible) to remove chains. Some people have rather... unusual... tastes, some people rather like women whipping them while they are bound in chains, in a ... sexual ... manner, many sneak into Slaver Nations simply to indulge this perversion, this leads to these leather-clad whip-women to learn things some people would really rather they didnt. Not just human slaves need to be kept in line, the monsters that may be enslaved by the slaver kings are also in need of keeping in line. And their chains are far thicker. But the lash needed is far more terrible and each Slaver King has come up with something horrible to keep the monsters in line with magic, or just brutal design. Of course Monsters are wild things, and sometimes they snap under the lash. Some Slavers even go so far as to use these wicked lashes on others.

Chain Gangs: Dominatrix:

Terrible Lash:

Improvised Labour
Arrow Fodder: Siegework Slave Labour: Battle Slaves: Some Slaver Armies are smarter than others and drive units of slaves ahead of themselves concealed in Slaver clothing thus causing the enemy to exhaust archers firing on the units of slaves before they discover the deceit. If they ever do. Building a siege engine is a time consuming and difficult task at the best of times, Slavers tend to take some of the strain out of this by using very closely watched slave labour to do such tedious tasks as digging latrines, building catapults etc. Slaves that excel in this are often treated to better treatment than their fellows. In the most dire times the Slavers will sometimes arm entire regiments of slaves in nothing more than sackcloth with poor blades and improvised weapons and promise them freedom if they survive the battle. Such troops are utterly frenzied and only routing them completely will stop their attacks. For freedom means everything. Slave loyalty is a fickle thing, but the slavers have a simple solution to such a minor concern, a disobedient, troublesome or just plain worthless slave is quite simply sent to the mines to work the rest of their meagre and miserably short lives. The threat of this is often enough to ensure the loyalty of other slaves.

To the Mines!:

Silent as the Night


Food Tasters: Silent Assassins: Concealed Weapons Experts: Master of Disguise: Slaves make excellent food-tasters, especially in a nation of paranoid people as Slavers are wont to be. Especially as the Slavers have no shortage of assassins for removing those petty obstacles to their path. The assassins of the slavers have learned to move in near absolute silence as they carry out the needs and will of their masters removing those minor, and sometimes major, obstacles. As such they are rarely detected before, or after, an assassination. Your assassins can move with weapons that others find difficult to discover, from poisons, throwing blades and shuriken to small swords well concealed. Of course someone more vigilant than usual can always be a concern. Sometimes sneaking just isnt up to the job, either the target is a paranoid wreck or magically protected etc. Either way, in these cases the assassin moves as someone that would never be suspected, or in the case of the most elite assassins, even mimicking someone the target trusts implicitly.

Entropic Magic
Hex of Torment: Mass Paralysis: Shackling Hex: Death Cloud: This curse binds the victims in a magical aura that causes them to take more damage than they might otherwise receive, in addition they are unable to move far from its source. A favourite of Slaver Entropy Mages. Though this spell can be used on a single individual it is a Slavers favourite and used on as many as the mage can reach and effect with it, it is with this that the Slavers can take many slaves unharmed by bow, blade or resistance. Often used on slaves some Entropic mages learn to use such spells on the battlefield to collar enemies to a single spot and cause them to become confused and weakened and thus more susceptible to enslavement. This spell is a pure example of Entropic energy, this spell creates an ethereal cloud that drains the life of anyone who steps within its bounds without magical protection until, eventually they simply keel over and die.

THEOCRACY NATION
These people are deeply religious on a total level, there are no atheists to be found here and they defend their religion and take no quarter. Ruled by the church the focus of faith above all else is enforced rigorously and without equal, and some even go so far as to send missionaries to spread the faith whether others like it or not. On the downside they tend to be a bit sensitive about their religion and will declare holy wars on the drop of a hat. Nation Trait Basic: Chosen of God: Your people are for all intents and purposes the chosen of the god or gods that they believe in, and they dont just offer lip service like other may. No, their believe is total and uncompromising, as such morale and courage is higher in general with a theocracy than in other nations. Church Rule: The church rules your nation, and as such has a much closer ear to the people than would normally be the case leading to a lot of charity and heart-winning politics, as such the commoners are often far happier than other nations leading to less chances of internal strife. Nation Flaw: Faith is Blind: Faith is indeed blind, and while the people are generally quite perceptive the one thing nobody quite seems to get is that nobody else really wants to hear about their faith, and most people get quite agitated at the insistent need to convert that many of your people hold. This makes them considered quite irritating by other nations. Theocracies must take the Abrasive flaw. They may not take a common flaw for it. Holy Wars: Your nation doesnt take well to others considering it negatively. In fact wars have been started that way, and any major religious structure that is destroyed will always result in a call for war by the common people whether the church wishes war or not. Or even whether they know who is really responsible or not. Sticks and Stones may break your bones but youll burn the fucker at the stake for it.

NATION TRAITS:

Divine Magic
Raise Dead: Divine Healing: If the body of a victim, hero or other figure of importance can be returned to the cathedrals of the church the priests may attempt to raise the individual from the dead. Unfortunately the body has to still have all its limbs attached. (GM Moderated) The priesthood knows the art of calling upon the divine and asking them to ease the wounds of those wounded brought before them. Unable to help with lethal wounds they can return a man to health from almost anything short. But the Priests must be in physical contact to heal. With this the priests are more skilled at sending demons back to the realms from which they come when they come. They wont do much good against a demonic incursion, but against a possession or two theyve got experience. The undead dont like the church, not for any unholy reasons or such, but simply because the divine magic of the priests resonates unhealthily within the spells that animate them cancelling each other out. This has lead to the priesthoods being able to dispel undead. Unfortunately it has its limits. The more undead there are the more it fizzles before it is able to unravel their animate, and thus the less undead are banished.

Demonic Aversion: Turn Undead:

Glory of *Deity Here*


Flagellants!: There are those whose devotion knows no bounds, no equal. These people flagellate themselves to cleanse themselves of sin, or so they perceive, these can be often called upon to join the holy army to flagellate not just themselves, but the enemy as well. These completely frenzied individuals know no pain and will not retreat even if ordered to. Missionaries go out from your nation into others to preach to the masses, and they learn while theyre at it passing much information across. Of course not everyone likes doorto-door preachers, and its not unheard of for them to be horribly murderised by those who dont welcome such. The deity can, from time to time, bestow a sign of his favour upon the endeavours of the nation and under its influence the army will fight harder, longer and faster and their morale is close to unbreakable. But if anything were to damage or compromise that sign, or heaven forbid, destroy it, then the nations will may be laid bare for months, even years to come. However their comes a time when it all must end. (GM Moderated) Similar to Lord is with us! this is a much more powerful version, in this a single person is granted a measure of the gods power to use in battle making them a virtual avatar of war and nearly unbeatable. However it comes with two prices, the first is simple, the holy warrior cannot survive the power and will die once the battle is done. The second is if despite all expectation the Avatar is killed the entire army WILL be routed and will run as far as it takes to reach the next Castle or Fortress, note, Castle or Fortress, not keep or Motte and Bailey. (GM Moderated)

Missionaries:

Lord is with us!:

I am his will made manifest.

Total Worship
Evening Prayer:
Every day at the same time regardless of where in the world they are all true followers of the faith get down and pray to the god or deity of their nation. This leads to stronger divine magic castings, and more reliable, than otherwise due to the powers that be being more content with the worship they are receiving. These days are sacred to the nation and are considered to be more provident and powerful than others, the player can select one season of the year, during this time the morale of the people will be higher than is normal. Your people are not just worshippers, theyre THE worshippers, and they cannot tolerate anything less than total faith in their deity. Thus they find it easy to find aberrant behaviour amongst their people. However it can cause other problems. (Nations with Total Fanaticism must take the Dangerous Cults trait, they do not get to choose an extra common trait.) Your leaders lead under the direction and blessing of the god or gods themselves and of that your people have no doubt, as such their directives, no matter how senseless, wise or insane they may be will be seen as the will of god and obeyed to the letter. Of course those priests in his service are a little wiser and may... speed... the leaders meeting with their deity or deities if theyre too much trouble.

Blessed Days: Total Fanaticism:

Will of *Deity Here*

Punishment of the Divine


Inquisition: Nobody expects the Inquisition, nobody! These individuals are shadowy spymasters in their own right, though their school of approach is rooting out the spies, heretics and infidels within their nations own ranks, their ability at this tends to turn out a few spies from other nations too. This magic is well known to the priesthood, asking the god/s in all his/their glory to strike down the infidels and heretics. And with a divine bolt of power from the gods they will do their damndest to do exactly that. This can be used upon the enemy without as well as the enemy within. This spell is dangerous without equal to even ask the divine to grant. With it the Priests involved send forth a ravening cloud of locusts to strike at the farms and such of their enemy. Though if the Divine feels that this is an unworthy request he will turn it upon the nation of the priests as divine punishment for daring too much. (GM Moderated) There is no penalty for spies, heretics and infidels like being strung up on a cross to rot under the sun. Of course there is none of this silliness about standing crosses, they stand on two points like a real crucifix. This causes others to be more devoted and loyal simply to avoid such a horrid fate.

Divine Wrath:

Divine Swarm:

Crucifixion:

DEAD KINGDOM NATION


This nation is ruled by Necromancers, or even Liches, and its army is largely consisting of undead abominations against all that is natural. However unlike many believe there is no particular penchant for evil amongst the Dead Kingdom than there is anywhere else. Indeed, much of a Dead Kingdoms history tends to lie with mages who were afraid of death and sought any cure for it. But of course a hell of a lot of people just dont get that and assume that raising the dead means youre an evil son of a bitch whether you like it or not. Nation Trait Basic: Necromantic Power: Power stems from the will to use it, and the Necromancers of a Dead Kingdom have grown to be truly masters of the art without question. As such often the armies of such a nation have a large amount of undead in its ranks. Nation Flaw: Abominations against nature!: What is a little undead amongst friends? Well apparently most people arent too keen on the dead walking around. In fact most people are downright terrified of the undead. Diplomacy is much harder when your messenger is a skeleton on a skeletal horse... or worse.

NATION TRAITS:

Dead Rising
Zombies Skeletons Wights Revenant The worthless rotting corpses of the enemy can serve the needs of the Necromancers. Of course Zombies are slow, smell absolutely terrible, are always hungry... oh, and there is the little issue of being highly flammable. Frequently the most common servants of the Dead Kingdom they are fragile but eminently replaceable. They serve as well as any forces. Though they are more easily destroyed and cannot wear armour. The Wights are more intelligent skeletons granted power. They wear armour as thick as any ever seen. They form powerful soldiers to say the least. Most often found as bodyguards of the Necromancers. These rarest of undead servants are not troops or bodyguards. They are mostlyintelligent servants and assassins. A Revenant is a significant investment for a Necromancer to raise. And once raised they are rarely put down easily. Even by their animator.

The Art of Death.


Death Magic Lichdom Deathstay Ossuary The magic of the Necromancers lies not just in animating the dead. But causing the reverse to occur in the living. The Death magic of the necromancers is renowned for its many forms. There is for the most accomplished of Necromancers a way to escape the death they inevitably surround themselves with binding themselves with layer upon layer of necromantic energy they live beyond death as a Lich. Necromantic Torturers are something terrible to behold. For know as intimately as they do the intimate facts of death so do they know how to hold off its embrace prolonging agony and preventing escape from life into death. Sometimes the art of death is more literal than others. Some Necromancers conceal their art within their homes and forts by animating the skeletons to take the shape of bone artworks when they are not in use enabling them to surprise an enemy easily.

Ossuary of the Damned


Cursed Witchlights Wailing Walls These skulls sit, float or are impaled upon any fixtures, these objects glow with an ethereal light. These lights last until the witchlights are broken releasing the spell bound to them. The walls built by the dead empire are terrifying edifices. They glow with an unnatural light and moreover the skulls that line their upper surface moan and wail in the wind. It takes sheer willpower or something more horrifying at the back to force a soldier to assault those walls. This tower of bone is a finger of death that rises high into the night. This towering edifice built from the bones of some elder creature from the long past serves as a nexus for necromantic power. This Ossuary is considered precious to a Necromancer, and infinitely valuable to those who understand the arts. For within the empty skulls a bound spell contains chosen memories within these grim ... grimoires. Indeed, most necromantic knowledge is concealed in these easy to miss objects. Only the Necromancers can find their secrets easily.

Tower of Damned Souls Soul Jar

March of the Dead


The Ride of the Dead (Requires: Skeletons or Wights) These horrors are no different to typical Skeletons, except that the Necromancer has taken the next step and reanimated their horses. This occasionally results in a Zombie horseman, but they tend to be ridiculous. Relentless March The dead and their servants do not get tired upon the march. Indeed, they dont get much of anything at all. An undead army doesnt eat and doesnt tire leaving more to the non-undead elements of the army. This means Dead Kingdom armies typically have a faster campaigning speed. Tales of Horror If there is one thing that travels faster than an undead army, it is people carrying stories about an undead army. Truly it can be depressing to say the least. This often leads to little things, like enemy armies, being able to be where they need to be when you really dont want them there. Arch-Abominations (Requires: All Dead Rising traits.) Sometimes raising the normal dead just quite doesnt do it. Youve mastered Zombies, Skeletons, Wights and Revenants, but that just doesnt get you that Zombie-Dragon, or undead Kraken... well this does. And boy do they stink in the literal sense. Unfortunately for their enemies they tend to be stronger and more resilient than their living counterparts, if a little more flammable.

KINGDOM OF SOLACE NATION


Your nation is bleedingly good. Your people are happy, indeed, this nation is all about peace, prosperity, kindness and good for all mankind (or womankind/monsterkind/etc), this makes it a very well trusted nation and well liked by those better inclined nations. However they dont react well to others. Nation Trait Basic: Golden Aura of Goodness: Your nation is good. Sickeningly Good. Singing to Birds while feeding the peasants good. Your nation is so good it may as well have come out of a Disney fairy tale. As such you are completely above suspicion and reproach by any who meet you. Nobody will suspect you of subterfuge or deceit and they will always assume that youre telling nothing but the complete honest to *deity here* truth. Nation Flaw: Naive: The Kingdom of Solace is a trusting entity not given to the paranoia that most nations take for granted as a tool of survival. This means that such nations are often the victims of criminals who press on the gullibility of the commons and nobles alike. It also means that international scheming is completely beyond you. And you wont allow other nations to do so in your name.

NATION TRAITS:

Potioncrafters
Potions of Healing Though alchemical progress and certain magic incantations you are able to brew potions of healing that accelerate the healing process at an almost unnatural speed, such potions are best taken at a safe spot where you wont be attacked for several minutes since the spasms that come with mending the broken tissue and bones will give your opponent a opening to strike. Plagues ravaging your lands, people and livestock? Have no fear for you have stocked a large amount of cure disease potions for just such an calamity! Liquid courage without the bad hand-eye coordination, projectile vomiting and waking up in a bed besides a uncomfortable looking goat. Sometimes when your alchemy lab explodes and you are hurled into a tree doesnt mean that you failed, this way you have discovered how to make firebombs, caskets that detonate by fuse spreading liquid fire in a arc of 3 meters/8 feet.

Potions of Cure Disease Potions of Heroism Firebombs

Cast out the Darkness


The Sun is Rising Blinding Light The forces of darkness will think twice when sunlight breaks through the clouds, bathing your troops in its light, embolden them to push harder and fight with renewed vigour while the enemy so confident moments before start to wet their pants The forces of darkness shall never understand the light so when your mages summon forth a blast of light that comes from the light in each member of your nation those who oppose you are blinded and stumble around in confusion by it until they are able to shook its effects off. Beams with the power of light and the sun spring forth from the outstretched hands of your mages to burn those who are hit by them, setting them on fire with prolonged exposure. Sunblock anyone? The powers of darkness revel in death and destruction you are able to tap into the power of light and mend what was broken, healing severe or even wounds that could be fatal (if you get there in time) and attach severed limbs, provided you got the limb which was lost.

Searing Light Lay on Hands

For the People


Small Town Talk From farmers, to city folk, nobles, beggars and citizens everywhere believe in the good and kindness of your neighbours and help each other out in times of need. As such there is no crime at all in your nation, no bandits roaming the forests, no murderers stalking the streets. So when something unlawful happens it is noticed almost immediately and reported. When it is time for the forces of good to march every member of your nation supports it, providing departing troops with blankets, extra food and well wishes and support in every possible way. Knowing this your troops have a increased morale and are harder to break mentally. The reputation of your nation as a force of good and justice precedes you, making diplomatic and trade matters easier with those who have some of the same values. It is also harder for those who would try to blame you for actions you have not committed. Your nations ways appeal to the poor and downtrodden of many other nations, a Kingdom of Solace can find shelter, refuge and hidden allies in places they might not expect. A peasant revolt can be a bad thing for the enemies of a Kingdom of Solace. (This trait is GM Moderated.)

Support the Cause

Unsoiled Reputation Appealing Leadership:

We are the Guardians


Aura of Champions You Shall Not Pass! Rally to me! TO ME! Your commanders inspire their troops and the light which burns within them radiates out giving courage to nearby soldiers and make them fight harder. This has a opposite effect when a commander is brutally slain of course. Knowing that you are all that stand between the forces of darkness and your nation, wives, husbands, sons and daughters will make you and your fellow countrymen stand their ground, a defensive wall of shields, spears and swords that will not move no matter what. Those who are under the impression that the forces of good cower behind their walls and only are on the defensive have never seen what happens when the order has been given to charge. That wall of steel looked such a easy target all huddled together now imagine how it would look like as that wall comes charging for you ignoring casualties from arrows, magic and beast and keep on coming. Your leader challenges his counterpart on the field to a duel. Such a duel may be accepted or refused by the enemy. If accepted the winner of the duel is randomly determined (as well as whether they die honourably or run away) the losing armies morale is significantly impacted by this. However if the enemy commander refuses the duel all those within sight and hearing have their morale sapped by the realisation their commander is uncertain of victory. (Dead Kingdom and Black Empire can refuse duels without consequence.)

For Gondor, For the King!

To the Death!:

BEAST-TAMERS NATION
The Beast-Tamers are a nation of people with a long history of taming monsters. And do so with a complete and unmatched excellence, few can find monsters as well trained as those in the stables of the Beast-Tamers, however they have gotten too close to their beasts and dont quite grasp that others havent trained their beasts as well, and dont take well to the deaths of their Monsters. Nation Trait Basic: Beast-Catchers: The Beast-Tamers dont get their name from stories, they get it from an innate ability to catch and tame monsters in a manner that others could only be frightened to even attempt. As such they are excellent in combat against monsters, and are utterly fearless in the face of monster units. Monsterium: Your people have fought alongside monsters so long your troops can often see how the monsters will act and react. As such they can avoid a monster which is about to frenzy, or support one who would panic without support. Nation Flaw: Too Close: The Beast-Tamers have become so used to monsters that sometimes they simply fail to gauge the fact that others are not so skilled as they are when it comes to training and using them. As such they can be caught entirely by surprise when enemy units become frenzied and uncontrollable. Additionally they are less able to handle the deaths of a monster than other nations as Beast-Tamers often see their monsters in the same way as another treats their pets. Monster in the Closet: The Beast-Tamers have become so used to Monsters that losing them on the battlefield can become crippling, indeed, if all the monsters in a Beast-Tamer army are slain then the armies morale will plummet and likely break. Additionally, the Beast Tamers cannot deploy an army without Monster support.

NATION TRAITS:

Beast Accessories:
Beast Armour: While the beasts, monsters and otherworldly creatures you control are more than impressive but why not improve whats already there with another layer of protection? You go out of your way to design, fit and finally construct a set of armor that can be outfitted on your beasts to ensure the protection of some of their more vulnerable parts in order for them to do the bidding of their masters longer on any field of battle. One day a famous beast tamer once decided that adding weapons on a monster was a very good idea, so he fashioned a set of steel claws to extend the reach of a Wyverns claws and a large spike on its already mighty tail to improve it ferocity. It worked like a charm, so well that the wyvern broke loose, killed the beast tamer with its extended metal claws and flew off after it killed several of other tamers. The idea remained however, inspiring generations of beast tamers all over the lands to create weapons to enhance their already deadly pets. Your people make saddles, chariots and other means that enables people to ride with the might monsters your nation commands. The largest of beasts could easily lift a saddle or other contraption that allows you to have archers or other soldiers on top of the beasts to add to the monsters overall performance. Sometimes the beasts are just uncontrollable, or can be made so. Not so with the intervention of the magicians who can bind ensorcelled control into their beasts so that they cannot go renegade and kill everything and everyone. At least, until the rider says otherwise.

Expansion of Beastly Ferocity:

Chariots & Saddles: Sorcerous Bindings:

Beast Tactics:
Lone Hunters: Pack Hunters: Monster Stampede: You have trained your beasts to work and perform on their own, making them more ferocious, independent and cunning. Able to suddenly attack an enemy group or formation, wreak havoc and then retreat before it is able to be severely wounded or killed. You can train the beasts under your command to be efficient group hunters, making them travel in packs on the battlefield where they are used to charge through an enemy formation with fellow monsters of their kind to rely on. If you have ever seen a regular stampede of cows, horses, even sheep then you might know the danger it represents. You would never stand in the way of a stampede were you will be crushed under the sheer weight of the amount of animals that stomp themselves over you. Now imagine that with a horde of vicious monsters doing the exact same thing and you are a soldier in the vanguard Your nation has learned how to harness its flying monsters into cohesive military units unlike most others. While others have done it to a degree you have done it almost to an art form, not by forcing the monster to obey just your commands, but to listen to their own instincts.

Air Cavalry!:

Beast Mastery:
Beast Tamers Extraordinair e: Man & Beast: Yes your are good at taming and controlling your deadly monsters and other beasts but would it hurt to make sure that the giant package of sharp, flesh tearing teeth, claws, tails and other appendages will not turn around and kill your own. You go an extra mile to ensure that your monsters are properly tamed and able to follow their handlers commands and not eat him/her. It is not a smart idea for regular beast handlers to have monsters and regular soldiers of the same nation fight side by side, after all if angered, panicked or otherwise distracted it might turn on its fellow countrymen. Then again your people have been training your soldiers and monsters to stand and fight together, making sure that the monsters make sure which walking lunch boxes are the enemy and which are its allies. The Beast-Tamers get an extra 2 Common traits to spend only on Monsters. This is due to their natural affinity with the horrors of the world. This allows them to go over the monster limit for a nation. After centuries of experience with monsters your people have learned to tell the moods of the beasts often before the beasts experience them themselves but sometimes they just snap and lose control. With this the most skilled Beast-Tamers have learned to risk the monsters wrath and try and calm them down. It doesnt always work. (GM Moderated)

Monster Mayhem: Monster Whisperer:

Advanced Beast Training & Breeding:


Siege Beasts:
After generations of breeding you managed to create a subspecies of a certain beast race and made it the ultimate, living and breathing siege weapon. Its hide so tough that it is able to withstand most blows, its strength able to break down a gate or wall within a day if unopposed. But this increased hide and muscle structure has made the beasts you have turned into living siege weapons slow in movement and reaction time, they are not able to be used against normal foes or other monsters as efficiently as the original monster type their ancestors once were. (Only able to change one Big monster race, must not be able to fly). You have bred and trained your monsters to be fast, really fast. Able to cross any manner of distance as fast as possible this gives your monsters the ability to go where they are needed faster than anyone could anticipate. Just look at them, what do you feed those monsters? Steroids and growth hormones? You have bred and trained the strongest beasts there are. If a monster were to enter a fight with another monster of the same type in a battle of strength and power then yours would be the victor, hands down. These are disgusting things, monsters interbred with one another with the aid of magic until something takes hold. The majority of the results are horrific abominations whose mewling cries are those of a being that knows it is too terrible to live until someone mercifully ends their horrid crime against nature existence. But when it takes. The result can be terrible to behold. Or utterly droll. There is nothing more pitiful than the successful breeding between a Kraken and a Dragon only to discover it got the most useless traits of both.

Breed them for Speed: Breed them for Strength: Abominations:

BLACK EMPIRE NATION


The Black Empire is true to its name, there is no source of evil in the world that they cannot match or even surpass, and while they cannot raise the dead, summon armies of skeletons or such, but such is their depth of depravity and level of evil in which they are willing to go is without equal. And they revel in every minute of it. Nation Trait Basic: Masters of Horror: Few dare challenge the fact that the Black Empire is the most horrifying force you could possibly face. As evil as many view the Dead Kingdoms they have nothing on the wilful acts of evil of the Black Kingdom, but as such little shakes them, no enemy can bring a horror to the field that they have not seen better of. Unquestionable Violence: Where others may be squeamish and hesitant about war, blood and brutality, even having the commoners who dont want it and so on and such, the Black Empire has none of that. At the sniff of a war. The hint of a raid. The nation is behind it. Nation Flaw: Source of all Evil: There is no denying, on any level, that the Black Empire is undeniably evil. They are butchers, rapists and are considered by many to be the source of all evil, and this is something that they have never denied or tried to change. They enjoy the fear, terror and revulsion they foster around them. Thus diplomacy with Black Empires can only happen with great care and caution. (GM Approval required for non-hostile contact with anyone.) Barely Controlled: The excesses of a Black Empire are almost completely uncontrollable, when a Black Empire goes to war, while he can control the direct and strategy of his armies, his control is not absolute, they will slaughter, rape and pillage their way across their enemies nation and no level of control by their masters can stop them from indulging themselves.

NATION TRAITS:

Fortifications of the Damned


Many Walls: Ironclad: Bloodstained: Horrifying Edifice: Your Masons are not content with only a single wall around many settlements. Indeed, for each additional point you spend on a settlement that has a wall of any kind you can increase the number of walls by one. (Maximum, 10 walls) The disturbing part about the Black Empire is when they clad their walls in metal, while thick and poorly forged it does make assaulting such walls a more difficult prospect. The walls are ancient and stained with blood, whether from the slaves used to build them or the armies that they have bled against their impregnable walls who can tell. But the smell and sight is terrifying to say the least. This ... thing... is just terrible to look at, and it lines your walls like goddamned towers. How the fuck is it following me with its eyes... oh god I can feel its gaze burning my soul!!! (PS: It is shit-your-pants scary.)

SACRIFICE!
The Bloody Altars of the Priesthood: Charnel-Channels: The Priesthood of your nation that handles all sacrifice and magic power within your realm are a fixture of towns, cities and anywhere your people have gathered in large numbers. As such they can commit the necessary sacrifices anywhere. The Altars of the Priesthood are engraved with runic channels that funnel the blood and other viscera into the great vats of magic allowing the blood mages to draw upon deep and ancient reserves of this power. And in the oldest cities of the Black Empire these great reserves can contain the blood of hundreds of thousands, even millions. Upon battle the Priesthood can ritually designate thousands of slaves for slaughter by soldiers. The sight of this is a severe blow to most enemies morale. And more importantly the power drawn is used to strengthen the soldiers who struck such blows. Once a year the gods demand a high sacrifice. The value of such a sacrifice must be measured carefully, this can come from hundreds of slaves, or even if the Priesthood demands it, that of a Dragon in their stead in readiness for war.

Make an Example: The High Sacrifice:

Blood Magic: (Doesnt work on things without blood.)


War of Blood: This power is a school of magic that applies on a level horrifying to all enemies who behold it they using sacrificial blood as the catalyst for their spells apply elemental effects directly to the blood. Ranging from Boiling the enemies blood in their bodies. Or freezing it, or even turning it to stone. Rare sacrifices are selected for this. A Sacrifice of Sacrifices, a hundred slaves are sacrificed and blood magic binds all of it into raw magic potential in the Sacrifice who is then driven mad and driven headlong at the enemy lines where, eventually they explode and the boiling blood rages like boiling oil. In some case the Blood Mages will sacrifice a bevy of slaves in order to fuel the spells that take control of lesser men by dominating the flow of blood in their bodies using them as puppets turning them against their masters in a horrific mockery of true life. Sometimes the mage will even leave the puppet their voice and faculties controlling only the body as the victim screams for help and mercy. These nightmarish creatures are the simplest and weakest of the Blood Mages spells when they know such, in such cases their simply use their power to animate the blood spilled upon a battlefield creating these blood elementals, capable of little someone caught unawares can find himself drowning in the blood of ally and enemy alike.

Death Bomb:

Poetry of the Puppets:

Blood Elemental:

Excesses of War
Right of Conquest: To the Black Empire the right of conquest is not just military. Indeed, part of a soldiers pay in a Black Empire with this trait is the literal right to take any enemy they want and conquer them whether they wish it or not. For many nations the occasional rape is a tragic consequence of war. For this nation it is a right all soldiers expect. The Black Empires darkness knows no limits and its soldiers wear the skins, fingers, ears, faces, any trophy they desire from their fallen enemies, or anyone they have slain. It is not an unusual thing to find a book full of human faces, or backs full of knucklebones, or a necklace of ears. And Cannibalism isnt unheard of either. Wast not want not. A siege is a terrible thing to behold. But when besieged by the Black Empire it is even worse. For as the Black Empire raids the countryside, pillages and slaughters its way it will take the heads of its enemies, especially children, and fling them over the enemies walls using the catapults to deliver their grisly message. A message of terror. The Black Empire are desecrators, not by nature, not by instinct, but by calculated choice. They care nothing for the idols of other gods, except that their defiling and desecration hurts those who believe in them. And for the suffering of an enemy no time can be wasted.

Flesh of the Fallen:

Buckets of Heads:

Desecration of all that is good:

FANTASY NATIONS:

BUILDING YOUR NATIONS TERRITORY

FANTASY NATIONS NATION BUILDER.


Here it is shown how to build your nation in the Fantasy Empires RP. A nation is made up of numerous Provinces. Within each Province are those settlements of consequence within the Province. Each settlement, be it a Border Fortress or a series of farms, provides something needed by the kingdom and its people. There are many types of settlements and all will serve their purpose. Each type of settlement serves certain needs of your nation, though all settlements contribute taxes to pay your army. Remember, dont just buy the expensive settlements! If you have 20-30 Castles and only 1 Grain Farm (for a terrible example) then your people ARE going to starve. No ifs buts or maybes about it. PRODUCE SETTLEMENTS Grain Farms: The grain farms are the backbone of your peoples diet. With this much of their nations bread and other similar products are produced in order to feed your nation. (Each Grain Farms Settlement represents between 10-20 families) Game Forest: A Game forest is the hunting ground of your foresters who seek to hunt food like Deer, Boar and such. They dont provide a great deal of food, but it is treasured and provided to the wealthy. (Each Game Forest represents between 2-3 families. They do not count for Town and City Requirements. But do count towards Military Requirements) Meat Farms: The Meat Farms are a variety of farms, from Cattle ranches to Shepards farms. They serve the meat and dairy needs of your nation. Of course depending on your race or even nation type what this means can vary greatly. (Each Meat Farm Settlement represents between 15-30 families) Fishing Community: A fishing community can represent either a river community or a coastal fishermans town, these men and women provide for the seafood needs of your people. (Each Fishing Community represents between 10-20 families) Orchard Farms: Fruits and other Vegetables are an important part of somebodys diet. Usually the peasants. These serve those needs in quantities usually adequately. (Each Orchard Farms Settlement represents between 15-20 Families) RESOURCE SETTLEMENTS Mining Settlement: A mining settlement gets you all the basic minerals and metals you need, copper etc. They are simply diggers, though sometimes they get a little gold only a proper gold mine will provide you with a decent amount of gold. (Each Mining Settlement is between 5-15 families) Iron Mines: Iron mines serve the needs of your military and other important elements, without Iron you wouldnt have weapons worth the scraps that they were made from. These men work tirelessly to supply your nation with the metals to defend itself with. (Each Iron Mining Settlement is between 10-20 families) Lumberjack Settlement: These men, the loggers, provide the larger volume of wood to your nation, while many of your towns and such simply log their own nearby forest to provide building materials some simply cannot due to circumstance and need it brought in. And that is where these boys come in. (A Lumberjack Settlement is between 5-10 families) Water Mills: The Water Mills serve many purposes, from helping in producing bread with their capable mills or other uses. But nobody talks about those. (Water Mills represent 3-4 families) Quarry: Quarries are needed to produce your castles and the like. These are dangerous places to work but critical for your stone-built structures. (Quarries represent 20-40 families)

TOWNS AND CITIES Small Town: A small town is a collection of villagers into a tiny spot of civilisation, or so it believes, also called Villages these are more like meeting points for local farms and their like to collect the goods to move them where theyre needed. (A Small town represents 30-40 families) Medium Town: A medium town has grown beyond the tiny trappings of a small town and has more class though most still see it more as a peasants hovel than a home. But it is on good days a bustling little community of little workers, and potential soldiers. (A Medium Town represents 50-60 families) Large Town: A large town is as good as those peasant hovels ever really get, and some are really quite nice, they are bustling cores of community spirit and most consider themselves to be better than the rabble of small and medium towns. (A Large Town represents 70-100 families) Small City: A small city is a bustling little bundle of people whod rather pretend that they lived somewhere else. As they are in the rough middle ground of things that matter and things that... well... dont. A small city is a centre for trade and other meaningless trappings. The taxes are better too. (A Small City represents 400-2000 families) Medium City: A medium city is a bustling metropolis, and few nations go without these centres for well pretty much anything. Most of the population will live in cities like these. (A Medium City represents 4000-10000 families) Large City: A large city is the true bustling metropolis of your nation, a massive centre for trade. These cities are typically the oldest, largest and definitely most populated. They are gluttons and require considerable amounts of food to support. Crime is also typically rife in these cities. (A Large City represents 12000-50000 families) Port City: A port city is somewhere between a small and medium city situated on the coast with extensive docks, both civilian and naval. The shipwrights working hard each day to manufacture new ships over the coming months. (A Port City represents 600-3000 families) Large Port City: A Large Port city is slightly smaller than a large city but has the benefit of being on the coast and able to support a considerable navy and facilitate unheard of volumes of trade compared to most Large Cities. (A Large Port City represents 5000-35000 Families) MILITARY ORIENTED Border Watch Tower: This tower is typically just a wooden tower with a small palisade capable of supporting a few troops and the few peasants needed to feed them and do all the trivial work. But it is an invaluable first-warning system. (Can support up to 20 Troops) Motte and Bailey: This small early castle is another valuable little defence that requires little by the way of hard maintenance. The hill with its wooden keep and bailey with its palisade walls can keep an enemy at bay until reinforcements show up... or they set it on fire. (Can support up to 100 Troops) Keep: The Keep is the first mainstream defence your nation will probably have protecting the outlying provinces, this stone keep is capable of withstanding anything less than a full scale attack by someone determined to take it. (Can support up to 100 Troops) Tower Castle: The Tower Castle has no keep it is a set of walls with towers at the joins of the walls. It is capable of supporting a good number of troops, but once the walls are breached the men within are dead. Simple as that. (Can support up to 500 Troops) Walled Castle: The walled castle is a Tower Castle with a Keep. This enables them to put up a much better defence than they might otherwise have been able too. These defences are considered to be the average defence structure. (Can support up to 800 Troops) Castle: The Castle is an evolution of the Walled Castle, instead of the average these castles often have the main keep and as many as two to three walls protecting it. These Castles are extravagant

expenditures, but valuable. (Can support up to 1500 Troops) Fortress: The Fortress is the amongst the greatest defensive structures a nation could possibly construct, and unlike the Citadels they have little peasant population. These monstrosities can have 3-5 walls and are often designed to cover themselves well. (Can support 15000 Troops) Citadel: The Citadel is a Fortress and a City combined, valued as important defensive positions they are imposing edifices dedicated to the greatness of the nation in question. (Can support 25000 Troops)(Contains between 8000 15000 families) High Citadel: (Max 1) The High Citadel often serves as the capital of a nation. This ultimately inspiring edifice is the ultimate expression of a nations might and determination. A High Citadel is often the largest city and defensive structure in the entire nation. (A High Citadel represents 18000-80000 families)(Can Support 80000 Troops) OTHER Tavern: A little money-maker with a side of potential quests! Hermits Cave: These men dont provide any taxes, but they know of things, of places, others may not providing the opportunity for a potential question. Or theyre just crazy. NATION SPECIFIC SETTLEMENTS: Barbarians Mead Hall: They come over here and they take all our land They chop of our heads and they boil them in oil Our children are leaving and we have no heads We drink and we sing and we drink and we die Druids Circle: The Druids are the religious leaders of those the world calls barbarians, they serve as the scholars, teachers and wise men of the Barbarians. And when war calls. They are those who bring the blessings of the Barbarian Gods upon their men. War-Camp: Within the hallowed wooden palisade of this Camp do the young learn the ways of the warrior. But the way is not for the weak and soft. Within these camps boys are forged into men upon a crucible of fire. Or they are broken upon it, there is no room for error. Do or die. Sea-Lords Mead Hall: They come over here and they take all our land They chop of our heads and they boil them in oil Our children are leaving and we have no heads We drink and we sing and we drink and we die Sea-Fort: This tiny island makes for an excellent defensive position, and so it has become the small keep upon it serving as an excellent defence with a wall around the rest of the island. Shipwrights have a small port to build new ships of war if your merchants can supply the lumber. (Can support 600 Troops) Shipwrights Town: This coastal town is oriented almost wholly to producing ships, be they fishing scowls or the enchanted Dragonships of the Sea-Lords themselves. The towns are considered invaluable to the Sea-Lords. (Shipwrights Towns typically represent 50-70 families)

The Learned Library of *keyword*: The libraries of the learned are famed across the world for the wealth of knowledge concealed within the hidden and invaluable tomes within. A wanderer seeking lost wisdom would be wise indeed to seek this library if the knowledge is of the now. Archives of the Lost: But sometimes the knowledge of the now is not what is sought by the wanderer, sometimes they seek knowledge of the lost past, of forgotten tales, fables and histories. Within these hallowed halls knowledge long forgotten to the world rests and is protected fiercely by the guardians who only grant entry to those who seek the knowledge for reasons they deem pure. Ancient Repository: And sometimes that which is sought is not a manuscript, scroll or book. Sometimes ancient artefacts are stored away forgotten until the time when they are needed most. Sometimes many of these ancient things gather within repositories of knowledge. Empire Colosseum: In the Colosseum the greatest combat ever seen is waged between Gladiators within this edifice to honour the masses with blood! Blood and Sand! Forum: The Forum is a public building where the politicians of the Empire discuss the state of the Empire and their plans to act upon it to the people and get the peoples input and opinions. Empire Wall: (For each Province you must pay 5 points for this Empire Encompassing Wall) Nothing says keep out than a big honking wall from one horizon to the other. Of course keeping it manned is a massive drain on manpower. Bandit-Kings Forest Hill-Fort: Deep within the forests there was myth about a Hill-fort built within the shadow of great oaks and pines such that it could not be seen from the ground. Within which the Bandit-Kings spend their riches upon many women and much wine before their pickpockets go out to reclaim the lost gold. (Can Support 300 Troops) Cave Docks: And within the cliffs that rest upon the coast there are tales of hidden docks within the clefts and caves of the cliff face where the dastardly pirates can conduct their raids from in relative safety. Treasure Trove: And within the borders of the bandit-king are tales of a dragons-hoard in treasure concealed behind a magical cave entrance that can only respond to the right spoken words. But are they tales, or are they well masked facts? Merchant Lords Trading Post: This trading post is not within the Merchant Lords provinces, but is instead placed strategically upon the world where facilitating trade is in fact more profitable than it may otherwise be. They are generally considered sacrosanct and attacking them is frowned upon for as they say everyone loses. Trade City: A Trade city is a city at the border of the Merchant Lords domain that specialises in trade with foreign powers, it lives off of the tax generated by the massive amount of trade within. It is said that there is nothing you cannot find for sale in the Trade Cities of the Merchant Lords. (Trade Cities represent 5000-10000 families.) Tax-Mans Keep: The Tax-Mans Keep is a fortification housing of the Tax-men who serve their Merchant Lords will and collect their monies from those who owe from the great toll roads, bazaars and shops of the lands. They are very well protected when in their keeps. (Supports up to 250 troops)

Mageocracy Mages Tower: The mages tower is an edifice of power allowing the mage to see all within the province, and to some small ability to exert his magical ability upon it. Teleportation Stones: (Limit 1 Per Province) This allows people to move from Teleportation Stones to Teleportation stones instantly by saying the activation phrase and touching the stone, however there is only room for two or three to teleport at a time and they have to clear the other side. Teleportation accidents are hard to clean out. Arcane Archives: The Arcane Archives are storehouses of magical knowledge going back thousands of years. Within these hallowed halls a promising wizard, witch or other magically oriented being can learn much of their craft without ever having to leave its halls. Naturalists Magical Forest: This forest is alive, not just alive in the general sense, but truly alive, even aware of itself and others. Beings of this forest have a much closer connection to life than any other living beings and evil cannot bear to be in contact with a magical forest for long. Unfortunately it is just as vulnerable to fire as a normal forest is. Fountain of Youth: Deep within the hardest places to reach of the naturalists empire is a natural fount, a water spring that glitters with unnatural vitality, a vitality that can turn back the clock of somebodys life twenty years so that they are young once more. The Elder Tree: This tree is the oldest tree within the domain. It is massive in its extents and its root system covers almost the entire nation the trees within the nation sharing its root system creating unnatural forests rich with vital life. Mechanists Dominion Workshops: The workshops of the mechanists are where their mechanical devices are forged by skilled mechanists and used or sold depending on purpose and intent. Flight Shop: This workshop is more specialised than most of the workshops and is skilled only at making the balloons and blimps used by some of the Mechanists Nations. (Requires Hot Air Balloons Trait) Toy Store: These trade goods increase the tax revenue of a province that they are within due to the increased spending of parents on their children. Nomads Caravanserai: The Caravanserai is a mobile bazaar that moves ahead and behind the majority of the nomads trading the goods of the people for things they need long in advance of their actual arrival. And when necessary the master of the Caravanserai can often secure passage for the nomad people through other territories. (Max 4) Oasis: An oasis is a highly valued waystop for the nomad people on their journey across their migratory path. In the hard places of the world they might have to travel an Oasis may be the only thing between life and death of the Nomads. Wayfort: Sometimes the Nomads are not so welcome as they might be. The greatest shamans have forged these hidden wayforts across the land enchanted from its own soil. The wayforts will only rise in a time of need for the nomad people. However even they cannot last forever. (Supports 2000 troops)

Subsurface Kingdom Surface Access: The subsurface kingdoms are concealed beneath the lands of others. Without the surface accesses they possess these kingdoms would no more be aware of the surface world than the surface world is of it. Maze of the Deep: The subsurface world protects its secrets with great care. Especially the smaller subsurface kingdoms who build great elaborate mazes to deceive people as to the path into their kingdom. Laced with traps and monsters few can make their way within unmolested without knowing the secret of the maze. (Nation may not be larger than small.) Deep Mines: The mines of the deep are rich with ore for those enterprising enough to dig deep enough to plunder their wealth. But such mines carry with them a curse, for those who delve too greedily and too deep the horrors within may awaken. Such was the fate of many a subsurface kingdom. Smith-Lords Legendary Smithy: The Legendary Smithies are contained within a keep built just to protect these great objects from plunder or destruction. Here the master runesmiths forge the magical items of leadership or other purpose for the kingdom. No mundane items are forged within these smithies, even the simplest items forged with no intent towards magic will absorb the magic of their purpose and to those careless enough to do so even great evils can be born of the Smithies of Legend. (Limit 1)(Can support 250 troops.) Temple of the Anvil: The Temple of the Anvil is a holy place for the Smith-Lords. Here they worship the smith-gods or ancestors or whatever their belief was that grants them the power to physically smith magic without any innate magical abilities. Great Mines: Like the deep mines of the subsurface kingdoms the need for ore for the smith-lords is addictive, even much like a drug and they are compelled to search for more ore. And these mines move a greater wealth of metals than ordinairy lesser mines. But they carry the same curse as the Deep Mines of the subsurface kingdoms. Chivalrous Order Tourney Fields: Tournaments are a staple of the Chivalric life. Jousting and battling each other for sport and honour. Fortunately these events even have interests outside the chivalric nations and many will come to see a major tourney if they get the chance. Camelot: This castle is a place of leadership. Within its walls the knights of the realm are equals around its round table. (And that table can get pretty damned big for larger nations! Everyone remembers what happened last time the round table of Abbera had to seat its 2033 knights and conversation devolved into chinese whispers as they tried to pass messages from one side of the table to another and it was too big to shout over.)(Limit 1) (Can support 4000 troops) Lady of the Lake: The lady of the lake is an unknown creature of a lake within the nation. This lady knows the honour of all those who visit her shores and it is told that from time to time she will reward the worthy with a magical item from the depths of her lake. (Limit 1) Coin-Soldiers Recruiting Fields: Every nation of Coin-Soldiers has its place of recruiting where it trains those who wish to join its armies, and draws in recruits from across the face of the world who fancy the chance to take up arms and work for honour, glory and a LOT of gold. Most dont make it. Demonstration Field: And this is the opposite end of the business model. Here it is that mock battles are waged (sometimes with a little less mock than others) in order to demonstrate what the CoinSoldiers have to bring to the martial table. Fortified Armoury: The Armoury is where all the weapons are stored, and the Coin-Soldiers have many many weapons and a need to keep those weapons safe and hidden from prying eyes. Some might think its compensating for something but a Keep is an excellent place to site a major armoury. (Can support 400 Troops)

Slaver-Kings Dungeon Fort: These fortresses are massive intimidating edifices and frightening to behold. Their halls resound with the sound of human misery from the thousands to tens of thousands of great cages beneath their halls. These structures are as much to keep its occupants in as enemies out, and as such these bastions to the sale of slaves are very much hard to take. (Can support 15000 Troops) Assassins Tower: These towers are made from black stone and concealed in the darkest parts of a Slaver-Kings nation where they cannot be seen by mere mortals without exposing themselves to the nightmares who inhabit it. For not all times suit the Slavers to use force. Sometimes a problem must be removed in a more subtle fashion. And it is the masters of these towers that provide such services. (Max 2) Slave Market: These marketplaces are not like the great bazaars or caravanserai of others. No for it is not fruit, or blades, or baskets or any of the multitudes of trade goods that you would normally find at a market. For here it is that the Slaver-Kings sell off their living and likely unwilling wares. Theocracy Cathedral of *Insert part here*: The Cathedral is the capital of the religious spirit of the nation. These are the foremost and most powerful signs of the faith that Theocratic nations can build. Ever. Heretics End: Heretics end is often a major crossroad within the nation where the Heretics and traitors to the nation are executed and their bodies put on display so that those passing would know the reason for their grisly fates. Of course it is a pity for visitors who have no idea what a heretic is or why he should avoid being seen as one. Holy Site of Battle: These sites of battle are considered sacred and were typically a place where a great hero fell as a martyr to their god or gods and was later resurrected to lead as a reward for their faith even unto death. Those leaders of prominence who do not rise are seen as being by gods side. Dead Kingdom Citadel of Bones: The Citadel of Bones is an ensorcelled Citadel made entirely off of the bones of the dead. This citadel can take destruction much more readily than a Citadel of stone due to its magical nature. But it reaches a point where those within have to decide whether more undead soldiers are needed or not. And once they begin to use the walls to produce more undead they begin to weaken a lot. (Can support 30000 Troops)(Contains between 8000 15000 families) Necropolis: The dead cities. These are havens of Necromancers and their living dead servants. Few good nations could tolerate such a travesty against nature. But those who dare can seek the servants of their evil inhabitants. (Can support up to 5000 Troops.) Archives of the Dead: This library holds vast stores of necromantic knowledge. With it in times of need a Necromancer or Lich Lord descends into the Archive to find a spell of unbridled power to unleash. Kingdom of Solace Tourney Fields: Tournaments are a staple of the Chivalric life. Jousting and battling each other for sport and honour. Fortunately these events even have interests outside the chivalric nations and many will come to see a major tourney if they get the chance. Temple of Light: The temple of the god is where the people go to worship the divine light that guides their nation in all that is good and right in the world. Public Audience Chamber: To the Kingdom of Solace the needs of the people to have a line to the leaders is as important as anything can be. As such the kingdom has places where the ruler may directly hold court and hear the pleas of his or her people.

Beast-Tamers Hunting Outposts: These small settlements are dedicated to hunting and safely capturing the most ferocious and deadly beasts that it is possible to catch. The body-count can be somewhat high, but the beasts captured make much better beasts of war. (A hunting outpost typically represents 5-10 families) Beast Breeders: These people breed beasts and monsters for a living, unfortunately the domestication and breeding of the animals rather ruins their competitive edge and such beasts though more numerous are in fact less capable as beasts of war. (A Beast Breeders settlement typically represents 20-40 families) Caverns of Despair: These Caverns are occupied by the most terrifying horrible creatures the BeastTamers can imagine and it is the proving test of manhood for those youths who wish to claim to be a man to enter the caves and bring back the head of a beast chosen by their master. Should they fail in this they simply never ever leave the Cavern again. Black Empire High Citadel of Terror: This structure is decidedly intimidating to say the least. Its massive walls. Its iconography, the steel cladding. These structures are built purely for intimidation and to serve as the capital of terror. Even attacking one of these edifices the most determined soldier can falter beneath the sight of its bloodstained steel-clad stone walls. (A High Citadel of Terror represents 18000-80000 families)(Can Support 80000 Troops)(Maximum 1, cannot take a High Citadel *normal* if a High Citadel of Terror is taken.) Tower of the Eye: This edifice is always the tallest structure in the nation and always run or manned by the greatest mage or mages within the nation. It is never left unattended for when it is manned those manning it can see any corner of the kingdom through its almost oracular ability to see anywhere in the nation. Some can even dare try and see beyond its borders. With risk. Arena of Death!: While some indulge time at the Colosseum those of the Black Empire dont bother with any of this sports idea, honour or any fancy crap like that. No, in the Arena of death we just throw in a few dozen captives and drop a monster or two in with them. What do you mean its not fair to give them wooden swords? Who ever said we were fair?

BUYING YOUR NATION


NATION SIZE
How Large your nation is will effect how many points you have to spend on settlements. Very Small: Small: Medium-Small: Medium: Medium-Large: Large: Huge: 100 Points 200 Points 300 Points 400 Points 500 Points 600 Points 700 Points 40000 Major Settlement Points 50000 Major Settlement Points 60000 Major Settlement Points 70000 Major Settlement Points 80000 Major Settlement Points 90000 Major Settlement Points 100000 Major Settlement Points

FAMILIES:
The territories as outlined above mention families. These represent your population Here is just a quick explanation of how that works. A small race family = between 15 and 30 individuals including children. A medium race family = between 4 and 8 individuals including children. A large race family = between 3-4 individuals including children. Giants are typically between 2-3 individuals, including one child.

BUYING YOUR SETTLEMENTS:


Below are the points costs for all settlement types. Note: A Province is a collection of 10 (or less) settlements. Each Province must have at least one military related Settlement for its protection. Anything with this symbol * after it is bought with Major Settlement points. Major Settlement points left over at the end have zeroes whacked off from the end until the number is under five hundred. PRODUCE SETTLEMENTS Grain Farms: Game Forest Meat Farms: Fishing Community: Orchard Farms: 2 Points 1 Point 3 Points 2 Points 2 Points RESOURCE SETTLEMENTS Mining Settlement: Iron Mines: Lumberjack Settlement: Water Mills: Quarry: 5 Points 10 Points 2 Points 2 Points 4 Points

TOWNS AND CITIES Small Town: Medium Town: Large Town: Small City: Medium City: Large City: Port City: Large Port City: 4 Points 6 Points 10 Points 200 Points 1000 Points 5000 Points 300 Points 3500 Points

* * * * * MILITARY ORIENTED

Border Watch Tower: 2 Points Motte and Bailey: 10 Points Keep: 15 Points Tower Castle: 50 Points Walled Castle: 80 Points Castle: 150 Points Fortress: 1500 Points Citadel: 4000 Points High Citadel: (Max 1) 16000 Points

* * * * OTHER

Tavern: Hermits Cave:

2 Points 4 Points NATION SPECIFIC SETTLEMENTS:

Barbarians Mead Hall: Druids Circle: War-Camp: Sea-Lords Mead Hall: Sea-Fort: Shipwrights Town: The Learned Library of *keyword*: Archives of the Lost: Ancient Repository: Empire Colosseum: 10 Points Forum: 5 Points Empire Wall: (For each Province you must pay 5 points for this Empire Encompassing Wall) *If the Trait Many Walls is taken the player may spent 1 more point on any walled settlement to increase the number of walls by 1, this can be done up to 9 times for a maximum of 10 Walls, This cannot be applied to the Empire Wall.* 10 Points 10 Points 10 Points 5 Points 60 Points 7 Points 5 Points 5 Points 5 Points

Bandit-Kings Forest Hill-Fort: Cave Docks: Treasure Trove: Merchant Lords Trading Post: Trade City: Tax-Mans Keep: Mageocracy Mages Tower: 10 Points Teleportation Stones: 5 Points Arcane Archives: 10 Points Naturalists Magical Forest: Fountain of Youth: The Elder Tree: Mechanists Dominion Workshops: Flight Shop: Toy Store: Nomads Caravanserai:(Max 4) 10 Points Oasis: 5 Points Wayfort: 200 Points Subsurface Kingdom Surface Access: Maze of the Deep: Deep Mines: Smith-Lords Legendary Smithy: (Limit 1) 25 Points Temple of the Anvil: 10 Points Great Mines: 20 Points Chivalrous Order Tourney Fields:. 5 Points Camelot:(Limit 1) 400 Points * Lady of the Lake: (Limit 1) 20 Points Coin-Soldiers Recruiting Fields: 5 Points Demonstration Field: 5 Points Fortified Armoury: 40 Points 10 Points 5 Points 20 Points (Nation may not be larger than small.) 10 Points 10 Points 5 Points (Requires Hot Air Balloons Trait) 5 Points 15 Points 5 Points (Limit 1 Per Province) 10 Points 1000 Points 25 Points * 30 Points 5 Points 20 Points

Slaver-Kings Dungeon Fort: 1500 Points * Assassins Tower:(Max 2) 20 Points Slave Market: 10 Points Theocracy Cathedral of *Insert part here*: Heretics End: Holy Site of Battle: Dead Kingdom Citadel of Bones: 4500 Points Necropolis: 500 Points Archives of the Dead: 10 Points Kingdom of Solace Tourney Fields: 5 Points Temple of Light: 10 Points Public Audience Chamber: 5 Points Beast-Tamers Hunting Outposts: 1 Point Beast Breeders: 4 Points Caverns of Despair: 5 Points Black Empire High Citadel of Terror: (Maximum 1, cannot take a High Citadel *normal* if a High Citadel of Terror is taken.) 16000 Points * Tower of the Eye: 20 Points Arena of Death!: 10 Points *If the Trait Many Walls is taken the player may spent 1 more point on any walled settlement to increase the number of walls by 1, this can be done up to 9 times for a maximum of 10 Walls.* * * 10 Points 5 Points 5 Points

TAXING YOUR SETTLEMENTS:


Taxes are how you pay your armies, without taxes you cant recruit or pay your men, and that would be unwise to say the least. Below is a list of the settlements that provide taxes. Note that not all provide taxes. The Italic lands are provided by special lands traits and replace either Mining Settlements or Iron Mines. PRODUCE SETTLEMENTS Grain Farms: Game Forest Meat Farms: Fishing Community: Orchard Farms: 20 Gold 10 Gold 30 Gold 30 Gold 20 Gold RESOURCE SETTLEMENTS Mining Settlement: Iron Mines: Lumberjack Settlement: Water Mills: 1000 Gold 1500 Gold 10 Gold 10 Gold

Quarry: Gold Mines: Adamantium Mines: Mithril Mines:

40 Gold 10000 Gold 4000 Gold 4000 Gold TOWNS AND CITIES

Small Town: Medium Town: Large Town: Small City: Medium City: Large City: Port City: Large Port City:

4 Gold 6 Gold 10 Gold 200 Gold 1000 Gold 5000 Gold 300 Gold 3500 Gold OTHER

Tavern:

50 Gold NATION SPECIFIC SETTLEMENTS:

Barbarians Mead Hall: Sea-Lords Mead Hall: Shipwrights Town: Empire Colosseum: Bandit-Kings Cave Docks: Treasure Trove: Merchant Lords Trading Post: Trade City: Tax-Mans Keep: Nomads Caravanserai: Subsurface Kingdom Deep Mines: Smith-Lords Great Mines: Chivalrous Order Tourney Fields: Slaver-Kings Slave Market: Black Empire Arena of Death!:

100 Gold 100 Gold 70 Gold

50 Gold 40 Gold 12000 Gold

1000 Gold 15000 Gold 600 Gold

1000 Gold

8000 Gold 8000 Gold 500 Gold 2000 Gold 500 Gold

FANTASY

NATION:
BUYING YOUR ARMY

TYPES OF UNITS
Armies are made up of various units, as one might expect. These units work together against the enemy. There are several categories. Infantry, Archers, Cavalry, Air Cavalry, Monsters and Special. Some nation types have special units. (But not all!) They require the trait to use. NOTE: Any unit type that references a monster is only available if the nation HAS that monster.

Infantry Types: Light Infantry: These men are equipped with a basic single hand weapon (sword, axe etc) and a shield for personal defence, if the player has the Heavy Armour trait they are equipped with chainmail armour by default, otherwise they wear leather armour. Heavy Infantry: These men are equipped with either a single hand weapon and large shield, or a two-handed close combat weapon such as a Greatsword, Greataxe, Claymore etc. If the player has the Heavy Armour trait these infantry will be equipped in full plate armour, otherwise they wear Chainmail by default. (Fliers cannot be Heavy Infantry) Light Spearmen: These men are equipped with a spear and secondary single hand weapon. If the player has the Heavy Armour trait they are equipped with chainmail armour by default, otherwise they wear leather armour. Heavy Spearmen: These men are equipped with a pike, halberd or other similar weapon and a secondary single hand weapon. If the player has the Heavy Armour trait these infantry will be equipped in full plate armour, otherwise they wear Chainmail by default. (Fliers cannot be Heavy Spearmen) Assault Infantry: These infantry are unusual in that they are typically armed with two single-hand weapons and leather armour. If the player has Heavy Armour then they are equipped with Chainmail.

Archer Types: Archers: These men carry a simple hand bow and a small weapon like a Dirk or a mace. They are equipped with Leather armour as standard, but if the player has Heavy Armour then they are equipped with Chainmail by default. Longbowmen: These men are equipped with a Longbow and a small sword as well as leather armour by default. If the player has Heavy Armour then they are equipped with Chainmail by default. (Fliers cannot be Longbowmen) Crossbowmen: These men are equipped with a Light Crossbow and a small hand weapon for defence. They are equipped with Leathers by default. If the player has Heavy Armour then they are equipped with Chainmail by default. Heavy Crossbowmen: These men are equipped with a hand-cranked crossbow with steel quarrels, they have a shortsword for personal defence and are equipped with a Pavise and Chainmail for defence. If the player has Heavy Armour then they are equipped with half-plate armour by default. (Fliers cannot be Heavy Crossbowmen) Horse Archers: These men are mounted archers equipped with a horse bow and short blade to protect themselves, they are equipped with simple leathers for protection. If the player has the Heavy Armour trait their horses and riders benefit from chainmail to protect them.

Cavalry: Light Cavalry: These infantry are armed with a hand weapon, shield and spear typically and are equipped with chainmail to protect themselves. If the player has the Heavy Armour trait then they are equipped with halfplate by default. It should be obvious that they have either a horse, and for a cost they can instead be equipped with the nations special mount. Heavy Cavalry: These men are equipped with a hand weapon, shield and lance. Though some exchange the lance for a heavy two-handed nation. These troops are equipped with half plate by default. If the player has the Heavy Armour Trait then they have full plate by default. It should be obvious that they have either a horse, and for a cost they can instead be equipped with the nations special mount. Noble Cavalry: These men have been born and bred for warfare since they were young. They are identical to Heavy Cavalry in all but skill and experience of which Noble Cavalry have significantly more. They tend to need to be paid more to show up too.

Air Cavalry: (All Air Cavalry Requires the Monster Type) Additionally: Heavy Armour does not effect any Air Cavalry Unit except Dragonriders. Wyvern Riders: The Wyvern Riders typically have a horse bow and a spear as well as leather armour. All Wyvern Riders, you guessed it, ride a trained Wyvern. Dragonriders: The Dragonriders are always powerful people within a nation. The Dragons themselves wear heavy armour and the riders have their choice of equipment, if the player has the Heavy Armour trait the Dragon is twice as armoured, and the rider will definitely wear full plate. In addition to the rider the Dragon has a howdah upon its back carrying four or five archers with a light ballista aimed to the Dragons rear to help protect it from other dragons. Gryphon Cavalry: The Gryphon-Riders are typically equipped with either a Sword and shield, or a bow and sword. They all wear Leather armour. (Note: For some extra gold the unit may be lead by a Hippogriff) Manticore Rider: Those brave enough to ride the Manticores typically carry a bow and axe or other hand weapon and wear chainmail, the Manticore itself wears no armour. Liondrake Riders: These people ride the Liondrakes typically they carry a pike and wear chainmail armour. The Liondrake needs no armour of its own. Pegasi Riders: These are cavalry riders who have earned the right to ride the Pegasus, they can be armed and armoured with any Cavalry equivalent. Gunpowder Units: Only available to Mechanist Nation with the Gunpowder Age Trait Musketeers: Musketeers carry a long firearm called a musket, slower to reload than any bow or crossbow it however has enough punch to beat through most armour. Unfortunately it is highly inaccurate and ineffective beyond much more than 200 yards. Riflemen: Equipped with Muskets whose barrels have been rifled these weapons fire even more slowly and are more difficult to reload, but they have a much higher accuracy and their effective range is almost twice that of a musketman. Cannon: These big motherfuckers are siege weapons more than typical battlefield weapons, but they are more expensive than they are actually worth due to their sheer power, a low flying dragon can find itself quickly taking a dirt nap if it underestimates these monsters.

Monsters: See the Related Monster Traits: Rules follow below.

Special: Generals: These men are powerful, skilled and well equipped, they will typically serve as the generals of your armies. But may also serve as advisors to your leaders. (Character: Must name.) Archmage: These mages are your most powerful magic users, they know all the magic your nation has to offer and are long experienced masters in the use of magic. (Character: Must name) Mages: These are your magic users. They are considered to know all magic related traits that your nation possesses, though they are not the greatest casters. These men are vulnerable, moreso than any Archmage, and need protection. Siege Engineers: These units come in about 50 men who build and operate your siege engines, and usually your sapping operations. Generals Bodyguard: These men are equipped with the best armour and weapons available have the best training, skill and devotion possible. They are used to protect your Generals and Archmages, though it may cost extra to get them a mount like their lords.

BUYING YOUR ARMY.


Your army costs Gold. Probably quite a bit of gold! Below are the costs for the units, and the size of the units. These are just the default figures! You can combine units into larger groups at your hearts content. (Note: The use of Men is not to indicate that there are only males in your army.) Race Sizes: Race sizes effect the size of the unit, please be sure to specify the race of the units you purchase when you buy them. After all, a unit of 100 Ogre Pikemen are going to be much bigger and meaner than 100 Goblin or Human Pikemen. Race Size: Small = Unit is twice the stated size. Race Size: Large = Unit is half the stated size. (Giants are half this again.) Extreme Numbers = A race with Extreme numbers is twice the size of Race Size small. Other Modifiers: The modifiers for Mithril, Adamantium and Special mounts always applies after any other modifiers, thus the prices of Adamantium and Mithril never change. If the player has Mithril Mines he can equip a unit with Mithril Armour for 20 Gold Note: The Legion is so large that equipping it with Mithril Armour costs 400 Gold. If the player has Adamantium Mines he can equip a unit with Adamantium Weapons for 20 Gold Note: The Legion is so large that equipping it with Adamantium weapons costs 400 Gold. Nation Modifiers: Nation modifiers, such as the Costly flaw are applied before traits like Hold the Line are counted.

Infantry: Effected By Race


Light Infantry: Unit Cost: 10 Gold. Unit Size: 100 Men Heavy Infantry: Unit Cost: 20 Gold. Unit Size: 100 Men Light Spear: Unit Cost: 10 Gold. Unit Size: 100 Men Heavy Spear: Unit Cost: 20 Gold Unit Size: 100 Men Assault Infantry: Unit Cost: 15 Unit Size: 100 Men

Archers: Effected By Race


Archers: Unit Cost: 15 Gold. Unit Size: 100 Men Longbowmen: Unit Cost: 25 Gold. Unit Size: 100 Men Crossbowmen: Unit Cost: 20 Gold. Unit Size: 100 Men Heavy Crossbowmen: Unit Cost: 30 Gold. Unit Size: 100 Men Horse Archers: Unit Cost: 20 Gold. Unit Size 20 Men (+5 Gold to use Special Mount)

Cavalry: Effected By Race


Light Cavalry: Unit Cost: 20 Gold. Unit Size: 15 Riders (+5 Gold to use Special Mount) Heavy Cavalry: Unit Cost: 30 Gold. Unit Size: 15 Riders (+5 Gold to use Special Mount) Noble Cavalry: Unit Cost: 50 Gold. Unit Size: 12 Riders (+10 Gold to use Special Mount)

Air Cavalry: Can only be race size Medium A nation may only spend up to 10% of their gold on Air Cavalry.( Does not count against your Army Support limits.) Superior Training does not effect Air Cavalry Costs
Wyvern Riders: Unit Cost: 50 Gold. Unit Size: 10 Wyvern Riders Dragonriders: Unit Cost: 400 Gold. Unit Size: 1 Dragonrider. Gryphon Cavalry: Unit Cost: 50 Gold. Unit Size: 10 Gryphon Riders (+10 Gold for 1 Hippogriff Rider) Manticore Rider: Unit Cost: 65 Gold. Unit Size: 8 Manticore Riders Liondrake Riders: Unit Cost: 65 Gold. Unit Size: 8 Liondrake Riders Pegasi Riders: Unit Cost: 40 Gold. Unit Size: 12 Pegasi Riders

Gunpowder Units: Only available to Mechanist Nation with the Gunpowder Age Trait
Musketeers: Unit Cost: 60 Gold. Unit Size: 50 Musketeers Riflemen: Unit Cost: 100 Gold. Unit Size: 50 Riflemen. Cannon: Unit Cost: 150 Gold. Unit Size: 4 Cannon, 80 Cannoneers.

Monsters: A player may only spend 10% of their gold on Monsters. (Beast Tamers may spend 20%)(Does not count against your Army Support limits.) Superior Training does not effect Monster Costs.
Drake: Troll: Basilisk: Chimera: Great Wyrm: Kraken: Sphinx: Dragon Turtle: Hydra: Gorgon: Sirens: Elementals: Cerberus: Sea Serpent: Hook Horror: Umber Hulk: Ankheg: Bahannoth: Cildabrin: Choker: Frost Salamander: Barghest: Unit Cost: 200 Gold. Unit Cost: 40 Gold. Unit Cost: 40 Gold. Unit Cost: 25 Gold. Unit Cost: 100 Gold. Unit Cost: 70 Gold. Unit Cost: 40 Gold. Unit Cost: 60 Gold. Unit Cost: 150 Gold. Unit Cost: 60 Gold. Unit Cost: 60 Gold. Unit Cost: 15 Gold. Unit Cost: 50 Gold. Unit Cost: 100 Gold. Unit Cost: 10 Gold. Unit Cost: 10 Gold. Unit Cost: 20 Gold. Unit Cost: 20 Gold. Unit Cost: 20 Gold. Unit Cost: 15 Gold. Unit Cost: 30 Gold. Unit Cost: 60 Gold. Unit Size: 1 Unit Size: 10 Unit Size: 20 Unit Size: 3 Unit Size: 1. Unit Size: 1. Unit Size: 2. Unit Size: 1. Unit Size: 2. Unit Size: 40. Unit Size: 40 Unit Size: 5 (Must pick single element.) Unit Size: 12. Unit Size: 1. Unit Size: 3. Unit Size: 1. Unit Size: 10. Unit Size: 1. Unit Size: 1. Unit Size: 1. Unit Size: 1. Unit Size: 5. Unit Size: 30.

Lodestone Marauder: Unit Cost: 50 Gold.

Special: (Generals, and Archmages do not count towards the unit limit.)
Generals: A General Costs 1000 Gold. The General may have a monster mount for no cost unless that mount is a Dragon, which incurs an additional 500 Gold cost. (Not effected by superior training) Archmage: An Archmage Costs 1000 Gold. The Archmage may have a monster mount for no cost unless that mount is a Dragon, which incurs an additional 500 Gold cost. (Not effected by superior training) Mages: Mages cost 100 Gold Each. (Not effected by superior training)(Can use special mount free) Siege Engineers: Unit Cost: 100 Gold. Unit Size: 50 Men (Not effected by superior training) Witch Hunters: Unit Cost: 200 Gold. Unit Size: 20 Witchhunters. Monster Hunters: Unit Cost: 200 Gold. Unit Size: 20 Monster Hunters. Generals Bodyguard: Unit Cost: 80 Gold. Unit Size: 10 Men. (+20 Gold if mounted on horses. +30 Gold if Special Mount. If monster-mounted the Bodyguards cost is added to the monster/air cavalry) (No extra cost for Mithril Armour or Adamantium Weapons) (Not effected by superior training)

Nation Special: (Effected by Race unless specified otherwise.)(All Nation Specials Require a Trait)
Warrior Monks: (Learned) Unit Cost: 150 Gold. Unit Size: 100 Men

Legion: (Empire) (2 Part Cost) Infantry: 2400 Gold 4200 Men (50% Heavy Infantry, 50% Heavy Spear) Cavalry: 600 Gold 300 Light Cavalry (+50 Gold to use Special Mount) Golems: (Mageocracy) Unit Cost: 20 Gold. Unit Size: 20 Golems. (Not effected by Race) Mage Bodyguard: (Mageocracy) Unit Cost: 100 Gold. Unit Size: 10 Guards. War-Zeppelins: Unit Cost 100 Gold. Elephant Cavalry: Unit Cost: 80 Gold. Unit Size: 10 Zeppelins. (Not effected by Race) Unit Size: 5 Elephants (Not effected by Race)

Zombies (Dead Kingdom): Unit Cost: 10 Gold. Unit Size: 150 men. Skeletons (Dead Kingdom): Unit Cost: 15 Gold. Unit Size: 150 men. Wights (Dead Kingdom): Unit Cost: 20 Gold. Unit Size: 150 men. Revenant (Dead Kingdom): Unit Cost: 20 Gold. Unit Size: 1 Revenant. +Cavalry: (Pay 2x to make a Skeleton or Wight Unit Cavalry if the Ride of the Dead trait has been taken. 3x of Special Mount)(Unit Size: 20) Abomination (Dead Kingdom): +10% to the cost of the reanimated monster. Counts towards monster limit. Paladins (Kingdom of Solace and Chivalrous Order)(No trait required.) Unit Cost: 100 Gold. Unit Size: 20 Men +20 Gold to use Special Mount

FANTASY NATION:

BUYING YOUR NAVY

FANTASY NATIONS: NAVIES


Most nations on the coast or on islands are in possession of at least a small rudimentary navy. And they typically use either oar-powered vessels or sail powered, it is rare a nation will use both, each has advantages over the other, but still the seas are dangerous enough with wild Sea Serpents and such that few sailing ships explore far from their homes. A nation has a set amount of gold to spend on its navy depending on its size, a Sea-Lords nation will always be double that number. Tiny: Small: Medium-Small: Medium: Medium-Large: Large: Huge: 1000 Gold 2000 Gold 3000 Gold 4000 Gold 5000 Gold 6000 Gold 7000 Gold

Navies are the warships of your nation, these will not represent every ship your people field, there will be fishing pinnaces, crabbing triremes and so on, the following list does NOT include merchant and civilian vessels.

ROWING VESSELS:
These vessels are all primarily powered by manpower, meaning people holding some rather large sticks that poke out of your hull. For those not Orcish or Giantish that means the Oars poking from the port and starboard of the ship. These vessels often also have sails, but they are no match for the speed of a sailing vessel on the open ocean. (All vessels are capable of raising one large square-rigged sail unless specified otherwise.) Bireme: A rowing vessel with two banks of oars, a prominent ram and a large square sail. This is the smallest/weakest of the Rowing vessels. Trireme: The Trireme is nearly identical to the Bireme, except that it is slightly larger and has another bank of oars. Quinquireme: This is a much superior vessel to the Trireme, three banks of oars (the upper two decks have 2 men per oar and the lowest deck one man per oar) and crews of nearly 450, though 300 of those are rowers. These vessels typically have a pair of smaller ballista both fore and aft. Octareme: These vessels are slightly larger than Quinquiremes, though they have only two decks each oar is manned by four men, they have a pair of catapults amidships in addition to the ballista. Decareme: The Decareme is almost identical to the Octareme though it has five men per oar and is slightly larger. It carries a larger contingent of troops but has no more special weapons than the Octareme. Galley: The Galley is a three oar banked vessel with eight ballista on each side of the vessel facing the port and starboard respectively, it also has eight Catapults, two fore, two aft, two starboard, two port. Galleass: This is effectively a three-masted Galley, able to match all but the Windjammer for speed it is the hunting dog of the Rowing fleet, especially as it has its third oar deck is replaced with a ballista deck doubling the number of ballista available. Longship: (Dragonships for the Sea-Lords: Requires Dragonship Trait) these are frighteningly powerful vessels which one wouldnt realise at first glance, these are disturbingly sea-worthy vessels for rowing craft who normally cant go too far from the coasts. Moreover they carry a veritable horde of howling barbarians (well often) at high speeds the rowers coming from the strongest and best of them.

SAILING VESSELS:
These vessels are all primarily powered by sails and rarely have oars if at all, they are typically armed with heavier weapons than the rowing ships, but have smaller crews and are highly vulnerable to boarding by the arguably stronger sailors of the Rowing vessels. (Not the least because a Rowing vessel will often try and poke a hole in the side with its ram first.) But if the Sailing vessels can bring their heavier armament to bear for long enough. Sloop: The sloop is the smallest, and yet one of the more capable ships, crewed by less than fifty men it wields five Ballista and can bring three to bear at any one time except to the rear. Dhow: The Dhow is slower than the sloop but better protected, the aft-castle houses three catapults protect the side and rear, and six ballista make up the port and starboard armaments (3 on each) it is however very vulnerable to fire. Schooner: The Schooner is an exceptionally fast little vessel and has almost identical armaments to the Dhow, though it benefits from an extra two ballista on each side and a prow catapult. Caravel: The Caravel is a faster more merchantile warship, it has room for cargo, and has twenty ballista, ten port, ten starboard underneath the top deck, upon the top deck six catapults hold pride of place. It has more room for troops than most other sailing vessels. Barque: The Barque is a larger more powerful vessel than the caravel, it carries twice the weapons though it doesnt have even a tenth of the cargo space, additionally the Barque is a fast vessel and carries room for even one or two Mangonels. Windjammer: The Windjammer is the fastest ship in the oceans naturally, its powerful sails can let it sail through almost any weather, though only armed as well as a Barque it is larger due to its sails. It is best used to harass an enemy than as a front line warship. Frigate: The Frigate is your most common warship, with sixty ballista beneath decks and twenty mangonels on deck it is second most powerful vessel next to the Galleon, but it is also the second slowest vessel out of the sailing ships. Galleon: The Galleon has the largest crew and eighty ballista and thirty mangonels protecting it, this vessel is the slowest sailing vessel and in poor winds will suffer beneath a rowed vessels assault, though its armaments will give any lone attacker pause. Even a dragon might hesitate for a moment or two.

Costs: Bireme: Trireme: Quinquireme: Octareme:. Decareme: Galley: Galleass: Longship: Sloop: Dhow: Schooner: Caravel: Barque: Windjammer: Frigate: Galleon: 20 Gold 30 Gold 50 Gold 80 Gold 100 Gold 80 Gold 120 Gold 200 Gold 20 Gold 30 Gold 50 Gold 100 Gold 140 Gold 200 Gold 220 Gold 250 Gold

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