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    Barbarian in the Playground
     
    Anti-Eagle's Avatar

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    Feb 2015
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    Canada
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    Default Only Ruins: Out-Of-Character thread

    Only Ruins

    Hello everyone. This is the Out-Of-Character thread for Only Ruins. I'll be using this for general management of the game among other things. Feel free to discuss anything you feel like in here.



    Spoiler: General
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    - My word is law.

    - Use basic grammar. If no one can understand you then there is no point in posting.

    - Don't godmod, control other peoples characters, etc. It's impolite.

    - If things don't go your way try to stay civil. If this is to last it's better if everyone stays on good terms.

    - Posts should be a relatively decent length. As you'll be posting for a nation this shouldn't be a problem but aiming for a a paragraph or two atleast is a good idea.

    - You'll be expected to post weekly. If something happens or you're unable to post, say something in the OOC thread or PM me.

    - Try to keep player knowledge and character knowledge separate.

    As the game progresses rules will be tweaked and changed based upon both the progress of nations and the desires of players. If anyone thinks the game is going to slow or that something needs to be changed about it say something and I'll work it out.

    If anyone has skype and wants to have a group on it for this I'm open to the idea.
    Edit: There is a skype group, if you have any interest in being part of it message me.

    Spoiler: Additional Threads
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    New Avringae Collaboration Thread: New Avringae Welcomes the Strangers
    Last edited by Anti-Eagle; 2018-12-01 at 12:17 AM.
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
    Avatar by Cuthalion

  2. - Top - End - #2
    Barbarian in the Playground
     
    Anti-Eagle's Avatar

    Join Date
    Feb 2015
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    Default Player Applications 1 (Recruitment 1)

    Spoiler: The Ajivhan Khaganate
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    Nation Name: The Ajivhan Khaganate

    Race: The majority of people within the Ajivhan Khaganate are Corvans. An odd hybrid blend of people descended from Ajivhan humans and Yish, Corvans are a lithe elven breed of tall humanish creatures with pitch black almond shaped eyes, tapered ears, and pale semi-scaled skin.

    Clans of 'regular' Humans, Krakari, and Luug can also be found amongst the Khaganate as well.

    Heritage: The Khaganate as a society is primarily descended from Sammah Ajivha Tahna and the Aetherial Collective.

    Territory: The Ajivhan Khaganate is spread across the South and the South West as a collection of nomadic groups. Their capital and stronghold is New Ajivha, an ancient fortress-like city once known as Onchesmos constructed of an unnaturally strong obsidian. New AJivha is for the most part surrounded by the altered and warped wilderness of Gangari's creations inherent to the Khaganate's territory.

    The influence and spread of the blackleaf trees, land rust, redpetal flowers, and spore of Andha is complete around them in their wilds, creating a nature that is strange and almost alien to those few lands that have yet to see these plants spread to them. It is these strange plants that have kept the lands of the Khaganate from turning insane with the wild magic within their lands and those surrounding theirs by apparently keeping the strange chaos of it in check, through one could suppose by their nature as a divine artifice.

    History: The origins of the Ajivhan Khaganate lies in the end of the great war and the first of the cataclysms. As the Ascendant came into the world and the order of the third age began to fail elements of the Aetherial Collective's silver legion retreated to the unoccupied city of Onchesmos, the once capital of Driders of Saranda. Over the years as the Legionaries attempted to wait out the storm refugees and militias both from their own side and from their various neighbours were taken in and absorbed, and as the decades and centuries went on the nascent Khanagate grew from this fortress slowly as it began to attempt to settle and absorb neighbouring tribes.

    The Khaganate grew and spread over the centuries until its tents and people could be seen across the South.

    The ascendancy of the most recent Khagan has led to a bit of a hiccup in the power balance of the Khaganate, leading to minor fractures with most Khans feeling little loyalty or fealty to what they see as an outsider or usurper, some even thinking him a ghoul.

    Values: The Khaganate is a culture built upon both guile and the bond of one's word, they value loyalty and bonds as much as they value cleverness and simply guile. Intelligence, wisdom, and quick minds tend to rise to power amongst the Khans, and shamans are a common sight in camps. The reputation of the Khaganate and the various Khans are mixed and dependent upon who one has been dealing with due to the general lack of direction coming from the Khagan, with most though of as wandering merchants or raiding parties.

    All Khans owe absolute loyalty to the Khagan, and though little is usually asked of them they are bound to act upon any commands they receive. The few times they're rallied being used to defend the little land they hold permanently or to halt the advance of aberrations into their territory.

    Military: The Khaganate's military is primarily cavalry based, for the most part an irregular militia resembling things such as hajduk or bashi-bazouk in the way they fight and for the most part carrying similar reputations. While bands are capable of organizing with eachother they tend not to do so for very long as Khans rarely are able to co-operate for long periods of time without outside necessity or direction from the Khagan.

    The Khagan's Janissaries are a disciplined and professional force armed and armoured with the finest wares the Khaganate can produce and are drilled in the use of firearms for the defence of the capital and are so armed with them.

    Religion: The Khaganate for the most part holds the faith of those who came before them, primarily worshiping Gangari and his scions. Small way shrines can be found across their territory and within New Ajivha a temple is maintained.

    Focus: The people of the Khaganate have as a people always focused upon survival, the fortification of their capital, the unity of culture, and the lives of their people. Threats are dealt with swiftly and bluntly, and cases where Khans have went rogue and turned on another have ended in clans being torched for the good of the whole.

    Secrets: The sages of New Ajivha have kept and maintained the secrets of gunpowder and firearms for themselves over the centuries. While the recipe and designs have changed and simplified over time, their firearms and other powder based weapons have remained effective in their Janissaries hands since the end of the third age.

    Artifacts: Being descended from the two most industrious people and for that matter a people who worked magics into every facet of their lives, the Khaganate and its people have large amounts of various runed tools with minor enchantments which they've maintained and used across the centuries as they were intended for their various mundane purposes.

    Spoiler: Leader: Sinan
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    Sinan

    Sinan is a Wraith, a remnant of the Aetherial Collective's vanguard. A creature forged from a man into something better using the magics and sciences of the time. Resembling for the most part a human, Sinan is a tall man with olive coloured skin, black hair, eyes with silver irises, the silver spiral mark of Gangari on his back, and pointed predatory teeth like a vampire.

    Sinan's claim to fame and power is the simple act of having left Grand Ajivha, claiming to have been the commander of Gangari's Justiciar order inside the city when it fell and having escaped what he would claim to be an endless cycle of bloodshed between the thousands and thousands trapped within, unaware of the nature of their reality and resurrected ignorant of the time before their deaths and resurrections, becoming bound to the city.

    Him and his three remaining companions from the city having wandered the lands for years after escaping before travelling to the Khaganate, convincing the Khagan of his story, working his way into the Janissary guard, and then when he died making claim to the Khagan's power.

    Beyond the unnatural qualities of being a wraith he possesses a kinship with the aether, seemingly able to enter and exit it on a whim.
    Spoiler: The Brujah
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    Nation Name: The Brujah

    Race: Brujah are exclusively female vampires. The actual race that their members belonged to is varied, with humans making up roughly eighty percent of the population. Former Corvans and Ray Das are about equally common, making up fifteen percent of the total population. The remainder is a fairly equal sampling of the other races that are susceptible to the vampires bite. Females who are not vampires do exist, but are not counted as sisters in any tribe. They are titled as ‘Daj’, which is a concept that loosely translates to ‘public property’, though that is only a rough approximation. Daj are typically women who have won the favor of a Matron, but either unwilling or unable to receive the vampire blessing. Daj are tattooed so as to mark their status, and though they are denied many of the rights of Tribe-sisters, they are treated well and can expect to receive food and shelter, and the freedom to travel between tribes at their leisure. Men within the Brujah are not citizens, but are somewhere between livestock and slaves. Numbers vary wildly, but it can usually be expected that an average tribe-sister has at least one slave to their name, with more important members of society sometimes having as many as thirty or more.

    Heritage: The Dead Republic is the most obvious source, though it is unwise to say such things in the presence of a Brujah if one does not wish to incite them to violence. Their own history is kept through a mix of aural traditions and highly symbolic artwork, making details of their past difficult to nail down. Most historians believe the tribes split off from the Dead republic sometime in the fourth age, though none have conclusively managed to pin down an exact date.

    Territory: The Brujah tribes are semi-migratory, but they have restricted themselves primarily to the North-eastern Jungles. Individual tribes move with the seasons, traveling throughout the region as they follow the beasts that they hunt. Proper settlements do exist, usually marking a holy place or a meeting ground where the hunting territories of three or more clans intersect. They build their structures in the treetops, forming sprawling networks of bridges, ladders and ropes that ensnare the canopy. Other settlements are much less solid, built as simple tents that can be easily packed up and moved to follow the migratory patterns of the herds.

    History: Before an examination of the history and heritage of the tribal nation of vampiresses known as the Brujah, there must first be a word of caution for those of a scholarly or academic inclination. As the Brujah do not keep written records, and as their civilizations earliest days occurred in the midst of the most recent cataclysm, verifiable documentation from first-hand sources is exceedingly limited. The knowledge that can be gathered must be woven from a patchwork of secondhand sources, with the numerous gaps filled in as best as one can through deductive reasoning.

    The origins of the Brujah are the hardest to pin down with certainty. Records recovered from the Dead Republic indicate that there was tension between the two factions of undead even dating back to the fourth age. The Brujah’s own accounts of that time period are steeped in myth, but resolutely insist that they came first and that the Dead Republic began as one of their tribes that was banished for breaking the taboo against magic. As this story conflicts with the more concrete documentation, the most commonly accepted narrative is that the Brujah began as members of the Republic, an extremely ideologically drivien minor faction within the republic that pushed an agenda of radical reform, but were unsuccessful and ultimately departed from the Republic sometime in the decades prior to the most recent cataclysm.

    At this point, the records of the Brujah vanish, as do much of the historical information that was lost due to the cataclysm at the beginning of the 5th and current age. It can be surmised that they lost a large percentage of their population during this period, with estimates ranging as high as 95% or more. Among the deceased were virtually the entirety of the oldest vampires, leaving the survivors to piece together their cultural values from the fragmented memories that had been passed on to them.

    It is at this point that the Brujah can be established to exist as an entirely independent state. Their earliest days were marked with extreme violence to a level so significant that for the first century of the 5th age, Brujah were not considered sentient by other races. Members of the tribe, when encountering any living being, appeared to enter a frenzied state, driven by predatory hunger to a degree such that rational thought was impossible. The Brujah oral history indicates that this period was a punishment inflicted upon them for some crime committed during the cataclysm, but either do not know what specifically caused it, or do not share that information with others.

    One explination to the sudden and drastic change in behavior is that the Brujah underwent a mutation during this period, which also explains the subtle differences in the way that the Brujah strain of vampirism presents itself. While most vampires do not require blood to feed, Brujah can draw sustenance from blood and experience near euphoric pleasure upon doing so. While their primary diet consists of meat, even today blood remains their favorite food source and will be the first part of an animal consumed. This bloodlust is also suspected to be connected to their heightened regenerative properties. While still vulnerable to silver, as are all other known species of vampire, the Brujah in particular are capable of healing far faster than their brethren, with some specimins being able to fully recover from decapitation in under sixty seconds.

    If, as the leading hypothesis insists, this mutation occurred during or shortly after the cataclysm, it would go a long way towards explaining the level of hostility and aggression displayed by the Brujah, a consequence of their sudden and imperative compulsion to consume blood.

    Internally, the Brujah managed to establish a power structure, with several different tribes attempting to seize control of the region, few managing to maintain any sort of dominance for more than a year before being killed and usurped. Eventually, order was established, not out of any philosophical or cultural shift, but rather because they were simply running out of food, and starvation forced them to adapt. The Major tribes of the time; The Bark-Face, the Stone-Teeth and the Skin-Walkers, allied with eachother and were able to essentially strong-arm the smaller tribes into joining with them, eventually forming the collection of sixty eight tribes that officially adopted their name as Brujah, and laying down the laws of their people which have remained virtually unchanged since then.

    Following unification, the Brujah have slowly expanded, increasing their land holdings and number of tribes. Two neighboring nations, The Jotan Kingdom and the Theocratic State Of the Blind-Father, felt threatened by the advancing Brujah and attempted to exterminate the vampires. They were swiftly conquered and consumed. Over the years, the Brujah have also eliminated several smaller nations, though they have refrained from outright warfare with other states, and showed themselves capable of diplomacy so long as their lands and customs are shown respect.

    Today, much of the general public remains wary of the Brujah. A cultural proclivity for secrecy, violence, and seemingly unprovoked abductions will do that. Most stories about them remain wild exaggurations, often times either outright fabrications or the result of some present misattributing a monster attack as the results of a Brujah raiding party. There is the beginnings of change on the horizon, the most recent High-Mother having just taken up the mantle, and has already expressed an interest in expanding their territory. Time will tell if her intent to do so will be backed by force, or through more civilized methods.

    Values: Brujah value strength and freedom in equal measure, though their concepts of freedom, property and ownership can be a bit confusing for an outsider. Brujah do not hunt sentient beings and take their blood, at least, not directly. To drink the blood of a creature, they believe, is a crime unless the owner of that blood has given you permission to do so. That said, they also believe that blood is like any other commodity, and its owner can buy, sell or trade it as they please. When Brujah raiding parties attack other settlements, they will usually offer those they capture a choice. They can either die, or offer their blood as payment for their lives. The latter option is equivalent to accepting slavery (Though technically the slaves are free to leave, so long as they do not take their blood with them). Having gained ownership, the Brujah are then free to feed to their contentment. Whether they exercise that right varies from tribe to tribe. Those closer to the borders of their lands are usually much more willing to drink the blood of other races, but the majority of the Tribes prefer to simply hunt wild game and drink their blood, finding the value of a living slave to be worth more than a single meal.

    It is also important to note that only men are made slaves. Women, with their ability to bear children, are therefore seen as the superior. They only take women captive if they are looking to convert them to vampires and induct them as sisters in the tribe.

    As a people, they live off the lands, hunting for game and foraging for the many exotic plants and materials they use in their lives. The Ghost marshes is a harsh place to call home, and there is a very low tolerance for those who cannot pull their own weight. Murder may still be forbidden, but killing in fair combat is not. This law technically extends to all beings, though in practice it is foolish to rely on that. When a raiding party decends upon a settlement to attack, its ‘fair’ in the sense that the attacked village had every opportunity to prepare to defend itself. On an individual level, arguments often turn violent, but actual killings are rare thanks to their regenerative properties. Ritualistic battle is reserved for matters of honor and status.

    The leadership of the tribe is an impenetrable mess of tribal laws, customs, and superstitions. At the large scale, its basics are simply enough to grasp, but each of the tribes have their own unique laws and traditions to uphold. The supreme leader of the Brujah holds the title of High-Mother. High-Mothers are ‘voted’ into power, though their length of terms vary wildly. The crones, a small group of respected vampires that have dedicated themselves to maintaining the religious practices of the Brujah, watch for omens and will announce when it is time for a new ‘election’ to be held. From all across the lands, each of the one hundred and seventy three tribes sends their leader to meet and decide a new High-Mother, in what is called a clanmoot. Under the solstice moon, any tribal cheiftess may declare their desire to take the position of High-Mother. Any such candidate, plus the current High-Mother, is then chained to a boulder. Each other chieftain present then draws a ceremonial dagger, and stabs one of the prospective High-Mothers, embedding the knife and leaving it in the wound. Candidates must not show any sign of pain, and must instead lay still as they are repeatedly stabled in the stomach. Those that survive without showing weakness are unchained, and fight barehanded until only one candidate remains, immediately taking the position of new High-Mother.
    Though brutal to the extreme, the system has its merits. Every tribe has equal representation, and as they have only a single knife, the injuries they inflict provide an excellent means of hindering candidates chances of winning the following fight. A leader must be strong, but a leader who does not have the hearts of the people is no leader at all. It also dissuades any prospective usurpers from gaining power. A hated tribe will seldom nominate themselves, for fear of being stabbed to death by their enemies as they cast their ‘votes’.

    The Brujah do not use magic, and indeed, completely distance themselves from it and those who partake of it. They have a tradition of the 'twice cursed' rule. Any object or person who has been touched by magic is cursed, and should be avoided at all costs. Any person or object that has not been tainted by magic, but has been touched by another enchanted object or spellcaster is similarly cursed. Only three layers deep does the taint of magic fade. This belief is simply cultural, they do not actually suffer any sort of negative reaction to arcane energies. That still doesn't stop them from cutting off a limb if they think it has been tainted, and letting their regeneration repair the injury rather than risk becoming cursed. One particular tribe, The Night-Eyes, is made up of vampires who have had direct contact with magic and are considered tainted. They live alone and do not directly interact with other tribes, but are employed as a sort of internal police force to deal with magical objects or threats, so that the taint of magic does not spread to others. Their's is a grim lot, jaded and bitter, and utterly unrelenting in their duty to exterminate all magic from the world.

    In place of magic, there are the crones, which are the living keepers of the Brujah heritage. As Vampires do not age, their name is somewhat misleading. Most crones appear as young women, beautiful and covered in ornate tattoos. They keep the arts of alchemy alive, drawing strength from the jungle and its many vibrant plants to craft their potions. They also perform divination, though whether these rituals accomplish anything actually magical, or are simply religeous ceremonies is a matter for scholars to debate. The Brujah believe the crones have power, so that's all that matters to them.

    Military: Strong and ferocious, the warriors of the Brujah are nightmares to behold. Virtually every member of their society is capable of fighting, and since they do not grow old, the longer a vampire survives, the more deadly a fighter they become. Raiding parties are common, striking from ambush to attack their prey in small, organized groups. Because they heal from wounds, the Brujah throw themselves into a frenzy when they fight, giving no thought to their own safty as they savage their enemies with bestial ferocity. Thankfully, for all their power, they do not employ much in the way of tactics. A Brujah does not fear their enemy, they do not run from them or show weakness. Though exceptionally crafty at setting up ambushes, a holdover from their approach to hunting wildlife, once the battle is engaged and the smell of blood fills the air, they devolve to simply hammering away at their enemy.

    The Brujah do not wear armor. This partially comes from their rapid healing, which protects them from injury far better than heavy plating. It also serves a practical purpose, as their lands are poor in metal and so they do not waste what little they have on such things. Simiarly, their weapons are primitive. Wooden spears tipped with the teeth or claws of predatory beasts, bows and stone-tipped arrows, blowguns armed with poison tipped darts. Their arsenal is simple, but it gets the job done.

    Religion: The Brujah worship a deity they simply call The Lady. As with their history, the origins of this deity are difficult to pin down. Outside scholars have noted some similarities between The Lady and the lost goddess Drya, given that both employ symbolism which heavily connects to nature. The Brujah believe that The Lady is the spirit of the moon, who gave birth to the world and watches over it. They build step-pyramids in her honor, where crones gather to partake in hallucinogenic elixirs that send them into a trance state where they babble mad ramblings that are later interpenetrated as messages from The Lady. They mark their calendar by eight holy days on the year, which link up to the Two Solstices, the Two Equinoxes, and the full moons that fall half-way between each of those days. They believe that when they die, they take with them all the blood they have consumed and give it to The Lady, who is maintained by the strength of that blood. If you please the lady with your offering, your spirit is blessed by her and returns to the world stronger than it was before. If you displease her, your spirit is cast down and you reincarnate as a lesser creature, such as a male.

    Focus: Brujah do not grow old, nor do they die, at least not under most circumstances. Therefore, basic survival is not really within their nature. Still, their day to day lives are dedicated to very basic pursuits. Life, they believe, is uncomplicated. It should be lived to enjoy the simple pleasures. The Lady made the world, and she made it a harsh place, so as to temper her daughters and make them strong. Therefore, they pursue means to better themselves while giving proper reverence to the world around them.

    Many may mistake the Brujah for savages. Certainly that is not a reputation that they have been labeled with unfairly. They hare honorable and honest people. They do not hide their feelings, and are blunt and direct in their dealings with outsiders, if perhaps a tad xenophobic at times. Their distate for men is legendary, but they are capable of keeping it in check when dealing with forign dignitaries. Don't believe the rumors that they'll chop off the heads of anyone who offends them, or that they break into houses at night to devour children. Treat a Brujah with respect, abide by their laws while in their lands, and you can expect them to (sometimes begrudgingly) respect you in return.

    Secrets: The Brujah have a modest with alchemy. Most alchemists think of poisons, which the Brujah do have though use infreuqently. It taints the blood of their prey and is a cowardly weapon. They have decent medicanal knowledge, though their healing and immunity to the effects of old age again limit the need for such things. Primarily, their use of alchemy is to create drugs which allow their spirits to connect to those of the world around them.

    The brujah have mastered the art of training dinosaurs, tremendous beasts native to their homeland. These wild monsters are difficult to capture, and even more difficult to train, but they Brujah's alchemic knowledge allows their spirits to commune with these terrible lizards and forge a bond strong enough to overcome the wild instincts of the dinosaurs.

    Artifacts: The Brujah have no artifacts.

    Leader: Kayla High-Mother, formerly Chief Kayla Bone-Knife, recently took the position of High-Mother, after having ripped the previous High-Mother in half during their clanmoot. Before being converted into a vampire, Kayla was human who found employment as a mercenary caravan guard, though she has since abandoned any claims to her old heritage and name. Physically, she appears to be in her mid to late twenties, though in actuality her age is nearly ten times that and she approaches her second century. Even when she was Human, Kayla displayed a unique gift which marked her as destined for greatness. For most warriors, an injury on the battlefield is a grave threat. Even if it does not kill them, it can end their career. A spear though the chest, a sword across the back, or a shattered knee: Any one of these could leave a soldier crippled and broken. But not Kayla. In the heat of battle, the closer she draws to death, the stronger she grows upon recovery, surpassing the limitations of mere flesh and sinew. For a human, such a trait would be formidable. For a Vampire, a Brujah, who recover from wounds that would instantly slay a lesser being, such a power has transformed her into a nightmare to be hold. There are scant few, perhaps a number so small that you could count it on one hand, which could hope to defeat her in battle. And to those that manage the feat, they had best be absolutely certain that they end her once and for all, because if she rises again, it’s unlikely they’ll be able to manage that feat a second time.

    Spoiler: Appearance
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    Spoiler: The Corpus Verde
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    Nation Name: Corpus Verde, Verde's Fallen

    Race: Terrors, Bound Aberrations, a handful of Fleshwarpers.

    Heritage: Refugees from the Holy Auroran Empire, specifically families from the House of Verde and their retainers.

    Territory: The Fallen have tunneled into and fortified a glacier in the Northern Wastes they have named Daigoro's Heart, after the last great emperor of Aurora. Though a few other coastal and underwater areas have started to be settled, the Terror's low successful birth rate, rigidly structured society, and the threat of marauding Aberrations in the surrounding oceans have heavily restricted their range. Only a few hundred Terrors remain within the bounds of Fallen society, though many more have succumbed to madness over the years and roam the oceans. They compensate for their limited population with raw physical strength, military discipline, and potent magic preserved from old Aurora.

    Spoiler: History
    Show
    With the passing of Aurelius Daigoro, House Verde fell to a fraction of its former glory. A decade of political disputes, petty emperors, and civil strife saw much of their holdings eroded. Still, the purest of Verde's blood never lost faith. Had not Aurelius himself been a child emperor? Did they not have Jashiki's blessing? All that needed to be done was wait until one of the prodigal sons reached a mature enough age to sit on the throne, and with the blessing of the gods would unite the feuding Houses and restore the glory of Aurora once more!

    As the decade wore on, that prodigal child never came. The male heirs of House Verde were a product of their environment: simultaneously spoilt rotten and overly burdened by responsibility, with little in the way of allies or resources. The few that reached a plausible age to be put in a position of real power were ill equipped to handle the rigors of office, becoming corrupt or infirm of mind and body. If another Aurelius was to come from House Verde, they remained unknown to Aurora.

    Perhaps one of the only reasons why House Verde did not fall apart, assimilated into the dozens of other squabbling factions, were the efforts of Seia Cyrica, the eldest grand-daughter of Aurelius. Charismatic, intelligent, athletic, and (when required) brutally efficient, Seia kept control of House Verde (if not by name, then by deed) through inspired trade practices, mutual respect and compassion for her subjects-by-proxy, disciplined soldiers, bribery and seduction of a few prominent figures in other houses, and the occasional assassination. Were it not for her gender, it was whispered among noble houses of Aurora, she very well may have been not only an Emperor, but an Emperor capable of continuing the golden age of Aurelius.

    Unfortunately, as a woman, one of the young male heirs were required to lead the House. Though House Verde had consolidated their power for eight years in preparation for a bid to the throne, none of them could hold that posiiton for more than a few months. After Marcus Maximellian Verde had nearly destroyed the House through an ill-advised spree of illicit affairs and Gaius Dulcitus Verde proved susceptible to hallucinations and fainting spells that no physician seemed able to treat, Seia cleaned up their messes, subtly (in the case of Marcus, using a selection of blunt instruments) encouraged them to spend the rest of their days doing nothing of consequence in the House's country estates, and resolved to make a bid for the throne with the first male heir that could sit on a chair, control his nethers, and was capable of doing what he was told, political consequences be damned.

    Tiberius Cyrica Verde, her son, did more than that. Learning from her sister's mistakes and examples from the past, she raised him with a sense of compassion, humility, and the knowledge that, though he might one day be called upon to lead the House, he would not have to do it alone. Tiberius took these lessons to heart, but retained a streak of creativity and independence of mind that would have allowed him to stand on his own merits in the eye of the courts. Unfortunately, he was only six years old, and (unlike Aurelius) was not obviously favored by any god. She would have been strongly tempted to make him head of the House in a few years anyways, if only so there was some of the Empire left by the time House Verde attempted their return to power, but Gangari awoke before her plans could come to fruition.

    Though the soldiery of House Verde served to the best of their ability in the ensuing war, Gangari's might could not be denied. As the war crept on towards Nova Verde, Seia, Tiberius, and the surviving members of House Verde fled North, taking whatever artifacts and magical resources they could carry. It was a hazardous journey. Gangari's forces controlled the waves almost as surely as they did the land. Even the House's cherished Amulet of Roe could not ward off all eyes. About a day's journey before Seia's vessel would have reached relative safety in Ferrum, a vessel from Gangari's fleet found them. Though House Verde managed to survive the ensuing engagement, Tiberius was mortally wounded by errant shrapnel, and expired later in the night.

    Seia could not stand to lose her child. Everything she had worked for, the prosperity of House Verde, a return to glory for the Auroran Empire, gone. Grief stricken and paranoid that safe harbor could not be found in the Balaenic Archipelago, her ship continued to wander the oceans. As days wore on, and food became scarce, her crew questioned her sanity. Hunger, despair, and whispers of mutiny fueled a seemingly infectious madness that ran rampant through the ship, drawing the attentions of every Aberration for leagues.

    Crazed spirits possessed men and women, corrupting their bodies, driving their minds to wrath, and outright manifesting in a gruesome spectacle of blood and violence. Maddened and grief stricken Seia may have been, with a tangible threat to direct her misery and hate towards, her faculties returned. Here, she reasoned (or possibly hallucinated), where to the eyes of the world the remnants of House Verde were lost at sea, they had a chance to truly escape. With the aid of the few surviving mages of Verge and an insight borne of desperation and insanity, as the ship was being torn apart by Aberrations, they profaned the other artifact Seia had managed to salvage from Nova Verde, the rune inscribed bell known as the Usher of Souls.

    At its' toll, when once these restless souls would have been returned to a peaceful Arcadia, the Aberrations were instead bound to the bodies and minds of Seia and her companions. In much the same way that one Aberration would assimilate another, emotional turmoil gave them the power to fold the Aberration into their being, while runic magic and hatred towards Gangari gave them the focus to control themselves. This self-inflicted spiritual corruption warped their corporeal forms, and so the first Terrors were born.

    Since that day, Seia Cyrica and her Terrors have nested in Daigoro's Heart. Though the last hope for House Verde's return may have died with Tiberius, they shall not go remembered. With the power of those warped souls, left neglected by Gangari to wander the oceans, Verde's Fallen will have vengeance on the Bringer of Cataclysm.

    Spoiler: Values
    Show
    Verde's Fallen value personal strength, honor, ingenuity, righteous rage against the injustices of the world, and the discipline to keep such desires in check. Without such mental fortitude, the Fallen would be little better than Aberrations, lost to madness. It is this combination of contradictory traits that form the heart of the Fallen's psychology. Not to remain content with rejection of their less civilized parts, but to channel the strength of their Abberant heritage to drive them forward.

    Their bodies warped, their House deprived of the direct male lineage of Verde, and corrupt as the last days before the Cataclysms were, the older Fallen no longer consider themselves worthy to be called heirs of Aurora. Still, they feel kinship with fellow descendants of the great empire, and would likely find some common ground with their shared cultural heritage, if said fellow heirs would remain calm enough to discuss such issues with chitin encrusted beasts larger than some houses. Younger Fallen may pay mandible-service to such sentiments (depending on the pride a particular family takes in its lineage), but generally assume an attitude of courteously smug superiority to the more humanoid races that comes naturally with being several dozen times larger.

    The Verde bloodline has always had some difficulties with fertility (the lack of a mature male heir being the catalyst for the fall of Aurora), which have only been compounded by spiritual corruption. Only those Terrors hardy enough to survive Aberrant influence during gestation without significant deleterious mutation will survive till birth, and even then their minds remain contaminated by an Aberration's madness. Female Fallen that have successfully given birth are held in extremely high regard, being judged to have a firm enough control of their warped soulstuff to keep it from snuffing out such a delicate life.

    Such a departure from Auroran tradition is illustrative of a growing trend in the last few generations of Fallen. As their population grows beyond the first Terrors, and further away from any memory of Aurora found outside a tutor's carvings, old policies are questioned. It is hate towards Gangari and the perceived injustices towards Aurora that gives the elder Fallen the focus to direct their madness into something resembling sanity. As this channel becomes less effective with time's passage, the younger Fallen find other avenues to direct their minds. While this blooming of free thought has greatly benefited Daigoro's Heart through the rediscovery of magical techniques and civic infrastructure, a more tenuous grasp of their mind has had many younger Fallen lost to their Aberrant heritage.

    No two Fallen look exactly alike (save the twins Victrikus and Hrictrikus, who enjoy minor celebrity status), the mutations of birth manifesting in a variety of large, heavily armored crablike forms. Very rarely, a Fallen will be born so saturated with Aberrant corruption that their flesh is closer to soulstuff than living matter. Should such a being retain its sanity (usually aided by the best Soulcrafters available to contain the nascent madness), it will find it's body as malleable as that of any Aberration. These beings, called Fleshwarpers, are personally trained by Seia on the Auroran Empire, it's former holdings and resources, and the current state of the world. With their ability to masquerade as members of other races, they serve as spies, searching the former holdings of Aurora for lost technology, artifacts, and information on Corpus Verde's neighbors. Though the rest of the Fallen are naturally long lived (should they survive the rigors of birth and childhood, anyways), the soulstuff comprising a Fleshwarper renders them more or less immune to the ravages of time, being more or less an Aberration loosely bound to flesh under a deeply instilled delusion of humanity.

    Every Fallen is expected to be able to provide for themselves. Though Corpus Verde cultivate creatures of the sea and capture Aberrations, they are hardly domesticated, and any Fallen will have to kill for their food, whether they go out into the oceans or (for those that cannot spare the time from their other duties) have it brought to them. Corpus Verde's military doubles as hunter gatherers. When a job would prove too menial for one of the Fallen to spend their strength on, a Bound Aberration will typically be set to the task.

    Though the Fallen are expected to speak and write in Auroran, enunciation of that tongue is rather difficult with their guttural voices, and claws allow little in the way of the manual dexterity required to use a quill or brush. Everyday conversation is instead usually conducted with an altered dialect with an emphasis on hard consonants and long vowels (which are somewhat easier to distinguish underwater) and a distinct runic alphabet that lends itself to carving with claws. Only the elder Fallen and Fleshwarpers regularly use formal Auroran, the former out of stubbornness and the latter for convenience in their work.

    Three hours are spared from military duty each day to allow the Fallen recreational pursuits, afford some relief for their minds, and better themselves. Those Fallen that show particular promise in the fields of technology, magic, construction, or artisanship are assigned a tutor to aid in their endeavours. Should the pupil be judged talented enough that their time would be better spent pursuing their interests, they shall be exempted from duty, provided they continue to produce results.

    Corpus Verde is an oligarchy, ruled by Seia and a small council of Fallen that have distinguished themselves through exceptional service to Corpus Verde. While the long lives of the Fallen and small population has allowed a lengthy history of friendship, betrayal, love, lust, jealously, and hatred to have fermented in the relationships of almost every member of the Council, their experience in channelling negative emotions productively and Corpus Verde's small population makes them surprisingly efficient, if only so that they don't have to look at one another's faces for any longer than necessary.

    Military: Every Fallen receives military training from a young age, to help control themselves. While technically a soldier is made exempt from military duties after fifty years of service, in practice most Fallen that have served for that long without dying, going insane, or made exempt from duty on personal merit, will continue to serve on a voluntary basis, their bodies remaining strong and fighting being the thing they are best at and most enjoy.

    The Fallen are trained in units of nine members, usually eight troops accompanying a supporting mage. Against numerous smaller foes, the troops form a tightly knit phalanx with the mage at the center, who helps disrupt the bulk on enemy forces, shields against magic and missile fire, and prevents any individual member of the unit from being swarmed. Against larger foes, the troops break up and encircle the opponent, harrying them until the mage can deliver a killing blow.

    Usually, the unit lives or dies as a group. An Aberration powerful enough to kill one of the Fallen while fending off eight others will prove no less capable at killing one while fending off seven. Should a mass of enemies bring down one member of the phalanx, their defensive formation is at serious risk of collapsing and bringing the rest of the unit with it. Should one or more members of the group be seriously injured or die while the rest survive, the unit will be stationed at a relatively safe position until the injured member recovers, or a replacement member can be found and train with the unit long enough to function as a team. If circumstances will not permit a unit to be taken out of active service, they survivors will be split into teams of three, four, or five, to serve as scouts and flankers.

    Bound Aberrations are used to supplement Fallen forces, their varied forms and natural magic used to fill any role on the battlefield the heavily armored Terrors cannot. While undeniably useful, most Fallen have little trust for such mad spirits unless controlled by one of their squad, and will treat them as potential enemies.

    Religion: What gods still live slumber or are not worthy of worship. The fall of Aurora proved that. Do not waste your devotion on gods. Though the likes of Roe were great, once, they are no longer able to answer our prayers. Jashiki lies dead, scattered to the waves. The best way to honor them is to move on, and stand on our own strength. Revere those mortals that made the empire great, and those that would avenge its demise. Learn from them as one cannot learn from gods, and make their strengths your own. The mortal races that still pay service to the gods should be pitied. Perhaps, with time and guidance, they shall realize the error of their ways. Those that would serve The Destroyer Gangari are to be put down without remorse.

    Focus: Military development and magical research in the name of consolidating enough power to threaten Gangari, when the sprawling territories and politicking of the past proved unable to oppose him. The younger Fallen are beginning to waver in this single minded dedication. Should their hate remain unsupported, or a new channel for their madness not discovered, the next generation will be at serious risk of falling to insanity.

    Secrets: Though the blessing of Jashiki has faded from House Verde, their knowledge of Water Bending remained. Rage and madness fuel arcane structures previously supplied with divine essence, allowing Fallen with sufficient dedication to make structures of ice, aid travel through manipulation of the currents, or boil an offending creature's blood.

    Many years of intimate association with maddened soulstuff have yielded a primitive imitation of Necromancy, called Soulshaping, specifically pertaining to Aberrations. With it, an Aberration's actions can be constrained through an extension of the caster's will, harnessing it to fulfill some chosen task.

    Artifacts: Seia Cyrica keeps House Verde's Amulet of Roe, said to shield one from the gaze of the gods themselves, on her person at all times. Faithful in the Amulet and the service it provided to House Verde over the centuries, she quietly plots vengeance against the Destroyer himself.

    The Usher of Souls is a rune-enscribed silver bell, tarnished black by years of exposure to the element. Once, it's chime forged a pathway of soulstuff to Arcadia, that restless souls might find their rest. Now, defaced and harboring some of the corruption of that distant continent, it has been repurposed to bind Aberrations to mortal bodies. Control of the Aberration is dependent on the strength of the mind. Though Terrors are only considered worthy to be bound to Aberrations they have bested in combat, and thus already have some measure of dominance over, they must remain wary, for the Aberration will consume their minds should their host's mental discipline falter, driving them to madness.

    Leader: The first Fleshshaper, with centuries of experience in politics, espionage, and military strategy at her beck and call, Seia Cyrica holds onto her last vestiges of sanity with an iron will borne from hatred. Hatred at Gangari for taking away her House, her people, and her son. Hatred at old Aurora for their pettiness and greed, seeing now that their corruption and division had doomed Aurora more surely than the wrath of any god. Hatred at herself, for not having the strength to save Aurora, for her pride, for allowing her son to die, hatred the monster she had become long before any cataclysm, if anything of that woman still remained that wasn't an Aberration's delusion.

    Only one thing could be done, to make right all this pain and suffering, to justify what she had done. Restore her son to the golden age of the Auroran Empire, even if she had to claw the secret of their resurrection from a god's cold, dead hands.

    She typically assumes the form she had during life, a lithe, pale skinned woman with long red hair. The sight of that monster of the Fourth Age in the mirror stokes her self-hatred, reminds her of all she has lost for pride. In the depths of Daigoro's Heart, she keeps the corpse of Tiberius preserved in ice, the hope that, one day, he may return being one of her only ties to humanity.
    Last edited by Anti-Eagle; 2017-12-16 at 07:34 PM.
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    Spoiler: The Empire of the Basalt Throne
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    We are not friends, not brothers, not family. But we are one people, united by a common cause. This land is devastated, our history is ashes, our old enminities are drying up and blowing away with ruins that they created. We can seek a new life. We can seek a new future. But we have to seek it together. Are you with me?

    Exerpt from Pronouncements from the Basalt Throne, Preface


    Of course we're with you. The only thing we have in common is that if each of us had stayed where we were, we were all going to fracking die.

    Attributed to Mirriam Vine


    A being's spirit is a many splendored beauty, and it is universal. Beneath the skin we all share a single affinity that touches on truth, on beauty, and on practical considerations. It is precisely this shared affinity that will allow us cooperate despite our differences, that will allow us to say that at some level we can understand eachother, that we share values and goals. For the one affinity that we all possess, that we all share, is the ability to lie.

    T'loko in 3rd Sermon, We Should Only eat Foreigners Now


    Nation Name: Empire of the Basalt Throne

    Race: Very mixed, principally Human, but also includes others including even non-humanoid creatures. There is a sizeable colony of Ravens of Gangari, who are considered citzens in their own right.

    Heritage: An Auroran sucessor state, the Confederation shares much of the structure and zeal of the old Auroran Empire, but are united by a very different set of beliefs.

    Territory: The capital is Valthee, a large port city at the base of a large river. The territory claimed spreads mainly upriver, including some fertile land, but also some heavily forested and wasteland areas. Some of the outlying areas are soaked in wild magic, and the resulting twisted ecology and monstrous mutations that arise are a consant issue.

    Spoiler: History
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    The river mouth settlement of Valthee was a natural meeting place, for trade, for news, for mutual protection. The early years were a brutally enforced Pax, whereby laws were few, but all aggressors and troublemakers were killed out of hand. This led in turn to the dominion of Krago the Pirate King, a ruthless Krakari warlord who enfored his rules with summary executions. He kept a Sandcrawler as a pet on a chain, a savage creature that cracked the bones the executed before the crowd, to provoke the necessary fear.

    He was violently overthrown by popular revolt after he declared himself king, and the people feared he was going to set himself up as a feudal lord in the Meretonian style. Specifically he was overthrown by inviting those who had been dwelling outside the settlement, those who had been largely ignored, and not quite part of the community, including the non-human, the monstrous, and the nomadic.

    Then followed the famous 'Hundred Nights', in which discussions about what should replace Krago raged on. It proved almost impossible to settle on a single model that everyone would want to be part of. People gradually returned to normal life, trading, farming, rebuilding, taking care only that those who carried on the debates knew what they wanted. That structure, of informal discussions between various factional groups, eventually became permenant, and a settlement was reached at the end of the Hundred Nights with the crowning of King Tibalt the Occasional, who has ruled to the present day. In practice, however, many of disagreements carry on, and the various factions, while they cooperate, make no pretense at absorbing each other's ways.

    The first military challenge, a conflict with sea-raiders descended from the Raptor States, was initially met with chaos. as the dispirate factions of Valthee struggled to organise themselves. A hasty coalition of human factions, the Valthee Port Authority and nomadic herders, united with the Engineering Corps, a group tasked with rebuilding and construction, to form a nascent army. Outnumbered, and lacking the infrastructure for proper armour, they nonetheless beat back initial raiders and tried to land a small expeditionary force in enemy territory. Despite excellent maneoveres against the enemy, and the hasty construction of small catapults for use as artillery, they were in danger of being wiped out.

    Then the rest of the city arrived. Having finally rationalised the attackers as being the threat of another Krago, they established a broad coalition, converted a great timber raft into a leaky barge, loaded it with everyone who wanted to come, and made straight for the enemy capital. Under the cover of a light storm during the day, followed by an attack at night, they rammed their way through the enemy harbour defences and prompty sank in the harbour. However, what struggled free from the wrekage was inhuman, united in the face of common foe, and very very unhappy. They were led by hideous monsters, carefully cultivated and mutated over many years, that made Krago's old Sandcrawler look like an amusing affectation. With enemy army elsewhere, the town was sacked, and the dead were eaten.

    Meanwhile the expeditionary force, containing the more humanoid forces, now faced an enemy who could see their own homes burning behind them. The humanoids secretly a built the shells of new ships on the beach, and faked a landing of reinforcements, causing the enemy army to flee without a fight.

    The 'Empire' remains an uneasy confederation of those with incompatible ideas, lives and biologies.


    Spoiler: Values & Culture
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    Come to us, breed with us, teach us what you know

    Second draft of the empire message of welcome, intended to attract immigrants and tourists. This version was eventually replaced with the blander Welcome to the Empire! despite the majority of those consulted being unable to find fault with the original text. Ak'Narim's suggestion of We Won't Kill You Without Reason. was rejected as making promises that in practice might be hard to keep.

    The Empire is based around several of the old Auroran structures, except where the Aurorans had castes, they have Factions. Each Faction represents, at base, a job that needs to be done, acting much like guilds in that respect, except that they also are responsbile for the biological mores and cultures of their members. The smaller factions band together with larger ones on a semi-feudal basis, and the larger the faction the more influence they have. The largest factions make decisions not only their own behalf, but on behalf of the Empire, forming an oligarchy.

    The king, sitting on the Basalt Throne wearing a great helm, makes pronouncements to the Empire and to other nations. He and his servants are considered a Faction in their own right, responsible for fashion, pagentry and public events. By tradition the King does not speak, reveal his face, or do much of anything, and having four or five people 'being king' is not unusual. As with all factions, internal organisation is strictly their own affair, and factions may not make decisions on Faction-internal matters.

    Factions range in size from the largest (Imperial Engineering Corps, Valthee Port Authory), to the smallest, (Thousand Temples, The Health), which may consist of two or three people.

    The values of the Empire are what unify the factions into a cohesive whole. First and foremost is the management of the enviroment. The land is the one thing that everyone shares, and those who have a large river quickly learn that what happens upstream does indeed effect downstream. The humans want new agricultural techniques, and grazing land, the Ravens want high perches and reinforcement for the high abandoned towers of previous ages. The sea-farers want wood from the forests, those at the edge of forest want hunting rights, forest-dwellers want minimum disruption, and almost everyone wants more mining. Resolving these competing interests is the primary job of Factions, and consumes most of their time. The basic principle is that there must be some land for every purpose. As a result, some areas of monster-infested wilderness are heavily protected, and slaying of any creature beyond designated food creatures, even dangerous ones trying to eat you, is strictly forbidden.

    Similarly, anyone can join the Empire. The ability to speak intelligebly, and anything beyond very basic reasoning, is not a requirement. Being useful is. As a result there are a small but growing number of residents in the Empire that are not even vaguely humanoid. Dangerous predators are trained, fed, and if necessary, relocated, rather than simply killed. They're seen as a valuable military asset.

    In addition, anyone can change Factions. This makes slavery impossible in practice, and while people may feel trapped by bonds of family, practicality and their saleable skills, they can still move factions if they can find one that will take them.

    Culturally the Empire is quite varied, but have a uniting interest in philosophy. Ideals are what being them together, Ideals were what they were founded on in the Hundred Nights, and Ideals are how they translate practical requirements into action without anyone getting hurt. As such, public debates are popular entertainment and philosophers are held in high regard. Most recently, there has been what is considered to be a renaissance in philosphical thought, based on the teachings of the philosopher T'loko, who preaches tolerance and cooperation based on mutual distrust and dislike (sic).

    As a result, common practice is to be open and honest about your unpalatable beliefs or customs. Telling somone that you find their people tasty, or horrific to look at, is a lot better than keeping quiet and letting them speculate. Polite behaviour is to make clear irreconciable differences up front and then quietly ignore or avoid mentioning them in future.

    Statements are often blunt to point of discomfort. Merchants may reassure people that 'we will extract profit from your ignorance less than the others would'. 'We would be arresed if we killed you' is basic information visitors benefit from knowing. Similarly, the popular greeting 'Hi, we're heavily armed' is intended as reassurance that they are ready to protect themselves and any guests, rather than a threat. As a result people from the Empire have a tragically developed a reputation for being undiplomatic, and those who can manage foreigners consistently well are prized.

    One result of this is a strange form of circumlocution that has grown up within the Empire. People use euphamisms extensively, and many labels make sense only in context. Hence 'Empire' to refer to a Confederation, 'King' to refer to a useful figurehead, and 'Empire of the Basalt Throne', the throne being the thing that supports the King, i.e. the Oligarchical structure of Factions. Border Patrollers are known as 'Spiritual Advisors', after an ancient Auroran belief that those who chose to dwell outside the borders of the state were somehow morally suspect. As such, the Empire can be confusing to outsiders.

    The way resources are allocated to Factions strongly encourages specialisation, leading to the Factions being increasingly interdependent. This leads to small numbers of very specialist military units. The Empire has some excellent warriors in the form of scouts, flying scouts, spies, elite fighters specilasing in particular types of foe, commandos, mystics from the Thousand Temples, and specially trained monsters and wild animals. However, the bulk of the forces are made up of bowmen and light cavelry, drawn from the hunters and herders, and the Imperial Engineers, who do public works and often end up as military engineers simply because they're already used to being mobalised in odd locations. Line infantry are often lacking, and the large elite class that traditionally supports large units of heavy cavelry simply doesn't exist. Heavy armour is rare, but mantlets or screens are very common.

    Thus the typical military set up is archers, light cavelry and animal handlers, screening by scouts, and backed up by mass field artillery. And somewhere between that and the enemy will be a few traps, and several ambushes or counterstike forces made of up small numbers of some very elite troops indeed.


    Spoiler: Religion
    Show
    Religion tends towards the polytheistic. Not being seen as a unifying force, it is largely left up to individuals. A theology is seen as something to avoid. The collected religions of the empire, referred to colloquially as the 'Thousand Temples' vary greatly in size. Grangari-worship is by far the most common, as being both well-known and fairly compatible with the culture of Empire. However, many citizens actively collect new or little-known gods, as they would new philosophies and ways to see the world, and smaller cults abound. Some of the smallest religions can't afford their own dedicated buildings, and share with similar faiths. Others can't afford a priesthood at all, and exist through members meeting in private homes and exchanging notes.

    While a great many old, eldrich and patently horrific deities are openly tolerated, as are religions that do not feature deities as such, open disdain for or apathy towards religion is regarded with some suspicion. Declaring that you support a particular set of faiths is seen as a mark of honour. Everyone is assumed to have some unpalatable opinions, so someone who, for example, will identify with a cult that drinks blood offerings every full moon and believes that shrimp are unholy, is seen as inherently more open and honest than someone who doesn't. The non-theist, by contrast, clearly has practices so foul and depraved, or so patently illogical, that they can't admit to them in public, and needs to be watched carefully. The Valtee Port Authority, after struggling against this tendency for a while, has now taken to hiring out mildly objectionable gods to visitors for a nominal fee. They maintian a large shelf of various obscure deities and fetishes, mainly from primative tribes, to which allegience can be claimed for the duration of your stay.


    Focus: Recent focus has been on developing a lasting political settlment, and boosting agriculture and trade. The Empire is now ready to expand, and appears keen to do so.

    Secrets: Engineering has been rediscovered to an extent unusual in the rest of the world, and a great deal of industrial development and public works are being done on a scale that other nations can't match. In addition the sheer variety of species included in the empire has led to the redevelopment of some obscure technologies, albiet on a very limited scale. What this does mean is that future developments may not be based on anything currently practiced in the wider world, but instead on something very much more alien.

    In addition, the understanding of enviromental engineering, controls and feedbacks is much more highly developed than in the rest of the continent. This also covers some techniques of the ancient genners in suiting creatures and plants to their envrioment, and vice versa, although the actual genner lore itself has largely been lost.

    Spoiler: Artifacts
    Show
    One closely guarded secret is the possession of a artefact known as The Cradle. This ancient mechanism was used by genners in ages past, and may have been behind the creation of some of the races and monsters often attributed to gods. This device is used for a number of purposes, to produce new variaties of crops and trees for growing food. It also gets used to develop exotic foods, based on some of the flora and founa found in wild magic zones, that contain the necessary amounts of wild magic and bizzarre nutrients necessary to keep exotic creatures from those areas alive.

    As well as plants it is also used to develop mutagens and substances that produce genetic alterations. This is used to modify some of the more irrational, stupid, or violent creatures to grant them more intelligence and patience, or to alter their diet. It is to also used develop smart but animalistic creatures into full sentience, and to provide some races and creatures with additional traits, or to radically change their size.

    Finally there are rumours of some very ancient creations that are entirely unable to procreate themselves, being created in ages past as one-off servitors or as limited batches of very longlived beings, never intended to out-live their creators. The power of the Cradle is supposedly being used to enable them to reproduce, and increase their numbers. These creatures are amongst the most loyally devoted to the survival and protection of the Cradle, and it represents a form of hope they can find nowhere else.


    Spoiler: Leader
    Show
    It's hard to pin down a leader in an Oligarchy.

    The person closest is Knarl, an engineer of apparently mixed Yish and Human heritage (something that is normally impossible). He has led the rediscovery of ancient techniques and the blending of sciences from different cultures. It is his social engineering, finding practical techniques for cooperation that really work, that has allowed the bizzarre mix of disperate Factions to form the Empire. His skill as a engineer is legend, and he spend much of his time fixing things and finding solutions, both physically and politically. Some even claim that his abilities bend reality itself, making the impossible possible, but this is typically dismissed as slander.

    If Knarl has a fault, it is that he tends to assume things will work. His approach to Empire building is to provide as much infrastructure and capabilities as possible, and assume that things will work out from there. The rest of the Empire generally proves him right, but it takes remarkable efforts and some dedicated individuals to fulfil his ever rising expectations of what is possible.

    Other notables include:

    T'Loko, this non-human philsopher provides much of the theoretical underpinning for the Empire, providing the principles and understanding that Knarl tends to ignore. His status is something that approaching a living saint, and his writings and teachings are widely disseminated and discussed.

    Mirriam Vale, human, and Harbourmaster for the Valthee Port Authority, running the Nations main port gives her effective authority over most trade and naval matters. She does her best to make foreigners welcome, her brusque manner and almost total lack of a sense of humour serving to disguise the usual misunderstandings. Her hobby is collecting anthropological stories and legends about foreign places, and the large collection of religious statuary (see religeon above) is hers.

    Ak'Narim, this Vishian scholar makes a deep study of genetic manipulation, and runs the Cradle (see artefacts)

    Canarius Stavondarus. Originally a human nomad, this skilled horseman and warrior has been drawn into the intracies of leadership through his superb diplomatic skills. He often acts as a negotiatior, particularly when things are going poorly.
    Spoiler: The Grand Duchy of Xule
    Show


    Nation Name: The Grand Duchy of Xule

    Race: 92% Human, 4% Halfling, 3% Krakari, 1% Other.

    Heritage: The majority human population of Xule is a mixed race, primarily descended from settlers from the former Auroran Archipelago and Ajivha. As a result most humans living in Xule have a golden to mid-brown complexion, with straight or frizzy dark hair. Culturally, the Auroran influence remains the strongest, though traditions derived from migrant groups can still occasionally be found, especially among the halfling and krakari minorities.

    Territory: The Grand Duchy occupies the entirety of the island of Xule, the easternmost of the Channel Islands. At the centre of the island stands the old city of Xule, once the second city of the Auroran Empire. Now its ancient wonders like the Colosseum and the Palace of Nations are crumbling due to disrepair, but the city itself remains an important trade hub. Encircling the city is a ring of a farmland, which provides the food required to maintain the bustling metropolis.

    History: Often described as the smallest nation on Earth, Xule's origins are said to date from the Third Age, when it was lifted from the sea by the god Cyth'Raul. The island was swiftly settled by Aurorans from the north-east, who built a thriving trade city by taking advantage of its natural position in the centre of the Channel sea. This wealth attracted migrants from across the world, rapidly swelling its population and prosperity yet further.

    The good times were not to last, however. When the Cataclysm hit, the city found itself in a dangerous new world as civilisation collapsed around it. A wave of refugees from the south as ethnic strife tore up Ajivha only added to internal tensions as the city lurched from government to government; a tentative democracy and a military dictatorship were trialled in quick succession, only to collapse within a few years. It was only with the appearance of a man who claimed to be the grandson of the last Auroran Emperor of the House of Verde that the tiny state found stability with a restored Auroran monarchy. The threats of larger neighbours with their own claims to the Imperial Crown rapidly led to the Emperor abandoning his Imperial title in favour of that of a grand duke, though the family has never formally renounced their claim.

    In the millennia since, the same dynasty has ruled over the Grand Duchy, with varying degrees of ability. Perhaps their greatest success is retaining their hold on the throne, while so many others have risen and fallen in that time. The various human ethnic groups have in time largely merged with each other, while lower birth rates and emigration have seen the non-human minorities in Xule drop from over thirty percent to their present day eight percent, along with the almost complete disappearance of the luug and drider communities.

    Values: In troubled times, the Xulian people have generally responded by emphasising tradition above all else. The Grand Duchy has a strict class-based society, with the nobles at the top, followed by freemen, serfs and a small number of slaves. It is also a patriarchal society, where only men may hold property, or inherit noble titles. Politically, the Grand Duchy is an absolute monarchy, inherited by strict male-only primogeniture. In practice though, the Grand Duke is obligated to take into account the views of the powerful lords who comprise the nobility.

    The other principle that Xule holds dear is free trade. To this day, as long as they respect the laws of the land, citizens from any nation may enter and leave freely, without a tariff or customs officer in sight.

    Military: Being too small to project any significant power, the military of the Grand Duchy is focused on the defence of the realm. A small professional force of sword-wielding city guards is the core of these defences, along with several divisions of longbow men. In times of national need, the state reserves the traditional Auroran right to call upon its ordinary subjects to take up arms and fight for the country.

    Religion: Offerings to Roe, or the Father, are a legal obligation for subjects of the Grand Duchy. Other than that, religion is a heterogeneous affair, with all manner of old gods and figures being worshipped as people wish. One notable example is Maximus, an 8th century Emperor of Aurora who is widely believed to have been apotheosised upon his death. A great exception to this religious freedom is that of Gangari though, who is generally held responsible for the fall of the world. To even speak his name aloud is an offence warranting the death penalty, for fear of awaking him again. If he must be referred to, he is known as the Cursed One, or the King of the Dead Isles.

    Focus: Preserving the old order has been the main historical focus of Xule, and in this it has been more successful than most regions of the former Auroran empire. This has come at a cost though, the serfs and slaves who comprise the majority of society have very little freedom, or chances to improve their prospects.

    Secrets: Little technology of value has been preserved in Xule, even the ancient wonders that once drew admirers from around the globe are crumbling due the techniques required to maintain them being lost. There is however a crypt in the Palace of Nations which is said to hold a secret weapon, to only be brought out if the survival of the Duchy itself is under threat.

    Artefacts: The pride of the Grand Duchy is a spear of lordship, said to have been given to the famous Emperor Maximus by the gods, or perhaps his grandson Aurelius according to some, as a symbol of his divine right to rule. The spear is kept securely locked away in the ducal palace and brought out in public only for the coronation of a new grand duke, along with a staff said to belong to Auroran founder Father Matthias.

    Leader: Some say that a curse was laid on the ruling House of Verde many centuries ago, so that they would only ever number a few. Many scoffed at this superstition, but even they were silenced when on returning from a state visit to the Khaloric Swarm, the ducal ship was struck by a terrible storm and sunk with no survivors. With the Grand Duke and his wife, mother and brothers wiped out, the Ducal Crown descended to his seven year old son Cosimo, his elder sister Valencia the only other surviving dynast. Now the two children must fend for themselves in a political system that does not take kindly to those who interfere in the established order...
    Spoiler: The Harconin Protectorate
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    Nation Name: Harconin Protectorate

    Race: 95% Corvans / 5% Simulacra

    Heritage: aetherial collective

    Territory: Northwest section

    History: 7 houses rule the kingdom with a Marshal chosen among the different houses. These houses are descended

    Values: The protectorate at it's core is a Elitist Military Meritocracy. The world is too dangerous for them to be lead by anyone other than the best. The Protectorate places value individualism, martial prowess, and

    Miltary: The Protectorate places a high focus on ground troops. They tend to focus on improving the base soldier unit with the mentality that they are only as strong as their weakest link. The translates to a smaller but more elite core of professional soldiers. Due to their lithe builds the protectorate tends to use gorilla tactics more than other fighting forces preferring to lure a enemy into a advantageous position before the final strike is landed.

    Religion: Gangari

    Focus: Discovery. The Protectorate is concerned with rebuilding the wonders of the past with their ultimate goal the rebuilding of the first city.

    Secrets: Corvan members of the Protectorate are scaled with silver living metal reflecting their blessing from Gangari. The silver living metal implanted in them allows them to pass on memories and expertise generation to generation through a form of racial memory through the living metal.

    Artifacts: The protectorate has jealously guarded the secret to shaping and forging bronze Living Metal. They have saved the tools and techniques necessary to shape and grow living metal for the bronzing technique. The can create bronze living metal armor and weapons but the pure silver living metal remains unstable and wild for the meantime. The benefits are not as pronounced as the ancient silver weapons however they are confident that they can recreate the technology with time.

    Leader: High Reclaimer Trila Silvermain. She was one that lead our people away from the collective into safety from the calamity. She is extremely long lived by our people and we consider her a demi god of Gangari. She is extremely knowledgeable about technology and wonders of the past and is one of the driving forces behind our nations imperative to rediscover the past. She wears a crown of silver the pulses with magical power at times when she is contemplating a problem and many suspect that this is a artifact that aids and boasts her intelligence however none have the ability to prove it.
    Spoiler: The Khaloric Swarm
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    Nation Name: Khaloric Swarm

    Spoiler: Races of the Khaloric Swarm
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    Spoiler: Dustmoth
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    An offshoot species of the Rainbow Butterflies. After they started living underground, they lost their ability to fragment into their insect forms, and instead seem to balance the traits of a moth and the body of a human, though they aren't very tall (4.5 feet on average, gender doesn't affect size). They have mothlike antennae that look almost like oversized but elegant eyebrows and pitch black eyes. Their rainbow coloration has also been lost, and they now only bear shades of gray or brown, which doesn't change- whatever color/s a dustmoth is born with, they remain.
    In the Fourth Age, dustmoths kept underground passages they used exceptionally wide so they could ambush anyone who might discover their existence in large numbers. Possibly because of this tactic, they were able to keep their wings.

    Spoiler: Drider
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    Unlike the original drider created by Lysei, the ones recreated by Khalorean were beautiful by human standards (at least partially). Losing the third to eighth eyes and sharpening the vision of their first two, then turning them red with a rare chance of piercing blue, turning their chitinous human half into black or dark-grey elvish skin and similar facial features. The Khaloric drider had hair of various grayscale shades from pure white to a deep charcoal black. Why these drider promoted those with piercing blue eyes is subject to anyone's guess. These physical changes were likely the cause of human symbiotic city life with them in the Third Age.
    In the beginning of the Fifth Age, they came across the subterranean ruins of the first Khaloric temple and began to rebuild the city both above and below ground.

    Spoiler: Recombinant
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    Recombinants started as an original creation of Khalorean but since Dorian never had the ability to link in to the hive-mind, she knows nothing from them; only biological abilities which luckily makes genning an ability given to all intelligent castes. Like most insects, there is a clear caste structure, with the lower castes being instinctual creations and nothing more. Dorian has grown similar to drider, but with an entirely different coloration and small decorative biological quirks. Dead recombinants decay in a way that their bodies create a substance that xenoforms the landscape, though it only expands the width of the body's mass and grows no further, as long as nothing decays while touching it. Recombinants are immortal but develop mutations over time, often leading to severe issues if left unchecked. Even worse, all recombinants have a partial superstructure that makes all of them count in some ways as a single individual. It's no wonder they acquired genner essence to counteract this severe negative trait. The holy virus of a recombinant causes the essence of its target/s to become subjected to both the hive-mind and genning techniques of an aristocratic caste member, such as an Empress or Queen. Dorian is an Empress.

    Spoiler: Blatid
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    Blatid: A race of various castes of large insects that communicated telepathically. The few reports written about them, from their own psychic translators, have become confusing folk tales and jokes. Blatids all were easily identifiable by their long and telepathically sensitive antennae that ran the entire length of their bodies, though they seemed to pick up more than thoughts.
    Of what is known of their telepathy, they only thought in a combination of quickly flashed images, colors, and flavors.
    Brought to extinction in the Fourth Age.

    Spoiler: Arachnomorph
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    Arachnomorph: A species suited mostly to darkness, as it is blind to the visual light spectrum but able to see heat signatures and had a very weak echolocation. They appeared at the end of the Third Age as a creation of Khalorean, but for unknown reasons they had highly volatile acidic blood and the ability to smell or sense (information was once clear but is now fragmented at best) the species of other individuals. Highly aggressive, but would never attack their own brood- but since there were multiple broods, this was periodically quite an issue.
    They did not breed normally; they instead forced unfertilized embryos into the bodies of others, which would kill the host/parent as well as grant the offspring physiological adaptations- which is where they got the last half of their name (morph).
    Became extinct in the Fourth Age.



    Heritage: Recombinant, though their hive-mind is broken and history mostly lost, so they're making it up as they go for the most part, though galans have a lot of influence as well. Dustmoths and drider are zealous enablers to the recombinants.

    Territory: Mereton is our land, and the capitol itself is where the original Temple of Khalorean was built on top of and incorporating the ruins of the Temple of Drya. The Temple had a large underground catacomb system that was originally created by Khalorean for the purposes of visitation, but became something else as time went by. The city's walls still stand but the interior is mostly full of webbed ruins inhabited by drider. The catacombs are inhabited primarily by dustmoths. In other words, it is a mostly underground city both naturally and artificially heavily defended.

    History: The Khaloric Swarm was once sporadically created species by the God of Insects, and also a drider hive stolen from Lysei. They were each on their own pilgrimages to Mereton, but once there they barely had any time to civilize themselves before the Fourth Age began and they were mostly exterminated before they could impose the concepts of justice and tolerance. Most of the races broke off and went their separate ways for the sake of survival since it would be harder to complete genocide if they were in thousands of simultaneous hidden caches. The only one to have a living recombinant was in the least likely place to be searched- the Khaloric Temple's basement, at the bottom of a shallow well full of Auroran candy, hibernating for a thousand years. Once the larvae awoke, it ate the candy and grew, and once the other species learned of her existence, she immediately became the leader of the reborn Swarm by religious and diplomatic choice.

    Values: The dustmoths value passivity as they inherited it from their 'rainbow butterfly' ancestors, likely now extinct. Galans value objectivity as they always have, and fair judicial behaviors. The drider value intelligence and manipulative capacity, though not if it is injurious to society. Finally, the recombinants value their own stockpile of genning techniques and avenues for growth and advancement; though they also recognize the necessity and value of social variety. Through Dorian, all species recognize each other's values as an integral part of the whole.

    Military: Dustmoths primarily attack in swarms from ambush positions, using hit-and-run attacks from behind, but they prefer to avoid others instead. Galans use their fireball breath at range and their lava blood in melee, though they don't like fighting to begin with. Drider are ferocious in battle and use archery, swordsmanship, and cavalry shield-bash techniques since they are their own mount. Recombinants haven't developed a fighting style yet since there is only one of them... so far.

    Religion: The Khaloric Swarm has a colorful pantheon. They primarily worship Khalorean, with lesser worship given to Lysei and Sheogorath, and minor attention given to Drya.

    Focus: Basic survival, for the most part. When Dorian awoke and became able to speak, the new focus became the reconstruction of the Khaloric history and religion.

    Secrets: Dorian Cook has the power of genning, though it is the only technology any of the insects have anymore. Biologically though, the extinct whiptails, arachnomorphs, and blatid species were exterminated but Dorian contains their essence and can use it in genning.

    Artifacts: Harold, a humanoid burlap sack made by Khalorean himself still patrols the catacombs, and is the one who awoke Dorian to begin with. It is invulnerable in every way both possible and impossible, though it is only of average human intelligence. It is only made mobile if normal-sized insects inhabit the sack. If all bugs inside it die, he loses his mobility, intelligence, and memory.

    Leader: Dorian Cook is the name of the recombinant larvae that awoke and gained control over the sentient insectoid inhabitants of the Khaloric Temple and its outlying areas at the dawn of the Fifth Age. She has the ability of 'genning', as the essence of a genner was acquired at some point by one of her ancestors, which she inherited. She can use her inborn holy virus, or at least that is how it is known, to convert other living things into recombinants. She can also absorb the essence of an individual in order to gain their physical, magical, or intellectual capacity for genning experimentation and techniques. Infested individuals who become recombinants are naturally drawn to and in agreement with everything Dorian decides to do.
    Spoiler: The Navasti League
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    Nation Name: The Navasti League

    Race: The Navasti are majority Ajivhan humans, with significant minorities of Ray-das and Krakari.

    Heritage: The Aetherial Collective, with strong influences from the Ray-das.

    Territory: The Navasti League controls the magic-wracked islands and seas to the south of the Ghost Marches - their population is small, but their reach is long thanks to the skills of their sailors and shipbuilders. The capitol, Navahangist, is barren of trees and, as a result, is slowly undergoing desertification. Food to feed the people and timber to feed the dry-docks are imported from other islands and the few seashore-settlements to have joined the League.

    History: It is said that when the tallest spire of Gokvahar dipped beneath the waves, the first of the Vayri ripped across the seas. Hurricanes of wild magic, the Vayri now emerge periodically to lay waste to all in their path before reaching the shore and dispersing with hardly a trace. In these storms, none can survive - save those blessed with safe harbor. Between the island that would come to be known as Navahangist and the resting-place of Gokvahar, a mohai of unknown origin sits and parts the storms. In its wake the magic of the storms is blunted, making Navahangist the only safe harbor for miles upon miles of ocean. It was set upon by seafarers and refugees alike, and spent the next several hundred years at the center of vicious internecine warfare.

    The warfare ended with the birth of the League. A madman, descendant of refugees and professed worshiper of the sea itself, sailed out past the mohai to meet the Vayri - and returned unharmed. He attributed his miraculous survival to the many 'small gods' he had festooned his dingy with; twins, he called them, to the 'big god' that was the mohai. He birthed a new religion and, indirectly, a new nation. These 'little gods' warded ships from the death-pains of Gokvahar, but did nothing to help navigate or protect against the rising threat of the aberrations. The League was formed as an agreement between the cultists of the madman's 'Old Way' and the adherents of Gangari, who still held the old star-charts and shipbuilding tools. Decades of steady expansion and increasingly dangerous aberration attacks bring us to today, where the trading houses of the Navasti League do business across the southwest coast.

    Values: The Navasti value above all else quickness of thought, expressed through a keen mercantile mind. Ships are expensive, and the nascent trading houses of the League wither and die without a return on that investment. Sailors, fishermen, and all those that risk the sea and its dangers are accorded similar respect to veteran soldiers - the Gangari run specialized orphanages for their children where they receive the best education available. Those blessed* enough to recognize a small god when they trip over it often become the center of a short-lived cult, enriching themselves in the Deific Market while they can. All at least profess to obey the word of the High Shipbuilder - the nominal head of the League who's office must bless each ship purchase and captain's appointment.

    The reputation of the Navasti is often mixed - to many they are rare merchants able to offer exotic goods, to others despicable pirates and raiders. The current High Shipbuilder has been working to improve that, forbidding unauthorized raiding and encouraging more moderate captains.

    *Or mad, opinions differ. Certainly they're all strange folk.

    Military: The Navasti military is almost entirely naval - what land-forces they have are better termed 'marines'. To protect against aberrations and independent Ray-das, each trading house and settlement maintains a house guard that, in times of panic, can be conscripted by the High Shipbuilder. The Cult of Gangari and the High Shipbuilder maintain the Navahangist guard and several ships-worth of professional soldiers, totaling as many troops as the three greatest houses combined. The Cult's many, many professional spies amongst the trading houses and surrounding settlements also serve as the High Shipbuilder's hidden arm.

    Religion: The Navasti League officially encourages a strange syncretization of the worship of Gangari and that of the many little gods - the Deific Market. In it, little gods are bought and sold and taxed in the hundreds. The Gangari, for their part, sell navigational aids and schooling as pieces and parts of the God of Knowledge. Note that the Market isn't a single place; it's customary for any occasion of significance to be accompanied by an exchange of gods, and once can find at least one god-seller in any place the League visits regularly.

    There is also a disturbing new trend in the Deific Market: the sale of small gods carven from the stuff of aberrations. Considered unsettling and a bit morbid, highlighted by the violent tendencies and secretive nature of the cults selling them, they do seem to work as well as any other small gods in warding off the Vayri.

    Focus: Trade. The natural resources of Navahangist are nearly exhausted, and the entire League economy is based on enabling asset-realization. The High Shipbuilder recognizes that this is unsustainable - a nation that survives on taxation and imports will collapse sooner rather than later - and has several plans in the works to expand the Navasti League's economic base. Most of these require dealing with the mainland though, which has historically been a poor decision. For now, trade and the taxation of trade are how the League survives.

    Secrets: The Navasti League owes its survival to the navigational charts it has maintained since the Fourth Age. The charts are incredibly detailed and owned by the High Shipbuilder - captains rent them and are required to return them to Navahangist every few years so that changes can be noted in the master copies. The shipbuilding technology of the Navasti League is similarly dated - the Navasti sail steamships, though fuel is scarce enough that it is too expensive to use casually. Whether the 'little gods' represent a taming of Wild Magic or a more sinister connection to the aberrations is unknown.

    Spoiler: Navasti Ship:
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    Artifacts: The mohai that wards Navahangist is an artifact from an unknown age, and serves no known purpose. What is known is that aberrations are strangely drawn to it, and that the waters around it are ironically the most dangerous to sail. The ruins of Gokvahar also lie inside League territory - where, exactly, no-one knows.

    Spoiler: Leader: High Shipbuilder Ammas
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    The current High Shipbuilder is a former captain (as all High Shipbuilders are required to be) and spy. He spent his youth trading amongst and informing on the isles of the League and was one of the first to negotiate a long-term contract with the Krakari of the former Raptor Colonies, but was forced to give up the life when an aberration attack took his left leg. Returning to Navahangist, he trained captains and funded trading missions, slowly working his way up the social ladder until he seized the highest office in the land.

    A keen negotiator and an excellent judge of character, Ammas is the most forward-minded High Shipbuilder the League has had in generations. He plans always for events decades away, and the Gangari spy network has seen an unprecedented resurgence under his reign to feed his insatiable appetite for information. Recently, he has begun insisting on combined training exercises between trading house guard and the Navahangist soldiers, feeding rumors that expansionist plans are afoot.

    Strangely, the High Shipbuilder refuses to drink anything but clean water - he despises alcohol in any form.
    Last edited by Anti-Eagle; 2017-12-16 at 07:35 PM.
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
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  4. - Top - End - #4
    Barbarian in the Playground
     
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    Spoiler: The Silverplume Confederacy
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    Nation Name: Silverplume Confederacy
    Race: Almost exclusively comprised of Krakari
    Heritage: The SC consider themselves truer descendants of the Raptor States at their prime than the fifth age Raptor States
    Territory: The SC are mostly relegated to a large island in the far southwest. Their lands are heavily urbanized and scoured of any natural resources present. This and the huge amounts of wild magic the SC employ has left their landscape akin to a moonscape subject to extreme geological upheaval. Their capital is Stonetide, a city carved into the rock face of the cliffs around their best natural harbor.
    History: During the fourth age the Raptor states were among those to exile their citizens touched by wild magic. Pushed out of their homelands and welcome nowhere else, those able to do so fled to their western island as it was abandoned by the Raptor States who were no longer able to maintain control of it with their progressive technological collapse and return to their native forests. Embittered by their rejection and being slowly poisoned by the wild magic they possessed one way or another, the SC took measures far beyond what the Raptor States were willing to endure to preserve the knowledge and industry their homeland was loosing.
    Values: The Silverplume place a great emphasis on personal discipline. Working in an often lethal environment and commonly possessing a high potential for personal destructive power if lax, Sliverplume are coached from a young age to develop self control. But as subdued and methodical as SC inhabitants tend to be, their combined culture is anything but. Attributing their ancestry to waves of refugees that still continue to arrive in small numbers, Silverplume have come to expect that at any given time swaths of their population would feel a significant culture shock along with no particular loyalty to the government of their new home. The power of confederacy government is overwhelmingly based at the community level and the numerous communities in question will frequently not get along. Magic and technological strength have allowed for a thriving artistic tradition.
    Military: Due to their position and talents SC military doctrine is intensely focused on naval power. In times of conflict they with issues the right to privateer to their rather sizable fishing fleet and allow their strong advantage in magic and artillery over the powers with which they have come into conflict to compensate for the slow and unarmored nature of their vessels by being able to destroy enemy ships before they come into range to fire back.
    Religion Although not by and large a religious people, many Silverplume have taken to worshiping Quartog, empathizing with the power and hardship she embodied and taking their identification with her as more justification to their claim to be the Raptor States spiritual successor.
    Focus: the SC has focused on maintaining third age technology and harnessing wild magic
    Secrets: As a result, the SC understands wild magic to the extent anyone does and have maintained an industrial production network capable of turning out large and sophisticated equipment (cannons, large ships, and the like).
    Artifacts: As historically dispossessed people in what was at best a frontier outpost of third age civilization, the infrastructure they have repaired and replaced for almost an age is the crowning and only artifact the SC possesses.
    Spoiler: Leader
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    Ashur has only recently established an effective control over SC government, but rose to prominence a decade ago for leading the killing of the single largest abomination ever to threaten SC shores. A successful ship captain for many years before that and a powerful wild mage, Ashur is by all rights near the end of his life. But has if he has a unique power it is in his ability to resist time and magic's toll and he persists like a Krakari half his age. He claims that while death sees fit to take the Silverplume before their time it can wait for him.

    Spoiler: The Disciples of Awn
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    Nation Name: The Collective/Disciples of Awn.

    Desired Map Colour(s): Yellow
    Race: Krakari other races are tolerated outside the holy island.

    Heritage: South East Raptor States

    Territory: The nation is situated on the inland island in the southeast. The interior of the island is warm deciduous forest. Snow occurs during winter, but is not usually deep. The coast is very rocky with few natural beaches.There is a single natural harbor, and it is next to the single city on the island. The city is called Awn, much to the leader's chagrin. It is home to the College of Renewal, a magic school created by Awn. Surrounding the city, the ground has been leveled for agriculture. The same has been done in a patchwork manner throughout the island.

    History: The story starts in the childhood of Awn. He wanted for little since his father was Lord of the local area, and managed to keep out of conflicts. In one of the sections of the ruined castle in which he resided he found a shelf that had ruined writings, and a single manual in usually good shape. It so happened that Awn happened to have the spark, though he knew it not, and in the moment he touch the manual, he gained the ability to understand it...somewhat. It was a simple manual of plant growth. The state of mind used to form the spell was one of encouragement of the other. He practiced this magic on the garden to reasonably impressive effect.

    Once he was confident in his power he began travelling around his father's lands. The effect was significant, and his family grew more wealthy by the season. Whats more, the populous was uplifted. Making these rounds himself limited the area that could be improved, so Awn sought out students. He did this the only way he knew how, he had children touch the manual as he travelled. At first they were few, and they travelled with him freeing him to watch the magic of others. He eventually learned the trick to detecting the spark, and the number of students grew much. It was time to create grounds, and thus the college of renewal was born.

    Eventually this drew the ire of the other lords, who resented the wealth it gave Awn's family. Tensions grew, until Awn made a deal with the other lords, at the cost of a small tithe, the college would send Renewers to their lands, and would welcome any students from any of their lands.

    In the previous year, Awn's father took ill and passed. Healing properties of Awnite magic were not well developed at this time.
    He set up the Administratum, headed by the Steward Gensend to tend to the day to day of his family's lands. The members of the Administratum hold their position at the leisure of the college.

    Though Awn himself has fathered many children in his travels, and acknowledges them, none of them have been designated Heir. He has made it known that upon his passing his lands shall go to the college, so that it shall never been in the thrall of the other lords.

    Values: Generosity, Magic, Knowledge, Growth. Awn preaches that the highest moral deed is to aid your fellow Krakari. Education is valued since the more one know's about the task to be performed, the greater the improvement an Awnite Renewer can make.

    Social Structure: Is currently still Feudal. Lord Fredrick decided to swear allegiance to Awn, and in doing so was named Lord Protector. There are 5 other lords on the Island, and some of them are nervous about the power balance. Some of them are contemplating following Fredrick's example. In the lands Awn control farmers are permitted to keep 50% of their crop, and it is mandatory for children to be educated. Renewers (wizards) regularly travel improving crops. In order to facilitate this roads have been created leading to the city. Given the ease of food production, service occupations have begun to spring up, though most artisans are situation in the city. Awnite magic is trusted on the island at this point.

    Military: The traditional military of Awn are spears and javelins supported by archers (Basic weapons). It is Militia based, with a small core that is responsible for policing the province. Since the development of Awnite magic, a special group of individuals known as the Rangers has developed. The rangers are trained in many weapons (Knife,Bow,Sword,Spear,Shield,Unarmed), and act as companions to the Renewers. The renewers undergo a basic amount of training in order to properly amplify their companion ranger. The rangers are not practiced in formation fighting, and correspondingly specialize in asymmetric warfare. If there was ever a legitimate threat of invasion this might change.

    Religion: At this time much of the populous is pagan. In Awn's lands, the philosophy of Awn has taken root. The main precept is that service to others, is the highest moral good. One of the highest services that can be provided is education, since this provides aid for the rest of a person's life. Awn is a proponent of the concept of Karma. There are some who put forth a concept of a tiered afterlife depending on how well you lived. This part comes not from Awn himself, he neither endorses nor condemns this belief.

    Focus: Agriculture, Magic, Education.

    Secrets: The main ability Awnites have recovered is "Improvement Magic" It helps improve their agriculture, and artisans. It has some use to improve non-living works, but this tends to be less impressive.

    Artifacts: Manual of Renewal

    Leader: Awn. He believes what he preaches, and genuinely wish make make the world a better place for all. He is ambitious in the manner that he wants to help as many as he can.

    Magic:
    Awnite Magic: Requires a giver (the mage) and a receiver (typically a mundane). The magic relies on both of them. If the receiver does not believe, and does not want to be helped, they cannot be aided (Not a problem in the case on non-sentients). It is a (light) joining of spirits where the giver's spirit "convinces" the receiver's spirit that they can be better (usually at a specific task) than the receiver really is. In order to avoid permanent mixing of the spirits, the giver has a natural resistance to inward flow. This is why mages get less effect for working on other mages. Since it is hard for most individuals to understand and relate to inanimate objects, such magic has smaller effect. Anthropromorphization of the target tends to help in these cases. Direct contact helps, but is not mandatory. Proximity is required. Anything blocking line of effect makes the magic weaker (but this is a mental block, seeing something in the way make most people see things as separate) Multiple mages can work together on a single target, but it is difficult, and dangerous for the receiver. Vertical chaining is possible but is rarely worth the effort involved.
    Spoiler: The Great Heathen Army
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    Nation Name: The Great Heathen Army

    Desired Map Colour(s): Silver and Blue

    Race: 50% Ray Das, 50% Ray Das Reverants.

    Heritage: Ray Das pirates led by a Reverant exiled from the Dead Republic.

    Territory: The Great Heathen Army are a mostly sea faring people living on the many small clusters of islands in the south east. They wander constantly embarking across the ocean in their many long boats. At the end of each voyage after the looting and plunder is done the boats are pulled onto land and flipped to serve as houses and shelters while new boats are made for the next voyage. When the new boats are finished a small number of the living are left to farm and maintain the land that has been taken, seemingly unprotected as The Great Heathen Army sets out once again, whooping and hollering gleefully, ready for their next foe to crush.

    History: The Ray Das of the south east ocean have of the past centuries have been known as roving, unorganized bands of pirates that attack one another as often as the trade ships that pass through what they considered to be their territory. They have little regard for land loving people. Including the Ray Das people of the mainland.

    This has made the pirates the perfect people for Count Gideon Crepitus to use in his revenge on the mainland Ray Das that sentenced him to death for crimes lost to history. Upon his unexpected resuretion after his execution Gideon managed to escape the council of the mainland and eventually found himself in the Dead Republic. There he spent centuries brooding over the injustices he had perceived himself to have suffered at the hands of the main-lander plotting his revenge. What exactly happened in the Dead Republic remains shrouded deeply in secrecy. What is known is that he returned to Ray Das people of the sea in a vessel known as the nautalus bearing knowladge of necromancy and water bending.

    Values: Under Count Crepitus' guidance the Great Heathen Army has embraced the gift of undeath treating it as a second coming of age with the living largely refered to as the "young" and the undead as "elders".

    The young of The Great Heathen Army enjoy the freedom that they are allowed through pirate style rule of their ships. Captains of ships are elected (or overthrown via mutiny) and plunder is shared. For the most part the young do not worry overly much about the long term preferring to follow the broad directions of the elders and throwing themselves whole heartedly into war knowing that should they fall in combat the elders will ensure their bodies are recovered so they can be reanimated into the adulthood of undeath.

    The elders of the Great Heathen Army are much more cautious than the young. Upon their reanimation new elders are instructed to put away childish things and protect the young first and themselves second. For while the elders are superior in their lack of need for food, air or sleep; They are inferior in that they cannot heal wounds and, more importantly, cannot reproduce like the young. As such the elders hide beneath the waves surfacing only to protect the young that are not deemed ready for reanimation.

    Both young and old are taught to make the most of the things they kill reusing every part of the creature. This has lead to their boats and armor being made from the chitin of terrors.

    Military: The Great Heathen Army is essentially, as its name suggests, a gigantic army. Eventually every young member will serve upon one of the pirate fleet and die there. The elder while secretive and restrained exist to protect the young until they are of age to go to war. The military is almost entirely sea fairing with modest defensive capabilities on land. Their greatest strength lie in the sudden bezerker like blitzes the young are capable of executing combined with the careful planning of the elders.

    Religion: The Great Heathen Army reveres Jashiki believing that the dead deity was killed by The Ascendant and has risen again as a form of elder god. The young believe that Jashiki's seeming absence is merely a mirror of their own elders preference for secrecy and that from the depths Jashiki watches over them and protects them until it is time for them to embrace the depths.

    The Elders believe that the body of Jashiki has been sundered and the parts scattered across the bottom of the ocean. To this end Count Crepitus has brought forth a "silent crusade" to find the parts of Jashiki and forge them back together to provide its spirit a body to inhabit as the new god of the dead and the ocean.

    Focus: For the last few years, The Great Heathen Army has become unusually focused and active. The young are focused on spreading across the many tiny islands of the south and east ocean inflating their population, while the elders continue their mysterious search of the deep ocean floors.

    Secrets: While Count Gideon Crepitus brought many secrets back from the Dead Republic with him the greatest are the water bending techniques of propulsion; Taught to the young to aid their ships in out maneuvering enemy vessels; And the art of echolocation taught to the Elders to aid in scouting potential enemy locations and more importantly to aid their search for the corpse of Jashiki. It is whispered that Crepitus has taught some of the most experienced elders the gruesome necrotic art of corpse talking, through which the corpses of their foes are re-purposed to cast and receive messages across the great Aetherial Sea to coordinate their movements.

    Artifacts: Crepitus arrived from the Dead Republic with the artifact ship called Nautilus. A submersible ship made from a chitinous material that magnifies and redirects the power of water benders within it to propell itself at great speeds. The Count hopes that the Nautilus can prove as a template for lesser submersibles in the future. for the time being simple water filled shells are used by other water bending Ray Das Reverants to supplement the surface ships.

    Crepitus also holds the eye of Jashiki. part of the dead god that urges him to gather the rest.
    Spoiler: The Icebound States of the Union
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    Country Name: Icebound States of the Union

    Desired Map Colour(s): Teal and Yellow

    Race:Mostly Rainbow Butterflies with others being welcomed into the city as citizens if they request it.

    Heritage: The Raptor States they are not much like them but that was where the original rainbow moths that led the expedition came from.

    Territory: In the far north it has been settled with the basic desire for survival and other desires they banded together to deal with the dangers of the environment and so they are small and relatively knit together. They have a city as they did not fear others but rather the environment itself as such being closer to others could bolster survival. The capital is a small dome where houses and businesses dwell named Mimico. The dome protects from the cold and as such needs to be tough. They mainly fish for food being careful in what they take after they eliminated one fish population.

    History:
    In the far north beyond where other creatures would even venture a small group of rainbow Butterflies went in to discover the north pole before the war to exterminate the rainbow moths even started. Once they realized they had little provisions left to even make it to back they tried to survive with hunting and gathering what existed there. The cold chilled their bones so they went to making warmth first with unnecessary items and memorabilia then with homes that they built called igloos. Eventually they had a rocky beginning for survival and with that came other desires which also needed to be taken care of. With time they were able to expand and with the expansion they needed to find more reliable means for survival and so with that cycle they lived but they never got rid of their traditional ideals and always looked to their future as full of possibilities no matter how low their reserves got as such they didn't change like the dust moths. They were not near other countries so they had to stake out and fend themselves with their tribes and not learn about the history that happened in the rest of the world. Still clinging to their peaceful manners but becoming more reclusive as they grew less aware of the countries around them. They try to stick to the culture they had in the past of peace and the desire of survival.

    Values: (What do your people value in themselves? What is their social structure? What is their culture like?) They value peace, productivity, kindness, intelligence, and charisma. The social structure is a democracy where each decision is based off of a vote by the people of the city with a man decided by the people as the chairman who says the current issues if 51% of people vote to kick out a chairman they are removed from their position and replaced. The social structure is well nonexistent there is no money just mutual storage of what you collected and trade between people as they have never found a reason to care about money or a means to make it.

    Military: (How does your nation's military function? Is it a militia? Is it's focus cavalry? Archers? The rage of a few?) They are archers as the use of a bow and a dagger is needed in the north where a polar bear may kill you. None of them really recognize themselves as an army but rather protecting themselves and those they care about.

    Religion: They worship Lacae.

    Focus:Their focus is basic survival.

    Secrets: They have been able to harness wild magic as it was something they discovered and nt knowing what it was but not wanting to remove the people with it from the tribe they let them live and discovered the great usefulness of the gift.
    Butterfly Magic.
    Artifacts: The items that the original adventuring party ad on them with particular significance are The Mantle of fire an object that gave the wearer the ability to conjure fire and The Cylinder of Prosperity an item although named and identified as magical otherwise seems to be mundane.

    Leader: Although not liking to recognize himself as the leader but rather the Chairman of Mimico. He is a male Rainbow Moth with the ability to use wild magic and was given immortality by it. He is a kindhearted and well thought man he looks young for the rainbow moth but is without a doubt a leader of them he has problems raising his voice and when harsh words are thrown at him he will become quiet and wait for it to pass. He tries to make everyone benefit and believes that war is not something that anyone should do.
    Spoiler: The Kingdom of Nova Aurora
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    Name: Kingdom of Nova Aurora

    Head of State: Cosimo IV of Xule

    Head of Regency Council: Lord Darius Freeman

    Population: 55% Freed human slaves, 35% Brujah vampires, 10% native humans from the south coast

    About: The Kingdom of Nova Aurora is the successor state to the Brujah tribes, founded after the collapse of the latter at the end of the Second Brujah War. Named after the ancient province of the third age, Nova Aurora is in a personal union with the Grand Duchy of Xule, with Grand Duke Cosimo as its first king. As Cosimo usually resides in Xule, in his absence Nova Aurora is governed by the Regency Council, which is primarily composed of freed human slaves chosen for their ability and their loyalty to Xule. There are also representatives on the council from the Brujah minority, south coast natives and Xule itself, however.

    Under the Treaty of Cassipolis, the Grand Duchy of Xule is responsible for Nova Aurora’s defence, and its external relations with other states. The kingdom does however possess its own small army, which operates within the command structure of Xule’s military. Nova Aurora is also a member of the Channel Free Trade Area through its association with Xule. In exchange for these services, Nova Aurora sends a seasonal tribute of wealth and food supplies to Xule.
    Spoiler: New Avringae
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    Nation Name: New Avringae

    Desired Map Colour(s): Green and Silver

    Race: Human, mostly Auroran, but with a mixture of Meretonian and various refugee peoples.

    Heritage: The Auroran empire, but after the collapse of their control over Mereton, the area fell into disarray. Refugees, noble and peasant alike fled north to Aurora to escape the decline that marred Mereton and thus there is quite a mix. Many of the current nobles would like to see the power of Mereton restored and consider themselves it's heirs, despite not actually being located there. Some few even have the pipe dream of reconquering the lands their people once lost.

    Territory: The northern peninsula of the Auroran territory East of the Ajivhan Wastes and south of what I assume is the Grand Duchy of Xule. Their capital will be located just in land of that Bay if that's alright. The land is heavily forested, with individual city states having carved out arable land and the occasional road between these cities, but little else. It is a reasonable area, but due to the large swathes of forest, the population is spread out.

    The cities themselves differ from one to the next, with the white stone walls of Raethling being nothing like sprawling market city of Baerdine. The capital of the region is Tarrenvine, a city no bigger than the rest, but which sits on the crystal lake in northern Avringae. The city sprawls, and has no discernible defences, relying instead on its control of river traffic to the rest of the nation, and through the careful diplomacy of it's leaders.

    History: When Mereton rejected the Empire, it ushered in an age of decline from which there was little escaping. Many of it's peoples held to their history with all they had, and many of those faded. Still more abandoned it without a second glance, and scraped out what living they could. Many of these peoples gravitated north, seeking the safety of what remained of the Empire, but this too faded. Soon the old order had become little more than pockets of control, with ancient noble houses failing as often as they held. In time, these pockets of order became the city states of northern Aurora, forming their own small communities and wrangling and fighting with their rivals. This would continue for generation after generation until what has become known as the Silver Birth. It isn't known, at least publically, how this came to be, but in one lunar cycle, every major house in every city state bore a child. These children seemed no different to any other, but when in time they assumed the reigns of leadership, they found it easier to seek common cause with one another than fight.

    For five years this silver generation wore down the animosity that existed between their cities, and in the sixth year, a marriage was arranged between the lady Myrellia of Raethling and lord Darien of Tarrenvine, who would be the new king and queen of Avringae.

    Despite the strangeness commonality of the Silver generation, there have still been struggles: some houses are staunchly conservative in their views, and wish to see no outsiders in their midst, whilst those of the coastal cities and the capital seek trade to bolster their wealth. It has taken all the diplomatic skill that this people can muster to hold their fragile alliance together.

    There are also the people of Kharloan, the shadow city. Whilst the rest of the country appears blessed with a connection to the land, for this city it is a curse. It is said this land was the site of the Pactbreaker's great betrayal aeons ago, and this stain still mars the land. The people of this city are known for their guile, and darker things spoken of in no more than a whisper. They are selfish and hostile, even to their fellows, and they deploy the trademark diplomacy of their people in a twisted deceitful fashion. Yet even they recognise the authority of the king and queen, and are ruled by their own silver lord, Torval. Yet this city takes on a solemn duty to hunt the beasts that roam the wilds, beasts that are twisted by the darkness of the land.

    Values: Despite the disparate city states, their are some values that all of Avringae holds dear: honour, for they are the descendants of Mereton and Aurora, and peasant and noble alike knows the value of one's word and acting well to others.
    They also broadly value peace ahead of war. Though there are guards in each city, and armouries to arm a citizen's militia, few outside of Raethling have ever gathered an army.
    New Avringae is a recent Kingdom, but each city state is broadly autonomous and each is ruled by a noble house.
    There is no serf-class, nor slavery, but large areas of land are mostly owned by nobles for whom the peasants work. This autonomy has led them to be a proud people, but not an inflexible one. They are however, staunch in their pursuit of independence and will not accept the ruling hand of empire. It is truly a wonder that a kingdom could be formed at all.
    A new wave of festivity has recently come to Avringae, and with the mixing of individuals from city states, parties and festivities are growing increasingly common. It is seen as a new outlet for competition between the cities,
    to demonstrate their wealth and knowledge.
    Knowledge is a valued trait throughout Avringae, and the courts of the noble houses are some of the few places where sorcerers are entertained without persecution, though with a healthy dose of suspicion. Despite all this, there is no great love for the past, and though some traditions are followed, Avringae is a country that prefers to live in the present. It is taking a great deal of work by the king and queen to get them to prepare for the future...

    Military: Avringae has little in the way of a military. Raethling is the only city that has a standing force of soldiers and those men are split between archers and halberdiers. They are lightly armoured, but swift moving. Kharloan has a corps of hunters and warriors that patrol the woods, to prevent anything unsavoury from reaching the city.

    Religion: With such a disparate grouping of peoples, their is no one state religion. However, their is a growing belief that the Silver children are a blessing of Lacae, the ancient goddess, who some say sleeps in the moon. This has not been endorsed by the king or queen, or to their knowledge, any of the noble families, but it is a popular belief amongst the people.

    Focus: For the last few years, the country has been focused on establishing unity. Now each city attempts to use this new found peace to establish trade and build their cities. The king and queen look outwards, to establish trade and alliances to support their fledgling state.

    Secrets: The nobles of northern Aurora held one duty that united them, even before their new alliance. To seek out those who could touch the Wilds and train them, such as they could. It is not known whether all peoples have the talent to touch power of nature, or whether the forests of the land have created some connection with the people, but a high percentage of the population has some talent at shaping the trees and calling the winds. Unfortunately, with the decline of the old kingdom, much knowledge was lost, and now the 'training' that the nobles can provide is rudimentary at best. Many a peasant practices for a few months before returning to his village or farm and uses his talents only to grow the crops a little better.

    There is no such thing as a battle mage in Avringae, and their greatest mages are known as The Wildsingers, and are led by Sylve Truecaller. They attend the courts of the nobles and eagerly listen to knowledge from outsider mages who pass through.

    One other talent is known to the people of Avringae, though this is a secret few know outside Khorloan. The talent for Wild magic in that place has been replaced by something darker. It is prone to kill or maim, half those who wield it, but for others, it can be powerful shadow magic. Torval of Khorloan, is himself a shadowmancer, though this is almost entirely unknown.

    Artifacts: Beneath the crystal lake, is a shattered tower, made entirely of crystal, or so the divers have said. Despite it's broken nature, it still glows, though no light could reach it in those depths. It is this that gives the lake it's incredible sheen and causes the fish to be ever bountiful.

    The people of Raethling retain two golden staves, each two feet long. They are said to be ancient weapons from the second age of the world, one can call fires hot enough to melt any metal, and the other freeze a man at 100 paces. These are kept closely guarded, and have only been used once in living memory, by a Wildsinger to bring a storm of hail and lightning to drive away an invading army.

    Leader: The heads of New Avringae are Myrellia and Darien. Both are young for their station, each no older than 35, but they are both seasoned diplomats. Darien forged the alliance of the houses and it was to him the others looked for leadership. Myrellia was the leader of the greatest city beyond Tarrenvine, and she left Raethling in the hands of her twin, Sorcane. Myrellia is a rarity amongst her people, for she has studied the history of warfare as much as any in their kingdom, and was raised to lead the people of Raethling should the time come.

    Both are blessed with the gifts of the silver children: there is a nearly indiscernible glow that suffuses their skin and hair, which would mark them out to a truly observant watcher, but to most gives them an enchanting radiance.
    They are intelligent and witty beyond other humans, but only slightly, and they have a deep sense of brotherhood with their fellow silver children. This is the true strength which has unified their country.
    Spoiler: The Rising Light
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    Nation Name: The Rising Light

    Desired Map Colour(s): Yellow/Red

    Race: 81% Human (73% Auroran, 27% Ajivhan), 18% Corvan, 1% Simulacra

    Heritage: The people of Rising Light primarily follow the traditions of the Kingdom of Mereton, though there has been some cultural assimilation from absorbed nomadic groups from the Ajivhan Khaganate. The awoken Simulacra are from a much older time, and follow the cultural norms of the ancient Aurorans.

    Territory: Rising Light is centered in the southern regions of the old Kingdom of Mereton. The awoken Runeforge serves as the capital of Rising Light, and the massive, ancient forge complex and its old fortifications have been repaired and added onto. A city has quickly risen up around the fortress, and with Meretonian walls surrounding this capital city, an impressive monument to the newly birthed Rising Light has been born. The surrounding lands are much more rural, used primarily as buffer states against outside incursions and for resource gathering, including a small portion of the northeastern Ajivhan Khaganate's ancestral lands.

    History: The origin of the Rising Light is linked with the rediscovery and awakening of the ancient Runeforge in the mountains near the southern lands of the Kingdom of Mereton, directly next to the southeastern edge of the Ajivhan Desert, where few dare venture. One day, a massive beam of light rose into the sky, signalling the awakening of the Runeforge, and the Prophetess Liella strode forth from the ancient complex, bearing a runic staff and bringing with her knowledge of the forgotten past and the enigmatic future.

    The Prophetess taught her Chosen the forgotten knowledge of Life Magic, a lost magical art capable of manipulating and enhancing Life itself. With it, her Chosen spread across the land, using their newfound arts to bring health and happiness to the people around them, and soon the nation of Rising Light was born, named after the column of light that signaled the coming of the Prophetess and the awakening of the Runeforge.

    With Life Magic, the Chosen were also able to awaken the sleeping Simulacra within the Runeforge, and they quickly began to put their ancient skills to work, and Runeforged arms and armor began to be produced to arm the militia of the Rising Light. Superior equipment combined with old martial tradition, and soon the Rising Light's military arm grew strong enough to protect itself against a hostile world. This promise of safety and security only helped swell the Light's population further, though the neighbors of this newfound nation are likely none too pleased with the sudden ascension of this new power.

    Values: As a mix of many different cultures but with a focus on the blessings of the Prophetess, the Rising Light has its own unique brand of values. They value discipline and honor much like the Mereton people, but bonds and intelligence are just as important. The one value that that all hold is faith. Faith in the Prophetess, and the direction that she is taking the nation. It would not be an exaggeration to say that the expectations of the nation itself rest on her small shoulders.

    Military: The military of the Rising Light focuses on the superior arms and armor from the Runeforge. The core of its armed forces are its heavily armored infantry. They focus on the use of two-handed halberds, relying on their tough armor and their skirmishing forces to protect them from projectiles. The skirmishers consist of light cavalry armed with javelins, primarily used as a scouting and harassing force, and foot archers armed with Runeforged bows to out-range and out-power any traditional ranged weapon. Finally, all military units are accompanied by a small group of Chosen to heal any injuries, prevent disease from crippling the army, and ensure supplies do not spoil while on the march.

    Religion: The faith of the Rising Light is solely towards its Prophetess. Seen almost as the coming of a new deity, faith in her reign is nearly absolute. The awakening of the Runeforge is seen as a herald of her coming and the blessing of the world upon the people of the Rising Light, brought about by the generosity of the Prophetess. The people are well aware of Prophetess Liella's ability to foresee the future, and that the gifts of Life Magic, borne by her Chosen, come from her knowledge of long forgotten arts. Her Chosen serve effectively as priests and priestesses, carrying word from the Prophetess across the nation as needed, and acting as the arm of the Prophetess wherever they go.

    Focus: The focus of the Rising Light has been on the fortification and revival of the ancient Runeforge, along with arming its military with powerful Runeforged gear. The training of the Chosen has been of utmost importance to the Prophetess since awakening the Runeforge, bringing Life Magic to her people to improve their health and well-being.

    Secrets: The primary secret brought by the Prophetess is that of Life Magic. Life Magic is a long forgotten magical art capable of manipulating life in various ways. Its primary use is curative, healing even the most grevious of wounds and the deadliest of diseases. Its most powerful practitioners can even restore the deceased to life. Given its domain over Life itself, it has great power over the soul, allowing practioners to exorcise roving spirits, ensure the dead stay sleeping, and even fix damage caused by wild magic. Any kind of life can be manipulated in various ways, though Life Magic is always used to enhance, heal, or purify the living. Limited power over nature can allow untamed lands to be brought under control more easily, but Life Magic can't be used to kill or weaken, so axe and muscle are still needed to clear forests and jungles. However, the revival of long dead land is certainly possible, given the motivation and power to do so.

    The other secret of the Rising Light is that of Runesmithing. The awakening of the long dormant Simulacra within the Runeforge brought about the revival of this ancient art. While true Rune Magic still remains lost, Runesmithing allows the Runesmiths to forge powerful magical arms and armor, enhanced by the rune-imbued equipment of the Runeforge. While any smith could use the Runeforge and create some kind of empowered item, the Runeforge is a massive complex with many mystical forges, smelters, and other equipment. Only a Runesmith knows which forge has what rune, and what combinations of forges and equipment will provide the desired effect.

    Artifacts: The Runeforge. The capital of the Rising Light is built around this artifact, an ancient, massive, sprawling complex of forges, smelters, workshops, housing, and mines all built into a massive mountain located near the Ajivhan Desert. No one is quite certain how the Prophetess brought this complex to life, or even located it, as the few explorers in this region had never even spotted this facility prior to its awakening, despite its size. However, the fact remains that it is here now, and any metal forged here by a Runesmith is guaranteed to be much more powerful than any ordinary metal.

    The artifact of the Prophetess herself is the Staff of the Ages. Little is known by others about this blue, rune-covered stave, for the Prophetess keeps its secrets close and the Staff itself is always on her person. In truth, this Staff is the secret behind much of her power. This Staff has the unique ability to manipulate Time itself on a limited scale, and is the reason for the Prophetess' presence in the first place. With this Staff, the Prophetess leapt forward in time, exhausting much of its power but allowing her to appear in the current Age with what knowledge she had of the past. With this, she knew not only the location of the Runeforge, but how to awaken it, and she could share her only knowledge of Life Magic with the people of this Age.

    The Staff of the Ages is the secret behind the Prophetess Liella's ability to see the future. It allows her to predict events that will directly impact herself with ease, and with more limited effect, her people. She can even use this to make short hops into the future to avoid unpleasant events, though the Staff can no longer make such a grand jump into the future as it once did, as it lacks the same power as it did in the past.

    However, despite its more limited power, it still grants its bearer effective immortality. The Prophetess does not age, her form locked in its ideal prime so long as she carries the Staff. Injuries heal instantly, so long as they would heal at all, as the healing process is accelerated rapidly. While the Staff used to allow the Prophetess to accelerate or slow time for herself at will, this power has been exhausted after using it to awaken the Runeforge in an instant, rather than slowly awakening each portion over time. Still, its use as a divination tool and to remain ageless is still quite potent.

    Leader: Prophetess Liella's claim to power comes from two sources: her personal ability as a powerful Life Mage, and her luck in finding the Staff of the Ages in an era long forgotten. With it, she was able to jump far into the future to escape the calamitous Fourth Age. With knowledge of how things used to be back in the Third Age, if not the personal ability to bring back most of those lost wonders, Liella aspires to revive that era of civilization and glory, even with the lack of the Gods.
    Last edited by Anti-Eagle; 2018-01-17 at 10:56 PM.
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
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  5. - Top - End - #5
    Barbarian in the Playground
     
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    Spoiler: The Church of Lysei
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    Spoiler: Nation Description
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    According to legend, Lyseni took human form during the Fourth Age, hoping to show his people the way and save them from the Ascendant and other calamities of the era. He preached and performed miracles, and ultimately sacrificed himself in a raging inferno to slay a great Khaloric beast. The noble-turned-priest Saalios claimed to have received visions from Lyseni; others did as well, but the churches who followed those others wound up scattered or destroyed in the decades that followed, with Saalios's church surviving.
    The new Lysenic faith slowly spread across the region, and more quickly once King Stathis converted and made it the official religion of his tribe, once he won the little civil war he was involved in.
    Ever since then, the Lysenic faith spread across the region, both among the Imperial remnants and the Raptor States, thanks to the work of missionaries and generals alike. Some repulsed the ideas and stuck to their own, others converted, and some started at one but came to the other after a bit of argumentum ad bacalum.
    As religions do, Lysenism schismed into a variety of competing faiths, each declaring all the others heresies based on various doctrinal differences that usually didn't manifest as meaningful differences to laypeople. Finally, an immortal priestess named Polina gathered a council of leaders from across the region to a town called Nacì. There, they discussed theology and laid out what, exactly, was canonical to prevent such splits from happening again. Some clever and influential speakers tried to lead the debate towards agreeing with their positions and demonizing their opponents, but Polina leveraged her power and the respect others had for her to quash and excommunicate such people. Ultimately, the Council of Nacì came to a set of conclusions which were spread across the land. In the process, Polina was appointed Hierophant and Archdeacon of Nacì, and created a system of Archdeacons, Deacons, and Priests to oversee religious life.

    Since then, the church has attempted to spread its influence across the region, converting as many people and small nations as possible. In general, the church has let the secular power structures of these regions stay more or less intact, aside from breaking unruly or reluctant kingdoms and duchies into individual fiefdoms and occasionally having local archdeacons take control of a region until a proper (and Church-accepting) government can be restored. The Church has land it owns directly, even entire baronies and counties which come together as one theocracy called Nacìa, but most of its direct power comes from those secular leaders who nevertheless follow the Church's mandates, known as the Ardent Lords.
    In practice, Nacìa and the lands of the Ardent Lords, collectively but informally known as the Nacìan Empire, is a largely-decentralized state. There are relatively few violent quarrels between the Ardent Lords (no more than within any feudal realm), and the resources of the Ardent Lords are often donated or tithes to various sacred projects.

    Spoiler: Application
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    Name: The Forthright and Righteous Church of Our Celestial Custodian Lyseni (or Church of Lyseni for short).

    Desired Color: Let's go with some kind of gold.

    Races: Auroran, Krakari

    Heritage: Holy Auroran Empire

    Territory: Somewhere near the boundary between traditional Holy Auroran Empire lands and the old Raptor States.

    History: See above. Short version: New religion cropped up, people started spreading it, some important guy converted and spread it further, schisms, Hierophant Polina got appointed to that position due to both being an awesome immortal person and her role in forcing everyone to get along, general spread.

    Values: The prime value of this de facto theocratic mini-empire is, surprise surprise, faith. You're expected to be faithful or be quiet. Heresy is met with something on a spectrum between deep irritation and war, depending on how serious the heretic is about their viewpoints; the Hierophant continues to stick by the canon established at Nacì, and wants to ensure her faithful never devolve into that mess of schisms and heresies which existed before Nacì. This has lead to backlash from those who dislike some of the older-fashioned values she upholds, which feeds into some of those heresies. Still, those stay far enough out of the areas the Church controls to not cause too many issues.
    Like other worshipers of Lyseni, the Church is into retribution big time. You do something wrong, you get punished in this life and the next; it doesn't matter if you're some impoverished peasant, a mighty merchant-lord, or even an entire country.
    There is also a "social justice" aspect which some focus on, although not in those terms; just as the church punishes those who have not receive their deserved suffering, they try to alleviate the suffering of those who do not deserve it. This has earned them a fair few converts. This is in part due to an almost ironic element of right-to-freedom in the Nacìan canon; while all mortals ought serve the gods loyally and unquestioningly (and slavishly, though they would never even think of it in those terms), no mortal should restrict the freedoms of any other mortal.

    Military: Each of the Ardent Lords maintains their own levies, and often knights or other full-time soldiers. When the Church declares some group as an enemy, the Lords mass their armies as one alongside the armies of Nacìa and an assortment of those who wish to prove their worth to the church, Lyseni, or perhaps a mere mortal. This leads to armies with many individual generals, usually organized under those Ardent Lords and Archdeacons who chose to personally accompany the army, with one of the Archdeacons chosen to herd all those cats. Despite this Archdeacon's work, the armies tend to function separately (if more or less marching at the same goal).

    Religion: ...Yes.

    Focus: If the Church has a focus, it has been on spreading their teachings to others, focusing on the needy (either because they can benefit more from Lyseni's protection or because they are more susceptible to conversion, take your pick) and occasionally trying to convert nobles and other important people who seem open to this faith.

    Secrets: Um...it's not exactly important to my nation concept. Maybe some of the secrets which are more commonly-known in the region? Maybe some wild magic stuff? That sounds fun.

    Artifacts: Again, not important to the concept. Possibly something theological-ey? Like enchanted candelabras or holy swords or something? Something fire-themed, ideally.

    Leader: Hierophant Polina, who has been described before.

    Spoiler: The Lukari Confederation
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    Nation Name: Lukari Confederation


    Desired Map Colour: Green with Grey


    Race: Krakari and Luug are the two races that make up the residents with visitor's from other races. 58% Luug, 39% Krakari, 3% Other.


    Heritage: The Lukari nation is a combination of two separate civilizations, they are descended from The Deep Tribes and The Raptor States.


    Spoiler: Territory
    Show
    Territory: The Lukari came into being in the northwest reaches where the mountain range turns into forest. The original territory, and now capital city, was two separate areas. A series of caves and caverns the Luug made their homes in and the forests beside it which housed a tribe of Krakari. During the Cataclysm the Ascendant caused massive fires and earthquakes that rent the earth. Many of the caverns and tunnels collapsed, causing parts of the Forest and largest oldest trees to slide into parts of the main cavern of the Luug city. The fires burned out most of the rest of the forests. The capital city is a massive gaping slanted hole in the mountain side with ancient trees growing out of where they have fallen in years before, with woven huts and carved buildings near the top. Then there are buildings carved among the sides of the massive hole in all the way down.

    The city has become dubbed Lukari and is where the new nation gets it's name. Though it is fairly vulnerable to attack when they get close the city relies on its soldiers for protection. There are several forts built in some of the remaining large trees near the forest outskirts or carved out of large rock outcrops. There are skirmishing Krakari stationed there that fly patrols and and a squad of heavy Luug infantry to address any difficult problems.

    The city itself is at harmony with nature, it has large sources of natural materials. The Luug mine large amounts of natural ore and gems along with the Krakari who provide pelts and harvest herbs and rare plants as well as live specimens of rare animals from their forests.


    Spoiler: Values
    Show

    Values: The Lukari Collective are made up of two very different groups and as such have differences in certain values and culture, however over the years a certain view has begun to take hold which is held by members of both groups. Though that isn't to say there aren't still differences.

    The Luug still value strength and physical prowess, some which has started to also be valued by the Krakari in the army. The Krakari protectivness of their young has now spread to a more general protectivness of all the children of the city. The Luug value of tradition and their cults has not spread as much among the Krakari however and in return a lot of the cunning and viciousness among the Krakari from their time in the Raptor States has nit spread to the Luug.

    Together though there is a general value of the natural world off of which their lives and safety is based off of. They both have no problem brutally punishing those who they deem to have broken with the natural world and are abusing it, usually very industrial urbanized areas and settlements.


    Spoiler: History
    Show
    History: The Lukari Collective was forged in the aftermath of the Ascendants rampage, from the Ruq'ha Krakari tribe and the Ferrum Luug Clan. During his rampage he passed near the northern mountain range and some of his divine fire caught the massive Tir'ar forest on the slopes of the mountain. His passing caused devastating earthquakes up and down the mountain range.

    The Ferrum Clan has an ancient history, they had been an important part of the Deep Tribes. They moved to their home on the edge of the western edge of the mountains to mine the rich and pure iron ore there for their skilled smiths to use. They provided much of the iron metalwork for the Deep Tribes but after their nation was fractured in the Auroran invasion they lost all ties with the other Luug clans. They payed tithes to the Auroran invaders for decades, lost in what to do and only just surviving. The once mighty clan had been reduced to just five thousand by the time the Ascendant began their rampage. The earthquakes and subsequent cave collapses and rearranging of their underground home killed hundreds leaving them with only four thousand their original number.

    The Krakari tribe living in the Tir'ar forest wasn't always there, they migrated there near the end of the Great War against Aurora. A splinter group lead by a disenherited lord of one of the Great Krakari houses, House Velcior, of the Raptor States lead his personal followers and those of some villagers who would follow him due to disenchantment with the war. Though around twenty five hundred went with him only two thousand made it up there, the start of the Velcior Tribe. Only months after settling they suffered the fires of the Ascendant leaving seventeen hundred left.

    The Ascendants rage set these two groups on a collision course. His earthquakes collapsed massive holes in the earth and pulling down acres of whatever was around them. As the earth split open above the main Ferrum cavern a few dozen of the most ancient trees in the center of the Tir'ar forest slide down into the cavern. This crushed many Luug buildings and homes. At the same time this as happening much of the Tir'ar forest was burning down around the Krakari. They fled inward until they were among the ancient trees of the forest. Only after they made it there did the trees then slide into the newly formed hole in the ground/ Luug cavern.

    Luckily the disasters stopped soon after that, leaving quite the mess behind them. The remnants of both people's tried to sort themselves out but they were both had a problem.

    The ancient trees that are now in the cavern grew above the ground into the sky even though they've sunk deep into the ground. They were some of the few forested parts of the Forest left for the Krakari to all make their home. However those trees were now in the middle of the Luug cavern blocking their old pathways and taking up valuable room.

    The Luug not knowing the Krakari were living top side of the trees started to cut down the smallest one. They succeeded and the tree collapsed but due to their unfamiliarity with the tree size and unawareness of the people living up top they just created more problems. The tree collapsed onto even more of the cavern, crushing many Luug and their homes. It also killed several dozen Krakari on it.

    This angered the Krakari, they had dealt with so much and they would fight for what they saw as their last chance at a home. Their flight squads swooped below sniping several of the Luug working on the tree and then any guards or soldiers they saw. The Luug tried to fight back but only managed to slay a few. Their fighting was short but brutal, the Krakari had the edge with their mobility and guns but the Luug had numbers and they realized they could chop down the trees to fight back.

    As soon as the Krakari saw what they were doing they attempted to kill the tree choppers, but the Luug got wise and we're covered in their heaviest armor. When they failed the leader called for a truce. The leaders of the two groups met, anger in their hearts. Anger at each other, the Ascendant, the loss of loved ones, and the deep slow anger of both groups at their respective races fall from power both ancient and recent.

    The discussions between the two parties went on for months. The Luug wanted the Krakari to move out of the trees so they could safely bring them down. The Krakari didn't want to leave, they wanted the trees to stay and for the Luug to work around them. Then came the discussions on how to handle things like who got access to fresh water, how the Krakari would treat sewage, taking care of the roots of the trees to make sure they wouldn't die, payment of these possible services for the Luug, etc etc.

    A few months of negotiations and tense living situations later a solution was found... quite literally. With minutes two artifacts were found in desperate locations. Deep in the Luug caverns a crew of Luug excavators, led by strong community leader Duntor Ironfoot, was clearing some of the tunnels that had collapsed near their home cavern. As he caved in a particularly tough section of rock a beautiful golden rod with a jagged top abd with the bottom tipped in a deep onyx black crystal that seems to pulse slightly. Above ground the Krakari Lord, Beloit Velcoir was leading a small search party made up of his extended family in the spot where they had originally had to make their home when they arrived in the forest and quickly abandon. He finds a golden rod with a jagged bottom and beautiful deep green crystal on top.

    Neither thought much of the piece other then a quirky piece of jewelry since they couldn't get them to do anything. A few days after finding it Beloit mentions the piece as offer of payment during one of the meetings with the Luug. The Luug elder he was treating with mentioned that Duntor had found something similar. Duntor was summoned with his piece. As they closed to each other each crystal on the two rods start glowing brightly. As they got close they fitted the rods together, they're two pieces of one rod that seemed to have broken. There seems to be no way to combine the two pieces but now that they were awakened again each rod had minor powers individually. The bottom piece could home in on rich veins of precious materials or ore within the earth and stabilize a shaky tunnel. The top half could start to regrow dead plants and revitalize/strengthen living ones. But combined they're stronger then they ever could be apart.

    As they connected the two rods glowed bright as possible and the entire earth, both above and below started shaking. As the small group looked they saw the trees roots grow and dive into the stone and earth, securing the roots from their pile of lose soil they were in at the time. The trunks thickened and grew slightly, the shattered cavern also started to pit itself together, rocks moving back into walls and tunnels clearing out and strengthening again. Veins of ore and minerals grew and thickened. Above ground the forest started to regrow, saplings springing up from the ground and other various plants leaving a budding forest readying to grow.

    The ending of nature solved many or the problems the two groups had and the fact that neither side would give up their piece of the rod meant they hammered out an agreement. The two groups had a serious mutual alliance that grew over the years. The groups would meet once a year go use the power of the rod. The two would trade together defend the other from any raids and overtime developed genuine feelings and loyalty to the other. From that they grew into a small settlement together losing much of the separation between them. What started as a small settlement of five thousand combined has grown over the years with the resources their rod provides and are ready to expand and show their natural way of living to the world.


    Spoiler: Military
    Show
    Military: The Lukari Colllective play to their strengths with their military. Their military reflects their mixed heritage and is made up of Battalions of Luug heavy infantry in tough armor and wielding massive weapons with their inherent strength.

    They are supported by constantly roving squads of Krakari skirmishers and scouts using the only technology they managed to save, their pinion rifles.

    During pitched battle the Luug battalions tend to set themselves up in a reinforced or defensible position, lacking that any position not immediately vulnerable, and in tough defensible formations such as shieldwalls or battle squares. They then rely on the Krakari squads to harry the foe and force them towards the Luug position or take enough abuse for the heavy infantry to try and slow march upon them.

    The Krakari squads are usually made up of several families and are very competitive and tightly bound together. Each squad has a 'Pinion Rifle' that the best sharpshooter in the squad gets to use. The rest of them use powerful composite bows made of oak hardwood with Luug metal craft strengthening it. The squads swoop over the fields until the squad sharpshooter signals and they rise slightly before pulling in their wings to aim properly to shoot while they fall for a few shots before winging it back up.



    Religion: The Lukari collective worship Drya as their primary deity due to the importance the natural world plays in their lives. However there are other deities worshipped within their ranks.

    There are cults of Gangari and Katalia, though the laters followers are usually found among the Krakari soldiers. They are militant at enforcing their idea of natural unity when they come across those who don't share their beliefs, using retribution and fire like Katalia.


    Focus: The focus of the Lukari Collective for a long time was meshing their two ways into one that worked for all of them, finding unity through the disasters that struck them. Between that and finding a way to survive that was their entire focus.

    However over the past decade though that has for the most part been achieved and they have moved towards growth and expansion to deal with their new wealth and the population that comes with it. Unity through the natural world is still stressed but is easier now that it's accepted.


    Spoiler: Secrets
    Show
    Secrets: The Luug did not bring any secrets to the partnership of the two peoples. Their knowledge is stuff that every Luug tribe would know, practical knowledge that helped them survive the disasters and help their new neighbors. The one piece of practical knowledge they have above and beyond the standards for the realm is their skilled metallurgy skills allowing them to make powerful pieces of metal. They can blend metals together to create light but strong alloys capable of being used for various things.

    The Krakari tribe, diminished through the fall of their nation and the tribes subsequent trek though the wilderness, had lost all of their aquired technology and most of their knowledgeable members died or only had partial knowledge. They did manage to retain one piece of technology and enough people with knowledge of it to perpetuate it through the years. The Pinion Rifles used by their tribes from the Raptor States were part of the reason they survived their trek to their new northern home. They haven't been able to create any new rifles until a few months ago when the Luug struck a rick vein of special amethyst crystal the rifles use in the condensing process. There haven't been many new ones made so far but this could change soon...

    The powerful rifles get their name from their ammunition, the rifles use feathers plucked from the wings of the Krakari using it. Placed in the loading barrel of the rifle it compresses the feather, turning it into a needle thin and deadly sharp projectile broken down into 8 pieces per feather. The rifle then takes in air and the rifle fires the piece of feather surrounded by a cushion of air to help fly faster and farther until it hits.



    Artifacts: During the Ascendants rampage a divine artifact fell from the heavens, abandoned. It broke as it hit the earth near where the rampage was going on. Each piece has minor powers of stabilizing and growing the natural world. The bottom piece for underground and the upper piece for the above.

    When together the artifact can provide tremendous benefits to the natural bounties of the world such as food and mineral resources. However it can only be used like that once a year. The artifact has taken on a symbol of unity to the Lukari Collective, representing both people's need to work together to be stronger as well as their belief in the natural world and it's bounty.


    Spoiler: Leaders
    Show
    Leader(s): Their are two major leader sin the Lukari Collective. The rod bearers.

    Duntor Ironfoot: A young leader in the community and pillar of strength representing the Luug ways finding the rod elevated him in status to elder and is now the pre-eminant elder in the Luug community. He is strong, dependable, truthful, and loyal.

    Beloit Velcoir: The young Lord who led the Krakari break off group to their new home. The young Lord grew into a powerful and charismatic leader capable of leading with a strong rein through the long travels and sorrows their people faced. After leading them through the tough experiences his leadership is cemented and he leads both in war as a skilled sniper and at home using his crafty charisma to deal with people and aid them.

    Spoiler: The Wild
    Show
    Nation Name: The Wild

    Desired Map Colour(s): Brown? Orange? Something that can be seen on Green/Blue.

    Race: Birds and Mammals--the citizens are herbivores and grazing animals whilst druids and predators make up the factions leaders.

    Heritage: What few druids have been seen are said to be mostly Human although rumors spread of Luug without runes or Dust Moth's that have retained their colour.

    Territory: Currently The Wild is only a small movement--in the thickest forests and most inhospitable locations of the world where the city builders and wood cutters still struggle to spread their progress. Rumor has it that the Council of The Wild is held in a wooded grove so deep into the tangled woods that even during the peak of day sunlight barely makes it past the canopy of ancient trees.

    History: The Wild has always been there--the beasts and birds that man, insectoid, undead and God has always hunted for food, sport and entertainment. Its druid leaders are secretive and have for five ages been silent to the building pressure upon their flock but now something has cracked and a reckoning is coming. Some say Drya was a member of The Wild and broke her oath to The Wild when they openly attacked despite the councils vote to not act--now the pendulum has swung and after an eternity of voting for non-action The Wild is gearing up for war.

    Values: The Wild believe that the creatures of the world have been pushed too far: once a man with a spear could hunt a deer but he was wary of the pack of wolves and a man with an axe would cut a tree large enough to build his own house. Now man cuts down trees to build cities and men with spears head into the woods to slaughter the wolves and place the deer in fenced farms--The Wild has been threatened.

    Military: Predatory Beasts and Powerful Druids make up The Wild's military force.

    Religion: It is said that the first Council of The Wild was setup after the departure of Lacae--whom is the first deity of The Wild--and her spirit of peace and harmony between each race of the world still remains the most important facet of The Wild's philosophy. The Council voted that, as between beasts, the Strong will hunt the Weak to feed and grow and this was true Peace and Harmony. Drya however believed that this Peace was no longer valid and encouraged the notion that the Strong should not farm the Weak or enslave them into domestication and nor should the Strong attempt to hunt the Strong simply to kill off competition for their cities. Whilst most originally believed that Drya's thoughts were too radical and contradictory to the teaching of Lacae--most have now come round to this train of thought and Dyra's teachings are now the most influential aspects of The Wild's philosophy.

    Focus: Unification and Organization of the beasts, predators and druids of the natural world and protecting other areas from the expansion of cities, deforestation, domestication and over-hunting and fishing.

    Secrets: The language of The Wild is the greatest of their secrets--a bestial tongue and body language that only a very few civilized races can learn. The Druidic traditions of magic and the spiritual teachings of the more nature favored Gods.

    Artifacts: The Wild has no need for material wealth.

    Leader: Willow--a truely ancient being of pale white skin and angelical features. It is believed that Willow is some form of Nymph but rumor is rife that she is only taking the form of a Nymph as her ability to change shape freely between animal and beast is ubiquitously known. The Pale Nymph claims to be a student of both Lacae and Drya but that would make her impossibly old for most of her followers to begin to comprehend.
    Last edited by Anti-Eagle; 2018-02-08 at 03:23 PM.
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
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  6. - Top - End - #6
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    Default Nation Sheets 1 (Player Controlled Nations)

    Spoiler: The Ajivhan Khaganate (1174-) - Updated to Turn 91/94
    Show

    Nation: The Ajivhan Khaganate
    Player: Anti-Eagle
    Map Colour(s): Sage Green (and Dark Blue)

    Diplomats: The Ajivhan Khaganate (Dominion), The Disciples of Awn, The Empire of Aurora (Enclave), The Empire of the Basalt Throne (Enclave), The Great Heathen Army (Remnants), The Harconin Protectorate (Enclave), The Kingdom of Nova Aurora, The Kingdom of Mereton, The Navasti League (Remnants), The Rising Light, The Silverplume Confederacy, and The Southwest Raptor States

    Territory: 87 (29 Settlements. 1 Double Fortified, 5 Fortified, 23 Settled)
    Population: 136/186 (80 Corvan, 14 Krakari, 14 Luug, 7 Human, 6 Ray-Das, 5 Silver Corvan, 4 Yish, 3 Warped, 2 Remnant, 1 Gold Corvan) 12
    Materials: 241/650 (162.5/Season)
    Food: 184/204.5
    Bonus Materials: 7/7 Development, 7/7 Diplomacy, 114/114 R&D, 8/8 Stability

    Edges: Sinan (+6 to Espionage and Exploration rolls if involved), Horsemen (+2 to Land Combat rolls, +1 Army Movement), and Loyalty [+3 Bonus to Defensive (Settlement and Subversion) rolls].

    Technologies:
    -- Black Powder (+3 to Combat rolls)
    - Smokeless Powder (+2 to Combat rolls)
    - Blasting Powder (+2 to Combat rolls)
    - Rocketry (+2 to Combat rolls)
    - Pistols (+1 to Combat and Assassination rolls)
    - Polygonal Rifling (+1 to Combat and Assassination rolls)
    - Rocketball Bullets (+2 to Assassination rolls)
    - Volley Guns (+2 to Combat rolls)
    - Rifleman's Panoply (+3 to Combat vs Firearms, +1 Survivability)
    - Armour Piercing Munitions (+3 to Combat vs Armour, +1 to Lethality)
    - Breach Loading Firearms (+3 to Land Combat rolls)
    - Mortars (+3 to Land and Sea Combat rolls)
    - Nitroglycerin (+3 to Siege Combat rolls)
    - Camouflage (+2 to Land Combat rolls, +1 to Assassination rolls)
    - Land Mines (+3 to Settlement Defence rolls)
    -- Fedayeen (+2 to Combat and Espionage rolls, -1 Survivability)
    - Burial Rites (+1 to Subversion rolls, allows the prevention of mass revenant uprisings)
    - Missionaries (+1 Population growth during the Spring, +1 to Subversion rolls)
    - Smuggling Networks (+3 to Espionage rolls)
    - Laudanum (+3 to Subversion rolls)
    - Mass Indoctrination (+3 to Subversion rolls)
    -- Artisans (+1 Materials)
    - Metallurgy (+3 Materials)
    - Kaplo Steel (+3 to Combat vs Aberrations, Revenants, and Vampires, +1 Survivability)
    - Sericulture (+3 Materials)
    - Printing Presses (+3 to R&D materials)
    - Clockwork Machinery (+3 to R&D materials)
    -- Sharpshooters (+1 to Combat and Assassination rolls, +1 Lethality)
    - Ulfhednar Combat Doctrine (+1 to Combat and Assassination rolls, +1 Lethality, -1 Survivability)
    - Alhazred War Doctrine (+2 to Espionage rolls)
    - Trench Warfare (+2 to Settlement Defence rolls)
    -- Steam Ships (+1 to Sea Combat rolls, +2 to Naval Movement),
    - Armoured Hot Air Balloons (+3 to Air Combat rolls)
    - Dragon Cavalry (+2 to Air Combat rolls)
    -- Firearm Mufflers (+5 to Land Combat and Assassination rolls)

    Partially Researched: Dai Lei (2/3), Silver Living Metal Control (2/4), Simulacra Crystals (2/4)

    Projects:
    -- Field Hospice Program [Apothecaries, Corvan Anatomy, Triage, Mortal Anatomy, Surgeons (+5 Survivability)]
    - Janissarial Armament Program [Bolt-Action Rifles, Cordite, Needle Guns, Rifle Grenades, Telescopic Sights, Wall Guns (+5 to Combat rolls and +1 to Assassination rolls)]
    - Janissarial Education Program [Basic Mathematics, Botany, Distillation, Literacy, Simple Alchemy, Simple Chemistry, Simple Physics (+7 R&D Materials)]
    - Rapid Mobilization Program [Bayonets, Blunderbuss, Bombardiers, Destriers, Dragoons, Standardized gun cartridges, Treated Blades (+2 to Combat rolls, +3 to Land Combat rolls, +2 Land Movement)]
    - Secure Farming Program [Apiculture, Floriculture, Forest Gardening, Mycoforestry, Silviculture, Urban Farming, Viticulture (+6 Food and +1 Development Materials)]
    -- Project Covenant (+8 R&D Materials)
    - Lavender Squad Training (+8 Stability)
    -- Basalt Corp of Engineers [Engineering, Advanced HQ's and Logistics, Cultural Cohesion, Messenger Network, Simple Alchemy, Advanced Alchemy (+6 Development Materials,+4 against Subversion, combined army actions)
    - Harconin Corp of Exploration [Archaeology, Marsh Sickness Research, Ironclad Ships, Silver Living Metal Control, Silver Living Metal Controls, Simulacra Crystals, Aetheric Currents, Immortal Anatomy, Runic Alphabets, Automaton Repair, Living Metal Corruption Research, Simulacra Programming, Simulacra Replication (+6 to Exploration rolls, +2 to Sea Combat, +16 R&D Materials)]
    - Silver Naval Corp [Wild Magic Steam Engine, Controlled Channeling, Wild Magic Exposure Research, Wild Magic Corruption Research (+2 Naval Movement, +2 to Control rolls, +2 to Exploration rolls, +2 R&D materials)]
    -- Gangaran Occultism [Symbology, Ritualism, Runic Alphabets, Aetheric Languages, Blood Rites (+5 to control rolls, +5 against theft rolls, requires use of choir)]
    - Choir Invocations [Galdr Chants, Litany of Chains, Lorica of Storms, Mantra of Fire (+4 to Occult combat and control rolls, +1 survivability and lethality, requires use of choir)]

    Magic:
    -- Wild Mages (+1 R&D Materials)
    -- Choir of Chains (+5 to Occult combat rolls, +5 lethality, requires control rolls to use)
    - Vegvisir Armour (+3 to combat and control rolls, +1 survivability and lethality, requires use of choir)
    - Witchfire (+3 to Occult combat rolls, +3 lethality, requires use of choir)
    - Tainted Metals (+3 to Occult Combat and Espionage rolls involving assassination, +1 lethality, requires use of choir)
    - Witchfire Explosives (+3 to Occult Combat rolls, +1 lethality, requires use of choir)
    - Bjofastafur Devices (detects possession, secures information and casualties against possession, -1 survivability, requires use of choir)
    - Aegishjalmur Masks (+3 to Land Combat rolls, +3 Survivability against Biological and Chemical weapons, requires use of choir)
    - Phantom Procedures (+5 to Combat and Espionage)
    - Blood Magic (+5 to Occult Combat rolls, +5 R&D materials)
    - Secrets of the Flesh (+5 to Occult Combat rolls, +5 R&D materials)
    - Koronahol (3, alchemical entheogenic stimulant, Thyrazine Brandy)
    - Exarch (3, alchemical entheogenic stimulant, Thyrazine Cigarettes)
    - Pendulum (3, alchemical entheogenic stimulant, Thyrazine Syrinettes)
    - Anti-Yellow Poison (+5 to Chemical Warfare and Anti-Yellow rolls)

    Artifacts and Acquisitions: Aetheric Relics (+3 R&D Materials), Collective Artifacts (+3 R&D Materials), Runed Tools (+1 Materials and Food, +1 to Land Combat rolls), Nautilus (+3 to Sea Exploration rolls), Navasti Charts (+1 to Sea Exploration rolls), Century Bunker Access (???)

    Armies:
    - The Obsidian Kheshig [Garrisoned in New Ajivha (1). Attached Elite Units: The Bronze Order of the Father, The Golden Order of the City, The Fraternal Order of the Huma, The Fraternal Order of the Mountain]
    - The Vatnahlifir [Stationed in Karsha (11), marching towards Kharloan. Attached Elite Units: The Silver Order of the Daughter, The Occultic Order of the Lady, The Chivalric Order of the Judge, The Fraternal Order of the Hajal, The Occultic Order of the Broken Chain]
    - 1st Green Guard [Stationed in Dawnweir (15). Attached Elite Units: the Black Order of the Scorpion, the Chivalric Order of the Hunter]
    - 2nd Green Guard [Stationed in Dawnyett (23). Attached Elite Unit: the Eternal Order of the Zalya]
    - 1st Grey Guard [Stationed in Mosaic (17). Attached Elite Unit: the Fraternal Order of the Serpent]
    - 2nd Grey Guard [Stationed in Bandar (12). Attached Elite Unit: the Fraternal Order of the Flame]
    - 1st Blue Guard [Stationed in Duskwatch (25). Attached Elite Unit: the Occultic Order of the Leviathan]
    - 2nd Blue Guard [Stationed in Duskweir (14). Attached Elite Unit: the Merchant Order of the Drowned]
    - 1st Red Guard [Stationed in West Dawn's Wall (28), marching towards New Avringae. Attached Elite Unit: the Merchant Order of the Shield]
    - 2nd Red Guard [Stationed in East Dawn's Wall (29), marching towards New Avringae.]

    Treaties:
    - Argent Confederacy (Empire of Aurora, Empire of the Basalt Throne, Harconin Protectorate, Navasti League, Silverplume Confederacy)
    - Arms Treaty (Empire of the Basalt Throne, Harconin Protectorate, Navasti League, Silverplume Confederacy), Silk Road [Empire of the Basalt Throne (+1), Harconin Protectorate (+1), Navasti League (+1)]
    - Lyserian Convention (Empire of Aurora, Empire of the Basalt Throne, Harconin Protectorate, Navasti League, Silverplume Confederacy)
    - Project Covenant (Empire of Aurora, Empire of the Basalt Throne, Harconin Protectorate, Navasti League, Silverplume Confederacy)
    - Trade Agreements [Empire of Aurora (+2), Empire of the Basalt Throne (+5), Harconin Protectorate (+4), Silverplume Confederacy (+2), Southwest Raptor States (+1)], Treaty of the Delphic Bay (+6 Diplomacy Materials)
    - Transcontinental Partnership [Empire of Aurora (+1) Empire of the Basalt Throne (+1), Harconin Protectorate (+1), Silverplume Confederacy (+1)]

    Settlements:
    - 1: New Ajivha (Capital of the Ajivhan Khaganate. Double Fortified Territory)
    - Improvements: Fortified (+4 Materials, -2 Food, +6 Housing), Celestial Gardens (+5 Food), Alchemical Distillery (+4 R&D materials), Alchemical Gardens (+4 Food)
    - 2: Southwest Onchesmos (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Alchemical Distillery (+4 R&D materials)
    - 3: Southeast Onchesmos (Fully Settled Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Project Covenant Headquarters, Alchemical Distillery (+4 R&D materials)
    - 4: North Sarandan Wall (Fully Settled Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Alchemical Distillery (+4 R&D materials)
    - 5: Duskgrove (Fully Settled Territory)
    - Improvements: Alchemical Gardens (+4 Food)
    - 6: Dawnfield (Fully Settled Territory)
    - Improvements: Alchemical Gardens (+4 Food)
    - 7: North Duskeyre (Fully Settled Territory)
    - Improvements: Alchemical Gardens (+4 Food)
    - 8: Dawnvale (Fully Settled Territory)
    - Improvements: Alchemical Gardens (+4 Food)
    - 9: North Ashyett (Fully Settled Territory)
    - Improvements: Alchemical Gardens (+4 Food)
    - 10: South Ashyett (Fully Settled Territory)
    - Improvements: Alchemical Gardens (+4 Food)
    - 11: Karsha (Fully Settled Territory)
    - Improvements: Project Covenant Archives, Alchemical Distillery (+4 R&D materials)
    - 12: Bandar (Fully Settled Territory)
    - Improvements: Alchemical Distillery (+4 R&D materials)
    - 13: Bedlam (Fully Settled Territory)
    - Improvements: Navahangist Ward (+3 to Defence rolls, weirdness magnet), Alchemical Distillery (+4 R&D materials)
    - 14: Duskweir (Fully Settled Territory)
    - Improvements: Sarandan Canal (Controlled Sea Access, +6 to Defence), Alchemical Distillery (+4 R&D materials)
    - 15: Dawnweir (Fully Settled Territory)
    - Improvements: Sarandan Canal (Controlled Sea Access, +6 to Defence), Alchemical Distillery (+4 R&D materials)
    - 16: Ashparish (Fully Settled Territory)
    - Improvements: Alchemical Gardens (+4 Food)
    - 17: Mosaic (Fully Settled Territory)
    - Improvements: Summer Palace (+1 Diplomacy), Alchemical Distillery (+4 R&D materials), Alchemical Gardens (+4 Food)
    - 18: South Duskeyre (Fully Settled Territory)
    - Improvements: Alchemical Gardens (+4 Food)
    - 19: North Dawntor (Fully Settled Territory)
    - Improvements: Alchemical Gardens (+4 Food)
    - 20: North Duskbrae (Fully Settled Territory)
    - Improvements: Alchemical Gardens (+4 Food)
    - 21: South Dawntor (Fully Settled Territory)
    - Improvements: Alchemical Gardens (+4 Food)
    - 22: Duskripa (Fully Settled Territory)
    -Improvements: Alchemical Distillery (+4 R&D materials), Alchemical Gardens (+4 Food)
    - 23: Dawnyett (Fully Settled Territory)
    - Improvements: Project Covenant Research Site, Alchemical Distillery (+4 R&D materials), Alchemical Gardens (+4 Food)
    - 24: South Duskbrae (Fully Settled Territory)
    - Improvements: Alchemical Gardens (+4 Food)
    - 25: Duskwatch (Fully Settled Territory)
    -Improvements: Alchemical Distillery (+4 R&D materials), Alchemical Gardens (+4 Food)
    - 26: Northwest Onchesmos (Fully Settled Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Alchemical Distillery (+4 R&D materials)
    - 27: Northeast Onchesmos (Fully Settled Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Alchemical Distillery (+4 R&D materials)
    - 28: West Dawn's Wall (Fully Settled Territory)
    - Improvements: Farmlands (+1 Food), Alchemical Distillery (+4 R&D materials)
    - 29: East Dawn's Wall (Fully Settled Territory)
    - Improvements: Farmlands (+1 Food), Alchemical Distillery (+4 R&D materials)

    Spoiler: The Disciples of Awn (1181-) - Updated to Turn 91/94
    Show

    Nation: The Disciples of Awn
    Player: Novabomb
    Map Colour: Yellow and Brown

    Diplomats: The Ajivhan Khaganate, The Empire of Aurora, The Empire of the Basalt Throne, The Harconin Protectorate, The Rising Light, The Silverplume Confederacy

    Territory: 46 (17 Settlements)
    Population: 70/117 (43 Krakari, 10 Corvan, 10 Human, 2 Luug, 2 Ray Das, 1 Remnant, 1 Warped, 1 Yish)
    Materials: 290/388 (+97 per season)
    Food: 74/74 (15 Stockpiled)
    Bonus Materials: 4/4 Development, 26/26 Diplomacy, 34/34 R&D, Stability 21

    Edges: Awn (+3 R&D Materials), Militias (+3 to Land Combat rolls), Educated (+3 R&D Materials), and Survivors (+3 to Defensive Combat rolls)

    Technologies:
    - Curriculum Improvement: Reading (+3 to R&D Materials)
    - Curriculum Improvement: Writing (+3 to R&D Materials)
    - Detective Curriculum (Unimplemented)
    - Improved Plows (+1 Food)
    - Mandatory Public Education (+3 Materials)
    - Message Delivery Service (+4 to Espionage Defence)
    - Mirror Towers (+3 to Territory Defence)
    - Missionary Cycling (+4 to Subversion rolls)
    - Papermaking (+3 to Materials)
    - Professional Navy (+3 to Sea Combat)
    - Professional Soldiers (+3 to Combat rolls)
    - Rangers (+4 to Land Combat rolls)
    - Record Keeping (+3 R&D Materials)
    - State Guilds (Unimplemented)
    - The Mission (+3 Diplomacy Materials, +3 Stability)
    - Weapon Stockpiles (+3 to Combat rolls)
    - Detective Curriculum (+5 R&D and Stability)
    - State Guilds (+5 Materials)
    - Longbows (+3 to Land Combat rolls)
    - Anti-Yellow Poison (+5 to Chemical Warfare and Anti-Yellow rolls)
    - Lavender Squad (4, unimplemented)
    - Multistory Tree Structures (+2 Housing per Settlement)
    - Lavender Squad (+8 to Anti-Yellow actions)
    - Hotter Forging (+4 Materials)
    - Road Network (+4 to land movement within controlled and allied territory)
    - Electrical Generators (+4 Materials)

    Magic:
    - Improvement Magic (+3 to R&D Materials)
    - Wood Charming (+3 Materials)
    - Selective Field Blessing (+3 Food)
    - Mind Shielding (+3 Stability)
    - Refined Interference Pattern (+3 Stability)
    - Tree Structures (+4 Development Materials)
    - Living Ships (+2 materials and +2 survivability at sea)
    - Accelerated Lumber Production (+3 Materials)
    - Mind Shelters (+3 Stability)
    - Soiless Ships (+2 to Combat and Survivability at sea)
    - Floating Fortress (Buildable)
    - Grat Hedge Wall (Buildable)
    - Inquisition (+1 Stability)
    - Fire Encouraging Magic (+4 to Combat rolls)

    Artifacts: Manual of Renewal (+3 to R&D Materials), Electrical Generator (+6 R&D Materials)

    Armies: - 1st Army (Garrisoned at the Runeforge)
    - 2nd Army (Garrisoned at the Runeforge),
    - Coast Guard (Elite Unit: First Beach Guard)

    Treaties: Channel Free Trade Area [Empire of Aurora (+1), Silverplume Confederacy (+1)], Trade Agreement [Empire of Aurora (+2)], Salt Trade (+1), Goodwill

    Settlements:
    - 1: Awn (Capital of Awn. Fully Settled Territory)
    - Improvements: College Guest Quarters (+1 Diplomacy Materials), Food Silo (+1 Food), Department of Non-Magical Research (+1 R&D)
    - 2: Noventa Perch (Partially Settled Territory)
    - Improvements: Diplomatic Quarters (+1 Diplomacy Materials)
    - 3: (Fully Settled Territory)
    - Improvements: Grove (+1 R&D), Grat Plant Hedge (+5 Defence)
    - 4: (Fully Settled Territory)
    - Improvements: Terris Tree Bridge
    - 5: (Fully Settled Territory)
    - Improvements: Terris Tree Bridge
    - 6: (Fully Settled Territory)
    - Improvements: Floating Fortress (+5 Defence), Terris Tree Bridge
    - 7: (Fully Settled Territory)
    - 8: (Fully Settled Territory)
    - 9: Fredrick's Nest (Fully Settled Territory)
    - Improvements: Harbour (+1 Materials), Foreign Office (+1 Diplomacy Materials), Floating Fortress (+5 Defence)
    - 10: (Fully Settled Territory)
    - Improvements: Grat Plant Hedge (+5 Defence)
    - 11: (Fully Settled Territory)
    - 12: (Fully Settled Territory)
    - 13: (Fully Settled Territory)
    - 14: (Fully Settled Territory)
    - 15: (Fully Settled Territory)
    - 16: (Fully Settled Territory)
    - 17: (Partially Settled Territory)



    Spoiler: The Empire of Aurora (1183-) - Updated to Turn 91/94
    Show

    Nation: The Empire of Aurora
    Player: The JoJo
    Map Colour: Red and White

    Constituent Nations: the Grand Duchy of Xule (1174-1183), the Corpus Verde (1174-1883), the Khaloric Swarm (1174-1183), the Kingdom of Nova Aurora (1176-1183, originally the Brujah 1174-1176)
    Previous Players: The JoJo (the Grand Duchy of Xule), PossiblyInsane (the Corpus Verde), Viirin (the Khaloric Swarm), NineOfSpades (the Brujah)
    Past Colours: Red and White (the Grand Duchy of Xule), Purple and Light Blue (the Corpus Verde), Banded Green and Purple (the Khaloric Swarm), White and Red (the Kingdom of Nova Aurora, previously Light Green and Grey as the Brujah)

    Diplomats: The Ajivhan Khaganate, The Disciples of Awn, The Empire of the Basalt Throne, The Harconin Protectorate, The Navasti League (Remnants), The Rising Light, and The Silverplume Confederacy

    Territory: 108 [43 Settlements (5 Double Fortified, 7 Fortified, 17 Fully Settled, 18 Partially Settled, 10 Unsettled)]
    Population: 154/310 (77 Human, 28 Ray Das, 14 Drider, 14 Fallen, 7 Brujah, 7 Krakari, 7 Luug)
    Materials: 637/968 (242/season)
    Food: 186/186 (1 Stored)
    Bonus Materials: 13/13 Diplomacy, 12/12 R&D

    Edges: Imperial (+6 Diplomacy Materials), Militia (+3 to Defensive Combat Rolls), and Diplomats (+3 Diplomacy Materials).

    Technologies:
    - Advanced Camouflage (+5 to Land Combat rolls)
    - Advanced Espionage (+3 to Espionage rolls)
    - Advanced Fertilizers (+2 Food)
    - Advanced Military Tactics (+3 to Combat rolls)
    - Aerodynamic Shells (+3 to Air Combat rolls)
    - Anatomy (unimplemented x2)
    - Anti-Aircraft Steam Cannons (+3 to air combat rolls)
    - Applied Religion (unimplemented)
    - Armour-piercing Shells (+3 to Combat vs Armour)
    - Astronomy
    - Banking (+2 to materials)
    - Bayonet Attachments (+3 to Land Combat rolls)
    - Body Armour (+5 to Land Combat rolls)
    - City Sewers (+1 population growth in spring)
    - Coastal forts (+1 channel defence)
    - Dense Fuel (Unimplemented)
    - Desalination (unimplemented x2)
    - Dragon Riding (+1 to Air Combat rolls, +2 Air Movement)
    - Eye Glasses (+2 to scouting and exploration rolls)
    - Explosive Resistant Walls (+3 to settlement defence)
    - Food Provisions (+1 health)
    - Fortification Walls (unimplemented)
    - High-Rise Buildings (+1 Housing per Fortification)
    - Hot Air Balloons (+1 Air Movement, +1 Scouting Results, +1 Materials)
    - Faster Ships (+1 Naval Movement, +1 Materials)
    - Fiat Money (+1 Materials)
    - Forced March (+1 to Army Movement)
    - Fortification Walls (+3 to Defensive Siege Combat rolls)
    - Gas Masks (+2 to Combat against biochem)
    - Horticulture (unimplemented x3)
    - Hydrodynamics (unimplemented x2)
    - Land Reclamation (+2 Housing)
    - Long-range shells (+3 to Combat rolls)
    - Public Healthcare Provision (+1 Population during Spring)
    - Rule of Law (+1 Materials)
    - Metallurgy (+3 Materials)
    - Organic Fertilizer (unimplemented x3)
    - Phalanx Fighting (+1 to Land Combat rolls)
    - Primary Level Education (+2 R&D Materials)
    - Printing Press (+2 R&D Materials)
    - Public Education (+3 R&D)
    - Professional Army Ranks (+3 to combat rolls)
    - Quick Reloading (+3 to Combat rolls)
    - Rifling (+3 to Land Combat rolls)
    - Rocket Physics
    - Scorched Earth Tactics (+1 to Offensive Siege Combat rolls)
    - Sifting (unimplemented)
    - Smuggling Networks (+3 Materials)
    - Steam Engines (+3 Materials)
    - Steam Explosives (+3 to Siege and Settlement combat rolls)
    - Steam Grenades (+3 to offensive land combat)
    - Steam-Powered Automatic Cannons (+3 to land combat rolls)
    - Steam-Powered Firearms (+3 to Combat rolls)
    - Steam-Powered Floating Mines (+2 Sea Defence, -1 Enemy Sea Movement)
    - Steam-Powered railways (+2 movement within controlled territory)
    - Steam-Powered Ships (+2 to Movement on Water)
    - Steam-Powered Sniper Rifles (+3 to combat rolls)
    - Steam Powered Submarines
    - Storehouse Preservation (+1 Stored Food/Season)
    - Supercompressed Steam Guns (+3 to Combat rolls)
    - Tamed Dinosaurs
    - Trench warfare tactics (+3 to combat in locations held for more than a turn)
    - Tunnel Fortifications (+2 Defence)
    - Underwater Bases (+2 Coastal Defence and Housing)
    - Vehicle Armour (+5 to Land Combat rolls)
    - Whale Farming (+2 Food)

    Projects:
    - Dragon Squadrons (+1 Air Movement, +1 Air Combat, +1 Combat)
    - Project Behemoth (+1 Land Movement, + Air Combat, +1 Land Combat)
    - Rocket Armed Submarines (+4 Sea Combat)
    - Skyhawk offensive airships (+1 Air Movement, +1 Air Combat, +1 Combat)
    - Space Program (+1 R&D Materials)

    Magic:
    - Wild Mages (+1 R&D Materials)
    - Weather Manipulation (+2 Food)

    Artifacts:
    - Amulet of Roe (Two)
    - Harold (+1 to exploration rolls)
    - Imperial Wealth
    - Spear of Lordship (+3 Diplomacy)
    - The Usher of Souls (+3 to Combat Rolls)

    Armies:
    - 1st Army of Xule [Stationed in Xule (X1). Elite Units: Coast Guard]
    - 2nd Army of Xule [Stationed in Cyuntdeb (X2). Elite Units: Anti-Cultist Squad]
    - 3rd Army of Xule [Stationed in Lyseria (X3)]
    - 4th Army of Xule [Stationed in South Market (K10). Elite Units: Royal Xulian Airforce, Airship Assault Force]

    - 1st Army of Nova Aurora [Stationed in South Medegarde (N1)]
    - 2nd Army of Nova Aurora [Stationed in Krakagarde (N2)]
    - 3rd Army of Nova Aurora [Stationed in Oilean Uisce (N9)]

    - Temple Forces [Garrisoned in Khalorean City (K1). Elite Units: Royal Guard, Border Patrol, City Watch]
    - Lectre's Corps [Stationed in Stone's Throw (K4). Elite Units: Jungle Trained]

    - Guardians of the North [Stationed in Central Balaena (K7)]
    - Guardians of the South [Stationed in Candy Mountain (C12)]
    - Reformed Guard [Stationed in Arachnia (C20)]
    - Silver Claws [Stationed in Pectora (C14)]

    Treaties:
    - Argent Confederacy (Ajivhan Khaganate, Empire of the Basalt Throne, Harconin Protectorate, Navasti League, Silverplume Confederacy)
    - Channel Free Trade Area [Disciples of Awn (+1), Silverplume Confederacy (+1)]
    - Lyserian Convention (Ajivhan Khaganate, Empire of the Basalt Throne, Harconin Protectorate, Navasti League, Silverplume Confederacy)
    - Salt Trade (+1)
    - Trade Agreements [Ajivhan Khaganate (+2), The Disciples of Awn (+2)]
    - Transcontinental Partnership [Ajivhan Khaganate (+1), Empire of the Basalt Throne (+1), Harconin Protectorate (+1), Silverplume Confederacy (+1)]



    Xulian Settlements (Red and White):
    - 1: Xule (Capital of the Empire of Aurora. Double Fortified Territory.)
    - Improvements: Double Fortified (+4 Materials, -2 Food, +6 Housing), Port (+2 Materials), Mushroom Farms (+4 Food), Highrise Buildings (+4 Housing), Tower Defences x8 (+8 defence), City Enhancements (+1 defence, +1 materials), University of Xule (+2 materials), Xule Observatory (+2 R&D materials)
    - 2: Cyuntdeb (Double Fortified Territory)
    - Improvements: Double Fortified (+4 Materials, -2 Food, +6 Housing)
    - 3: Lyseria (Double Fortified Territory)
    - Improvements: Double Fortified (+4 Materials, -2 Food, +6 Housing), Fortified Walls (+4 Defence), The Order of Lyseria (+2 Defence), The Library of Lyseria (+2 Materials)

    The Kingdom of the Corpus Verde (Purple and Light Blue):
    - 1: Daigoro's Heart (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Water Current Management System (+1 Food), Architect's Guild, Tended Groves (+1 Food)
    - 2: Daigoro's Hand (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Water Current Management System (+1 Food), Architect's Guild, Tended Grove (+1 Food)
    - 3: Badger's Discipline (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Water Current Management System (+1 Food), Architect's Guild, Tended Groves (+1 Food)
    - 4: Blackhold (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Architect's Guild, Tended Groves (+1 Food), Water Current Management System (+1 Food)
    - 5: South Icelands (Unsettled Territory)
    - 6: South-East Icelands (Unsettled Territory)
    - 7: Emico (Unsettled Territory)
    - 9: Polus (Unsettled Territory)
    - 10: South-West Icelands (Unsettled Territory)
    - 14: Pectora (Fortified Territory)
    - Improvements: Architect's Guild
    - 15: West Icelands (Unsettled territory)
    - 16: East Icelands (Unsettled territory)
    - 17: North Icelands (Unsettled territory)
    - 18: South Balaeana Glacier (Unsettled territory)
    - 19: Cyrigarde (Unsettled territory)
    - Improvements: Tower Defences (+1 Defence)
    - 20: Arachnia (Partially Settled territory)
    - Improvements: Tower Defences (+1 Defence)
    - 23: Ovum (Partially Settled territory)

    The Confederated Tribes of Balaena (Purple and Light Blue):
    - 8: Northern Balaena ()
    - 11: Southeast Balaeana ()
    - 12: Central Balaeana ()
    - 13: Salmo ()
    - 21: Free Port of Kesh (Partially Settled territory)
    - 22: (Partially Settled territory)
    - 24: North Ferrum (Partially Settled Territory)
    - 25: South Ferrum (Partially Settled Territory)

    The Kingdom of Khalorean (Banded Purple and Green):
    - 1: Khalorean City (Fully Settled Territory with Fortification Walls. Contains Temple of Khalorean)
    - Improvements: Siege Wall (+1 Defence), Cleaned (+1 Food, +1 Housing, +2 Materials), Exterminators Guild
    - 2: Harold's Stay (Fully Settled Territory)
    - Improvements: Temple of Drya (+1 Food, +1 Defence), World History Museum (+1 Diplomacy), Exterminators Guild
    - 3: Lakereach (Fully Settled Territory with Fortification Walls)
    - Improvements: Irrigation System (+1 Food), Waterwheels (+1 Materials), Coastal Scouting Towers (+1 Defence), Exterminators Guild
    - 4: Stone's Throw (Fully Settled Territory with Fortification Walls)
    - Improvements: Exterminators Guild, Mountain Palisades (+1 Defence)
    - 5: North Market (Partially Settled Territory with Fortification Walls)
    - Improvements: Arms Dealer Colosseum (+1 Materials), Colosseum Guard (+1 Defence), Exterminators Guild
    - 6: Red Forest (Partially Settled Territory)
    - Improvements: Paper Mill (+1 Materials), Waxworks (+1 Materials), Exterminators Guild
    - 7: Candy Mountain (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Sugar Refinery (+1 Food and Materials), Exterminators Guild, Fortified Walls (+2 Defence)
    - 8: Karonaberg (Fully Settled Territory)
    - Improvements: Kelp Farm (+1 Food), Exterminators Guild
    - 9: Red Sands (Partially Settled Territory)
    - Improvements: Exterminators Guild
    - 10: South Market (Partially Settled Territory)
    - Improvements: Library of Khalorean (+1 R&D Materials), Exterminators Guild, Clinic (+1 Diplomacy)
    - 11: Drider Cannery (Fully Settled Territory)
    - Improvements: Exterminators Guild, Tower Defences (+1 Defence)
    - 12: Vampire Observatory (Fully Settled Territory with Fortification Walls)
    - Improvements: Exterminators Guild, Tower Defences (+1 Defence)
    - 13: East Market (Partially Settled Territory)
    - 14: Southgate (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Sea Gate (Controlled Sea Access)
    - 15: Ithene (Partially Settled Territory)
    - 16: North Albur (Partially Settled Territory)
    - 17: South Albur (Partially Settled Territory)
    - 18: Newhaven (Fully Settled Territory)
    - 19: (Fully Settled Territory)

    Nova Auroran Settlements (White and Red):
    - 1: South Medegarde (Partially Settled Territory)
    - 2: Krakagarde (Fully Settled Territory)
    - 3: Auregarde (Fully Settled Territory)
    - Improvements: Tower Defences (+1 Defence)
    - 4: Kaigarde (Fully Settled Territory)
    - Improvements: Tower Defences (+1 Defence)
    - 5: North Medegarde (Unsettled Territory)
    - 6: Cassipolis (Partially Settled Territory)
    - Improvements: Tower Defences (+1 Defence)
    - 7: Eastor Peninsula (Fully Settled Territory)
    - Improvements: Tower Defences (+1 Defence), Sea Gate (Controlled Sea Access)
    - 8: Lot Vos (Double Fortified Territory)
    - Improvements: Fortified (+4 Materials, -2 Food, +6 Housing)
    - 9: Oilean Uisce (Double Fortified Territory)
    - Improvements: Fortified (+4 Materials, -2 Food, +6 Housing)
    - 10: Costa Nord (Fully Settled Territory)
    - 11: Nova Maxipolis (Fully Settled Territory)
    - 12: Valengarde (Partially Settled Territory)
    - 13: Cosimpolis (Partially Settled Territory)
    - 14: Sirigarde (Partially Settled Territory)

    The Kingdom of New Avringae (Dark Green and Grey):
    - 1: (Fully Settled Territory)
    Developments: Contaminated, Corrupted
    - 2: (Fully Settled Territory)
    Developments: Contaminated, Corrupted
    - 3: (Fully Settled Territory)
    Developments: Contaminated, Corrupted
    - 4: (Fully Settled Territory)
    Developments: Contaminated, Corrupted
    - 5: (Fully Settled Territory)
    Developments: Contaminated, Corrupted



    Spoiler: The Grand Duchy of Xule (1174-1183) - Updated to Turn 56
    Show

    Nation: The Grand Duchy of Xule
    Player: The JoJo
    Map Colour: Red (and White)

    Diplomats: The Ajivhan Khaganate, The Corpus Verde, The Disciples of Awn, The Empire of the Basalt Throne, The Great Heathen Army (Remnants), The Harconin Protectorate, The Khaloric Swarm, The Kingdom of Nova Aurora (Enclave), The Navasti League (Remnants), The Rising Light, and The Silverplume Confederacy

    Territory: 9 (3 Settlements, 3 Fortified, 1 Province)
    Population: 34/44 (21 Human, 7 Ray-Das, 4 Krakari, 2 Luug)
    Materials: 152/222 (51.5/Season)
    Food: 35/15.5
    Bonus Materials: 2/12 Diplomacy, 7/7 R&D

    Edges: Imperial (+6 Diplomacy Materials), Militia (+3 to Defensive Combat Rolls), and Diplomats (+3 Diplomacy Materials).

    Technologies:
    - Faster Ships (+1 Naval Movement, +1 Materials)
    - Fiat Money (+1 Materials)
    - Whale Farming (+2 Food)
    - Steam Engines (+3 Materials)
    - Highrise buildings
    - Tower Defences
    - Advanced Military Tactics (+3 to Combat rolls)
    - Dragon Riding (+1 to Air Combat rolls, +2 Air Movement)
    - Steam-Powered Firearms (+3 to Combat rolls)
    - Advanced Espionage (+3 to Espionage rolls)
    - Rule of Law (+1 Materials)
    - Public Healthcare Provision (+1 Population during Spring)
    - Hot Air Balloons (+1 Air Movement, +1 Scouting Results, +1 Materials)
    - Steam-Powered Ships (+2 to Movement on Water)
    - Advanced High-Rise Buildings (+1 Housing per Fortification)
    - Land Reclamation (+2 Housing)
    - Advanced Fertilizers (+2 Food)
    - Steam-Powered Automatic Cannons (+3 to land combat rolls)
    - Steam Explosives (+3 to Siege and Settlement combat rolls)
    - Anti-Aircraft Steam Cannons (+3 to air combat rolls)
    - Eye Glasses (+2 to scouting and exploration rolls)
    - Banking (+2 to materials)
    - City Sewers (+1 population growth in spring)
    - Explosive Resistant Walls (+3 to settlement defence)
    - Steam-Powered Sniper Rifles (+3 to combat rolls)
    - Trench warfare tactics (+3 to combat in locations held for more than a turn)
    - Steam Grenades (+3 to offensive land combat)
    - Professional Army Ranks (+3 to combat rolls)
    - Printing Press (+2 R&D Materials)
    - Primary Level Education (+2 R&D Materials)
    - Steam-Powered railways (+2 movement within controlled territory)
    - Xulian Foreign Legion (Mercenaries)
    - Mercenary Training (Trained Mercenaries)
    - Nova Auroran Training (Trained Nova Aurorans)
    - Underwater Bases (+2 Coastal Defence and Housing)
    - Rocket Physics
    - Steam Powered Submarines
    - Astronomy (Unimplemented)
    - Dense Fuel (Unimplemented)

    Projects: Skyhawk offensive airships (+1 Air Movement, +1 Air Combat, +1 Combat), Dragon Squadrons (+1 Air Movement, +1 Air Combat, +1 Combat), Rocket Armed Submarines (+4 Sea Combat)

    Magic: Wild Mages (+1 R&D Materials)

    Artifacts: Secret, Spear of Lordship (+3 Bonus Materials available for Diplomacy per Season), Imperial Wealth (Auroran Coin, Fine Jewelery, and other ancient status symbols)

    Armies: - 1st Army of Xule (Stationed in Xule, Coast Guard elite unit attached)
    - 2nd Army of Xule (Stationed in Cyuntdeb)
    - 3rd Army of Xule (Stationed in Lyseria)
    - 4th Army of Xule (Elite Units: Royal Xulian Airforce, Airship Assault Force)

    Treaties: Argent Confederacy (Ajivhan Khaganate, Empire of the Basalt Throne, Harconin Protectorate, Kingdom of Nova Aurora, Navasti League), Channel Free Trade Area [Corpus Verde (+1), Khaloric Swarm (+1), Kingdom of Nova Aurora (+1), Silverplume Confederacy (+1)], Trade Agreement [Ajivhan Khaganate (+2), The Disciples of Awn (+2)], Transcontinental Partnership [Ajivhan Khaganate (+1), Empire of the Basalt Throne (+1), Harconin Protectorate (+1), Kingdom of Nova Aurora (+1), Silverplume Confederacy (+1)]

    Settlements:
    - 1: Xule (Capital of the Grand Duchy of Xule. Double Fortified Territory.)
    - Improvements: Double Fortified (+4 Materials, -2 Food, +6 Housing), Port (+2 Materials), Mushroom Farms (+4 Food), Highrise Buildings (+4 Housing), Tower Defences x8 (+8 defence), City Enhancements (+1 defence, +1 materials), University of Xule (+2 materials), Xule Observatory (+2 R&D materials)
    - 2: Cyuntdeb (Double Fortified Territory)
    - Improvements: Double Fortified (+4 Materials, -2 Food, +6 Housing)
    - 3: Lyseria (Double Fortified Territory)
    - Improvements: Double Fortified (+4 Materials, -2 Food, +6 Housing), Fortified Walls (+4 Defence), The Order of Lyseria (+2 Defence), The Library of Lyseria (+2 Materials)

    Spoiler: The Corpus Verde (1174-1183) - Updated to Turn 56
    Show

    Nation: The Corpus Verde
    Player: PossiblyInsane
    Map Colour: Purple (and Light Blue)

    Diplomats: The Empire of the Basalt Throne, The Grand Duchy of Xule, The Khaloric Swarm, The Kingdom of Nova Aurora, New Avringae, and The Rising Light

    Territory: 28 (5 Settlements, 4 Fortified)
    Population: 53/79 (22 Questionable, 12 Human, 11 Aberration, 8 Ray Das)
    Materials: 248/248 (+62/Season)
    Food: 55/55 (12 Stockpiled)
    Bonus Materials: 17/17 R&D

    Edges: Seia (+6 R&D Materials), Aberrations (+3 to Combat rolls), and Hate (+3 R&D Materials).

    Technologies:
    - Phalanx Fighting (+2 to Combat Rolls)
    - Forced March (+1 to Army Movement)
    - Scorched Earth Tactics (automatic razing of lost territory),
    - Auroran Stock-Keeping (Improved Stockpiling)
    - Metallurgy (+3 Materials)
    - Horticulture (+3 Food)
    - Auroran Architects (Allows Multiple Construction Projects)
    - Sifting (+1 R&D)

    Magic:
    - Water benders (+1 to Sea Combat rolls)
    - Soulshaping (+1 R&D Materials)
    - Infans Potentia Rites (+1 Population Growth per Spring)
    - Slipstream (+2 to Army movement on water)
    - Frostships (+2 to Sea Combat rolls)
    - Modified Recombinant Telepathy (+3 to Combat rolls)
    - Cthonic Watchers (+3 to Scouting results)
    - Fleshwarpers (+3 to Espionage rolls)
    - Unified Magical Theory (allows accelerated research)
    - Aberrant Possession (+3 to Espionage rolls)
    - Blistering Mists (+3 to Combat rolls)
    - Sympathetic Rites (+4 to R&D materials)
    - Silver Nightmares (+3 to Espionage, +3 to Combat vs Aberrations)
    - Soul Grafting (+2 Combat and +1 R&D)
    - Air Bending (+1 Sea Movement)
    - Tended Climate (+3 Food)
    - Ice Mining (+3 Sea Exploration)
    - Residue Analysis (+1 R&D),
    - Mist Wraiths (Unimplemented, a2)
    - Fleshwrought Constructs (Unimplemented, a3)
    - Waspish Hounds (Unimplemented, a3)

    Artifacts: Amulet of Roe, The Usher of Souls (+3 to Combat Rolls)

    Armies: - The Reformed Guard (Stationed in Central Balaena, Iron Fists elite unit attached)
    - The Silver Claws (Stationed in Daigoro's Heart)
    - The Marionettes (Stationed in Southeast Balaena)
    - Cryogineers (Stationed in Blackhold)
    - Black Hand (Stationed in Territory 19)
    - Phisher Kings (Stationed in Territory 20)

    Treaties: Non-Aggression Pact (The Balaenic Archipelago), Channel Free Trade Area [Disciples of Awn (+1), Grand Duchy of Xule (+1), Khaloric Swarm (+1), Kingdom of Nova Aurora (+1), Silverplume Confederacy (+1)]

    Settlements:
    - 1: Daigoro's Heart (Capital of the Corpus Verde. Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Water Current Management System (+1 Food), Bound Labour Force (+1 Materials), Architect's Guild, Tended Groves (+1 Food), Soulgrafted Stocks (+1 Food)
    - 2: Daigoro's Hand (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Water Current Management System (+1 Food), Architect's Guild, Tended Grove (+1 Food), Soulgrafted Stocks (+1 Food)
    - 3: Badger's Discipline (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Water Current Management System (+1 Food), Architect's Guild, Tended Groves (+1 Food), Soulgrafted Stocks (+1 Food), Summoner's Circle (+1 Defence)
    - 4: Blackhold (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing), Architect's Guild, Tended Groves (+1 Food), Soulgrafted Stocks (+1 Food), Water Current Management System (+1 Food), Bound Labour Force (+1 Materials)
    - 5: (Unsettled Territory)
    - 6: (Unsettled Territory)
    - 7: Emico (Unsettled Territory)
    - 8: Northern Balaena (Occupied, Unsettled Territory)
    - 9: Polus (Unsettled Territory)
    - 10: (Unsettled Territory)
    - 11: Southeast Balaeana (Occupied)
    - 12: Central Balaeana (Occupied)
    - 13: Salmo (Occupied, Unsettled Territory)
    - 14: Pectora (Fortified Territory)
    - Improvements: Bound Labour Force (+1 Materials), Architect's Guild
    - 15: (Unsettled territory)
    - 16: (Unsettled territory)
    - 17: (Unsettled territory)
    - 18: (Unsettled territory)
    - 19: (Unsettled territory)
    - 20: (Unsettled territory)

    Spoiler: The Khaloric Swarm (1174-1183) - Updated to Turn 56
    Show

    Nation: The Khaloric Swarm
    Player: Viirin
    Map Colour: Banded Green and Purple

    Diplomats: The Ajivhan Khaganate, The Corpus Verde, The Disciples of Awn, The Empire of the Basalt Throne, The Grand Duchy of Xule, The Grat Shae, The Harconin Protectorate, and The Rising Light

    Territory: 31 (12 Settlements)
    Population: 46/61 (20 Recombinant, 7 Drider, 7 Dust Moth, 5 Ray Das, 2 Brujah, 2 Human, 1 Corvan, 1 Galan, 1 Krakari, 1 Luug)
    Materials: 123/286 (+71.5/Season) (+ a possible additional 6)
    Food: 62/56.5 (12 Stockpiled) (+ a possible additional 6)
    Bonus Materials: 0/24 R&D, 3/3 Diplomacy

    Edges: Dorian (+6 R&D Materials), Horde (+3 to Combat Rolls on Land), and Growth (+3 Food Production).

    Technologies:
    - Anatomy (+2 to combat rolls)
    - Applied Religion (unimplemented)
    - Desalination (+2 Materials)
    - Fortification Walls (fortification option)
    - Horticulture (autostockpiled food)
    - Hydrodynamics (+1 growth, +1 survivability)
    - Lava manufacturing (+4 Materials)
    - Lenses (unimplemented)
    - New Life Doctrine
    - Organic Fertilizer (+3 Food)
    - Phalanx Fighting (+3 to Land Combat rolls)
    - Public Education (+1 R&D Materials)
    - Sister Cities (increased construction)
    - Storehouse Preservation (autostockpiled food)
    - Glassteel (+3 Materials)

    Magic:
    - Arachnomorph Acid Blood (unimplemented)
    - Arachnomorph Infestation (...x2)
    - Arachnomorph Telepathy (unimplemented)
    - Blatid Telepathy (+2 to Espionage Defence)
    - Bloodtox Resistance (Implemented)
    - Dragonscale (+3 Combat rolls and +1 Survivability)
    - Erratic Organs (Unimplemented)
    - Famintrados (+1 to Assassination rolls)
    - Fire Immunity (+2 to Land Combat rolls, unable to be burned)
    - Fire Resistance (+2 to Land Combat rolls)
    - Focused Apathy (...x2)
    - Focused Lethargy (...x4)
    - Focused Obfuscation (...x2)
    - Frost Resistance (+3 Arctic Survivability)
    - Galan Lava Blood (+2 to land combat rolls and lethality)
    - Genning (+3 R&D materials)
    - Guardians (+1 to Defence rolls)
    - Hivemind Background (+1 R&D Materials)
    - Ice Mining (+3 sea exploration)
    - Library Book (+1 R&D)
    - Living Bronze Symbiosis (+5 to R&D materials)
    - Luug Biominerology (unimplemented)
    - Nerve Gas Resistance (unimplemented)
    - Oxidizers (+1 defence)
    - Presenter (+1 Diplomacy Materials)
    - Rapid Gestation (10% Recombinant Growth per season)
    - Recombinant Hivemind (+3 R&D Materials)
    - Recombinant Infestation (...x3)
    - Recombinant Telepathy (+2 to Combat rolls)
    - Recombinant Xenoforming (+4 Materials)
    - Recruiters (+1 offence)
    - Telegenetics (+5 R&D Materials)
    - Telepathic Territory (+3 Stability)
    - Waterbending (+1 Sea Combat and Movement)
    - Xenoformed Territories (+1 to internal Espionage)

    Unfinished Research:
    - Agriculture (1/3)
    - City Planning Commission (1)
    - Epidemiology (1/3)
    - Galan Chitin (1/2)
    - Khaloric Delights (1)
    - Psychology (1/3)
    - Refined Psionics (1/3)

    Artifacts: Amulet of Roe, Harold (+1 to exploration rolls)

    Armies:
    - Jecht Exclusa (Stationed in South Market)
    - Ice Maidens (Stationed in Karonaberg)
    - Lectre's Corps (Patrolling near Xule. Elite Units: Jungle Trained, Spider Wave)
    - Skycoast Flight (Patrolling land between Red Forest and Candy Mountain)
    - Temple Forces (Garrisoned in Khalorean City. Elite Units: Royal Guard, Border Patrol, City Watch)

    - Colosseum Guard (Elite unit stationed in North Market)
    - Exterminators (Elite units stationed in Stone's Throw, Khalorean City, Lakereach, North Market, and South Market)
    - Recruiter Hive (Elite units stationed in Lakereach, South Market, and North Market)

    Treaties: Channel Free Trade Area [Corpus Verde (+1), Grand Duchy of Xule (+1), Kingdom of Nova Aurora (+1), Silverplume Confederacy (+1)], Metal Search (+1), Salt Trade [Disciples of Awn (+2)]

    Settlements:
    - 1: Khalorean City (Capital of The Khaloric Swarm. Fully Settled Territory with Fortification Walls. Contains Temple of Khalorean)
    - Improvements: Siege Wall (+1 Defence), Cleaned (+1 Food, +1 Housing, +2 Materials), Exterminators Guild
    - 2: Harold's Stay (Fully Settled Territory)
    - Improvements: Temple of Drya (+1 Food, +1 Defence), World History Museum (+1 Diplomacy), Exterminators Guild
    - 3: Lakereach (Fully Settled Territory with Fortification Walls)
    - Improvements: Irrigation System (+1 Food), Waterwheels (+1 Materials), Coastal Scouting Towers (+1 Defence), Dialfish (+1 Food), Exterminators Guild
    - 4: Stone's Throw (Fully Settled Territory with Fortification Walls)
    - Improvements: Exterminators Guild, Mountain Palisades (+1 Defence)
    - 5: North Market (Partially Settled Territory with Fortification Walls)
    - Improvements: Arms Dealer Colosseum (+1 Materials), Colosseum Guard (+1 Defence), Exterminators Guild, Recruiter Hive (+2 Defence), Curfew Flowers (+1 Defence), Grand Spikewall (+1 Defence), Ambush Tunnels (+2 Defence)
    - 6: Red Forest (Partially Settled Territory)
    - Improvements: Paper Mill (+1 Materials), Waxworks (+1 Materials), Exterminators Guild, Lava Smithery (+1 Materials)
    - 7: Candy Mountain (Fully Settled Territory)
    - Improvements: Sugar Refinery (+1 Food and Materials), Exterminators Guild, Magma Trench (+2 Defence)
    - 8: Karonaberg (Fully Settled Territory)
    - Improvements: Kelp Farm (+1 Food), Exterminators Guild
    - 9: Red Sands (Partially Settled Territory)
    - Improvements: Exterminators Guild, Lava Smithery (+1 Materials)
    - 10: South Market (Partially Settled Territory)
    - Improvements: Library of Khalorean (+1 R&D Materials), Exterminators Guild, Clinic (+1 Diplomacy)
    - 11: Drider Cannery (Partially Settled Territory)
    - Improvements: Exterminators Guild
    - 12: Vampire Observatory (Fully Settled Territory with Fortification Walls)
    - Improvements: Exterminators Guild

    Spoiler: The Kingdom of Nova Aurora (1176-1183) - Updated to Turn 56
    Show

    Nation: The Kingdom of Nova Aurora (Previously the Brujah)
    Player: The JoJo (Originally written by NineOfSpades)
    Map Colour: White and Red (Previously Light Green and Grey)

    Diplomats: The Ajivhan Khaganate, The Corpus Verde, The Empire of the Basalt Throne, and The Grand Duchy of Xule, The Harconin Protectorate, The Khaloric Swarm, The Navasti League (Remnants)

    Territory: 23 (8 Territories)
    Population: 24/45 (16 Human, 5 Brujah, 3 Ray Das)
    Materials: 11/198 (+50.5/Season)
    Food: 36/36.5
    Bonus Materials: 1/1 Diplomacy, 4/4 R&D

    Technologies:
    - Tamed Dinosaurs (+3 Bonus to Land Combat rolls)
    - Fiat Money (+1 Diplomacy Materials)
    - Steam Engines (+3 Materials)
    - Rule of Law (+1 Materials)
    - Public Healthcare Provision (+1 Growth)
    - Hot Air Balloons (+1 Air Movement, +1 Scouting results, +1 Materials)
    - Advanced Fertilizers (+2 Food)
    - Eye glasses (+2 to scouting and exploration rolls)
    - Banking (+2 Materials)
    - City Sewers (+1 Growth)
    - Professional Army Ranks (+3 to combat rolls)
    - Printing Press (+2 R&D Materials)
    - Primary level education (+2 R&D Materials)
    - Trench warfare tactics (+3 to combat in locations held for more than a turn)
    - Steam-Powered Automatic Cannons (+3 to land combat rolls)
    - Steam-Powered Railways (+2 to movement within controlled territories)
    - Steam-Powered Sniper Rifles (+3 to combat rolls)
    - Anti-Aircraft Steam Cannons (+3 to air combat rolls)
    - Steam Explosives (+3 to Siege and Settlement combat rolls)
    - Steam Grenades (+3 to offensive land combat rolls)
    - Banking (+2 Materials)
    - Xulian Foreign Legion
    - Mercenary Training

    Armies: - 1st Army (Garrisoned in the 1st Territory)
    - 2nd Army (Garrisoned in the 2nd Territory)
    - 3rd Army (Garrisoned in the 3rd Territory)

    Treaties: Argent Confederacy (Ajivhan Khaganate, Empire of the Basalt Throne, Grand Duchy of Xule, Harconin Protectorate, Navasti League), Channel Free Trade Area [Corpus Verde (+1), Grand Duchy of Xule (+1), Khaloric Swarm (+1), Silverplume Confederacy (+1)], Transcontinental Partnership [Ajivhan Khaganate (+1), Empire of the Basalt Throne (+1), Grand Duchy of Xule (+1), Harconin Protectorate (+1), Silverplume Confederacy (+1)], Treaty of Cassipolis (The Grand Duchy of Xule)

    Settlements:
    - 1: (Partially Settled Territory)
    - 2: (Fully Settled Territory)
    - 3: (Partially Settled Territory)
    - 4: (Fully Settled Territory)
    - 5: (Unsettled Territory)
    - 6: (Unsettled Territory)
    - 7: (Unsettled Territory)
    - 8: Lot Vos (Partially Settled Territory)
    - 9: Oilean Uisce (Partially Settled Territory)
    - 10: (Fully Settled Territory)
    - 11: (Fully Settled Territory)

    Spoiler: Kingdom of Nova Aurora
    Show

    Name: Kingdom of Nova Aurora

    Head of State: Cosimo IV of Xule

    Head of Regency Council: Lord Darius Freeman

    Population: 55% Freed human slaves, 35% Brujah vampires, 10% native humans from the south coast

    About: The Kingdom of Nova Aurora is the successor state to the Brujah tribes, founded after the collapse of the latter at the end of the Second Brujah War. Named after the ancient province of the third age, Nova Aurora is in a personal union with the Grand Duchy of Xule, with Grand Duke Cosimo as its first king. As Cosimo usually resides in Xule, in his absence Nova Aurora is governed by the Regency Council, which is primarily composed of freed human slaves chosen for their ability and their loyalty to Xule. There are also representatives on the council from the Brujah minority, south coast natives and Xule itself, however.

    Under the Treaty of Cassipolis, the Grand Duchy of Xule is responsible for Nova Aurora’s defence, and its external relations with other states. The kingdom does however possess its own small army, which operates within the command structure of Xule’s military. Nova Aurora is also a member of the Channel Free Trade Area through its association with Xule. In exchange for these services, Nova Aurora sends a seasonal tribute of wealth and food supplies to Xule.

    Last edited by Anti-Eagle; 2018-09-28 at 12:40 PM. Reason: Sheet Updates (Turn 77)
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
    Avatar by Cuthalion

  7. - Top - End - #7
    Barbarian in the Playground
     
    Anti-Eagle's Avatar

    Join Date
    Feb 2015
    Location
    Canada
    Gender
    Male

    Default Nation Sheets 2 (Recruitment 3)

    Spoiler: The Wild (1184-) - Updated to Turn 85/85
    Show

    Nation: The Wild
    Player: Jyssika
    Map Colour: Brown and Orange

    Diplomats: The Harconin Protectorate

    Territory: 61 (20 Settlements. 1 Double Fortified, 4 Fortified, 4 Settled, 17 Partially Settled)
    Population: 66/139 (35 Beast, 14 Grat, 7 Krakari, 5 Luug, 2 Human)
    Materials: 390/390 (+97.5/Season)
    Food: 93/93
    Bonus Materials: 3/3 Diplomacy, 8/8 R&D

    Edges: Willow (+3 R&D Materials), Reclamation (+3 to Land Combat rolls), Balance (+3 Food), Unity (+3 Food)

    Technologies:

    Magic: Wild Magic (+3 R&D Materials), Beast-Tongue (+3 to Land Combat rolls), Tree-Tongue (+3 to Settlement Defence rolls), Druids (+2 R&D Materials)

    Artifacts: the Tree of Drya (+3 Diplomacy Materials)

    Armies:
    - 1st Army [Garrisoned in Drya's Grove (1). Elite Unit Attached]
    - 2nd Army (Elite Unit Attached)
    - 3rd Army
    - 5th Army

    Treaties:

    Settlements:
    - 1: Drya's Grove (Capital of the Wild. Double Fortified Territory)
    - Improvements: Double Fortified (+4 Materials, -2 Food, +6 Housing), Bountiful (+7.5 Food)
    - 2: (Fully Settled Territory)
    - 3: (Fully Settled Territory)
    - 4: (Fully Settled Territory)
    - 5: (Fully Settled Territory)
    - 6: (Partially Settled Territory)
    - 7: (Partially Settled Territory)
    - 8: (Partially Settled Territory)
    - 9: (Partially Settled Territory)
    - 10: (Partially Settled Territory)
    - 11: (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing)
    - 12: (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing)
    - 13: (Partially Settled Territory)
    - 14: (Partially Settled Territory)
    - 15: (Partially Settled Territory)
    - 16: (Partially Settled Territory)
    - 17: (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing)
    - 18: (Partially Settled Territory)
    - 19: (Fortified Territory)
    - Improvements: Fortified (+2 Materials, -1 Food, +3 Housing)
    - 20: (Partially Settled Territory)
    - 21: (Partially Settled Territory)
    - 22: (Partially Settled Territory)
    - 23: (Partially Settled Territory)
    - 24: (Partially Settled Territory)
    - 25: (Partially Settled Territory)
    - 26: (Partially Settled Territory)



    Spoiler: The Church of Lysei (1184-) - Updated to Turn 82
    Show

    Nation: The Forthright and Righteous Church of Our Celestial Custodian Lysei
    Player: GreatWyrmGold
    Map Colour: Gold and Purple

    Diplomats:

    Territory: 3 (1 Settlement, 1 Double Fortified)
    Population: 10/11 (5 Human, 5 Krakari)
    Materials: 34/34 (+8.5/Season)
    Food: 10/10
    Bonus Materials: 6/6 Diplomacy, 3/3 R&D

    Edges: Polina (+3 Diplomacy Materials), Fanatics (+3 to Land Combat rolls), Conversion (+3 Diplomacy Materials), Survivors (+3 to Defensive Combat rolls)

    Technologies:

    Magic: Wild Magic (+3 R&D Materials, +3 to Combat rolls)

    Artifacts: Swords of Lysei (+3 to Land Combat rolls), the Aviary (+3 against Subversion rolls)

    Armies:
    - 1st Army [Garrisoned in Nacia (1)]

    Treaties:

    Settlements:
    - 1: Nacia (Capital of the Church of Lysei. Double Fortified Territory)
    - Improvements: Double Fortified (+4 Materials, -2 Food, +6 Housing), Bountiful (+7.5 Food)

    Spoiler: The Lukari Confederation (1184-) - Updated to Turn 82
    Show

    Nation: The Lukari Confederation
    Player: GameOfChampions
    Map Colour: Light Green and Dark Grey

    Diplomats:

    Territory: 3 (5 Settlements, 1 Double Fortified, 4 Partially Settled)
    Population: 20/27 (10 Krakari, 10 Luug)
    Materials: 106/106 (+26.5/Season)
    Food: 28/28
    Bonus Materials: 3/3 Diplomacy

    Edges: Rod Bearers (+3 Diplomacy Materials), Mixed (+3 to Land Combat rolls), Growth (+3 Food), Survivors (+3 to Defensive Combat rolls)

    Technologies: Metallurgy (+3 Materials), Pinion Rifles (+3 to Combat rolls)

    Magic: Wild Mages

    Artifacts: Stabilization Rods (+3 to Food and Materials)

    Armies:
    - 1st Army [Garrisoned in Lukari (1). Elite Unit: Steel Legion]

    Treaties:

    Settlements:
    - 1: Lukari (Capital of the Lukari Confederation. Double Fortified Territory)
    - Improvements: Double Fortified (+4 Materials, -2 Food, +6 Housing), Bountiful (+7.5 Food)
    - 2: (Partially Settled Territory)
    - 3: (Partially Settled Territory)
    - 4: (Partially Settled Territory)
    - 5: (Partially Settled Territory)
    Last edited by Anti-Eagle; 2018-07-29 at 01:12 PM. Reason: Sheet Updates (Turn 77)
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
    Avatar by Cuthalion

  8. - Top - End - #8
    Barbarian in the Playground
     
    Anti-Eagle's Avatar

    Join Date
    Feb 2015
    Location
    Canada
    Gender
    Male

    Default Sheets 3 [(Anarchic, Abandoned, and NPC Nations) / (Dead and Remnant Nations)]

    Spoiler: The Empire of the Basalt Throne (1174-) - Updated to Turn 82/85
    Show

    Nation: The Empire of the Basalt Throne
    Original Player: Togo
    Map Colour: Dark Grey (and Yellow)

    Diplomats: The Ajivhan Khaganate (Enclave), The Empire of Aurora, The Harconin Protectorate (Enclave), The Navasti League (Remnants), and The Rising Light

    Territory: 66 (22 Settlements)
    Population: 116/110 (+6 through Confederate Acquisitions) (25 Human, 25 Krakari, 24 Luug, 14 Corvan, 14 Ray-Das, 7 Brujah, 7 Created)
    Materials: 492/492 (+123/Season)
    Food: 127/127
    Bonus Materials: 9/9 Development, 0/6 Diplomacy, 4/4 R&D

    Edges: Knarl (+6 Development Materials), Soldiery (+3 to Land Combat Rolls), and Agriculture (+3 Food).

    Technologies:
    - Engineering (+3 Development Materials)
    - Tamed Basilisks (+2 to Combat rolls)
    - Dinosaur Taming (+3 to Combat rolls)
    - Advanced HQ's and Logistics (Allows combined army actions)
    - Environmental engineering (+3 Food)
    - Cultural Cohesion (+4 to Espionage Defence)
    - Mega-Cargo Handling (increased trading bonuses)
    - Gunpowder (+3 to Combat rolls)
    - Basalt-Pattern Naval Engineering (+3 to sea combat rolls, +1 to sea movement)
    - Advanced Social Non-Integration (Increased Ease of Population gain)
    - Messenger Network (+3 to rolls against Subversion)

    Magic:
    - Wild Mages (+1 R&D Materials)
    - Simple Alchemy (+3 to Assassination rolls)
    - Advanced Alchemy (+3 R&D materials)
    - Expanded Cradle (+2 Combat, +2 R&D Materials)

    Artifacts:
    - The Cradle (+3 R&D Materials)
    - Ancient Creations (+3 to Combat rolls)
    - Navasti Charts (+1 to Sea Exploration rolls)

    Armies:
    - The Palace Guards (Garrisoned in Valthee. Elite Units: The Priests, Crated Creations)
    - The Guilds (Stationed within the Mountains. Elite Units: Cradle Spawn, Raven Guard, Alchemical Irregulars)
    - The Herd (Stationed within the Mountains. Elite Units: Vess Archers, Cybos Dragons)
    - Imperial Engineers (Stationed within the Mountains. Elite Units: Innovative Artillery, Tunnel Teams, Scavenge Teams)
    - The Gate Keepers (Stationed around the Contaminated Territories.)
    - The Black Watch (Stationed along the Coasts.)
    - The Green Watch (Stationed along the Coasts.)
    - The Blue Watch (Stationed along the Coasts.)
    - The Red Watch (Stationed along the Coasts)
    - 1st Argent Guard (Stationed in the Eastern part of the Empire)

    Treaties:
    - Argent Confederacy (Ajivhan Khaganate, Empire of Aurora, Harconin Protectorate, Navasti League, Silverplume Confederacy)
    - Arms Treaty (Ajivhan Khaganate, Harconin Protectorate)
    - Lyserian Convention (Ajivhan Khaganate, Empire of Aurora, Harconin Protectorate, Navasti League, Silverplume Confederacy)
    - Project Covenant (Ajivhan Khaganate, Empire of Aurora, Harconin Protectorate, Navasti League, Silverplume Confederacy)
    - Silk Road [Ajivhan Khaganate (+1), Harconin Protectorate (+1), Navasti League (+1)]
    - Trade Agreements [Ajivhan Khaganate (+5), Harconin Protectorate (+7)]
    - Treaty of the Delphic Bay (+6 Diplomacy Materials)
    - Transcontinental Partnership [Ajivhan Khaganate (+1), Empire of Aurora (+1), Harconin Protectorate (+1), Silverplume Confederacy (+1)]

    Developments:
    - The Great Library of Valthee (Ancient Technologies, +3 Materials)
    - Naval Repair and Construction Facilities (+1 Materials)
    - Senate Trade Hub (+1 Trade)
    - Trading Ports (+1 Materials)
    - Vault Housing (22 x +1 Food. +1 Overall territory defence. Vaults.)

    Spoiler: The Harconin Protectorate (1174-) - Updated to Turn 82/85
    Show

    Nation: The Harconin Protectorate
    Original Player: Cybric
    Map Colour: Light Grey (and Orange)

    Diplomats: The Ajivhan Khaganate (Enclave), The Empire of Aurora, The Empire of the Basalt Throne (Enclave), The Grat Shae, The Navasti League (Remnants), and The Northern Deep Tribes

    Territory: 54 (18 Settlements)
    Population: 83/90 (22 Corvan, 22 Silver Corvan, 10 Grat, 10 Human, 10 Luug, 4 Krakari, 2 Yish, 1 Remnant, 1 Simulacra, 1 Warped)
    Materials: 408/408 (+102/Season)
    Food: 83/77 (+6 through Confederate Dealings)
    Bonus Materials: 0/6 Diplomacy, 35/35 R&D

    Edges: Trila (+3 R&D Materials), Soldiery (+6 to Land Combat Rolls), Rediscovery (+3 R&D Materials), and Silver (+3 R&D Materials).

    Technologies: Food Chain Integration (+2 Food), Ironclad Ships (+3 to combat on the Sea and Coast), Ultra light weight armour (+4 to combat on land, and increased survivability), Vorpal Weapons (+4 to combat on land), Luug birthing pits (+1 Luug population during Spring), Warrior temples (+1 to Combat rolls, +1 to Espionage rolls), Dai Lei (+4 to defensive espionage rolls), Underground Cities (disadvantage to invading hostile armies, defence bonus), Improved Trading Techniques (increased trading agreement bonuses), Dragon Cavalry (+2 Air Movement, +1 to Air Combat rolls), Black Powder (+3 to Combat rolls), Khaganian Missionaries (+1 Population growth during Spring, +1 against Subversion rolls), Metallurgy (+3 R&D Materials), Archaeology (+3 to exploration rolls), Marsh Sickness Research (+3 to to Marsh Survivability),

    Magic: Silver Living Metal Control (+4 Materials), Simulacra Crystals (+4 R&D Materials), Aetheric Currents (+4 R&D Materials), Immortal Anatomy (+3 R&D Materials), Runic Alphabets (+3 R&D Materials), Wild Magic Corruption Research (+4 to Collective Survivability), Automaton Repair (+3 R&D materials), Living Metal Corruption Research (+3 to collective exploration rolls), Simulacra Programming (+3 R&D materials), Simulacra Replication (+3 R&D materials), Living Metal Construction (+6 to settlement defence rolls)

    Artifacts: 'Bronze' Shaping Tools (+2 Materials Production and +2 to Combat Rolls), Collective Artifacts

    Armies: - The Crimson Celestials [Garrisoned in North-Central Protectorate (1), Night Lord elite unit attached]
    - The Errant Suns [Stationed in the South-Central Protectorate (2)]
    - The Broken Phantoms [Garrisoned in Lowcrag (5)]
    - The Silver Stalkers [Garrisoned in Southport (9). Elite Units: Raven Guard, Jet Watchers, Steel Bulwark, Bronze Spearhead, and Silver Longknives]
    - 1st Night Guard [Stationed in West Northwall (7)]
    - 2nd Night Guard [Stationed in Central-West Northwall (8)]
    - 3rd Night Guard [Stationed in East-West Northwall (10)]
    - 4th Night Guard [Stationed in West-Central Northwall (11)]
    - The Opal Sentinels [Stationed in East Northwall (16), Amber Walkers and Cerulean Hunters elite units attached]

    Treaties: Argent Confederacy (Ajivhan Khaganate, Empire of Aurora, Empire of the Basalt Throne, Navasti League, Silverplume Confederacy), Arms Treaty (Ajivhan Khaganate, Empire of the Basalt Throne),Lyserian Convention (Ajivhan Khaganate, Empire of Aurora, Empire of the Basalt Throne, Navasti League, Silverplume Confederacy), Project Covenant (Ajivhan Khaganate, Empire of Aurora, Empire of the Basalt Throne, Navasti League, Silverplume Confederacy), Silk Road [Ajivhan Khaganate (+1), Empire of the Basalt Throne (+1), Navasti League (+1)], Trade Agreement [Ajivhan Khaganate (+4), Empire of the Basalt Throne (+6)], Transcontinental Partnership [Ajivhan Khaganate (+1), Empire of Aurora (+1), Empire of the Basalt Throne (+1), Silverplume Confederacy (+1)], Treaty of the Delphic Bay (+6 Diplomacy Materials)

    Settlements:
    - 1: North-Central Protectorate (Fully Settled Territory)
    - 2: South-Central Protectorate (Fully Settled Territory)
    - 3: East-Central Protectorate (Fully Settled Territory)
    - 4: Northwestern Protectorate (Fully Settled Territory)
    - 5: Lowcrag (Fully Settled Territory)
    - 6: Southern Protectorate (Fully Settled Territory)
    - 7: West Northwall (Fully Settled Territory)
    - 8: Central-West Northwall (Fully Settled Territory)
    - 9: Southport (Fully Settled Territory)
    - 10: East-West Northwall (Fully Settled Territory)
    - 11: West-Central Northwall (Fully Settled Territory)
    - 12: Central Northwall (Fully Settled Territory)
    - 13: East-Central Northwall (Fully Settled Territory)
    - 14: West-East Northwall (Fully Settled Territory)
    - 15: Central-East Northwall (Fully Settled Territory)
    - 16: East Northwall (Fully Settled Territory)
    - 17: Northeastern Protectorate (Fully Settled Territory)
    - 18: Southeastern Protectorate (Fully Settled Territory)

    Spoiler: The Rising Light (1181-) - Updated to Turn 82/85
    Show

    Nation: The Rising Light
    Original Player: Nyna
    Map Colour: Yellow and Red

    Diplomats: The Ajivhan Khaganate, The Disciples of Awn, The Khaloric Swarm

    Territory: 14 (5 Settlements, 1 Fortified)
    Population: 18/31 (15 Human, 2 Corvan, 1 Simulacra)
    Materials: 100/100 (+25 per season)
    Food: 18/18
    Bonus Materials: 3/3 R&D

    Edges:Soldiery (+3 to Land Combat rolls), Revival (+3 to R&D Materials), and Survivors (+3 to Defensive Combat rolls)

    Technologies: Smithing (+3 Materials), Chosen Missionaries (+1 Growth, +1 to Subversion rolls)

    Magic: Life Magic (), Beacon Watchtowers (+3 to settlement defence)

    Artifacts: Runeforge (+3 Materials at the Runeforge), The Staff of Ages (Presumed Lost)

    Armies: 1st Army (Garrisoned at the Runeforge)

    Treaties: Awnite Protectorance

    Territories:
    - The Runeforge (Capital of the Rising Light, Fortified Territory)
    - Outer Settlements (Members of the Awnite and Rising Light movements, and settlers seeking their protection and guidance)

    Spoiler: The Silverplume Confederacy (1174-) - Updated to Turn 82/85
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    Nation: The Silverplume Confederacy
    Original Player: Mabn
    Map Colour: Dark Blue (and Pale Green)

    Diplomats: The Ajivhan Khaganate, The Empire of Aurora, and The Navasti League (Remnants)

    Territory: 9 (3 Settlements, 3 Fortified)
    Population: 39/39 (24 Krakari, 10 Warped, 5 Human)
    Materials: 254/254 (+63.5/Season)
    Food: 39/22.5 (+17 from mainland acquisitions)
    Bonus Resources: 3/3 Development, 1/1 Diplomatic, 18/18 R&D

    Edges: Ashur (+3 to Defensive Combat Rolls), Naval Expertise (+6 to Sea Combat Rolls), Artifact Preservation (+6 R&D Materials), and Survivors (+3 to Defensive Combat rolls).

    Technologies: Nation State (+3 to Combat and Espionage rolls), Perpetual Revolution (+3 to Combat and Espionage rolls), Merchant Marines (+3 to Sea Combat), Fortified Engines (+1 to Sea Movement, +2 to Survivability on the Sea), Industrial Engineering (+3 Development Materials), Syndicalism (+3 Subversion Defence), Preservation (+3 Materials), Third Age Infrastructure (+3 R&D materials), Syndicate Reliquaries (+3 R&D materials), Restoration (+3 materials)

    Magic: Experienced Stable Wild Mages (+3 R&D Materials), Wild Magic Steam Engines (+4 Naval Movement), Pumice Crafting (+3 Materials), Controlled Channeling (+3 to Control rolls), Wild Magic Exposure Research (+3 to Exploration rolls), Wild Magic Corruption Research (+3 R&D materials), Vayri Pattern Research (+3 defence rolls on the sea)

    Artifacts: Third Age Infrastructure (+2 Material Production and +1 Food Production), Navasti Naval Charts (+1 to Sea Exploration rolls)

    Armies: - Stone's Guard [Garrisoned in Stonetide (1)]
    - Memory's Guard [Garrisoned in Memory (2)]
    - Thorn's Guard [Garrisoned in Thorn Lake (3)]
    - Foreign Legion (Stationed on the Mainland)

    Treaties: Argent Confederacy (Ajivhan Khaganate, Empire of Aurora, Empire of the Basalt Throne, Harconin Protectorate, Navasti League), Arms Treaty (Ajivhan Khaganate), Channel Free Trade Area [Empire of Aurora (+1), Disciples of Awn (+1)], Lyserian Convention (Ajivhan Khaganate, Empire of Aurora, Empire of the Basalt Throne, Harconin Protectorate, Navasti League), Project Covenant (Ajivhan Khaganate, Empire of Aurora, Empire of the Basalt Throne, Harconin Protectorate, Navasti League), Trade Agreement [Ajivhan Khaganate (+2)], Transcontinental Partnership [Ajivhan Khaganate (+1), Empire of Aurora (+1), Empire of the Basalt Throne (+1), Harconin Protectorate (+1)], Treaty of Mutuality (Empire of Aurora)

    Settlements:
    - 1: Stonetide [Capital of the Silverplume Confederacy. Double Fortified Territory]
    - Improvements: Double Fortified (Defensive Bonus, +4 Materials, -2 Food, +6 Housing), Fishing City (+1 Food), Outpost Settlements (+4 Food and Materials, +4 to Defence rolls), Developments (+1 Materials and Food, +1 to Defence rolls), Revolutionary Zeal (+2 Materials and Food, +4 to Defence rolls)
    - 2: Memory (Fortified Territory)
    - Improvements: Double Fortified (Defensive Bonus, +4 Materials, -2 Food, +6 Housing), Fishing City (+1 Food), Developments (+1 Materials and Food,+1 to Defence rolls), Revolutionary Zeal (+2 Materials and Food, +4 to Defence rolls), Scavengers (+1 Defence and Materials)
    - 3: Thorn Lake (Fortified Territory)
    - Improvements: Double Fortified (Defensive Bonus, +4 Materials, -2 Food, +6 Housing), Fishing City (+1 Food), Developments (+1 Materials and Food, +1 to Defence rolls), Revolutionary Zeal (+2 Materials and Food, +4 to Defence rolls), Xulian Port (+1 Defence and Diplomatic Materials)



    Spoiler: New Avringae (1181-) - Updated to Turn 82/85
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    Nation: New Avringae
    Original Player: Dmarks
    Map Colour: Dark Green and Grey

    Diplomats: The Empire of the Basalt Throne, the Grand Duchy of Xule, the Kingdom of Nova Aurora, the Khaloric Swarm, the Rising Light

    Territory: 17 (6 Settlements, 1 Fortified)
    Population: Unknown
    Materials: Unknown
    Food: Unknown

    Edges: Unknown
    Technologies: Unknown
    Magic: Wild Magic (Unknown), Shadow Magic (Presumed Lost in Kharloan)
    Artifacts: Crystal Tower (Within the city of Tarrenvine), Golden Staves (Presumed Lost)
    Armies: Unknown

    Settlements:
    - 1: Baerdine (Fortified Territory, Cult Controlled)
    - 2: Kharloan (Fortified Territory, Cult Controlled)
    - 3: Wyndring (Fortified Territory, Cult Controlled)
    - 4: Tarrenvine (Capital of New Avringae. Fortified Territory, Cult Controlled)
    - 5: Raethling (Fortified Territory, Cult Controlled) - Under Auroran Control
    - 6: Faolden (Fortified Territory, Cult Controlled)



    Spoiler: The Great Heathen Army (1181-1183) - Updated to Turn 60
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    Nation: The Great Heathen Army
    Original Player: Gawwy
    Map Colour: Silver and Blue

    Diplomats: Ajivhan Khaganate, Corpus Verde, Dead Republic

    Territory: 6
    Population: 9/12 (9 Ray Das)
    Materials: 44/44 (+11 per season)
    Food: 9/9

    Technologies: Coastal Raiding (+3 to Raiding), Caffeinated Wine (+1 Materials), Steam Ships (+1 to Sea Combat rolls, +2 to Sea Movement)

    Magic: Water Bending (+1 to Sea Combat rolls), Propulsion (+1 to Naval Movement), Echolocation (+1 to Sea Exploration and Scouting rolls), Corpse Talking (+2 to Espionage rolls), Old-Soul-New-Body (+4 Combat, +1 Scouting +4 Espionage, +1 Exploration, +1 Materials),

    Artifacts: Nautilus (Stolen by Ajivhans), Ancient Collective Shipwreck (Lost on the Island of Mirth)

    Territories:
    - The Island of Mirth and other controlled islands (Overrun)
    - Ray Das Enclaves (Fortified)

    Spoiler: The Navasti League (1174-1181) - Updated to Turn 60
    Show

    Nation: The Navasti League
    Original Player: Pfm1995

    Diplomats: The Ajivhan Khaganate (Enclave), The Empire of Aurora (Enclave), The Empire of the Basalt Throne (Enclave), The Harconin Protectorate, The Silverplume Confederacy (Enclave), and The Southwest Raptor States.

    Territory: 6
    Population: 11/12 (3 Human, 3 Corvan, 2 Warped, 1 Krakari, 1 Ray-das, 1 Remnant)
    Materials: 52/52 (+13/Season)
    Food: 11/11

    Technologies: Steam Ships (+3 to Sea Combat rolls), Faster Steam Ships (+1 Materials, +1 Naval movement), Fisheries (+1 to Food), Blackleaf wood ships (+1 to Sea Combat rolls), Land Rust Cultivation (+1 Food), Cultural Experience (+1 to +4 Espionage rolls), Wiley Traders (+3 Materials), Ray Das Connections (Access to Ray-Das pirates), Tainted Gods (+3 to Espionage rolls), and Black Powder (+3 to Combat rolls).

    Artifacts: Navahangist Ward (Lost on Navahangist, recovered and held by the Khaganate), Third Age Naval Charts (Traded for land to various parties), and Collective Artifacts (Traded for land to various parties)

    Treaties: Argent Confederacy (Ajivhan Khaganate, Empire of Aurora, Empire of the Basalt Throne, Harconin Protectorate, Silverplume Confederacy), Arms Treaty (Ajivhan Khaganate), Khedive Governance (Ajivhan Khaganate), Lyserian Convention (Ajivhan Khaganate, Empire of Aurora, Empire of the Basalt Throne, Harconin Protectorate, Silverplume Confederacy), Project Covenant (Ajivhan Khaganate, Empire of Aurora, Empire of the Basalt Throne, Harconin Protectorate, Silverplume Confederacy), Silk Road trading routes (Ajivhan Khaganate, Empire of the Basalt Throne, Harconin Protectorate)

    Territories:
    - Navahangist and Navasti controlled isles (OVERRUN)
    - Khaganian West coast Colonies (Fortified and under Khaganian governance)
    Last edited by Anti-Eagle; 2018-07-29 at 01:24 PM. Reason: Sheet Updates (Turn 77)
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    Default Game Maps

    Spoiler: Turn 58 Map (December 1183)
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    Spoiler: Turn 60 - 61 Map (February 1184 - March 1189)
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    Spoiler: Turn 86 Map (April 1191)
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    Spoiler: Legend
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    Nations (Prominent Maps):
    The Ajivhan Khaganate - Sage Green and Dark Blue
    The Disciples of Awn - Yellow and Brown
    ---
    The Grand Duchy of Xule (The Empire of Aurora) - Red and White
    The Kingdom of the Corpus Verde (The Empire of Aurora) - Purple and Light Blue
    The Confederated Tribes of Balaena (The Empire of Aurora) - Purple and Light Blue
    The Kingdom of Khalorean (The Empire of Aurora) - Banded Green and Purple
    The Kingdom of Nova Aurora (The Empire of Aurora) - White and Red
    The Kingdom of New Avringae (The Empire of Aurora) - Dark Green and Grey
    ---
    The Wild - Brown and Orange
    --
    The Church of Lysei - Gold and Purple
    The Dead Republic - White and Black
    The Empire of the Basalt Throne - Dark Grey and Yellow
    The Harconin Protectorate - Light Grey and Orange
    The Lukari Confederation - Light Green and Dark Grey
    New Avringae - Dark Green and Grey
    The Rising Light - Yellow and Red
    The Silverplume Confederacy - Dark Blue and Pale Green

    Existing Cultures (Original Maps):
    The Ajivhan Khaganate - Green
    The Dead Republic - White (and Black)
    The Deep Tribes - Grey
    The Grat Shae - Brown
    The Kingdom of Mereton - Yellow
    The Raptor States - Blue
    The Ray-Das - Light Blue
    The Tribes of Aurora - Purple

    Overrun Areas (Original Maps):
    The Ajivhan Desert / The Ajivhan Wastes - Red (Desert)
    The Ghost Marshes / The Aetherial Collective - Red (Marshlands)
    Navasti Isles - Red (Southwest Islands)
    Old Great Heathen Army Territory - Red (Southeast Islands)



    Spoiler: Turn 1 Map (March 1174)
    Show

    Spoiler: Turn 25 Map (March 1181)
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    Spoiler: Turn 55 - 56 Map (September 1183 - October 1183)
    Show

    Spoiler: Turn 1 - 56 Legend (March 1174 - October 1183)
    Show

    Nations:
    The Ajivhan Khaganate (Map 1 - 56) - Sage Green (and Dark Blue)
    The Brujah (Map 1) - Light Green (and Grey)
    The Corpus Verde (Map 1 - 56) - Purple (and Light Blue)
    The Dead Republic (Map 1 - 56) - White (and Black)
    The Empire of the Basalt Throne (Map 1 - 56) - Dark Grey (and Yellow)
    The Grand Duchy of Xule (Map 1 - 56) - Red (and White)
    The Harconin Protectorate (Map 1 - 56) - Light Grey (and Orange)
    The Khaloric Swarm (Map 1 - 56) - Banded Green and Purple
    The Kingdom of Nova Aurora (Map 1 - 56) - White and Red
    The Navasti League (Map 1) - Light Blue (and Brown)
    The Silverplume Confederacy (Map 1 - 56) - Dark Blue (and Pale Green)

    The Disciples of Awn (Map 25 - 56) - Yellow and Brown
    The Great Heathen Army (Map 25) - Silver and Blue
    The Icebound States of the Union (Map 25) - Teal and Yellow
    New Avringae (Map 25 - 56) - Dark Green and Grey
    The Rising Light (Map 25 - 56) - Yellow and Red

    Cultures (Original Maps):
    The Ajivhan Khaganate - Green
    The Dead Republic - White (and Black)
    The Deep Tribes - Grey
    The Grat Shae - Brown
    The Kingdom of Mereton - Yellow
    The Raptor States - Blue
    The Ray-Das - Light Blue
    The Tribes of Aurora - Purple

    Overrun Areas (Original Maps):
    The Ajivhan Desert / The Ajivhan Wastes - Red (Desert)
    The Ghost Marshes / The Aetherial Collective - Red (Marshlands)
    Navasti Isles - Red (Southwest Islands)
    Old Great Heathen Army Territory - Red (Southeast Islands)
    Last edited by Anti-Eagle; 2018-08-10 at 03:51 PM.
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    Default Re: Only Ruins: Out-Of-Character thread

    Looks good to me; just one question: What're the mechanics for having our Leader involved - particularly with regards to espionage?

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    Default Re: Only Ruins: Out-Of-Character thread

    It would mean dedicating them to an action and possibly risking them depending upon how they're utilized. For espionage specifically, it would depend upon how you're involving them. For something like an assassination I assume your leader would be involved in the planning phase rather than actually carrying it out, so risk of capture probably wouldn't come up on a failure.
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    Default Re: Only Ruins: Out-Of-Character thread

    Game Thread is up!

    Let me know if you have any questions.
    Last edited by Anti-Eagle; 2016-12-06 at 01:54 PM.
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    Default Re: Only Ruins: Out-Of-Character thread

    Looks good! I suppose the 'Questionable' part of Corpus Verde's population is because I didn't define the ratios (unless it's meant that the Terrors themselves are of uncertain species, which is entirely reasonable). In case of the former, it'll likely work out to 40% Terrors, 57% Bound Aberrations (as they comprise much of the brute labor force, serve as replacements for machinery/infrastructure in a nation that doesn't have much in the way of manual dexterity or a ready source of metal, and a portion of them are bound directly to noteworthy Terrors to supplement their combat prowess), and ~3% Fleshwarpers, which may not be enough to register in the population summary yet.

    As for the settlement names, Daigoro's Hand for #2 and Badger's Discipline for #3 should be in keeping with the theme.
    Last edited by PossiblyInsane; 2016-12-06 at 03:26 PM.

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    Default Re: Only Ruins: Out-Of-Character thread

    Maybe it's just because we are into December, and 80% of my brainspace has been filled up with scheduling parties and maintaining a suitably frothy amount of good cheer, but I'm a little confused on the steps I need to take to actually expand my territory and what benefits I get for doing so. Like, I got all this military, and I gotta put it to good use in taking up land. I want that, how do I get that?

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    Default Re: Only Ruins: Out-Of-Character thread

    Made my first post, probably going to edit in some actions later when I actually think of them :-P

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    Default Re: Only Ruins: Out-Of-Character thread

    Quote Originally Posted by PossiblyInsane View Post
    Looks good! I suppose the 'Questionable' part of Corpus Verde's population is because I didn't define the ratios (unless it's meant that the Terrors themselves are of uncertain species, which is entirely reasonable). In case of the former, it'll likely work out to 40% Terrors, 57% Bound Aberrations (as they comprise much of the brute labor force, serve as replacements for machinery/infrastructure in a nation that doesn't have much in the way of manual dexterity or a ready source of metal, and a portion of them are bound directly to noteworthy Terrors to supplement their combat prowess), and ~3% Fleshwarpers, which may not be enough to register in the population summary yet.

    As for the settlement names, Daigoro's Hand for #2 and Badger's Discipline for #3 should be in keeping with the theme.
    The 'Questionable' part of your population was in reference to the uncertainty of what they are in general. I thought with the nature of your nation describing their race as questionable would make sense. I can however narrow it down specifically if you want me to.

    Quote Originally Posted by NineOfSpades View Post
    Maybe it's just because we are into December, and 80% of my brainspace has been filled up with scheduling parties and maintaining a suitably frothy amount of good cheer, but I'm a little confused on the steps I need to take to actually expand my territory and what benefits I get for doing so. Like, I got all this military, and I gotta put it to good use in taking up land. I want that, how do I get that?
    Bribing/Negotiating with locals, and then absorbing them and building on their work.
    or
    Invading the territory, and then doing whatever with the locals and building over whatever they had.

    More territory means more land which means more resources. But it also means more land to defend.

    Settling (Settling land takes multiple actions and depending upon how it is accomplished has varying costs and risks attached)

    - Negotiate with locals (Costs materials in gifts and bribes and is cheaper with cultures similar to your nation).
    - Absorb local population into nation (Gain a unit of population. Can be done as part of the Settling action).
    - Settle territory (Costs 2 materials and 1 food to begin constructing a proper settlement).

    - Invade territory (Requires the use of an army and may require a roll).
    - Subjugate/ Enslave/ Exile/ Slaughter local population (Can be done as part of the Settling action).
    - Settle territory (costs 2 materials and 1 food to begin constructing a proper settlement)
    Last edited by Anti-Eagle; 2016-12-09 at 07:43 PM.
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    Default Re: Only Ruins: Out-Of-Character thread

    Quote Originally Posted by Anti-Eagle View Post
    The 'Questionable' part of your population was in reference to the uncertainty of what they are in general. I thought with the nature of your nation describing their race as questionable would make sense. I can however narrow it down specifically if you want me to.
    No worries! I like the 'Questionable', it's rather fitting. I just wasn't sure whether or not it was a subtle request for more information.

    Quote Originally Posted by The JoJo View Post
    Made my first post, probably going to edit in some actions later when I actually think of them :-P
    Our beloved leaders, ladies and gentlemen! May the gods help that poor regent who has to put up with them.
    Last edited by PossiblyInsane; 2016-12-06 at 05:15 PM.

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    amused Re: Only Ruins: Out-Of-Character thread

    Quote Originally Posted by PossiblyInsane View Post



    Our beloved leaders, ladies and gentlemen! May the gods help that poor regent who has to put up with them.
    Ah, the divine right of kings, who could disagree with such a noble concept.

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    NecromancerGuy

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    Default Re: Only Ruins: Out-Of-Character thread

    Quote Originally Posted by Anti-Eagle View Post
    The 'Questionable' part of your population was in reference to the uncertainty of what they are in general. I thought with the nature of your nation describing their race as questionable would make sense. I can however narrow it down specifically if you want me to.



    Bribing/Negotiating with locals, and then absorbing them and building on their work.
    or
    Invading the territory, and then doing whatever with the locals and building over whatever they had.

    More territory means more land which means more resources. But it also means more land to defend.
    Does 1 territory equate to 1 hex or is it a area effect?
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    Default Re: Only Ruins: Out-Of-Character thread

    Quote Originally Posted by cybric View Post
    Does 1 territory equate to 1 hex or is it a area effect?
    A territory in the way I'm using it equates to seven hexes, the same number that make up a settlement.
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    Default Re: Only Ruins: Out-Of-Character thread

    for my other territories I'm going to say Memory and Thorn Lake
    Edit: also, looking over my sheet, did you add in the bonus material production from third age infrastructure?
    Last edited by Mabn; 2016-12-06 at 11:48 PM.

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    Default Re: Only Ruins: Out-Of-Character thread

    Quote Originally Posted by Mabn View Post
    for my other territories I'm going to say Memory and Thorn Lake
    Edit: also, looking over my sheet, did you add in the bonus material production from third age infrastructure?
    It appears I forgot. Fixed.
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    Default Re: Only Ruins: Out-Of-Character thread

    I had originally started writing a scene about the Council meeting where Corpus Verde's actions for the turn were actually made, thinking that would take less time than describing each one. Apparently, I was wrong. Centuries-old married crab monster's arguments have a way of running away with themselves, unfortunately while real life exam season is in full swing. Just posting this to let you guys know what the actions are before EST Tuesday proper, in case that's a problem, but I should have the scene posted in an hour or two.

    Spoiler: Actions
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    Research a New Technology: Infans Potentia Development Rites (meant to Improve population growth, 1 R&D Material)

    Improve/Develop Settlement (Daigoro's Heart): Water Current Management (meant to improve food production, ? Material)

    Train an Army (4 Materials): The Silver Claws. High proportion of Soulshapers in the ranks. Specialize in combatting and Binding Aberrations.

    Settle territory (With aid of Army, the area closest to the little prong of land immediately above and to the left of Daigoro's Hand (Settlement 2). Enslave local Aberrations, Binding them and absorbing them into the population. 2 Materials, 1 Food. Given that it's Aberrations, I suspect a combat roll might be required. If so, definitely making use of the Usher of Souls.)
    Last edited by PossiblyInsane; 2016-12-12 at 11:48 PM.

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    Default Re: Only Ruins: Out-Of-Character thread

    It's alright PossiblyInsane. Anyone who needs time still has time.

    I'll be posting results in about 18-20 hours from now. That's probably when I'll be posting most weeks.
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    Default Re: Only Ruins: Out-Of-Character thread

    Quote Originally Posted by Anti-Eagle View Post
    It's alright PossiblyInsane. Anyone who needs time still has time.

    I'll be posting results in about 18-20 hours from now. That's probably when I'll be posting most weeks.
    Phew! That's a relief. Alright, I shall go get some much needed sleep, then.
    Last edited by PossiblyInsane; 2016-12-13 at 01:57 AM.

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    Default Re: Only Ruins: Out-Of-Character thread

    I might have missed something but i thought the army was capped by population? 1 army to ten pop. Since we start with a army doesn't that fill that army slot?
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    Default Re: Only Ruins: Out-Of-Character thread

    I decided that everyone should be able to have an army (even if they've been dropped below ten), so the first (free) one doesn't count towards the limit.
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    Default Re: Only Ruins: Out-Of-Character thread

    Quote Originally Posted by Anti-Eagle View Post
    I decided that everyone should be able to have an army (even if they've been dropped below ten), so the first (free) one doesn't count towards the limit.
    Ah cool good to know
    Last edited by cybric; 2016-12-13 at 01:22 PM.
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    Default Re: Only Ruins: Out-Of-Character thread

    And the monstrous post has been posted at last! Hopefully the plus sized text isn't to much of a distraction. I just thought it appropriate, it being mostly 20 foot tall crab monsters doing the talking instead of regularly sized folks.

    EDIT: Alright, upon reviewing it, it really is too distracting for my tastes. The creative process at work!
    Last edited by PossiblyInsane; 2016-12-13 at 08:47 PM.

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    Default Re: Only Ruins: Out-Of-Character thread

    Alright everyone. Turn 2 has started. Sorry, I took longer than I meant to. I made the mistake of working things out until today and I allowed myself to be distracted.

    As alot of things are still being worked out I'd like feedback on things like costs and bonuses so I know if I'm charging too much for too little or anything like that.

    Edit: As well as it's occurring to me. I'd like for people to keep their number of territory invasions in a turn to the number of their available armies. If anyone has an argument against this feel free to argue and I'll listen.
    Last edited by Anti-Eagle; 2016-12-14 at 01:21 AM.
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
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