End of the Beginning of the End

EQandcivfanatic

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End of the Beginning of the End​

Introduction​

Introducing the world of Gensin. In happier times, the world was beautiful and lush, and few who lived there lacked for anything the earth could provide. Elves, dwarves, and humans lived side by side, while occasionally clashing with each other and powerful beasts that would dwell beneath the ground. War was not uncommon, but more often than not, good would triumph over evil, and the demons, orcs, and other fel creatures that threatened the peace would be contained or destroyed. In time, the great threats vanished and the heroes who slayed them faded into legend, and the world grew up. Civilization replaced the frontier and wilderness, and there is no place for barbaric heroes in civilized society.

A magical and technological revolution erupted as people were given the luxury of time to invent and create. Trade and wealth flourished, and human society swelled in size and strength. The towns and kingdoms of the old times evolved into nations, which turned into empires. The human population went from tens of thousands to hundreds of thousands to millions to billions. The world became more and more crowded as new technologies and magic provided unheard of luxuries for all of the people. Dwarves and elves hid in their own dwindling homes and hideaways, attempting to escape the march of human industry and development. Most were wiped out, and over the years dwarves and elves turned into myth, a status that kept them alive.

The human realms, with no one else to fight, turned upon each other, and a prolonged conflict emerged as the most powerful empires battled each other through proxy wars and lesser battles. There were larger wars, as fronts surged back and forth, but never once was one human empire able to gain power over the others. A general conflict was avoided, until it eventually could not be, and all of the great powers broke out into one final war for dominance, and the gloves were off. New and powerful magic was used by the contenders, and as millions of mages used their powers for warfare, the world itself was torn apart, and billions died.

Within an instant, or perhaps over an eternity, someone or something put back together what had been sundered. Most of the world had been destroyed, but there was enough left for this mysterious force to assemble one ad hoc continent out of the wreckage. The world is literally a smaller place, created out of the scrap parts of the old one, as time and physical space were both devastated in the wars. The survivors of the conflict and reconstruction, pitifully few in number have found that the world is new and settling. Wild magic thrashes its way across the land and long dead creatures and races have emerged to pose a threat to the survivors. It is up to the few people who lived through the wars to help forge new civilization and peace in a suddenly wild land.

Faction Set-up​

Faction Name:
Leader Name:
Leader Background: Choose one from Politician, Mage, Warrior, Adventurer, Engineer, Gambler, or Merchant
Starting Location: Select a zone from the map (a list of zones provided in below post), or pinpoint your location yourself
Leader Background: optional, story based
Origins: Choose one from Warriors, Townspeople, Merchants, Mage Veterans, Elves, or Dwarves
Traits: Choose one from Commercial, Innovative, Militaristic, Industrious, Agrarian, or Adventurous
Capital Type: Choose one from Dwarf Fortress, Elven Enclave, Town, Fort, Mage Tower, Camp, or Dungeon
Background: Optional, story based, a good and interesting background could lead to starting bonuses

Spoiler :

Leader Background

Leader Backgrounds are what establish what types of benefits that your leader brings to their faction. When your leader dies, the following leader will have a background of their own. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or not at all.

Politician: Population growth is increased. Bonus towards annexing NPC towns of your same race.
Mage: Generates Magicka each turn, Magicka generation of all mages in your society is doubled
Warrior: All soldiers fight better, particularly in melee combat.
Adventurer: Increases the likelihood of finding good stuff when your leader goes with a scavenging or exploration party
Engineer: Skilled with mechanics and equipment, and reduces the time it takes to research new equipment and non-magical devices
Gambler: Helps a little bit with everything.
Merchant: Merchants have no limitations on items they can buy and sell on the open market.

Origins

The Origins section of creating your faction revolves around the type of people that survived the mage wars and now serve as the foundation of your society. This will never change, and determines which of the three starting races you begin as. They should be fairly self-explanatory.

Warriors: A group of regular soldiers who survived the war, barely, despite the masses of magic hurled at them. They possess more weapons at the start, and have dedicated soldiers to begin with. They lack any magic or farming abilities to begin with.

Townspeople: Regular townsfolk who somehow managed to be spared the devastation. They are good farmers and miners and have more starting resources than any others, but no magic and limited military equipment.

Merchants: Even wizards occasionally needed to buy things, even during the Mage Wars. A number of merchant families survived, only to find they were the only ones left. They have plenty of gold and some resources to start, but few weapons and no real skill at farming.

Mage Veterans: A group of magical survivors of the war, active participants in fact. They have a hard time recruiting new people due to a dislike for mages because of the war. On the other hand, they start with a goodly amount of magic users.

Elves: The forest-folk, or elves, were believed to be mostly extinct before the fighting, but found themselves as victims of the mages in their lust for power and immortality. Very few survived the war, making any elf settlement a small one. Despite the small population, they typically start with a moderate amount of resources, and skilled mages.

Dwarves: These underground diggers and miners were initially sheltered from the war due to their elusive strongholds and defenses. Eventually as the world was shattered and stricken by the conflict, they were thrown out of their homes and slaughtered. Still, a dwarf community possesses both a large number of weapons and resources.

Faction Traits

Choose this trait wisely. Unlike leader traits, this will NEVER change under any circumstances and are the very basis of your nation. If you would like something not seen here, bring it up in the thread, and I'll determine whether or not it's a valid trait.

Commercial: Building ships are half cost, towns produce double Gold from trade
Innovative: All structures besides new towns cost half as much
Militaristic: Soldiers fight better in all battles
Industrious: Towns produce double Ore and Lumber
Agrarian: Towns produce double Food and Water, animals do not require food and water
Adventurous: Better results while salvaging, heroes are more likely to emerge

Settlement Types

Your starting community will be the place your nation is born from. While you may start as a humble settlement, the type of place you choose to begin from will indubitably shape the sort of nation you create. Unlike BOTWAWKI, there is no limitation on pairing Origins with Communities in faction creation. So yes, dwarves and elves can start anywhere humans can, and vice versa. Because I describe the details of outposts and settlements further below, this section will only discuss things related to the benefits and less desirable results of starting in each location.

Dwarf Fortress: An underground community built by the dwarves, which is able to be easily defended against attack, and hard to detect. It has bonuses towards mining, but is at a disadvantage when it comes to farming.

Elven Enclave: Elf magics had long concealed their towns and communities from human eyes. Stereotypically these are in wooded areas, but really they could be hidden anywhere, even in ruins. Enclaves are good for magic generation and concealment, but they lose their effectiveness the larger the population.

Town: Human villages and towns exist plentifully throughout the world. They are well suited for farming and agriculture, acting as the breadbasket for any young faction, but are the most difficult to defend.

Fort: These are traditional military outposts that used to mark the borders between nations. They are well situated and easily defended against attack. They have advantages towards both defense and resource collection, but are not particularly suitable places for the study of magic.

Mage Tower: These old towers were used by the most powerful mages during the Mage Wars. Most people give these places a wide berth, due to the notorious reputation and usual curses placed upon them. Immigration will be decreased, but mages will find their magicka generation increased and no raider attacks will be launched upon this sort of settlement, ever.

Camp: During the wars, some of the most successful refugees simply hid in makeshift tent towns throughout remote areas. With the end of the conflict, they now seek to find a new land to settle in. Camps are not good at resource production, but unlikely starting areas, they can move the whole faction to a new location each turn.

Dungeon: Dungeons used to be places that adventurers sought out fame and fortune, usually crawling with monsters. When the world outside went mad, even ordinary people realized that risking neck and limb with traditional monsters was less crazy than staying outside. This is a former lair of some evil that has been converted to a home for refugees. Good for both mining and magicka production, but not particularly great for anything else.


Sample Standard Game Stats​

Spoiler :

Magic Union: Polyblank
Leader: Commissioner Mark Jobs (Engineer)
Race: Human
Faction Trait: Militaristic
Capital: Ynabla (Town)
Structures: Farming Equipment, University, Fortifications (2), Lumber Mill, Lookout Tower, Well
Population: 1,330
Total Population: 1,580
Education: Advanced
Gold: 130
Food: 1,240 (+1,300)
Water: 1,540 (+1,150)
Lumber: 5,300 (+400)
Ore: 1,300 (+200)
Magicka: 10 (+5)
Weapons: 140 Swords, 120 Crossbows, 25 Longbows, 10 Muskets
Animals and Transports: 30 Horses
Soldiers: 20 Footmen, 30 Archers, 5 Mages, Thomas Berubeg (Level 3 Mage)
Outposts:
Spoiler :

Notgnilra (Town): +550 Food, +500 Water, +200 Ore
-Structures: Fortifications (3), Well, Farming Equipment, Mine
-Population: 100
-Arsenal: 130 Swords, 120 Crossbows, 10 Longbows, 10 Muskets
Rubesae (Town): +200 Food, +150 Water
-Structures: Fortifications (3), Well, Farming Equipment
-Population: 150
-Arsenal: 130 Swords, 120 Crossbows, 5 Longbows, 5 Muskets



The Rules​
Spoiler :

Towns and Structures

The civilizations of the wasteland begin by uniting a variety of small towns and outposts. They usually begin as fortified positions or tribal communities but ultimately evolve into a part of a much larger nation. There's always the chance settlers will be hit by raiders or other evil creatures on the way to their new home, so make sure they have weapons. New settlements can be built based on prices in the below post. You must have a total population of over 500 per settlement to establish a new town.

Towns are typically developed through the construction of various structures that can be used to improve them. These structures come in all types and sizes, used to help create new potential and production for your faction. Structure costs change based on your factions education and the purpose they serve. Some structures are required for unlocking more advanced weapons and equipment. Others can be used to increase the defensibility of your community. See the below post for the list of available structures for construction.

Population and Race

Your population is all the people that you have available to you. Your population can be used in combat and exploration, but not as effectively as actual trained soldiers. Due to the expense of soldiers, however, you may find that a well-armed militia is essential to the security of the faction. If your town comes under attack your population will immediately grab any weapons you have in stock to defend themselves against the aggressors. There are no immigrants and the only way to increase population is by either finding lost refugees in the wreckage of the world, annexing new communities, or waiting for the slow and steady growth of population from “natural causes.”

Your faction’s race will begin by being only Human, Elf, or Dwarf. Humans are notorious breeders and reproduce more quickly than elves or dwarves, but have no other advantages. Elves on the other hand have the slowest birthrate, but their entire population contributes to magicka production, and not just mages. Dwarves are between the two in birthrate, but are much more durable in combat situations, making their Population almost as effective as other races’ trained soldiers in battle.

The race list is subject to change over time, as due to the high level of magic present in the world, various races or communities could undergo transformations, willingly or unwillingly. You can even develop spells yourself to ultimately change your people to a new race. These new races will have advantages and disadvantages based on exactly what kind of race they are.

Education

The Education rating of your population represents the base that your intellectuals have when it comes to scholarly endeavors. This is created so that we have an accurate descriptor which can define what sort of projects your faction can create or work on. Education can be changed through construction of various buildings. The levels of Education are as follows:

Basic Education: This represents a society which has only the simplest and essential learning for the people. This is includes no sophisticated theories or advanced development.

General Education: This represents an educational system moderately similar to what we have in real life. While your population is likely to be literate and have a good knowledge of history, it does not have the base for advanced buildings and weapons.

Advanced Education: This represents a working knowledge of pre-war technology and theoretical research. This is the most developed form of an educational system for your people, and represents higher degrees of learning.

Gold

Gold is the de facto currency of the new markets that have begun to exist since the end of the world. No sooner than was the world put back together, merchants began travelling the wreckage of the roads and ruins to make a profit. With each update, an open market exists whereupon you can sell or buy any resources. Gold is also used to train Soldiers, alongside weapons and ore for armor. If you are extremely lucky, you may be able to find a literal gold mine somewhere, allowing you to produce gold from scratch, rather than just from selling other assets on the market.

Factions can only sell one type of item per turn and only buy one type of item per turn. For example, you can buy Food and sell water, but you cannot buy both Food and Water in one turn. Leaders who have the Merchant trait are exempt from these restrictions and may freely trade any amount of any resources they choose.

Resources

Food and Water are the most important resources out there, period. Good food and purified water are essential to the literal survival of not just the faction, but the very species. Each person and animal that you have in your faction will require 1 Food and 1 Water every year. If they do not receive it, they will die, with animals dying before humans. The shortfall is taken out at the end of each update. If you are desperately short, Gold will be used automatically to buy any Food and Water needed on the marketplace.

Lumber is the most basic and plentiful of resources. It can be easily harvested assuming that you have forests nearby your settlements. However, you will have to order population to do so, unless you have a Lumber Mill constructed, which allows the automatic collection of Lumber each turn. Lumber can also be collected from the plentiful ruins of the old world in areas surrounding you, regardless of whether or not forests are present.

Ore represents any metals used in construction or the creation of weapons. Ore can be collected from two different sources. The most obvious source is the creation of mines to dig into the earth for anything of value. If you are in terrain that does not allow for profitable mines (be sure to check the zones post about the area you want to dig in!) you can instead occasionally find ores in the ruins of old cities. Old chunks of metal are just as good as ones dug out of the earth when it’s all melted down.

Magic

Magic was the cause of the destruction of the world at the hands of the old human civilizations. It is still an immensely powerful tool, and the world is full of more magic now than it ever was in the past. The recreation of the world by the powers that chose to save it has flooded the entirety of Gensin with raw magic. You can cast any spell that you can imagine for any purpose that you imagine. The more powerful the spell, the more Magicka it will cost you. Magicka is the base unit of any magic used, and mages will expend it automatically when you use them in battle. At the same time, Magicka is generated by the number of mages you have, or if you’re elvish, the total population you have. Remember, magic destroyed the world once, and usually it comes at a price. The only limitation is your imagination and the amount of magicka you can accumulate.

Warfare, Weapons, Animals, and Soldiers

War in the wreckage of the old world is strictly medieval in style and conflict. Fortified settlements must be besieged and captured, while field battles will be rare at best. Due to the wild hostility of the environment, it’s always best to assume you are moving in hostile territory, even when just patrolling around your home. Population can be used in a pinch as combatants, but trained Soldiers will always be more effective. Training soldiers can be expensive, however, as they require not only a weapon (or weapons) that you will permanently lose from the armory, but also Gold for training, and Ore for armor when needed.

Weapons come in a number of shapes and sizes, and are useful for various purposes. I would hope the purpose and use of most of the weapons will be obvious to you as you read through, learning more about what they can do. Unique and powerful weapons can be found in the ruins of the old society if you are lucky, helping create a more powerful force. Not all weapons can be turned into soldiers, and must still be used by population. Specifically siege weapons and vehicles will require Population for use, rather than trained soldiers.

Animals and vehicles are present throughout the world in all types. Animals can be used in the training particularly advanced Soldier types, as cavalry can be highly effective in open territories. Horses are not the only types of animals out there, and animals must be caught and found, but if you have enough they will produce more for the future. Vehicles can include boats and anything else that uses mechanisms to move. Considering the advancement of magic and technology in the world before the collapse of everything, boats may not be the only mechanical (or magical) vehicles you encounter.

Heroes are special Soldiers that emerge when you have accomplished something against nearly insurmountable odds. Examples would be surviving an attack that you could have fallen against, raiding a particularly large dungeon, or otherwise winning a battle that the odds said you should have failed. They emerge only under exceptional conditions and are essentially superpowered versions of the soldier type they are created from. With each successive victory they will grow increasingly powerful, until eventually the most powerful ones could be an army all by themselves.

Exploration and Adventures

As mentioned above a large amount of your time and energy outside of the home front would be best focused on sifting through the ruins of society and exploring the rearranged world. With scouting parties you can locate promising ruins or locations which could work well as an outpost or community. You can find nice bits of salvage and old-world gems, including hidden special projects that you could bring to life. My recommendation is that you have at least one scouting party heading out somewhere every turn. Of course, there's always the small chance that they'll get hit by raiders or other factions, so make sure to give them some firepower to help them out. To Explore to Scavenge simply say in orders "Send __ people with ____ weapons to Explore and/or Scavenge in _____ spot.” Using zone numbers are likely to be the most efficient way to undertake these sort of operations.

Another alternative, if you have been fortunate enough to gain a hero, you can send them out on adventures. You will lose them from your stats for a year, and you may not get them back. On the other hand, if they return to you, they will typically be more powerful than ever, bringing back word of the larger world and even weapons or devices of new power. Adventures can be highly lucrative, but the hero may wander off to other civilizations or die in the field. The higher level the hero, the greater the risks and the more extravagant the rewards. If you are in desperate need of something specific, you can send out the hero looking for it, and he has a higher chance of finding it than regular expeditions may.


The World of Gensin​

Gensin was literally shattered by the war, and only a few pieces of it were used to put everything back together, shabbily. The map below is arranged into numbered zones and a list is provided below of the zones and the associated information. Use the numbers for reference when doing orders, but I will allow the first player to explore the zone to name it. I reserve the right override any particularly stupid or offensive names. You will not be aware of your starting zone type around your immediate start until you do local exploration. The zones represent the different “patches” of the old world that were transplanted to the new one. Within the zone there can be existing dungeons or ruins for further in-depth exploration.

The map below is simply for reference when it comes to zone descriptions. Another map without numbers will be used in each update.

Spoiler :


 
Regions of Gensin​

The below are rough descriptions of the explored regions of Gensin.

Spoiler :

Zone 1
Name: Zabad-fakâk
Explored: 60%
Terrain: Mountains
Farming: Minimal
Salvage: None
Lumber: Fair
Minerals: Abundant
Description: An isolated strip of mountains torn out from an old world mountain range.
Known Wildlife: Rock Elementals, Storm Giants, Shadowfolk

Zone 2
Name: N/A
Terrain: Farmlands
Farming: Fertile
Salvage: Fair
Lumber: None
Minerals: Minimal
Description: A collection of towns and villages amid unending farms and even a few mines, a highly prosperous area before the Great War laid it to waste.

Zone 6
Name: Thedas
Explored: 40%
Terrain: Suburbia
Farming: Minimal
Salvage: Abundant
Lumber: Minimal
Minerals: None
Description: This area used to be the outer parts of a much larger city from where citizens used to travel in to work, usually by mass transportation.
Places of Interest: Mall of the Damned (Dungeon)
Known Wildlife: Consumers

Zone 7
Name: Highlands
Explored: 100%
Terrain: Hills
Farming: Fair
Salvage: Fair
Lumber: Minimal
Minerals: Fair
Description: Open hills that were fairly heavily settled by a destroyed human civilization. Ruined towns exist and even a few mines, with plenty of decent farmland in between.
Known Wildlife: Bears, Shadowfolk

Zone 19
Name: Ridermarch
Explored: 20%
Terrain: Steppes
Farming: Fair
Salvage: Minimal
Lumber: Minimal
Minerals: Minimal
Description: An open land of grasslands that was empty and quiet for centuries, with limited buildup and suburbs from more developed territory.
Known Wildlife: Wind Elementals

Zone 24
Name: D’Jeshka
Terrain: Forests
Farming: Fair
Salvage: Minimal
Lumber: Abundant
Minerals: Minimal
Description: A lush temperate forest with fruit trees and ample wildlife throughout.

Zone 25
Name: Twisted Lands
Explored: ???
Terrain: Twisted Land
Farming: None
Salvage: Fair
Lumber: None
Minerals: Minimal
Magicka Deposits Present
Description: A land where gravity is inconsistent and the ground is a matter of perspective and opinion. The land itself appears to perform loop-de-loops and other funhouse feats. There are numerous ruins here, and large pockets of magical residue.
Known Wildlife: Mana Wraiths
Places of Interest: The Crooked Tower

Zone 26
Name: Tranquility
Explored: 20%
Terrain: Fruitlands
Farming: Abundant
Salvage: Minimal
Lumber: Fair
Minerals: None
Description: A land of orchards and groves, all flush with all types of fruit and natural harvests, ripe for the picking. A few small hamlets are scattered throughout, but the region seems empty of most habitation.
Known Wildlife: Centaurs

Zone 28
Name: N/A
Explored: 40%
Terrain: Savannah
Farming: Fair
Salvage: Minimal
Lumber: Minimal
Minerals: Minimal
Description: A hot and open plains, with occasional oasis and hills throughout the area.

Zone 29
Name: N/A
Explored: 33%
Terrain: Steppes
Farming: Fair
Salvage: Minimal
Lumber: Minimal
Minerals: Minimal
Description: An open land of grasslands that was empty and quiet for centuries, with limited buildup and suburbs from more developed territory.
Known Wildlife: Steppe Snakes

Zone 35
Name: N/A
Explored: 20%
Terrain: Marsh
Farming: Minimal
Salvage: None
Lumber: Fair
Minerals: None
Description: A large tract of swampland that was so empty of value that even the nations that had existed before the Mage Wars had left it alone.
Places of Interest: Swampkin Lair (Dungeon)

Zone 39
Name: N/A
Explored: 20%
Terrain: Jungle
Farming: Minimal
Salvage: None
Lumber: Minimal
Minerals: Minimal
Description: A large tropical jungle, full of all sorts of nasty insects and trees not much good for anything.
Known Wildlife: Panthers

Zone 40
Name: Flawirothkamp
Terrain: Ruined Farmlands
Farming: Fair
Salvage: Fair
Lumber: Minimal
Minerals: None
Description: Once a highly productive region of a great empire, this zone was devastated by constant fighting, but still has a good deal of inherent production within.

Zone 43
Name: Mastholme
Explored: 80%
Terrain: Hills
Farming: Fair
Salvage: Fair
Lumber: Minimal
Minerals: Fair
Description: Open hills that were fairly heavily settled by a destroyed human civilization. Ruined towns exist and even a few mines, with plenty of decent farmland in between.
Places of Interest: House of Law (Dungeon)

Zone 46
Name: Sundering Valleys
Explored: 0%
Terrain: Mountains
Farming: None
Salvage: None
Lumber: Fair
Minerals: Fair
Description: Formerly an area of hills, this zone consists of large granite mountains and steep, swampy canyons and valleys.

Zone 47
Name: Meeahmee
Explored: 66%
Terrain: Half-Sunken City
Farming: None
Salvage: Abundant
Lumber: None
Minerals: None
Magicka Deposits Present
Description: A former city, sunk into a morass of swamps and water. It’s towering steel buildings scrape the skies, and lean haphazardly throughout, badly damaged in the Great War.
Known Wildlife: Servants of the Risen One
Places of Interest: Belly of the Risen One (Dungeon)

Zone 48
Name: N/A
Terrain: Farmlands
Farming: Fertile
Salvage: Fair
Lumber: None
Minerals: None
Description: Open and fertile land with numerous farms and towns throughout the region.

Zone 55
Name: N/A
Explored: 25%
Terrain: Hills
Farming: Minimal
Salvage: Fair
Lumber: Minimal
Minerals: Fair
Description: A collection of hills that once rested near a large city, full of ruined towns.

Zone 56
Name: Pelgia
Explored: 50%
Terrain: Mountains
Farming: Minimal
Salvage: None
Lumber: Abundant
Minerals: Fair
Description: An isolated strip of mountains torn out from an old world mountain range.
Known Wildlife: Giant Eagles, Bears

Zone 61
Name: Newdawn Forest
Explored: 100%
Terrain: Forests
Farming: Fair
Salvage: Minimal
Lumber: Abundant
Minerals: None
Description: A large pine forest, with towering trees stretching up towards the skies. A few minor hills and terrain exist, but if one were to look from above, they would see nothing but a sea of green.

Zone 63
Name: Ichaelia
Explored: 20%
Terrain: Jungle
Farming: Minimal
Salvage: None
Lumber: Fair
Minerals: Fair
Description: An area of densely wooded jungle and insects of all shapes and sizes.
Known Wildlife: Tigers

Zone 64
Name: Wizardlands
Explored: 25%
Terrain: Farmlands
Farming: Fertile
Salvage: Fair
Lumber: Minimal
Minerals: Minimal
Description: A heartland of a now destroyed civilization. Farms and towns exist aplenty, along with the resources to keep them going.
Known Wildlife: Cornbeasts

Zone 65
Name: Ursine Hills
Explored: 50%
Terrain: Hills
Farming: Minimal
Salvage: Minimal
Lumber: Fair
Minerals: Fair
Description: These hills were likely once mountains before the Great War made them substantially shorter. Plenty of trees and old mines dot the landscape, along with the occasional ruined village.
Known Wildlife: Bears, Wolves

Zone 73
Name: Metacarpal
Explored: 25%
Terrain: Farmlands
Farming: Fertile
Salvage: Fair
Lumber: None
Minerals: Minimal
Description: A heavily populated breadbasket that was once the heart of a mighty empire.
Known Wildlife: Locust Swarms

Zone 74
Name: N/A
Explored: 20%
Terrain: Steppes
Farming: Fair
Salvage: Minimal
Lumber: None
Minerals: Minimal
Description: An open land of grasslands that was empty and quiet for centuries.
Known Wildlife: Wind Elementals

Zone 79
Name: Carpal
Explored: 40%
Terrain: Wasteland
Farming: Minimal
Salvage: Fair
Lumber: None
Minerals: Minimal
Magicka Deposit Present
Description: This could have been a city, or it could have been a farmland. Everything in this area is so badly wrecked by the war, that it could have been just about anything.
Known Wildlife: Giant Rats, Mana Wraiths

Zone 84
Name: Neo Thurysius
Explored: 33%
Terrain: Farmlands
Farming: Fertile
Salvage: Minimal
Lumber: Minimal
Minerals: None
Description: A land where numerous factory farms existed, with miles after miles of only crops to be seen. For the most part, many of the crops are still there, growing wild across the land.

Zone 94
Name: N/A
Explored: 20%
Terrain: Jungle
Farming: Fair
Salvage: None
Lumber: Fair
Minerals: Fair
Description: A region that was undisturbed by human touch for centuries, and left alone as a fairly inhospitable wilderness.

Zone 96
Name: Grey Vale
Explored: 75%
Terrain: Forests
Farming: Fair
Salvage: Minimal
Lumber: Abundant
Minerals: Minimal
Description: A lush temperate forest with fruit trees and ample wildlife throughout.
Known Wildlife: Dryads

Zone 98
Name: The Icy Finger
Explored: 80%
Terrain: Tundra
Farming: None
Salvage: Minimal
Lumber: Fair
Minerals: Minimal
Description: An open and icy land with not much to offer for sustenance, but other possibly valuable assets.
Known Wildlife: Sabre Cats, Mammoths, Bears, Ice Giants

Zone 99
Name: Novokraina
Explored: 50%
Terrain: Battlefield
Farming: Minimal
Salvage: Abundant
Lumber: Minimal
Minerals: Minimal
Description: This territory was the front lines between two warring empires before the world was torn apart. The armies are gone now, but their fortifications and defenses remain.
Places of Interest: The Hidden Front (Dungeon)

Zone 110
Name: N/A
Explored: 25%
Terrain: Hills
Farming: Fair
Salvage: Fair
Lumber: Minimal
Minerals: None
Description: Rolling hills that used to be populated by a number of towns and villages, fairly well developed by an old empire.
Places of Interest: Marauder’s Cove (Dungeon)

Zone 114
Name: N/A
Explored: 50%
Terrain: Jungle
Farming: Minimal
Salvage: None
Lumber: Fair
Minerals: Minimal
Description: A thick jungle untouched by human hands before the war, full of nasty critters and insects.
Known Wildlife: Jaguars

Zone 115
Name: N/A
Explored: 33%
Terrain: Farmlands
Farming: Fertile
Salvage: Fair
Lumber: Minimal
Minerals: None
Description: A flush land of grasslands and farmlands that was part of a breadbasket of an empire.
Places of Interest: Platinum Tower (Dungeon)

Zone 116
Name: The Tears
Explored: 33%
Terrain: Marsh
Farming: Minimal
Salvage: Minimal
Lumber: Minimal
Minerals: None
Description: A swamp choked with waterways and bent trees, and a few scattered cottages and hamlets where people once lived.
Known Wildlife: Alligators

Zone 117
Name: Bone Ridge
Explored: 33%
Terrain: Mountains
Farming: Minimal
Salvage: Minimal
Lumber: None
Minerals: Abundant
Description: These stark, white mountains are more shards from the earth rather than natural formations. There exists a few shattered homes and trees, but otherwise the terrain is as barren as stripped bones.
Known Wildlife: Bone Worms

Zone 118
Name: The Whites
Explored: 50%
Terrain: Ice
Farming: None
Salvage: None
Lumber: Minimal
Minerals: ???
Description: Islands of ice and glaciers, freezing and inhospitable to life before and after the Great War.
Known Wildlife: Spearguins

Zone 119
Name: Enna Runya
Explored: 66%
Terrain: Mountains
Farming: Minimal
Salvage: Minimal
Lumber: Fair
Minerals: Fair
Description: An sparsely settled strip of mountains torn out from an old world mountain range.
Known Wildlife: Rock Elementals

Zone 120
Name: Attea Runya
Explored: 75%
Terrain: Hills
Farming: Fair
Salvage: Fair
Lumber: Minimal
Minerals: Fair
Description: Open hills that were fairly heavily settled by a destroyed human civilization. Ruined towns exist and even a few mines, with plenty of decent farmland in between.
Places of Interest: Deepdrill Mine (Dungeon)

Zone 121
Name: Nelya Runya
Explored: ???%
Terrain: Nightmare Plains
Farming: Minimal
Salvage: ???
Lumber: Minimal
Minerals: ???
Magicka Deposits Present
Description: This zone appears to be flat featureless plains during the day. A few trees dot the landscape, but overall, you can see from one end to the other on a clear day. At night, the land warps into a twisted state, bringing to physical form the nightmares of anyone who happens to be resting there.
Known Wildlife: Nightmare Beasts

Zone 132
Name: Bravehills
Explored: 75%
Terrain: Hills
Farming: Fair
Salvage: Fair
Lumber: Minimal
Minerals: Fair
Description: Open hills that were fairly heavily settled by a destroyed human civilization. Ruined towns exist and even a few mines, with plenty of decent farmland in between.
Known Wildlife: Bears

Zone 133
Name: Duneland
Explored: 25%
Terrain: Desert
Farming: Minimal
Salvage: None
Lumber: None
Minerals: Minimal
Description: Vast and unending sand dunes and parched earth mark this terrain, as it was so desolate it was uninhabited before the Great War.
Known Wildlife: Slitherkin

Zone 134
Name: Southernia
Explored: 25%
Terrain: Farmlands
Farming: Fertile
Salvage: Fair
Lumber: None
Minerals: None
Description: An area of factory farms and plenty, offering lots of food in relatively flat terrain.
Known Wildlife: Autonomous Threshers

Zone 135
Name: Arasatosi Plains
Explored: 66%
Terrain: Plains
Farming: Fair
Salvage: Minimal
Lumber: None
Minerals: None
Description: Open plains with a few scattered farms and towns from the old world.
Places of Interest: Unyielding Tower

Zone 136
Name: Eden
Explored: 40%
Terrain: Fruitlands
Farming: Abundant
Salvage: Minimal
Lumber: Fair
Minerals: None
Description: A land of orchards and groves, all flush with all types of fruit and natural harvests, ripe for the picking. A few small hamlets are scattered throughout, but the region seems empty of most habitation.
Known Wildlife: Ents
Places of Interest: Entgrove

Zone 152
Name: Occitania
Explored: 100%
Terrain: Farmlands
Farming: Fertile
Salvage: Fair
Lumber: Fair
Minerals: None
Description: A breadbasket region of a former human nation. Ruined farms and even already planted crops ripe for the picking are present all over the zone.
Known Wildlife: Chupacabras, Chaneques

Zone 155
Explored: 25%
Terrain: Forests
Farming: Fair
Salvage: Minimal
Lumber: Abundant
Minerals: None
Description: An old growth forest with trees as far the eyes can see, but rather dark and lacking in sunlight on the earth.

Zone 157
Name: Weeping Hills
Explored: 100%
Terrain: Hills
Farming: Minimal
Salvage: Minimal
Lumber: Fair
Minerals: Fair
Description: Rolling hills that may have once been the outliers of a major mountain range. Heavily forested and pocketed by old mines, there are only a few signs of settlements and society.
Places of Interest: Iron Tower
Known Wildlife: Iron Elementals, Bears
 
Weapons, Soldiers, and Structures of Ginsen​

These are the various weapons which can be salvaged or built by all factions, found throughout the world.

Standard Weapons
Spoiler :

Clubs: These are basic simple weapons best used by the simplest folk, and are useful for militias that need weapons in a hurry. You can create these by spending 1 Lumber for 1 Club.

Swords: Significantly better melee weapons than clubs, and are used by most soldiers for close quarters combat. You can create these by spending 5 Ore for 1 Sword. Requires a Forge to build.

Spears: These are simple but deadly weapons most effective on the defense and against cavalry. They can be used effectively by untrained Population. You can create these by spending 3 Ore and 3 Lumber for 1 Spear. Requires a Forge to build.

Crossbows: These are sophisticated pieces of equipment, but can be used by normal Population more effectively than longbows. You can create these by spending 5 Ore and 3 Lumber for 1 Crossbow. Requires Forge to Build.

Longbows: These are what you may think of when you think of a “bow and arrow.” Population does not use them as well as trained Archers, but they have a much higher rate of fire and accuracy than crossbow, plus they do not require ore or a Forge to make. Costs 5 Lumber for 1 Longbow.

Muskets: These are smoothbore weapons that pack a lot more of a punch than longbows or crossbows at close range. They can shatter armor and do significantly more damage, but at a higher cost. Costs 10 Ore for 1 Musket. Requires a Gunsmith to produce.

Siege Weapons: These are things like catapults and trebuchets, relics of a more barbaric age. They can bring down all but the toughest walls, and in theory could be used to inefficiently respond to more advanced ranged equipment. Costs 20 Ore and 30 Lumber to build 1 Siege Weapon. Requires Workshop to produce.


Rare Weapons
Spoiler :

Cannon: These are modern artillery pieces in their purest form. They use advanced direct fire to bring down walls with astonishing power and accuracy. Costs 50 Ore to build 1 Cannon. Requires Advanced Education, a Gunsmith, and a Workshop.

Rifles: These combine the power of a musket with the accuracy of a longbow. They are deadly and efficient people killers. Unfortunately they are also very expensive. Costs 20 Ore for 1 Rifle. Requires Advanced Education, a Gunsmith, and Workshop.

Flamethrower: These use advanced chemicals and construction to spew a massive amount of flame onto the battlefield. They are rather expensive and can only be produced by those with blueprints for it. Costs 50 Gold and 100 Ore for 1 Flamethrower. Requires Advanced Education and Workshop.


Soldiers
Spoiler :

Footman: A skilled armored infantryman at close-quarters combat. Requires a Sword or Spear, 50 Gold, and 10 Ore.

Archer: A skilled bowman who rains down death from afar with terrifying accuracy, while able to defend himself at close quarters. Requires a Sword, Longbow or Crossbow, and 100 Gold.

Skirmisher: A light cavalryman that wears little armor, but is good at scouting and skirmishing. Requires a ridable animal, a Spear, a Longbow, and 200 Gold

Knight: A heavy cavalryman that wears a full plate suit of armor, and dominates anyone on the field in front of him in the open. Requires a rideable animal, a Sword, 20 Ore, and 300 Gold. The ridable animal used in the creation of a Knight will be notated in stats, assuming it is not a Horse.

Musketman: A soldier skilled in the use of gunpowder weapons. Can use gunpowder as ad hoc grenades in a pinch. Requires a Musket, a Sword, and 200 Gold.

Cleric: A specialist in healing and aid, using divine powers of his god to restore health and life to those who are on the brink of death. Does not generate Magicka, but keeps people alive after combat. They have very limited combat abilities of their own. Requires at least General Education and 250 Gold.

Mage: A standard caster of spells and warrior of the arcane. Generates Magicka for use by the faction. Requires at least General Education and 300 Gold.


Animals and Vehicles
Obviously animals cannot be created as other weapons and devices. They emerge naturally when you have enough to make a suitable herd. Horses are not the only rideable creatures that exist in the world, and you are free to try to tame any animal you read about in various zone explorations that sounds like you could ride them. I do mean any animal.

Spoiler :

Longboat: These ancient boats are going to require at least 20 people each to move them swiftly along by oars. They are not suited for long periods of time over open water. They can carry up to 50 Population. These can be built for 250 Lumber.

Carrack: These are larger vessels that carry a good number of people and travel using the wind for propulsion. They can carry up to 100 Population. These can be built for 750 Lumber. Requires a Shipyard to build.

Galleon: These are large trading ships that use wind for propulsion and can travel across any body of water, even around the world if you wanted them to. These can carry up to 200 Population. These can be built for 1,500 Lumber. Requires a Shipyard to build.

Horse: A standard beast of burden that can carry one traveler. They are by far the most common rideable creature that could be used for cavalry. They are fast but not particularly durable in combat unless armored for a Knight.


Unique Weapons

The weapons and vehicles below are most likely only found once or twice and will rarely be seen again. In some cases, these units may use special types of supplies.

None have been revealed as of yet.

Important Structures

The following are key structures which are used to expand the capabilities of your faction, in order to secure your safety and prosperity. All buildings are listed in the settlement's stats in which they are built. This is by no means an all inclusive list, and feel free to think of anything else that may have been missed here. Another note is that farms are not included here (beyond hydroponics), and this is because I'm assuming that there be some sort of farms anyways. Please read the descriptions thoroughly as some structures require a geographic trait. Furthermore, as it is clarified here, your educational level makes a difference on the prices for various things. A detailed summary of this is above under the Education rules.

Spoiler :

New Town: This is the construction of a new settlement of different types, each with their own advantages/disadvantages, as discussed above in the ruleset. New settlements cost varying amounts depending on how/where you build them. A typical new town will cost 10,000 Lumber to construct, with the cost varying on the terrain or area you build it within. Consult with the moderator before deciding to build a settlement.

School: The construction of a school provides a place for the young to be educated and old ways of life to be slowly restored. The construction of a school immediately establishes a system of General Education for your people, allowing the creation of written records and the end of Basic Education. Build this to establish a higher level of learning.
Basic Education: 1,500 Gold, 1,500 Lumber

College: The construction of an college allows the development of even higher levels of learning and research. Requires General Education to build.
General Education: 5,000 Gold, 2,500 Lumber

Forge: This simple technology is still essential, allowing for the working of Ore into low-tech melee weapons, such as swords and other medieval style weaponry.
Basic Education: 250 Ore, 250 Lumber
General Education: 200 Ore, 200 Lumber
Advanced Education: 150 Ore, 150 Lumber

Lookout Tower: Spotting towers are possibly more important than a stout wall. They allow you to see enemies coming and prepare an appropriate defense. These are not strictly needed, but they will deny enemies the element of surprise.
Basic Education: 500 Lumber
General Education: 400 Lumber
Advanced Education: 300 Lumber

Well: This structure is the basis for recovering water to help your faction. It’s essentially just a developed hole in the ground. It does take some materials to help shore up the sides and to dig deeper.
Basic Education: 200 Ore, 400 Lumber
General Education: 150 Ore, 300 Lumber
Advanced Education: 100 Ore, 200 Lumber

Farming Equipment: These are any facilities and equipment used for improving agriculture. Assuming your area is suitable for farming in the first place, this will improve the output you provide.
Basic Education: 250 Ore, 250 Lumber
General Education: 200 Ore, 200 Lumber
Advanced Education: 150 Ore, 150 Lumber

Mine: Assuming you are in territory that allows for mining, building mines allows you to dig up ores from deep within the earth, lumber is needed to create this building.
Basic Education: 900 Lumber
General Education: 700 Lumber
Advanced Education: 500 Lumber

Lumber Mill: A building essential for the consistent production of lumber without having to send out teams each turn to harvest wood from the countryside. Sophisticated equipment is needed for the materials needed here, requiring Ores.
Basic Education: 300 Ore, 600 Lumber
General Education: 200 Ore, 500 Lumber
Advanced Education: 100 Ore, 400 Lumber

Gunsmith: This facility allows the creation of any firearms. A Forge is required to build a Gunsmith.
Basic Education: 700 Ore, 700 Lumber
General Education: 600 Ore, 600 Lumber
Advanced Education: 500 Ore, 500 Lumber

Fortifications: Fortifications are any sort of purpose-built defensive works that protect the settlement in question. Ten levels of fortification can be built at any particular settlement or outpost. If your settlement has no fortifications, I assume the town is effectively without barriers or protection beyond the militia. This could include, but is not limited to: walls, parapets, and interior strongholds.
All Educations: 500 Lumber OR Ore, in any combination of the two resources

Workshop: A facility required for building of advanced equipment and weapons for production and distribution.
Basic Education: Cannot Build
General Education: 1,000 Ore, 4,000 Lumber
Advanced Education: 800 Ore, 3,000 Lumber

Magicka Siphon: A facility which will leech all magical energy from any magical creatures, humanoids, or deposits in the zone in which the Siphon is built. This includes any mages or elves that another faction possesses in the zone.
Basic and General Education: Cannot Build
Advanced Education: 5,000 Gold, 500 Ore, 100 Lumber

Shipyard: A facility that allows construction of more advanced ships and sailing craft to allow the transport of more people. Town must be on the coast to build.
Basic and General Education: Cannot Build
Advanced Education: 500 Gold, 2,000 Ore, 2,000 Lumber
 
Dungeons of New Gensin​

Dungeons are special locations throughout the world that have a large concentration of enemies to all. Though the world before the Shattering was civilized to the point where most dungeons had been cleared or demolished, the remaking of the world has brought them back. Dungeons are locations where you will almost certainly find powerful relics of the old world among other treasures. Of course, they could also have curses placed upon them to be inflicted upon explorers. Below is a list of currently discovered dungeons:

Spoiler :

Belly of the Risen One
Location: Zone 47
Status: Active
Description: The open and gaping maw of a vast black creature nestled in the steel ruins of a wrecked and half-sunken city. Signs in unfamiliar runes and language surround it, loosely translated to “The City Sinks as the One Rises.” Horrific tentacled abominations scuttle around and within the creature, ensnaring any unlucky enough to come near. Within the creature, there are likely materials unfound anywhere else in the world that could be used for great power, for those brave enough to venture within.

The Crooked Tower
Location: Zone 25 (Twisted Lands)
Status: Active
Description: Located in a Twisted Land, the Crooked Tower is a building which apparently defies all laws of special cohesion. It seems likely that this was once the center of a powerful wizard who fought in the Great War. Numerous magical creatures and enchantments protect the tower from intruders, but magical artifacts and loot likely abound deep within.

Deepdrill Mine
Location: Zone 120 (Attea Runya)
Status: Active
Description: The Deepdrill Mine was an industrial mining spot for a major civilization before the Great War. During the Great War, deserters and thugs took it over as a hiding place from the conflict. Since the shattering of the world, something has driven them mad and they now attack anyone who passes by the mine’s entrance or dares to venture in. The treasures of years of banditry likely lay deep within the mine.

Entgrove
Location: Zone 136 (Eden)
Status: Active
Description: Entgrove is the home of the ents that roam the land known as Eden. This is where they are formed by nature and it appears to be a sacred place to them. Likely there is a source of great magical power within that helps the keepers of trees to subsist.

Gateway Oasis
Location: Zone 28
Status: Active
Description: Once an oasis in an open savannah, the caves beneath the spring have been opened by the shattering of the world. Within appears to be demonic offspring and their foul pets. The treasures of these beasts lie under great protection, and likely would provide wealth to adventurers.

The Hidden Front
Location: Zone 99 (Novokraina)
Status: Active
Description: The Hidden Front is a system of interconnected trenches and fortifications within the old battlefield now called Novokraina. Wraithlike creatures using the ghostly apparitions of their old firearms and swords attack each other in a fight that is unlikely to ever result in a victory. Powerful weapons likely lay within the tunnels and trenches, along those who once wielded them.

House of Law
Location: Zone 43
Status: Active
Description: The House of Law seems to be populated by abominable creatures of fused flesh, paper, ink, and steel. These ghastly creatures talk in a bizarre form of the common tongue, and local papers deem it “legalese.” Based on the evidence found in the surrounding area, it seems as though the building used to consist of lawyers, until a legal dispute with a powerful mage. The mage cursed them into their current belligerent forms, doomed to attack any wanderers who enter the House of Law. On the other hand it is known that lawyers before the war were incredibly wealthy, and some of their treasures may lay within.

Iron Tower
Location: Zone 157 (The Weeping Hills)
Status: Active
Description: The Iron Tower is a mage tower built by a power-mad wizard during the Great War, over one of the largest iron mines in a human kingdom. The mage appears to still be active and alone today, bringing terror though elementals made of iron. As with any mage tower, it likely possesses magical artifacts and other types of wealth within.

Mall of the Damned
Location: Zone 6 (Thedas)
Status: Active
Description: The Mall of the Damned is a location in the wrecked suburbs of Thedas, once on the outskirts of a great city destroyed in the war. Once a place where tens of thousands of consumers could purchase goods of all types and sizes, it has become a cursed placed. The numerous shoppers have instead been turned into writhing abominations by the war, deprived of all sanity and reason.

Marauder’s Cove
Location: Zone 110
Status: Active
Description: Marauder’s Cove is the largest den of pirates and buccaneers in the north. Using cannons and powerful other weapons they prey on trading ships plying the waves and anyone else unfortunate enough to cross their paths. It rests in a sheltered bay as great towers protect the cove from a naval attack. Likely within rests great booty and conventional weapons for anyone brave enough to take on the pirates.

Platinum Tower
Location: Zone 115
Status: Active
Description: A massive mage tower that appears to be coated with platinum. It was apparently the center of a power group of mages that eventually began fighting among themselves. Within the tower are the remnants of this battle, and appear to be surviving mages, in a fight that is every man for himself. Elementals and abominations of all types rests within, along with powerful magical artifacts and treasure.

Swampkin Lair
Location: Zone 35
Status: Active
Description: A partially submerged village in a large swamp, still inhabited by humanoid creatures. These vicious beasts may have been human at one point, but it’s impossible to tell, as they appear as hunched beings and wield a nasty assortment of both wooden weapons and magic. Something within the Lair appears to be stirring them up and causing dramatic aggression, threatening anyone travelling in the area.

Unyielding Tower
Location: Zone 135 (Arasatosi Plains)
Status: Active
Description: A large and intact mage tower, likely still with a mage inside. From here a mage waged war upon the world, and great abominations and beasts defend his hold. Within there are likely treasures and magical artifacts of all shapes and sizes.



Heroes of New Gensin​

Spoiler :

Allieva Mlenno
Gender: Female
Race: Human
Faction: Dawnbreaker Cult
Class: Mage (Level 1)
Equipment: Mage’s Robes
History: Was the hero of the Conquest of Goldenshire by the Dawnbreaker Cult, single-handedly slaying over fifty militia with powerful magic.

Itil Valei
Gender: Male
Race: Centaur
Faction: Unaligned
Class: Warrior (Level 1)
Equipment: Iron Armor, Iron Sword, Iron Shield
History: One of the valiant few scouts who led the Crimson Dragons out of the Twisted Land without any further transformation. He scouted the Crooked Tower single handedly and helped the rest of his people escape the labyrinth of geological confusion that was the region. With the collapse of his people into disarray and anarchy in the region known as Tranquility, he left them and sought out new adventure.

Jem Calithan
Gender: Male
Race: Human
Faction: Anmari Collective
Class: Ranger (Level 1)
Equipment: Leather Armor, Iron Sword, Longbow
History: An archer with the Anmari Collective, he gained distinction when he single-handedly slew an ice giant after it had wiped out the rest of his squad.

Mariel Gorumrim
Gender: Female
Race: Elf
Faction: Vinya Falas
Class: Mage (Level 3)
Equipment: Enchanted Staff, Mage’s Robes
History: One of the few survivors of Vinya Falas’ expedition to Nelya Runya, she was the one who deduced that they were manifesting the abominations that attacked them by dreaming. She led herself and four other mages to safety. She helped resolve another disaster when an attempt to capture a stone elemental went awry and she used her magic to suppress an elemental uprising that threatened to destroy Tranquility’s Landing. While salvaging in Attea Runya, she found a powerful staff that increased her fighting prowess.

Munstrum the Brown
DECEASED

Gender: Male
Race: Human
Faction: Kingdom of Celestis
Class: Mage
Equipment: Mage’s Robes
History: When other Celestis mages accidentally sent a roaming hydra into a frenzy, threatening the kingdom, Munstrum managed to destroy the beast through his magical prowess. He was later sent to explore the Twisted Lands on behalf of his kingdom, unfortunately, he was detected by mana wraiths and was summarily torn to shreds.

Namalri
Gender: Female
Race: Human
Faction: Followers of Orbaes
Class: Monk (Level 2)
Equipment: Monk’s Robes
History: Namalri was a fairly nondescript nun with the Church of Orbaes before the Shu State attacked her village. In the attack, she distinguished herself by killing five armored knights, using nothing but her martial arts skills. She fought the Shu State again the following year, once more distinguishing herself in battle against armored enemies.

Nibor Yelskol
Gender: Male
Race: Human
Faction: Unaligned
Class: Rogue (Level 1)
Equipment: Enchanted Steel Dagger, Leather Armor
History: Formerly a criminal living in the town of Arasatos, he gained notoriety when he was the only one to leave the Unyielding Tower alive. Unwilling to return to the rule of the Knights of Ynys Gaer, he ventured out on his own, as a hero of his old town.
 
Player Faction Stats​

Anmari Collective: TheLastJacobite
Leader: Captain Jurus Stayne (Warrior)
Race: Humans
Faction Trait: Militaristic
Capital: Rolloth's Vigil (Mage Tower; Zone 98)
Structures: Farming Equipment, Well
Population: 338
Education: Basic
Gold: 4,100
Food: 2,018 (+0)
Water: 936 (+40)
Lumber: 258
Ore: 0
Magicka: 16
Weapons: 200 Swords, 100 Spears, 5 Longbows
Animals and Transports: 1 Bear
Soldiers: 132 Footmen, 36 Archers, 8 Mages, Jem Calithan (Level 1 Ranger)

Blackwood Elves of Unkurra: Unweeldy Gluv
Leader: Kynwal Sulfur-Rust the Tall of Unkurra (Engineer)
Race: Elves/Humans
Faction Trait: Innovative
Capital: Unkurra (Dwarf Fortess; Zone 157)
Structures: Lookout Tower, Lumber Mill, Farming Equipment, Well
Population: 391 (Elves: 292; Humans: 100)
Education: Basic
Gold: 0
Food: 377 (+20)
Water: 437 (+50)
Lumber: 515 (+150)
Ore: 938 (+250)
Magicka: 443
Weapons: 43 Crossbows, 25 Muskets
Animals and Transports: None
Soldiers: 41 Archers, 29 Musketmen, 9 Mages

Bone Ridge Covenant: Immaculate
Leader: Tlachinolli (Merchant)
Race: Dwarves
Faction Trait: Industrious
Capital: Eztli (Dwarf Fortress; Zone 117)
Structures: School, College, Well, Mines (7), Forge, Gunsmith, Workshop
Population: 61
Education: General
Gold: 52
Food: 4,537(+0)
Water: 4,587 (+50)
Lumber: 4,542
Ore: 0 (+1,450)
Magicka: 150
Weapons: 134 Swords, 674 Crossbows
Animals and Transports: 6 Longboats
Soldiers: 32 Footmen, 31 Archers, 10 Clerics, 95 Mages

Clan Blackfist: Nailix
Leader: Oren Blackfist (Warrior)
Race: Dwarves
Faction Trait: Innovative
Capital: Blackfist Hold (Dwarf Fortress; Zone 120)
Structures: None
Population: 231
Education: Basic
Gold: 213,050
Food: 656 (+0)
Water: 656 (+0)
Lumber: 0
Ore: 470 (+250)
Magicka: 0
Weapons: 62 Swords, 35 Crossbows, 25 Muskets
Animals and Transports: None
Soldiers: 60 Footmen, 15 Archers

Conclave of Alim: Tolni
Leader: Alim (Mage)
Race: Humans
Faction Trait: Industrious
Capital: Alim’s Tower (Mage Tower; Zone 6)
Structures: Forge, Fortifications
Population: 308
Education: Basic
Gold: 5,100
Food: 1,223 (+30)
Water: 1,163 (+0)
Lumber: 500
Ore: 750
Magicka: 275
Weapons: 103 Swords
Animals and Transports: 31 Horses
Soldiers: 45 Mages

Das Großoccitanian Reich: Zappericus
Leader: Kaiser Hanz Von Lubt-Sigmaringen (Warrior)
Race: Dwarf
Faction Trait: Militaristic
Capital: Fort Reikland (Fort; Zone 152)
Structures: School, Forge, Lookout Tower, Well (5), Farming Equipment (5), Lumber Mill (5), Gunsmith, Fortifications (2), College
Population: 233
Education: Advanced
Gold: 39,710
Food: 1,936 (+550)
Water: 634 (+190)
Lumber: 1,500 (+550)
Ore: 0
Magicka: 0
Weapons: 400 Swords, 200 Spears, 1 Flamethrower
Animals and Transports: None
Soldiers: 94 Footmen, 18 Archers

Dawnbringer Cult: bestshot9
Leader: Archmage Kayul Darrono (Mage)
Race: Humans
Faction Trait: Militaristic
Capital: Thurysius College (Mage Tower; Zone 84)
Structures: None
Population: 309
Total Population: 800
Education: Basic
Gold: 0
Food: 1,621 (+500)
Water: 621 (+500)
Lumber: 150
Ore: 0
Magicka: 173
Weapons: 200 Swords, 100 Spears
Animals and Transports: None
Soldiers: 44 Mages, 1 Allieva Mlenno (Level 1 Mage)
Other Towns:
Spoiler :

Goldenshire (Town; Zone 84): +500 Food, +500 Water
-Structures: None
-Population: 491
-Garrison: 800 Clubs


Followers of Orbaes: Everblack
Leader: Father Urgale (Politician)
Race: Humans
Faction Trait: Agrarian
Capital: Church of Orbaes (Town; Zone 7)
Structures: Forge, Fortifications
Population: 396
Education: Basic
Gold: 3,900
Food: 1,518 (+350)
Water: 1,418 (+350)
Lumber: 380
Ore: 140
Magicka: 0
Weapons: 140 Clubs, 20 Swords, 20 Spears
Animals and Transports: 19 Horses
Soldiers: 20 Archers, 4 Skirmishers, Namalri (Level 2 Monk)

Imortan Seventeen Brotherhood: Cadellon
Leader: Imortan Kassandra (Mage)
Race: Humans
Faction Trait: Militaristic
Capital: Fortress of the Brotherhood (Dungeon; Zone 46)
Structures: None
Population: 320
Total Population: 530
Education: Basic
Gold: 400
Food: 673 (+50)
Water: 636 (+50)
Lumber: 375
Ore: 60
Magicka: 134
Weapons: 700 Swords, 100 Spears
Animals and Transports: None
Soldiers: 35 Mages
Other Towns:
Spoiler :

Slope: +50 Food, +50 Water
-Structures: None
-Population: 210
-Garrison: 200 Clubs


Institute of the Arcane: Grandkhan
Leader: The High and Most Excellent Archmagus, Thalimar Philotheon (Mage)
Race: Humans
Faction Trait: Innovative
Capital: Institute of the Arcane (Mage Tower; Zone 64)
Structures: Farming Equipment
Population: 257
Education: Basic
Gold: 0
Food: 901 (+450)
Water: 500 (+350)
Lumber: 51
Ore: 0
Magicka: 97
Weapons: 40 Clubs, 51 Crossbows, 20 Longbows, 25 Muskets
Relics: Everlasting Chalice
Animals and Transports: None
Soldiers: 37 Mages

Karaz Holdouts: Koro
Leader: King Bolin Tintrue the Weary (Engineer)
Race: Dwarves
Faction Trait: Industrious
Capital: Dun Karaz (Dwarf Fortress; Zone 61)
Structures: Well, Forge, Farming Equipment
Population: 219
Education: Basic
Gold: 10,500
Food: 324 (+150)
Water: 193 (+50)
Lumber: 450
Ore: 800 (+250)
Magicka: 30
Weapons: 75 Swords
Animals and Transports: None
Soldiers: 100 Footmen, 30 Musketmen, 10 Mages

Kingdom of Celestis: Seon
Leader: King Chardonis the Red, the First of his Name (Mage)
Race: Humans
Faction Trait: Adventurous
Capital: Celestis (Town; Zone 26)
Structures: Fortifications
Population: 331
Education: Basic
Gold: 41,700
Food: 348 (+350)
Water: 248 (+250)
Lumber: 150
Ore: 1,100
Magicka: 67
Weapons: 30 Crossbows
Animals and Transports: None
Soldiers: 22 Footmen, 17 Archers, 32 Mages

Knights of Ynys Gaer: Golden1Knight
Leader: Lord Commander Tristan Argantael (Warrior)
Race: Humans
Faction Trait: Militaristic
Capital: Hold of the Knights (Fort; Zone 132)
Structures: Well
Population: 338
Total Population: 731
Education: Basic
Gold: 2,730
Food: 2,268 (+350)
Water: 2,128 (+410)
Lumber: 4,355
Ore: 750
Magicka: 0
Weapons: 150 Clubs, 300 Swords, 200 Spears
Animals and Transports: None
Soldiers: 80 Footmen, 25 Archers
Other Towns:
Spoiler :

Arasatos (Town; Zone 135): +150 Food, +150 Water
-Structures: None
-Population: 122
-Garrison: 150 Clubs, 16 Footmen, 10 Archers
Saved Port (Town: Zone 132): +200 Food, +200 Water
-Structures: Fortifications
-Population: 271
-Garrison: 250 Clubs


Maig'ir zalin ra'si: Terran Empress
Leader: Ya'ra'si Zanna'isha (Mage)
Race: Elves
Faction Trait: Militaristic
Capital: Hold of the Magi (Elven Enclave; Zone 29)
Structures: School
Population: 301
Education: General
Gold: 6,020
Food: 917 (+200)
Water: 856 (+200)
Lumber: 235
Ore: 0
Magicka: 459
Weapons: 197 Swords, 120 Spears
Animals and Transports: 3 Steppe Snakes
Soldiers: 29 Archers, 11 Mages

Pelgia: <nuke>
Leader: God Emperor Gandenfel III (Warrior)
Race: Humans
Faction Trait: Militaristic
Capital: Glendenhall (Fort; Zone 56)
Structures: None
Population: 321
Education: Basic
Gold: 31,560
Food: 2,515 (+0)
Water: 1,497 (+0)
Lumber: 940
Ore: 0
Magicka: 0
Weapons: 300 Swords, 200 Spears
Animals and Transports: None
Soldiers: 162 Footmen, 42 Archers

Prohibitionists: J.K. Stockholme
Leader: Master Essa Kayle (Gambler)
Race: Humans
Faction Trait: Adventurous
Capital: Temperance (Fort; Zone 43)
Structures: Lumber Mill
Population: 414
Education: Basic
Gold: 113,888
Food: 2,087 (+250)
Water: 2,087 (+250)
Lumber: 450 (+60)
Ore: 979
Magicka: 150
Weapons: 600 Clubs, 80 Swords, 100 Spears, 60 Longbows
Animals and Transports: 2 Horses, 11 Wyverns
Soldiers: 37 Footmen

Shu State: christos200
Leader: Yang Kang (Politician)
Race: Humans
Faction Trait: Agrarian
Capital: Shu (Town; Zone 7)
Structures: Lumber Mill, Fortifications
Population: 449
Education: Basic
Gold: 34,030
Food: 2,044 (+600)
Water: 1,744 (+600)
Lumber: 620 (+20)
Ore: 690
Magicka: 0
Weapons: 120 Swords
Animals and Transports: None
Soldiers: 96 Footmen, 8 Knights

Starborn Walkers: Thomas.berubeg
Leader: Captain Aelfwine (Adventurer)
Race: Human
Faction Trait: Agrarian
Capital: Stargarth (Dungeon; Zone 19)
Structures: Well, Farming Equipment, Fortifications, Forge
Population: 320
Education: Basic
Gold: 0
Food: 319 (+160)
Water: 99 (+170)
Lumber: 80
Ore: 450
Magicka: 80 (-20)
Weapons: 20 Swords, 10 Crossbows
Animals and Transports: 27 Horses
Soldiers: 3 Knights, 27 Mages, 1 Demon

Stonebeard Clan: Quisani
Leader: Farras Lightseeker (Mage)
Race: Dwarf
Faction Trait: Agrarian
Capital: Nututdun (Dwarf Fortress; Zone 1)
Structures: None
Population: 291
Education: Basic
Gold: 112,400
Food: 119 (+100)
Water: 219 (+100)
Lumber: 566
Ore: 610 (+250)
Magicka: 50
Weapons: 175 Clubs, 600 Crossbows
Animals and Transports: 31 Horses
Soldiers: 5 Mages

University of the Rose: Scarlet_King
Leader: Rectrix Magnifica Regina Flores (Engineer)
Race: Human
Faction Trait: Innovative
Capital: University of the Rose (Mage Tower; Zone 19)
Structures: Farming Equipment, Well, School, Fortifications (2), Lookout Tower
Population: 174
Education: General
Gold: 488
Food: 556 (+460)
Water: 56 (+60)
Lumber: 0
Ore: 0
Magicka: 160
Weapons: 50 Crossbows, 25 Muskets
Animals and Transports: 1 Bloatworm
Soldiers: 30 Musketmen, 40 Mages

Vinya Falas: Decamper
Leader: Elder Aeluin Egladhrim (Mage)
Race: Elves
Faction Trait: Militaristic
Capital: Tranquility&#8217;s Landing (Elven Enclave; Zone 119)
Structures: Mine, Lumber Mill, Lookout Tower
Population: 267
Education: Basic
Gold: 18,500
Food: 1,079 (+200)
Water: 1,079 (+200)
Lumber: 200 (+75)
Ore: 1,440 (+50)
Magicka: 302
Weapons: 155 Swords, 100 Spears, 10 Longbows
Animals and Transports: 1 Longboat
Soldiers: 10 Footmen, 30 Archers, 10 Skirmishers, 11 Mages, Mariel Gorumrim (Level 3 Mage)

Windgard: Shadowbound
Leader: Toruviel, Mistress of the Mountain (Politician)
Race: Elves
Faction Trait: Adventurous
Capital: Windguard (Elven Enclave; Zone 96)
Structures: School, Fortifications (2), Lookout Tower, Well (3), Farming Equipment (3), Lumber Mill, Forge
Population: 522
Education: General
Gold: 78,200
Food: 943 (+450)
Water: 493 (+310)
Lumber: 50 (+50)
Ore: 0
Magicka: 777
Weapons: 140 Swords, 80 Spears
Animals and Transports: None
Soldiers: 38 Footmen, 41 Archers, 9 Clerics, 25 Mages

NPC Stats​

Haven
Location: Zone 61
Race: Humans
Structures: None
Population: 298
Education: Basic
Gold: 0
Food: 1,202 (+200)
Water: 1,202 (+200)
Lumber: 580
Ore: 0
Magicka: 0
Weapons: 300 Clubs
Animals and Transport: None
Soldiers: None

Lost Town
Location: Zone 96
Race: Humans
Structures: Fortifications (2)
Population: 497
Education: basic
Gold: 0
Food: 1,288 (+300)
Water: 1,288 (+300)
Lumber: 750
Ore: 0
Magicka: 0
Weapons: 500 Clubs, 200 Swords
Animals and Transport: None
Soldiers: None

Nede
Location: Zone 64
Race: Humans
Structures: None
Population: 566
Gold: 0
Food: 1,187 (+500)
Water: 1,437 (+250)
Lumber: 430
Ore: 360
Magicka: 0
Weapons: 790 Clubs
Animals and Transport: None
Soldiers: None

Sandwatch
Location: Zone 132
Race: Humans
Structures: Fortifications
Population: 323
Gold: 400
Food: 991 (+200)
Water: 877 (+200)
Lumber: 0
Ore: 0
Magicka: 0
Weapons: 315 Clubs
Animals and Transport: None
Soldiers: None

Teivos
Location: Zone 152
Race: Humans
Structures: Fortifications
Population: 530
Education: Basic
Gold: 0
Food: 1,385 (+200)
Water: 355 (+200)
Lumber: 500
Ore: 50
Magicka: 0
Weapons: 500 Clubs
Animals and Transports: None
Soldiers: None

Wooden Landing
Location: Zone 61
Race: Humans
Structures: Fortifications, Well
Population: 424
Education: Basic
Gold: 8,200
Food: 564 (+200)
Water: 414 (+250)
Lumber: 824
Ore: 3,800
Magicka: 0
Weapons: 400 Clubs, 50 Swords, 50 Crossbows
Animals and Transports: None
Soldiers: None


DO NOT POST THE FOLLOWING UNDER ANY CIRCUMSTANCES


Wissenschaft: Calgori
Leader: Lucanor Giovanni (Engineer)
Race: Humans
Faction Trait: Innovative
Capital: Wissenshaft (Camp; Zone 61)
Structures: None
Population: 328
Education: Basic
Gold: 0
Food: 122 (+0)
Water: 8 (+0)
Lumber: 140
Ore: 0
Magicka: 0
Weapons: 200 Clubs, 25 Muskets
Animals and Transports: None
Soldiers: 100 Footmen, 50 Archers, 30 Musketmen
 
Reserve Post for Future use
 
Edit: Post that doesn't exist.
 
Extra extra post

EDIT: DAMMIT QUISANI
 


"Strike the Earth!" - Reich Motto

Faction Name: Das Großoccitanian Zwergen-Reich
Leader Name: Kaiser Hanz Von Lubt-Sigmaringen
Leader Background: Warrior
Leader Background II: Kaiser Hanz Von Lubt-Sigmaringen of The Grand House of Lubt-Sigmaringen, first of his name and sovereign lord of the former vast and imperialist Großoccitanian Empire, was an aggressive man and brilliant tactician, leading his men from the confines of his war chambers, and declaring his royal decrees with a silver tongue which would often cause the peasantry to cheer in regard to heightened taxes. When the mage wars broke out, the Reich had an almost endless supply of manpower, sending out legions upon legions to battle on multiple fronts against mages and approaching enemy armies alike. The reich held firmly, but the kaiser knew he was losing ground by the minutes to despicable magics and sorcery, and slowly but surely, he fled his palace in secret. Watching his empire fall from afar, and the ruthless slaughter of his peoples, along with the destruction of everything he had held in terms of real power has put a heavy toll on him, and he yearns like none other to return to his former glory, even if his blade must pierce the hearts of innocents.

Starting Location: (Zone 152) "Occitania, The Imperial Province of Occitania"

Origins: Dwarves
Traits: Militaristic
Capital Type: The Fortress of Reikland (Fort)

Background:

As the world as we knew it fell apart in a firestorm of death and destruction, ripping apart the very earth on which the inhabitants of this world stood upon, it was the young emperor Hanz Von Lubt-Sigmaringen whom realized that it would be the end of his realm as he knew it. He had exhausted all resources, and his armies were all but being slaughtered left and right to the vile and grotesque horrors of rampaging mages and opposing nations. So, in his desperation, he fled, along with his royal kaiserliche guard, to the abandoned Imperial Fortress of "Reikland", where the emperor observed the end of his empire, and of civilization itself. fleeing immigrants came along, seeking refuge within the mighty fort, and together the emperor and his new "subjects" scurried around the underground dungeons, ever-watchful for the smoke to clear. However, one day there was an earthquake like none other. The very walls of this reinforced structure was shivering and cracking with ominous magical sparks. When the emperor and the others ran up to the surface to see what was happening, they found themselves in a new, unexplored land. A foreign land. However, all signs of the mage wars had disappeared, and the survivors stretched out to form a new empire. An empire which would dominate this new world and eradicate any traces of the uncontrollable plague which is magic.

Depiction of Großoccitanian Soldiers
Spoiler :
 
Faction Name: The Starborn Walkers
Leader Name: Captain Aelfwine
Leader Background: Adventurer
Starting Location: Zone 19, at the tip, there, where it's closest to zone 48.
Leader Background:

Captain Aelfwine was a promising young Imperial mage, a product of the slums of the purple city, who, with a bit of luck, grit, and charisma, managed to win a scholarship to the Imperial Academy. There, despite his low birth, he managed to find a group of plucky friends, and made a number of wealthy and powerful enemies. Though he graduated with honors from the Academy, it was these enemies that ensured he was assigned to a frontier battalion, the Starborn, and so was removed as a threat from the Imperial Court, where he might have risen very high.

Aelfwine served with distinction, rising to command the legion in such campaigns as the wars against the Fire-Men of Urgath, the Mad Puppet-Kings, and, finally, the North-volk of Hundergarth. As the world was ripped apart, he spearheaded the cease-fire with the North-volk, and managed to earn both the respect of the North-volk and the adulation of the people of Norton, the city which had been contested by the two armies, by leading them all into the Barrow of the Masked-Kings.
As the world outside was remade, he was acclaimed by his own subordinates, the Snow-Walkers, and the People of Norton as their leader in this new world.

Origins: Mage Veterans

Traits: Agrarian

Capital Type: Dungeon

Background:

As the burning diaphanous filaments that represented the of the end of all things ripped through the very fabric of the world, the mage wars ground to a shuddering stop. The Imperial Starborn Legion were facing off against an army of the Snow Walkers of Hundergarth, Mages who cloacked themselves in winter, when the sky ripped itself apart. The two armies, though initially convinced that the other had used some powerful curse, quickly came to the realization that something worse was happening. The Mages of the armies holding back the unmaking as much as they could, the armies worked together to evacuate the small city over which both had been fighting. Norton, a regional academy town of the Empire, went from being a strategic imperative to a liability, and Scholars, Farmers, Soldiers, and Mages alike formed a procession, shrouded by a crackling dome of protective energy, towards the Barrow of the Masked-Kings, which loomed in a mountain high above the city. In the dark stone passageways and palatial throne rooms, they weathered the hellish storms of magic. Finally, everything grew quiet, and, carefully cracking open the Barrow&#8217;s Doors, they saw a world outside entirely unlike the one they had known. Realizing that they would have to stick together to survive, the newly formed Starborn Walkers elected one of their own as leader.
 
Spoiler :

Faction Name: Stonebeard Clan
Leader Name: Farras Lightseeker
Leader Background: Mage
Starting Location: Zone 1 - Zabad-fakâk
Leader Background:

Runemaster Farras Lightseeker found himself wearing several hats in Nututdun during the last days before The Sundering. He was the leader of Id-Azrâd, the remnants of older mage's order. This consisted of him and few others. Farras was the leader of the Blacksmith's Guild, since he was a Runesmith. He was High-Priest in the city, serving all 9 gods, as well as Ufranul Uddel, the one above them. Once The Sundering began, the dwarves of Nututdun turned to him for guidance. Finding himself the defacto leader of the Stonebeard Clan, he has turned himself to the task of mining out a future for his kin.

Origins: Dwarves
Traits: Agrarian
Capital Type: Dwarf Fortress
Background:

Decline was slow for the dwarrow-folk. Like a mountain being worn away by the winds of time, or the slow cooling embers of the forge, time weathered them down. The mighty clans of old, bound together by oath and blood, had been created by the god of earth and stone, Kamin. And they sought Kamin through stone and cave and delf, that they might learn of him and serve him justly. And yet, they found themselves seemingly forsaken, cast aside by the gods, so that humans might take rule of the world. Driven back by the onslaught of this other race, the dwarves retreated into their dens and halls, that they might weather the storm of humanity. Slowly, the fires of the clans were extinguished as their societies languished. Discovered and destroyed by humanity, or simply losing the will or means to survive, the clans were worn away. And yet they survived.


By the time of The Sundering, the Stonebeard clan had been whittled down and fractured. The city-fortress of Nututdun had no knowledge or word of what had become of their Lord or the rest of the realm. Indeed, they had little to look forward to but quiet, peaceful oblivion. And yet, the machinations of the gods had deigned to give the dwarves, to give the Stonebeards, an opportunity to once again participate in the affairs of the world. Carrying the honored traditions and knowledge of their ancestors, the Stonebeard Clan of Nututdun would light once again the forge of the dwarven race.

A depiction of Farras Lightseeker:

Spoiler :
 


Faction Name: Pergia
Leader Name: God Emperor Gandenfel III
Race: Human
Leader Background: Warrior
Starting Location: Zone 56
Leader Background: A hero of the last conflicts, Gandenfel was the Crown Prince of Pergia, and led its knights into battle. A tactician of the highest caliber and an incredible soldier, Gandenfel won victory after victory, but distrusted the hold of the Mages on his father, and doubted their motives for sending Pergia into war. When his father was killed and the capital burned, Gandenfel found the surviving mages of Pergia and slaughtered them all, not willing to allow them to peddle their lies and services to a new sovereign. Gandenfel was crowned the new God Emperor of Pergia, and marched northwest to an old fortress, determined to unify the dreams of his broken people, destroyed by the lies and hatred of magicka.
Origins: Warriors
Traits: Militaristic
Capital Type: Gendenhall (Fort)
Background: Pergia was one of the nations that existed before the cataclysm. For generations, it was known as the place where the greatest soldiers were made, and during the great conflicts, Pergia found itself being courted on both sides, desperate for Pergian soldiers to fight for them. In the last conflict, Pergia, following the advice of its own mages, entered the war for its own bid for domination. Though Pergia won many great victories, the devastation that hit the homeland was incalculable, and thousands lost their lives. The capital, Athlat, was burned in a horrible sneak attack by enemy mages, and with that, the war for Pergia ended. Disillusioned, the knights of Pergia marched to one of its fortresses in the northwest that would be defensible. Swearing absolute loyalty to the new Emperor Gandenfel, the new Pergia is a bastion of intolerance for the evils of magicka and the lesser races, and is determined to mold the land into a place where humans can live, free from the dark shadows of mages.
 
Faction Name: The Anmari Collective
Leader Name: Captain Jurus Stayne
Leader Background: Warrior
Starting Location: Zone 98
Leader Background: Captain Jurus Stayne, along with his friend Mage-Consular Minn Hyreth, had lead a joint experiment to raise a new type of warrior, in hopes of saving their homeland, the Anmari Kingdom, from total destruction from its allies and enemies and the magics they wielded. Now, they find themselves in a new world, forced to carve out a new legacy for their proud nation.
Origins: Warriors
Traits: Militaristic
Capital Type: Mage Tower
Background: It is Heresy

King Rolloth spoke the words with no accusation or ire, merely a statement of fact. Captain Jurus Stayne of the Anmari Royal Legion shot a quick glance past the King to his lifelong friend and ally to gauge his reaction. Minn Hyreth, Mage-Consular of the Anmari Kingdom merely nodded. "Yes it is, Your Majesty. But desperate times call for desperate measures, as the saying goes."

The three men (and the ever present Royal Guards) walked down the eastern colonnade of Royal Palace. The city of Anmare, the First of the Realm, the largest in the Kingdom and the seat of the Kingdom's power spread out before them. The setting sun glistened off towers of the city and the masts of the ships in the harbor, giving the three a magnificent view as it seemed to sink into the sea. The King stopped for a minute to admire the scene, his two subjects stopping as well, before he continued his walk while asking "What do your superiors think of this..ploy?" Jurus and Minn shared a quick glance that did not go unnoticed, causing His Majesty to chuckle. "So they either don't know or have already said no?" He stopped and turned around, causing the two younger men to stop as well. Jurus cleared his throat. "We felt it best to consult with His Majesty immediately" he said managing not to stammer. Minn took up the thread of his conversation, waving a hand to the north. "Given the recent destruction, we felt it best to consult with you immediately, lest our project be delayed to the point of our doom."

The King turned to follow Minn's motion, taking in the once majestic Mackin Mountains. The huge range marked the northern border of the small Kingdom, separating it from the outside world. Politics, royal marriages and Anmari shipping had tied the Kingdom to the much larger Gurmanzol Empire to their south, with whom the Anmari sided with against the Tesh'Dirnon Clans to the west. The Clans were great horsemen, galloping massive hordes of warriors against all who opposed them. Nearly bereft of magic, they had allied themselves with the less numerous, but very powerful mages of the Frustar Cities to the north of the Anmari. Just a few days prior, a massive Frustar raid had attempted to break the magical wards hidden throughout the Mackin Mountains to allow a wave of Tesh'Dirnon warriors to pour in to the Kingdom and from their the relatively unguarded Gurmanzol northern territories. The fighting had been fierce and the magics expended had left the proud mountain range a shadow of it's former self, with the mighty peaks being replaced jagged claws of rock. Having tried to avoid the conflict for so long, tiny Anmari found itself embroiled in the Mage Wars.

Though the King continued to stare, neither Jurus nor Minn dared interrupt him, his rugged and aged face seeming to crack at the sight of the devastation that the war had wrecked on his Kingdom. He spoke, his voice just above a whisper. "Archmage Lorth would never condone such an action. He would have you killed as a heretic, Mage-Consular, and likely do terrible things to your soul for having dared gone above your station to approach me with such a scheme. General Veers would slightly more understanding Captain Stayne, what with you being my distant cousin, but he would still ensure that you would be sent to the worst of the battles in hopes that you die. They would both rightly tell me that you are both mad and to ensure your idea is never shared with another living soul, for it is not just heresy, but madness." The two men's shoulders both sagged; they had expected as much. Their idea was unprecedented, having never been (openly) attempted by any other kingdom or empire in the history of Gensin (which was saying a lot as the Kingdom of Fulmar once attempted to send a mage to one of the three moons). Their proposal had been a gambit, using Jurus's ties to the House of Ginmar to receive an audience and attempt to woo the King and convince him to the absolute need for such warriors. Now, they would be lucky to see another sunrise.

The King's face hardened as he turned around and snapped his fingers. The Royal Guard advanced, starting to draw their swords and destroy those foolish enough to waste the King's time. However, to Jurus and Minn's shocked relief, he waved them off and instead summoned an ever present page forward. The young boy eagerly opened up the small wooden desk he carried around his neck, revealing parchment, ink, wax and a copy of the Royal Seal. King Rolloth quickly penned a message on two pieces of paper, before pressing them both with the Anchor that marked the Royal Seal. He handed one to each of the young men. "You now both answer to myself and none other. You now belong to what I have termed the Anmari Collective, a synthesis of my Mage-Consulars and the Royal Legion. You are each hereby tasked with recruiting as many men as you deem necessary, procure a ship and head to the Isle of Chorith. There, you will construct a mage tower and do what ever it takes to create your new soldiers. Nothing is to be spared, nothing is to be held back. Once your force it trained and ready, you will return here. Then we will show the world the power of our new Mage Hunters."

The two men bowed and came up beaming. Each one grabbed their scroll and thank the King. He smiled back before gently chiding "Go. There is much to be done." The two friends hurried off. There was much to be done indeed.
 
Faction Name: The University of the Rose
Leader Name: Rectrix Magnifica Regina Flores
Leader Background: Engineer
Starting Location: Zone 19
Leader Background: Regina Flores is well into her sixties now. Prior to her election by the University Board of Directors, she had taught engineering. To Regina, engineering is an art, and functionality combined with aesthetic was the ultimate goal of her work. She was elected to the board, however, for her background in engineering and her administrative ability.
Origins: Merchants
Traits: Innovative
Capital Type: Mage Tower
Background: The University of the Rose ultimate goals are the accumulation, development, and application of technology. The UotR was founded by a powerful merchant family many years ago and funded itself mainly through donations and the occasional deal with communities nearby. As the world fell into chaos all around it, the University of the Rose became lighthouse of knowledge in the stormy long night of mankind. With this, the University was forced to forego ultimate neutrality and intervene in local politics in order to secure her mission.
 


Followers of Orbaes

Leader Name: Father Urgale
Leader Class: Politician
Background:Father Urgale is one of the remaining heads of the Church of Orbaes as many bishoprics and religious settlements fall due the Magic War. (which the followers deem the Great Arcane War) Before the War Urgale was just a simple scribe coming from humble farming family. At the age of 28 Urgale was sworn into priesthood and due to to his humble nature was very popular among the masses. From there he became a well respected priest and was reward a settlement to guide the flock of Orbaes. His humble nature ended after witnessing the horrors that magic has done to the world. The War opened his mind making him believe that this was Orbaes punishment to mankind for using magic and also mankind greed,lust,and envy. Now Father Urgale now mission is to sharped mankind for the better.

Picture:
Spoiler :


1. Magic is to dangerous and should be purge from this world
2. Those who fall to Corruption, Greed, Lust, and Envy must be punish
3. All must beg for Orbaes forgiveness and follow him with diligent

Starting Location: Zone 7
Origins: Townspeople
Traits: Agrarian
Capital Type: Haven of Orbaes (Town)
Background: The Church of Orbaes was a national religion in the Sorantol Empire. The people of Sorantol believe Orbaes is the True God that made the world. He is depict in the Holy texts of Orbaes that were give to Orbaes first follower Tergala as a God that punish the wicked and deliver the faithful to the Gates of Metarost. There were numerous settlements dedicated to Orbaes but that all changed when nations started going to wars disregarding the Church warning and became victims in the wars as settlements were bombard/raided/burned.
 
@Everblack: Zone incoming or should I do a random one for you?
 
The Hall of the Institute was packed. Every single resident had crammed themselves into it, watching the Genie give its report to the High Archmagus Thalimar.

"... The Tower of Bythan has been erased from the Earth. The entire city of Ylamar has been destroyed, and with it its million souls. No trace has been seen of the Imperial College. The entire island on which it stood has sunk entirely into the oceans. The literal land itself has been reforged and put together, but no semblance of society still remains," the Genie finished, crossing its arms.

"So... we won," Thalimar said, bluntly.

"What?"

"We won. We are the last man standing. Ergo, we are, the winners. The guys who won."

"Every other nation and society on the planet has been destroyed beyond recognition!" the Genie cried. "The very earth has been rent asunder and reforged! Untold billions of souls have died!"

"Yeah, but we didn't. So, we win. We win the Mage Wars." Thalimar turned back to the thronging mass of students and mages alike. "We win!"

The Hall erupted into cheers. "SUCK IT, IMPERIAL COLLEGE!" cried at least one. "We scoured it off the planet! Nice!"

"Go Dragoncats!" yelled another, to uproarious cheers from the eponymous Wizardball team.

"We are the inheritors of the earth now, suckers!" yelled the High and Most Excellent Archmagus. "We own it, by right of conquest! This world... is ours now!" The Hall cheered even harder.

"What is wrong with you people? You kill untold billions, and then cheer over it? As if it was a game? A sport to you?" the Genie cried. "Were the Mage Wars merely a way to see what you maniacs could do?"

Thalimar shrugged. "It passes the time," he said. "Now sod off. You're harshing our groove. Somebody's bringing out the beer, and I got half a mind to do a sick kegstand." He dismissed the genie with a lazy wave of his hand.

If the Genie could cry, it would have, for the total inhumanity of it all. But it couldn't, so it didn't.

Faction Name: The Institute of the Arcane
Leader Name: The High and Most Excellent Archmagus, Thalimar Philotheon
Leader Background: Mage
Starting Location: Zone 64, near the coastline.
Leader Background: The High and Most Excellent Archmagus is traditionally selected by the Institute of the Arcane's higher Council of Academicians, to act as their administrative leader and international ambassador all in one. Thalimar Philotheos was selected because of his impressive administrative capabilities - i.e. being the only one to fill out the application form correctly. The fact that he could do a sick kegstand didn't hurt, of course. He expected to only deal with funding allocation and sorting out inter-Academic disputes, all for a cushy salary increase. Then, the Mage Wars happened, and now Thalimar is the ruler of the new world. And he doesn't get a payrise for it either.
Origins: Mage Veterans.
Traits: Innovative
Capital Type: Mage Tower

Background: Of all the Magic Universities across Gensin, the Institute of the Arcane was the most... eccentric. It was noted for taking in those researchers and students too dangerous, too driven, or too sociopathic for anywhere else. Sure, occasionally a student disappeared from the halls once in a while and came back as an eight foot fly-man monster glowing with thaumaturgic radiation, but that was just the price of progress and nothing the swift application of Gulir Resplendant Fireball couldn't fix. All this contributed to making the Institute of the Arcane a well known and impressive institute of research - if only because every time somebody read something that came out of there, their response was "By the Gods, what the hell is wrong with you people?"

Then the Mage Wars happened. The Institue of the Arcane joined in, mostly because it seemed like something to do, and joined with the Fireball lobbing and the unsummoning entire cities and whatnot. They were then surprised to find that despite multiple direct hits and attacks, they survived - and in the absence of anyone else, that means they win.

Its a Mage's world now, and you're just living in it.



As a quick side note, in my faction fluff the entire faction is almost all mages. If that doesn't work out stats wise, we can parse it as them all being mages but not actually useful ones, and the Institute is just full of the magical equivalent of psych students or whatever.
 
The world is going to be divided between the arcane and those who hate it. I will fall into the latter, once my post is up.
 
Faction Name: The Crimson Dragons
Leader Name: Dragon Prince Elan Mael
Leader Background: Gambler
Starting Location: Random
Leader Background: Dragon Prince Elan Mael is no prince at all, far from it, however his men insist on calling him 'Prince' or 'Lord' and eventually they came up with 'Dragon Prince' after the banners Elan uses as his personal standard on the field. Elan was something of a rogue before the Mages War, albeit a rogue with a brilliant tactical mind that had achieved fame on the battlefield as a mercenary. During the war he contracted with the Dragon Empire, led by a childhood friend of his who had risen from simple farmhand to Emperor. He is a gambler at heart and often takes extreme chances that often pay off; his luck is so great that his motto is "Its time to toss the dice" and his men boast he could gamble with the God of Darkness and win. Although a gambler and a rogue, Elan can rightly be called Righteous and Just with an immovable sense of morality. He is decidedly against losing men, so much so that if he faces long odds and wins, he will consider it a personal defeat for him to lose even one good soldier. Because of this, should a contract ever put his men at undue risk that was not known beforehand, the contract is always refunded and his men are always gotten out of danger.
Origins: Warriors
Traits: Adventurous
Capital Type: Camp
Background: Just before the collapse, as the rending of the world is known, Elan was leading his men in a potentially decisive battle where he was backed up against a mountain and fighting for a way out of his encirclement. As the world began to heave and tear apart at its fabric, he managed to retreat himself and his main bodyguard into the cave system of the mountain, getting them through the apocalyptic even unscathed.

It appears that nothing is as it was. The rest of his men are gone, either dead or scattered to the four winds, and the empire he served is long gone. Elan has decided that the best chance of survival for him and his men, short of disbanding and turning bandit, is to revert back to a group of mercenaries who can fight or defend in return for the resources like food and water they will need to survive. Maybe, just maybe, the Dragons can find a suitable place to settle down and perhaps make a town of their own.
 
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