Immaculate

unerring
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Introductory Statements:


Welcome to After Deicide, a game where you take control of a small nation newly freed from the shackles of a dead theocracy, balancing its own ambitions with those of the real gods that walk in your midst and the ambitions of your neighbors. A lot of the material, especially lore is based on the Dominions videogame series by Illwinter though only in a broad sense and no knowledge of that game is required of the players to play After Deicide.

New Players

New players are welcome to submit a nation application or take an NPC one.

Two Moderators:

After Deicide is moderated by Jehoshua and Immaculate. Jehoshua is lead on the creative aspects and Immaculate is lead on mechanics. For all other elements, we co-lead.

We hope that by co-moderating this game we will remain focused and motivated and generate better content for you than we could if moderating alone.

NES vs IOT

We're not really sure where this belongs but posted here because of its activity. We hope that 'NESers' will join as much at IOTers.
 
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Setting:


History:

Summary:


Since time immemorial the nine gods have struggled, conspired and fought one-another, fostering faith in their votaries, inspiring great heroes, spawning blasphemous abominations, and even waging war in corporeal form against each other. The lands of mortals were wracked by storm and earthquake, trodden under foot by the legions of the divine, and laid waste by ravenous beasts, sorcerous blights and righteous maledictions - until Mahat, the Lawgiver enchained his brothers and sisters and took his seat upon the throne of heaven. Under the rule of Mahat, seven of the eight other gods were imprisoned or enslaved and their cults suppressed. The last, the god of the wild forests, Malakbel, was forced into hiding, his faithful reduced to a shadowy and secretive cult hidden in groves beyond the reach of law. Worship of Mahat waxed strong throughout the realm of mortals and for six-hundred years the rule of the god of chains was nearly absolute. His empire grew to encompass the four corners of the world and all those in heaven, earth and under the earth were subject to him. All, divine and finite, bent the knee before his throne.

Until the Deicide. Suddenly and without warning Mahat was slain by an unknown power, the greatest of sacrileges, and with his passing the dominion of the Lawgiver was void in an instant and all his works undone. In that dread moment the faithful cried out in horrible realisation as the divine light that had illuminated the world for an age was snuffed out like a candle in the wind. They trembled in fear as the foundations of their cities cracked and the mighty spires of their temples were cast down with the unmaking of the divine sorceries that upheld them. Lo, even now the ghostly lamentation of Mahat’s priests echoes in their ruin with only silence answering them in reply.

But the fall of the empire was not the only consequence of Mahat’s death. For the mystic shackles binding the eight gods to Mahat were broken in his demise, and shrugging aside the chains of their long imprisonment with timeless condescension the gods as one began to strive for supremacy and with each other anew as they did in days of old. In majesty they descended upon the world resplendent in their glory, terrorising and inspiring the mortal ken in equal measure that they might know their lot and serve. The gods whispered promises to those with ears to listen, offering in one hand boons to those who would submit. Yet with the other hand they visited terrible vengeance on those who would deny their heavenly mandate to sovereignty over creation, and spit at the feet of the divine. Beneath their great and terrible shadows however, in the folds of this fallen world, the nations of mortals and the myriads that inhabit the realm strive for their own ambitions, liberated at long last from the yoke of Mahat’s Empire and working tirelessly under the banner of hope to achieve long forbidden dreams of power. They now carefully balance the whims of fickle gods and their own vain and foolish plots to build a new age from the ruins of the old, and seize the empty throne of heaven for their own.

In After Deicide, you, as players, will be tasked with guiding one of these mortal nations to greatness, threading your people carefully between the heavy footsteps of the gods as you struggle with your neighbors for power amidst the ruins of the old order. Walk carefully, for calamity bays at your heels amidst the echoes of a lost age and the legacy of a fallen god. Listen closely to the earth and hearken to the signs writ in the heavens, for the gods are ever watchful and when their wrath is kindled but a little, then shall mortals become as chaff in a fiery wind and burn away.

The Four Ages:

The history of the realm can be broadly divided into four eras.

The First Age was the time after the mysterious era of the dawn of days when the gods were young, when the gods began to create a diverse variety of powerful races. In this era were wrought towering giants radiating frost and darkness, the magical Tuatha draped in otherworldly beauty, bat-winged demons alighting fires with their very presence, shape-shifting naga hypnotizing with a gaze, and terrifying monsters also, gorgons, titans, dragons, and many, many more. These beings fought and struggled as pawns to higher powers, serving as unworthy instruments of the gods as they contended with each other, shaping the land and resculpting it again and again in a tumultuous contest to better fashion it into a reflection of their competing wills. This age continued for many thousands of years and no calendar exists in these latter days to record this mythic past, though some of the oldest of the immortals born in this time perhaps still live to recall the tale. The First Age ends with the rise of humanity.

In the Second Age, the gods saw their creatures and creations increasingly corrupted and turned from their intent by the conceit of their fellow gods. Some races even blasphemously forged their own path in their hubris, entertaining ambitions beyond serving the will of their creators. Among such as these was the short-lived race of humanity, creations of Mahat, the law-giver and bringer of civilization. The members of this species were individually weak but their ilk multiplied and spread rapidly, spreading like a rising tide across the land. Their blood diluted the noble lineages of the great long-lived magical races wrought by other gods as they mingled in unseemly union. Thus did the sons of men take daughters of Tuatha to wife, bringing forth the Sidhe, mere mortals like their human fathers but blessed with the beauty and innate illusion magics of their Tuatha ancestors. So too did the man's daughters intermingle with the great giants to bring forth the Vaetti, twisted goblin-like wretches with none of the size of their giant ancestors but all of their ferocity and much of their strength. As the Second Age progressed and the magic of the old races faded into memory, the power of the shorter lived races grew ever greater and many were naturally drawn to the worship of Mahat, father of mankind. As the lawgivers' votaries became many and his cult grew ever greater amongst mortalkind the other gods were compelled increasingly to adapt to the rule of law just to maintain the devotion of their followers lest they be tempted into Mahat’s service, even as their compromise strengthened their dread foe. Finally, it came to pass that Mahat, when his rivals could no longer match his strength and at an auspicious time, raised arms against his sibling gods and subdued them, binding them in chains of purest law that they might never rise again. In their downfall he raised aloft a universal theocracy built upon his worship that all might serve him and the cause of order. Only Malakbel, who by his own nature was distant from the conceit of civilisation, was spared the indignity of being enslaved to the great lawgiver and endured fitfully upon the fringes of the new order in the deep forests where mortal man feared to tread. The Second Age lasted over a thousand years and was characterized by the growth of towns and cities, new technologies, and mortal ambition. The rise of Mahat and his theocratic empire marks the beginning of the Third Age.

The Third Age saw seven of Mahat’s fellow gods imprisoned or enslaved, and the last, Malakbel, forced into hiding, his secretive cult a pale reflection of his once great faith. A theocratic empire dedicated to the worship of Mahat spanned the realm (known only as the empire as there was never before a hegemony so complete), uniting all people under its yoke and forcing the old immortal creatures that remembered the bound gods and still clung to their service into deeper and deeper hiding. It was a time of prosperity, unity and peace. Its days were marked by little war or conflict other than the periodic action of the empire against frontier rebels in need of a reminder of the absolute power of their divine sovereign. The cults of the vanquished gods were usurped and corrupted by Mahat for his own ends, as his unparalleled might empowered the empire and his followers and suppressed the ways and indeed the very memory of his foes. For six-hundred years Mahat’s order was unchallengable, his great cities ordered in perfect harmony and maintained upon the backs of a legion of slaves as a hierarchy of bureaucrats, templar-legates and priest kings in ever ascending ranks maintained the day to day workings of Empire according to the drull praxis of protocol and precedent.. Until one terrible day, without warning or explanation Mahat was no more, the great god murdered by unknown powers to reform no more in the high halls of heaven. In an instant the faithful’s prayers fell on deaf ears, the templars' holy powers bestowed in rites of consecration to their god flickered away to nothing, no more to be wielded in the persecution and punishment of enemies of the faith. Even the very walls of the great cities came tumbling down in a cascade of stones and shattered spellwork as the holy blessings used in their foundations were extinguished in an instant. It was a time of chaos and confusion until suddenly for the first time in an age, the whispers of other gods, those long imprisoned, entered the fitful dreams of mortals beckoning them to their service. It is the dawn of the Fourth Age.

The Fourth Age is the time After Deicide. It is up to you to write its history.

The Gods of The Realm

Today the gods are unleashed from their long imprisonment and walk the realm of mortals unrestrained, intent on reclaiming their long lost followers and claiming dominion over all creation. Thus they struggle with one another anew for influence and power, their lust for supremacy undimmed by their bondage under Mahat. All long for the day when perhaps they might rule over the other gods and all creation as their murdered brother and former jailor once did. Player nations must be careful of their terrible power for their divine might will rout even greatest of armies and even if, by some great power or puerile trick, their physical form is vanquished, they will nonetheless reform in the unreachable heights of heaven and return. You can be certain that they will return in splendor intent upon the destruction of those who wrought the most unforgivable of sacrileges against them.

The Living Gods:

Froede, the Glamourer, the Fair Prince, Lord of Music, God of Mischief, Mystery, Mists, Magic, Dreams, Desire and Deceit.

Froede is the patron god of fey, tuatha, sidhe, pixies and sprites. When the mists slip between the trees and into the sylvan valleys, and twilight lays ephemerally at the edge of night and day, Froede comes also, veiled in obfuscating form that trickery may be wrought and desires whispered into the minds of those he would enchant. In every note of every song, the voice of Froede resounds. Magic and in particular illusions are his trade and many a mage has called to Froede for blessing in the sanctums of their high towers. Froede takes many forms, from scintillating mists in one moment, to a great stag in the next. Oft he appears as a fey mortal armed with a magic pan flute who is fair in form beyond all other beings to behold. His material vessel is shrouded from the gaze of lesser beings by veil of light and an aura of majesty surrounds him, making it difficult or impossible to look upon him directly, or even to see him when one does - and so he is accustomed to travelling the world unencumbered by a physical form, passing unseen except by the most wise, whispering in the ears of those he would ensnare. Froede fosters mortals most secret desires and dreams and feeds upon their obsessions and their deceits.

Ursula, Who Lies Beneath, Temper of the Sea, Lady of the Deep.

Temperamental, cruel and destructive in one moment, forgiving and benevolent in the next, Ursula demands sacrifice from those who sail upon her waters and fills the nets and speeds the sails of her faithful with the bounty of the depths and a favourable wind. She is the patron goddess of sailors and fishermen and all those who live by the sea being the undisputed sovereign of that domain. She is also the patron goddess of the sentient creatures who live within the abyss, the sahuagin and others who dwell beneath the waves and it is there, in the darkest depths where the sun's light does not reach, that her power is strongest. Ursula takes the form of a great eleven-armed kraken that devours ships and towns alike. All who dwell by the waves fear her absolute power over the waters and only the lands far from the ocean are spared the full measure of her might - nonetheless the tides serve her will and she desires nothing so much as to drown the lands of the realm that all might be subject to her reign.

Revna, Red-Fanged Wolf of the Wild. Lord of the Hunt.

Revna is the spirit of the wild animal, the snarling maw of the wolf as it seeks its prey from god and the spreading talons of the swooping hawk as it rejoices in the hunt. He is the instinct within every living creature to live and to survive. His also is the domain of wild places and the animals who make such places their home. The moon also falls under his swany and thus it is when the moon is full that the wild passions that ostensibly civilised men attempt to restrain are strongest. Revna is a favorite of hunters and rangers and is worshipped by mortals who seek passage through the wilderness or seek success and a bountiful quarry. His domain overlaps with Malakbel his brother god, albeit his dominion is that of beasts and animals and of the wild places where instinct is the only law, while Malakbel’s is the realm of plants, growth and the cycles of nature. Revna customarily takes the form of a great wolf or a horned bipedal wolf-man armed with a bow. No matter what form he takes however his maw is bloody.

Lotahna, the Plague-Bringer, Mistress of Decay and Regrowth, Consolation of the Sick.

Lotahna is the goddess of rivers, lakes, medicine and healing, and all mortals will call upon her when wounded or gravely ill. Similarly, she brings sickness and disease on fetid breath to her enemies being the goddess of endurance through suffering and of decay and renewal. She is queen of the venomed creatures and all things that crawl in the mire, and, as friend or foe, brings the venom of a snake’s bite or the honey balm of the bee’s hive to mortals at her whim. In this aspect she has special dominion over the mind, being the inventor of the alchemy and of all manner of intoxicants, hallucinogens and the like that dull the mind and bend it to submission. Lotahna takes the form of an animated spirit of water in streams and rivers, often serpentine, or otherwise as a diseased crone swaddled in fetid bandages reeking of pus and bile. So too does she appear to her votaries as a many-armed naga armed with poultices, envenomed daggers and mind-numbing incense rising in plumes from a golden censer. Her iconic instrument however born by a great many forms is an animated writhing staff.

Tallai, the Frostwind, Empress of Endless Night, Queen of Winter.

Worshipped by the great giants of the far southern lands and all who feel the chill of her wind, Tallai is lady of winds and ice, blizzards and frost. The night is her domain and the hour of her descent is when the night is darkest. Her desire is nothing so much as to plunge the entire realm of mortals into an endless night that never ends, where the cold winds of the south howl forever over the frozen wastes. Thus all who work by night, thieves, assassins and those whose works are hidden are subject to her and beseech her blessing. As the mother of giants and their kin she is also considered the patron of strength and all who seek it. Many an athlete or warrior has prayed to her, begging her favour and beseeching her for the strength to defeat their enemies. Tallai customarily takes the form of giant blue-white skinned giantess, a great bone axe in one hand and a hide shield in the other. Where she goes, the sun dims and the skies darken with frenzied storms and howling snow-filled tempests.

Ishat, the Burning Blade, Lord of the Flame, The Ashen King, the Father of War.

Ishat is lord of fire, violence, vengeance, chaos and fury. Many a warrior will call upon his blessings, only to lose it in the next instant as Ishat’s fickle favor flickers to a more worthy devotee. Ishat is present not only in the roaring flame but also in the minds of mortals wronged or inflamed to violence or rebellion. He is the god of the desperate and wronged, his retribution seldom eluded, his discord forever simmering beneath the trappings of civilisation. In this he embodies together with his brother Froede the virtue of hope. He is also the god of passions and appetites, especially carnal appetites, and his fire burns in the flesh of all living things. Ishat has a soft spot for mages and wizards (whose capacity for destruction and discord is perhaps the greatest of mortals) granting these practitioners of the arcane boons that they may bring down pillars of fire upon their enemies, though his gifts are much more versatile than mere pyrotechnics and those mystics who serve him know many secrets beyond those of fiery destruction. Ishat takes the form of a roaring pillar of fire, of burning cinders in the wind, or of a slim humanoid figure made of ash and wreathed in smoke, his three eyes burning red like glowing cinders in hollow sockets amidst his blank visage. He always appears armed and armoured, with potent magics in one hand and a long wickedly curved sword in the other.

Liluri, the Mountain, Keeper of the Old Lore, Mother of Inspiration, the Thrice Armored

Once upon a time, when mortals could do nought but sleep and rut in the mud under the baleful light of the uncaring stars, the mountains would stride upon the realm, the will of Liluri made manifest as she shaped the very lands themselves. As time passed, mortal ambition grew and their thirst for knowledge grew with it and they burrowed like worms deep into her stone mountains drawing forth from her embrace the metal of her veins, forging it in fire into plows and spears and myriad other tools. Through these she became the lady of metals, mother of crafting and patroness of all those who make the fashioning of material things their life's work. She is thus one of the gods most associated with the welfare of mortals. Beyond stone and metal, crafting, and smithing, hers too is the realm of hidden knowledge buried deep and secreted away for nothing is hidden from her that lies in her embrace. She thus knows many things that others, even the other gods, have long forgotten. Beyond craftsmen, Liluri is prayed to by librarians and sages, even certain mages who seek to extend their knowledge and skills into realms forbidden and unknown. Liluri takes the form of a squat, rustic and bearded humanoid with skin of smooth metal and clad in intricately made plate armor and a flowing cape of flowing steel strong enough to turn any blow. She carries a book and a hammer.

Malakbel, Rampant Green, Herald of Spring, The Orchard Keeper, the Unbound God, the Free Father.

If Revna’s is the domain of wild animals and the hunt, Malakbel’s is the realm of forests and all growing things. His season is spring, his hour the morning, and the self-renewing cycles of the wood are his delight. As mortals learned the arts of agriculture and began to tend fields for fruit and grain and thus dabble in his domain, his influence waxed as they became reliant on his benedictions. He can be generous and giving, providing a bountiful crop to his votaries, or vengeful and vindictive, luring men into the deep forest never to be seen again, for Malakbel at his core remains the god of nature unrestrained, and the rules of civilisation hold no sway over him. Malakbel’s dominion also extends therefore to the keepers of the wild gardens, the panii, satyrs, the centaurs and various hybrid races who share animal and humanoid features (though many were originally created by Revna only to be abandoned for their perceived ‘domestication’). As the only god not to be imprisoned or enslaved by Mahat for six-hundred years his cult endured, though much diminished, as a fringe sect of druids hiding in the forest and only occasionally called upon, in secret, by farmers when the gaze of the Imperial Inquisition slackened. Thus he obtained the domain of the liberty and those mortals who wish to remain unfound and unconquered, free from the shackles of civilisation and the rule of law, turn to Malakbel as their god hearkening to the wild forests and deep glades that they might be hidden from their foes. Malakbel variously takes the form of a wizened centaur, a great tree dripping with sap, a young boy with green eyes and hair bedecked with leaves, or a mass of twisting thorny vines creeping hidden in the green when he manifests a corporeal form.

The Dead God:

Mahat, the Lawgiver, The Binder, The Guarantor of Oaths

Mahat, once the greatest of the gods, patron of towns and cities, empire and civilization, laws and oaths and perhaps most deeply in his origins of reason and order, conquered his fellow gods, imprisoned and enslaved them, and united all mortals under his law. Oh how great was the empire when all ran like perfect clockwork and in a harmonious dance mimicked the cosmic music of the spheres above here below in its synchronicity. Now though, he has been slain by unknown powers and his great empire has been laid low, his votaries fallen away as their prayers are left unanswered leaving his ruined temples to echo with the sound of silence. Until recently Mahat walked the earth as a giant humanoid statue, his skin of shining gold, a gleaming spear in one hand, chains of adamant in the other and on his head a diamond crown bedight with stars.



There is no god of death though in hidden places where the shadow of death lies heavy in the air, cults dedicated to death operate in secret, powerless and impotent when faced with the faithful of the eight living gods.

So too dear mortals are there other furtive cults, to such vapid concepts as truth, goodness and beauty, or sin and corruption be it as it may. You need pay them no mind.

Races of the Realm

The lands of After Deicide are diverse in character and divided against each other as a reflection of the ancient wars of the gods and the corruption of their works at each others hands. Short-lived mortals have spread throughout, mingling and profaning the blood of the old races and bringing forth still new kindreds of mingled line. What follows is a description of the best-known mortal races but beware this compendium is not nearly comprehensive and it remains to be seen what hidden foes may await hidden in the shadows.

Lesser Mortal Races

Fir Bolg

Highly diluted offspring of the Nemedians, the Fir Bolg are perhaps the closest cousins of humans, retaining very little of their ancestors’ many blessings. Leaner and perhaps a little more long-lived than humans, Fir Bolg mostly distinguish themselves from the latter by the color of their hair (silver) and eyes (also silver) and a penchant for metal-shaping. Fir Bolg, Vaetti and humans are the most common races of the mortal realm.

Humans

Short-lived and frail, human strength lies in their adaptability, ingenuity, and in their vast numbers. They can be found throughout the realm. During the third age, Humans, Fir Bolg, and Vaetti especially prospered under the rule of Mahat and their numbers swelled beyond all proportion as their nations waxed under the reign of the Lawgiver. It remains to be seen how they will fare in the fourth age.

Vaetti

Lesser cousins of the great giants and trolls of the north, the Vaetti are short, perhaps 3 to 4 feet in height though solidly built and very strong beyond what their size would suggest. As a race they are generally not equal in intellect to other mortals, though certain individuals, especially elders, can be very intelligent, easily overshadowing both their kin and most humans most especially in cunning. Tough and resistant to cold, the Vaetti are most often found in mountains and in the southern forests where the cold winds wax strong. Vaetti are excellent skirmishers, and in melee, take advantage of their small size to swarm their opponents with numbers.


The Children of Magic

Anathemant

Descended from the fiery Malphasim, the Anathemant are tall humanoids, ranging in height from six to eight feet, though thin and lanky in form. They have fiery tempers and can be slaves to their passions, though many still embrace the asceticism of their ancestors that the heat of their natures might be tempered by the disciplines of the mind. Their skin is smooth and featureless, it gleams with the color of brass and radiates intense heat, though it does not spark fires as the very presence of their ancestors once did. They are excellent warriors, striking with a lesser reflection of their ancestors’ celerity. Many anathemant are capable mages in addition to warriors. Anathemant prefer to inhabit warmer climes.

Avvites

The Avvites are descended from Nephilim Giants and like the Formorians and Jotun are classed as lesser giants amongst that diverse family of races for their once great and immortal blood has become diluted with the passing of ages. None-the-less they are much larger than humans or Fir Bolg. They are comfortable in warmer climates and nearly immune to natural heat, only succumbing to burns when exposed to large or magical fires. The Avvites were quick to be seduced by Mahat and many served him willingly at the end of the Second Age, commanding positions of authority amongst his templars during the Third Age.

Avvites are prone to debauchery, arrogance, and corruption and are predisposed to having short tempers. They themselves though consider their race sophisticated and civilized, valuing poetry and song, philosophy and dialectic. Avvites fight with both sword and sorcery, often preferring the profane art of blood magic centered around the conjuration of demons. Alternately the art of astromancy has much prestige, particularly the subschool that focuses on influencing other minds.

Centaurs

Horses from the waist down and men from the waist up, centaurs are creations of Revna and were once his servants, though they were abandoned by him for their perceived seduction by all things civilized, to be in time adopted by Malakbel and charged with guardianship of the great forests.

Centaurs are known for their uncanny mixture of deep wisdom and strong empathy and for their equally powerful tempers and rages. Centaurs navigate woodlands much more easily than horses or any form of cavalry, a gift of the god they once served (and which many now serve again in the Fourth Age).

Fomorians

The cursed offspring of the Fomorian Giants, the Fomorians none-the-less kept much of their size and power and tower over men. Due to their curse, their heads appear as one-eyed goats with large curling horns. Many of the Fomorians sport other signs of their ancestral infliction, missing ears, tusks, mishapaned hands or prominent blemishes. The unmarked are a special caste thought to be descended from fomorians who have won the forgiveness of the sea goddess Ursula. Though the Formoians have lost the near-immortal lifespans and size of their giant ancestors and can no longer breathe underwater or swim with supernatural grace, many retain a strong affinity for magic, and for magics relating to storms or the art of necromancy in particular.

Jotun

Jotun are giants among men but easily overshadowed by the Niefling Giants of the icy north, standing 10 to 12 feet in height. Their skin is greyish and their hair dark. They make extensive use of hide and bone armor but will wear heavier and better made armor when they can find it. Jotun are very resistant to cold and almost immune to all natural forms of chill. They are brute fighters and will skirmish with javelins or fight as infantry. Jotun are often found accompanied by Vaetti who serve them in return for protection.

Myrkalfar

Closely related to Svartalfar from which they are descended, the Myrkalfar dwarves were seduced by Froede and are now as much creatures of the sylvan forests as they are of the mountains. They have lost some of the dwarven aptitude for industry but have lost nothing when it comes to their capacity for beautiful craftsmanship, though their creations are often more ornamental than those of their more practical mountain cousins. They are a musical people, celebrating poetry and dramatic spectacle, though they are wary of outsiders and quick to avoid contact with others.

Myrkalfar are not true fey and have neither glamor nor allergy to iron. In combat some Myrkalfar have some command of the secrets of geomancy, nature magic as well as the arts of astromancy, though this is not common. They make fair scouts and infantry and some will tame fey boars as mounts and serve their kind as cavalry.

Nagas

Mortal creations of Lotahna, Naga are none-the-less extremely long-lived, highly magical, and otherwise blessed by their creator. They take the form of humanoids from the waist up and snakes below that. They are amphibious and live in rivers and lakes and often attract lesser mortals to serve them through their hypnotic powers though the Naga in return do provide protection and magical support for their subjects. They are fond of jewels and precious metals and can be tempted by these.

They radiate a powerful hypnotic charm and the sight of a Naga will calm or even paralyze lesser mortals whilst they can hypnotize or dominate those with poor willpower with their gaze. Their bite is highly venomous and they will often lick their weapons before combat to imbue them with a poisonous sting. They have an innate command of magic, with many able to shape-shift into both serpentine and humanoid forms and can make use of hydromancy, nature magic and geomancy innately though they often additionally learn blood magic or astromancy.

Nemedians

Descended from the Partholonians, the Nemedians are a highly magical race with humanoid features though they share their ancestor’s featureless white skin, silver hair, and silver eyes. Like their ancestors the Nemedians are shape-shifters and can assume the form of any natural animal at will, though they do not have their ancestors’ ability to turn their skin to metal. Long-lived and lovers of knowledge and secrets, manly Nemedian lives were lost during the Fomorian plague leaving their race much diminished, though their shorter lifespans and faster reproduction rate means they have recovered much better than the slow-aging Partholonians. The Nemedians are excellent metal-smiths and fight dressed in fine armor, though their weapons are as often as much whispered spells as they are spear or sword.

Satyrs

Like the centaurs, the satyrs were once the servants of Revna only to be abandoned by him for their perceived seduction by all things civilized. They too were adopted by Malakbel and made guardians of the forest. Satyrs age and die like mortals, their lifespan a mere 200 years and thus it is their custom to make merry, with many a traveller marvelling at their tumultuous revels under the trees. Indeed the satyrs are wild of spirit and known for their voracious appetites. Stronger and much faster than humans, and with a penchant for stealth, they are excellent skirmishers and light infantry. Satyrs can be found in the deep woods far from the cities and towns.

Sidhe

Lesser descendents of the Tuatha, the Sidhe are none-the-less beautiful beyond human comprehension and like their fey ancestors are accustomed to cloaking themselves in illusions and glamors, weaving light and shadow at a whim. Sidhe, like all their ilk, are highly allergic to iron, depending on bronze for their weaponry and armor.

Proud and vain, Mahat seduced many an ambitious Sidhe with dreams of sovereignty and power at the end of the Second Age and these in turn became the willing servants of his dominion over the fey during the Third Age. In combat the Sidhe command nature magic and are adept in the arts of aeromancy and astromancy. They are also especially competent with bows, making excellent archers.

Skaetti

Another race descended from the Partholonians, the Skaetti diverged from the Nemedians by embracing their animal natures, hearkening to the wild and living primarily as savage beasts of diverse kinds. They returned to their humanoid form only when the need arose and eschewed towns and villages in favor of dens and warrens. Though they lack the immortality of the Partholonians or their gift for protecting themselves with metal skin, their shape-changing abilities are as strong as their forefathers and Revna has seen fit to give them hybrid forms, primarily that of werebeasts and werewolves in particular in his own likelness. Skaetti bites can inflict the gifts of Revna upon mortal races, forcing them into a bestial form under the full moon that they may hearken to the forest and revel in their base natures, hunting lesser beasts and embracing the wild spark that lies within all who live. Some Skaetti have innate mastery of nature magic but most depend only on claws and teeth to protect themselves.

Svartalfar

The Svartalfar are mortal creations of Liluri, dwarves closely related to Myrkalfar who they consider corrupted versions of themselves. They love the mountains and stone and the working of metals mined from their depths. They are a gruff people and prone to cynicism, though they highly value honor, truth, and stoic endurance in tribulation. They are also highly materialistic and hoard their wealth and gold as few others do.

The Svartalfar are perhaps the best smiths of the realm and their weapons and armor are highly prized. They grew obscenely rich during the Third Age supplying the theocratic empire of Mahat with arms and metal and are rumored to possess vast hordes of treasure hidden deep within their mountain fastnesses.

While some Svartalfar command the powers of geomancy, and a rare few astromancy or pyromancy, most depend upon a sturdy hammer and shield in combat.

Vanir

The Vanir are similar to the Sidhe and are likewise descended from the Tuatha, sharing some measure of their otherworldly beauty, glamor and penchant for bending shadow and light.

While the Sidhe were seduced by Mahat, other Vanir made their own way, serving Froede (naturally) or Ishat, hearkening to the power of Tallai, or even taking to the seas at the whims of Ursula. Many walked under the sway of multiple gods within a single lifetime, for the Vanir are an individualistic and free spirited race. They are consummate adventurers and seek both glory and honor, delighting the working of great deeds and in the inscribing of their names in the ballads and tales that echo through the ages. Like most fey, they are arrogant and hold in low esteem those of other races. Such is their contempt that they will capture “lesser mortals” and subject them to slavery, or otherwise sacrifice them to empower their blood magic. Their cruelty to these is infamous.

Beyond a penchant for illusion, the many Vanir naturally command ice and wind, darkness and blood magics in addition to being accomplished fighters. They are allergic to iron and use bronze and leather in battle.

Magical Beings:

There are beings that serve the old faiths who, in the coming of the Fourth Age came forth from hiding to serve their gods or follow their own long hidden ambitions.

Fomorian Giants

Created from the seas themselves by Ursula, the one-eyed Fomorian giants are mighty raiders of the coasts and maritime trade. Blessed with nigh immortal lifespans, great strength, and innate magical power to command both the sea and the dead, during the Second Age they were undone by their own greed as they sought treasures and other baubles before the service of their fickle goddess. Many were cursed by their maker and became the beings known by ignorant mortals simply as Fomorians. The Fomorian Giants that remained after this reckoning were those who cleaved fast to their goddess. Today, though they have neither fins nor gills, they make their home deep within the sea or on distant islands where Ursula’s yoke lays heavy.

In combat, the Fomorian Giants fight primarily with storm and sea as well as necromantic spells, though their great strength makes them very formidable in melee also.

Malphasim

Malphasim are tall, thin humanoid creatures of fire and magma, creations of Ishat, bred for destruction and chaos. Extremely long-lived, they spend much of their long lives perfecting their swordsmanship and move with near-supernatural celerity and precision. Though prone to ferocious violence as as Ishat’s creatures to boundless appetites, they are highly disciplined, cleaving to asceticism in the face of their worldly desires.

Malphasim are creatures of the desert and in combat rely primarily on their skill with the blade though they radiate heat and cause fire to manifest simply by virtue of their presence. They also utilize various pyromantic magics to augment their martial mastery.

Niefling Giants

The white-bearded, blue skinned Niefling are perhaps the greatest of the three great races of immortal giants, being larger than the Fomorians or Nephilim giants. Blessed by Tallai, they radiate cold and darkness, their presence being heralded by the cold winds and the dimming of the power of fire. In colder lands they draw strength, their flesh hardening and strengthening and their magics gaining power. They have perfect night vision, seeing even in magical darkness. Beyond their great strength, the Niefling are innate masters of frost magic and necromancy and bring armies of undead to serve them in battle.

Nephilim

Along with the Niefel and Fomorian giants, the Nephilim are accounted amongst the first of the great magical giants. They are towering immortal beings of great strength and mighty sorcery. The Nephilim are creations of Ishat and are thus subject to their appetites, both those natural and even the unnatural and depraved. Though their magical nature means they need not eat, they are gluttonous, seeking primarily to feast upon the flesh of the sentient mortals as the finest of sweet meats. In their extreme decadence and drunk on their innate power, they revel in their vain hubris and consider all but the gods to be beneath them. Even before the Second Age, many served Mahat, seeing in his service a way to gain slaves and feed their infernal appetites.

As creations of Ishat, all Nephilim are immune to fire and heat and they make their homes in warm climates. They have an innate mastery of blood magic (and are often accompanied by demons in battle) and most have honed their skills in many other magic besides over their long and sordid lives. They are also accomplished warriors though they lack the strength of the larger Niefel.

Oreids

Oreids take the form of otherworldly beautiful human-like figures who fly amongst the mountains and clouds. Always female, the secrets of how they procreate are known only to them. They are immortal (or nearly so) and their touch has the ability to heal. Oreids are thought to have once been created by Lotahna but if they ever served her as a race the memory of their service is long forgotten, for in the present age they seem to only go about their own individual business unconcerned with the politics of divinity.

They are capable mages with a wide complement of magics in their arsenal, mostly those associated with the schools of aeromancy, nature magic, or geomancy. They avoid conflict and tend to primarily play a support role if involved in other races battles. Typically oreid are found in distant highland valleys of natural beauty. They avoid the affairs of both gods and mortals and sighting one is thought to bring goodluck.

Panii

Panii (singular: pan) are large hoofed humanoids with ram’s heads. Their bodies are covered in thick fur and they mostly eschew clothing; instead the plants they pass through caress and cover them in an unending animated tangle of vines, branches and leaves. Extremely long-lived and supernaturally strong, the mere presence of a Pan causes the plants around them to animate and act in their defense. The Panii command powerful nature magics, though many learn the darker arts of blood magic also. In combat, a Pan will grow bark armor and claws of sharpened iron-hard branches, eschewing the weapons and armor of the ‘civilized’ world completely. Panii are found only in the deep woods far from the cities and towns.

Partholonians

Originally created by Revna, the Partholonians have multiple forms, shifting shape easily between them but commonly appearing as humans, fir bolg, or vaetti (though always with silver hair, silver eyes, and seamless white skin), though they are commonly born as wolves or similar forest animals. At the end of the First Age they had already been abandoned by Revna who had considered them too domesticated by the influence of non-animal species. Adopted by Liluri they became consummate seekers and collectors of knowledge and secrets. She also blessed them with the ability to turn their skin to true-iron and when faced with violence and they use this ability to turn blade or arrow.

Near-immortal they use their natural ability to shift shapes and go where they otherwise might not and seek the secrets they would otherwise be denied. Their love of knowledge means they are often very accomplished wizards. They are haughty, prone to vanity, and easily manipulated for their greed of knowledge and secrets. At the end of the Second Age they were nearly wiped out by the Fomorians, and today there are very few Patholonians remaining.

Tuatha

Perhaps the favorite of Froede, the Tuatha had, in ages past, served as the nobles and rulers of his fey court. They are tall and golden-haired and their eyes bright lavender. Their beauty is so great that mortals cannot stand to look upon them for their minds comprehend what their eyes behold. So for most, the Tuatha pass unseen, cloaked in glamors, or if they do make their presence known under a veil of nobility as procession pass along the straight roads between their lordly mansions. Their voices are musical, even charming and their mastery of light and illusion is unsurpassed.

Like all fey, they share an allergy to iron and use bronze for their arms and armor. They are innately magical and command the powers of air, nature at their will, with their kind being particularly adept in fashioning illusions. The Tuatha are only found in the hidden sylvan places of the fey.
 
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Setting (continued)

Cultures and People



Ashdod:

During the third age, the Avvites ruled Ashdod from sprawling palace-estates, keeping their human and occasional firbolg subjects as slaves for both labor and livestock. Avvite templar-legates held the highest positions in the land, while their soldiers and the courtier-bureaucrats who supported them lived lives of relevant comfort. The climate is mediterrenean, often warm and sunny and the economy depends on agriculture and trade with Pythium and Emyur. With the fall of the Mahat theocratic empire, the rule of the avvite templar-legates has been upended. Government has collapsed and many estates are undergoing full-scale slave revolts.

Emyur

The heart of the theocratic empire, Emyur is a human nation dedicated, even long before the third age, to the glory of Mahat. The nation, until recently, was absolutely ruled by the god and his templar-bureaucrats and soldiers. During the third age much of the realm’s wealth flowed to Emyur and it grew rich, its population soared and greater and greater works were raised in Mahat’s name. Extremely hierarchical, the templars ruled over all while foreign and domestic slaves toiled and died for the benefit of their betters. Emyur is (was?) agriculturally rich and extensively covered by farms and pasturage, the forests waning and fragmenting with each passing year. With the fall of Mahat, the empire has collapsed and so too has the Emyuran economy. Starvation and brigandry abound.

Pythium

Pythium is a coastal kingdom ruled by humans though with sizable populations of avvites and fir bolg and diverse mixed minorities in their midst; it is the most cosmopolitan region of the realm. Pythiums markets are famous throughout the lands and its ships ply the waters as far afield as distant Vaettiheim or Vanheim. The eastern waters are dangerous and are well known for their pirates and yet worse perils however. The people of Pythium remains however traders and merchants with large coastal cities being the nexus of their civilisation whilst the rural interior remains relatively underdeveloped. Throughout the third age, avvite and human templar-legates from Ashdod and Emyur ruled over the merchant houses but with their collapse, all that has changed.

Malaka

Malaka is primarily desert; its population is mostly human though the land is also inhabited by a significant Anathemant minority. These people are fishermen and pearl divers with only a small population of shepherds following their scanty herds from oasis to oasis in the interior. Once, perhaps during the late first age or early second age, Malaka was much more prosperous and its interior remains full of sun-bleached, half-buried ruins from this era of greatness. Relatively poor, Malaka was only a minor concern to Mahat’s theocracy during the third age and was ruled by a combination of Emyur and domestic templar-legates.

Sauromatia:

A low-land nation of lakes, streams, and marshes, Sauromatia is overgrown with fetid jungle and despite the harsh dryness of its western neighbor, it is subject to frequent rainfall. Sauromatia is poorly developed and travel through the interior is difficult due to the lack of roads and the poor repair of those few that remain in use. The people of Sauromatia are primarily human though there are small numbers of firbolg, anathamant, naga, and nemedians. The people of Sauromatia are still very tribal, their towns and cities small with much of its population surviving through subsistence agriculture, some small scale aquaculture, and hunting. Curiously many tribes are matriarchal. During the third age, Sauromatia proved a hard land to rule for the templar-legates. Despite their nominal rule and their control of the coasts, the culture of its people was resistant to the hierarchical centralization of the empire and many a Emyur soldier was slain when they wandered too far into the mires.

Patala

Patala is another land of jungles and lakes, though here, contrary to Sauromatia, the people are highly organized into large cities fed by giant sprawling farms and extensive aquaculture. The cities are each states onto themselves, each ruled by a hereditary ‘king’, and historically would feud with each other for slaves and territory. Like much of the north, humans are dominant here though there are sizable populations of firbolg, vaetti, fomorians, nemedians, and even sidhe. Historically it was the land of nagas but these creatures are now much rarer and are thought to have retreated into the deeper jungles. During the third age, the kings of the Patala bent the knee to the Emyuran templars of Mahat that they might keep some small portion of their power and autonomy under the gods yoke. War between kingdoms was halted, peace prevailed and the slaves brought forth more and more wealth from the fields and paddies; all in service to the empire.

Machaka

Historically the realm of the anathemant, Machaka is now primarily inhabited by humans and firbolg with a small but politically important population of fomorians and a smaller population of myrkalfar that mostly live in the forested southwest. It is a land of tall, wind-swept grasses and dry hills. Its people are a mixture of village-dwelling farmers and nomadic goat-herders.

Despite the relatively limited scale of its industry and small population, Machaka has a reputation for fine craftsmanship. During the third age, the Machaka village elders were replaced by foreign templar-legates though its nomadic herder population continued to largely operate outside the direct rule of the empire, instead being brought to heel through economic and territorial domination.

Lanun

Lanun is a pirate kingdom mostly inhabited by humans and firbolg but with a sizable population of fomorians and nemedians. Rulership is fluid, with the ‘captains’ occasionally united under an oligarchy or single ruler whose reign, universally and without exception, is short-lived. The people in this region primarily survive through piracy, preying on Fomorian, Patalan, and Pythian shipping though they also venture coastal raids upon their neighbors when circumstances allow. They supplement this income with fishing and some limited agriculture. During the third age, Lanun proved difficult to rule and while their larger towns and cities were subject to templar-legates and maintained in order by sizable soldier garrisons, the piratical captains continued their raids, even striking against their oppressors, whenever they could.

Awharai

A land of scrub and plains, primarily inhabited by humans and firbolgs, Awharai is ruled by a single king, though its people are widely dispersed in a semi-nomadic fashion due to the land being too poor to support agriculture. Thus the kingdom operates as a tribal confederacy. During the third age, the Awharai kings swore allegiance to Mahat and his faith spread rapidly throughout the land. Within only a few short generations the people of Awharai, though never a central pillar of the empire, were loyal citizens of the same and became dependent on goods procured from Pythium and Emyur much to their own detriment. Despite adoption of the Mahatic faith, slavery was never normalized in Awharai and to this day there are very few slaves to be found here.

Nazca

Nazca is a land of fields and forests ruled by the nemedians and primarily inhabited by firbolg with sizable human, vaetti, and svartalfar populations. The nemedian elder councils govern the land, and lesser races are largely disenfranchised under their rule. During the third age, the Nemedians were brought to heel in a series of short decisive wars and their rulers replaced with nemedian proxies more willing to serve the empire. Imperial rule proved profitable for the nobility as the lesser races were enslaved to their nemedian overlords without capacity to resist under the yoke of Mahat. Today however, now that the god is no more, the nemedian rulers are forced to negotiate a new geopolitical reality and will have to make new allies or otherwise evolve if they are to retain their dominion over Nazca.

Sijosalvar

The sylvan lands of the fey, Sijosalvar is a giant forest bisected by large rivers and innumerable smaller streams. In prior times, its people lived in woodland villages in balance with the forest and the fey spirit of the land but during the third age the sidhe were seduced by the influence of Mahat and built gorgeous towers of stone so delicately and exquisitely crafted that they could only be built by magic. The sidhe cemented their rule over the largely firbolg and nemedian population, adopting princely airs and vain titles and becoming in the process major supporters of the empire, introducing slavery amongst the fey and serving as a hub of imperial influence and strength in the east. Today, in the third age, the beautiful towers of delicate stone are falling into ruin and the sidhe princes are facing widespread rebellion.

Fomoria

The islands of fomoria are, not surprisingly, ruled by fomorians, though its population is primarily firbolg and vaetti, both serving the giants largely as slaves. The fomorians survive from fishing, some farming, as well as raiding and pillaging. They are led by a hereditary king, whose power is absolute and unquestioned. During the third age, the fomorians were incompletely conquered (in part due to their ability to summon great sky blackening storms that would capsize the empire's ships) and in the end were never fully incorporated into the empire, instead being forced to pay tribute as a vassal state which they did only irregularly, facing successive waves of Sijosalvari and Pythian punitive attacks to re-establish their submission, at least for a short while.

Vanheim

Vanheim is a land of misty moors and bitter forests ruled by the vanir, though there is a significant population of firbolg and a smaller population of myrkalfar. Captured vaetti or jotun serve as blood slaves to power their blood magic. Ruled by a dynamic hierarchy of kings or at times a single high king when one sovereign achieves supremacy over the others, the vanir rule absolutely while the lesser races are subject to them as vassals. The relationship between the vanir jarls is fluid, the structure of binding vassal oaths shifting and changing with the politicals seasons. The third age saw Vanheim remain incompletely conquered despite the armies of the templar-legates and their sidhe allies invading repeatedly to the Vanirs expense, cleaving land from the rebellious Vanir lords slice by slice. The vanir to this day remain wary of their southern and western borders, periodically fending off raids from Niefelheim that claim the loot and herds from the borderlands..

Mavernus

A primarily human land, Mavernus is also host to some semi-independent villages of vaetti and a minority of avvite estate-holders descended from those who ruled the region during the third age. The Maverni nation was once a druidic theocracy ruling over a rural population primarily engaged in agriculture. While relatively prosperous, the people were not densely concentrated.

With the coming of the third age, the Maverni druids were slain in successive wars with the avvites of Ashdod and their human slaves. Conquered, their lands were settled by minor avvite templar-nobility seeking opportunities to rule and its population was enslaved. The people were concentrated around the avvite estates and the smaller villages abandoned to the wilderness.

Now, with the death of Mahat, theocratic rule is over and the avvites are being burned out of their estates, their soldier-guards abandoning their charges or being slain by rebels.

It remains to be seen who or what will take the place of the foreign rulers.

Asphodel

Asphodel is the historical home of Malakbel who during the third age withdrew to its deep forests and its hidden paths. Mahat’s templars and soldiers were never able to penetrate deeply into the forest and in its heart, the satyrs, centaurs, and even rare panii live in harmony with woods, surviving through organized foraging and hunting. During the third age, Asphodel struggled continually against its neighbors, fighting a constant guerilla war against the invaders, and day after day having to regrow the forests burnt and cut by its neighbors who would want to penetrate deeper into the deep woods and hunt down and enslave Malakbel. Today the people of Asphodel will forge a path in a world where they might consider something beyond only survival.

Ulmar

The people of Ulmar are primarily human with sizable jotun, vaetti, and svartalfar populations. The land is wooded though not as thickly as either Asphodel or cold Vaettiheim. Its people are ruled by a hereditary king who rules more in name than reality over diverse woodland chiefdoms and culturally separate tribes.Its people are industrious and pride themselves on their metal-working. During the second age they were conquered by the theocracy and its templar-legates were installed to rule over the local population, the king forced into vassalage to the God-emperor and its population pressed into working their forges not for themselves but for the military of the empire. Under the empire’s rule, the Ulmari were part of repeated attacks upon Vaettiheim to put down their frequent rebellions and to punish them for their attacks upon the empire’s soldiers. It is perhaps for this reason that while there are vaetti and human tribes within Ulmar, they seldom intermingle and there is significant distrust between them. If it were not for the templars and their soldiers, there would surely have been civil war long ago. Now, with the templars dead or withdrawn, and their soldiers either returned to their homes in the north or forced to brigandry, it remains to be seen who will rule and how they will forge the diverse people into one nation.

Vaettiheim

Cloaked in cold mashes and thick frost-covered trees, Vaettiheim is ruled by jotun and the occasionally intelligent and ambitious vaetti chieftain over a largely servile vaetti population. The region is more densely populated than might be expected though the tribes are not united and will cooperate and compete as the seasons and years change. The economy is based primarily upon hunting and trapping, farming and fishing, although its people are also excellent miners and both forge their own goods and export ore to Ulmar in exchange for those goods they cannot produce domestically. During the third age the empire would periodically send templar legates and soldiers to establish dominion over the land but due to its decentralized and hostile nature their conquests would invariably be incomplete.

Odra

Odra is the towering mountain ranges that anchor the southern portion of the continent. Its heights are beyond measure soaring high above the clouds into the high airs forbidden to mortals where their ilk cannot take breath. Small populations of primarily vaetti and joton make their homes amongst the peaks here but as one travels higher into the mountains, even these hardy races can no longer be found and there is only wind and snow and, extremely rarely, ancient Niefling giants. In the lowlands, the svartalfar make their homes, drawing wealth from the mountains they call home and practicing little agriculture, preferring instead to trade their trinkets with their neighbors or small local populations of primarily vaetti and firbolg farmers and hunters in return for sustenance. Rumors abound of a great city within the mountain where the svartalfar live in isolation and guard their horde of gold albeit most folk dismiss these ramblings as mere hearsay. During the third age the svartalfar dwarves pledged their allegiance to the empire but things changed little for them except to secure profitable trade agreements and a hungry market for their industry.

Dovievel

The frozen highland plateau of Dovievel is ruled by nomadic reindeer herdsmen composed of both humans and jotun. Along the coasts, its people also practice fishing as well as seal hunting and whaling. They are ruled by local chiefs and there is no centralized authority. During the third age, the empire established forts from which they forced tribute from the locals but these meagre offerings were trifling compared to the tribute offered from other lands, and the templars assigned here therefore usually did so as punishment and were not motivated to do much more than enrich their pockets and enact petty tyranny over their charges.

Niefelheim

A land of long winters and short summers, in the summer, the tundra of Niefelheim offers stunted trees, moss and lichen for grazing, however in the winter there is only ice, snow, wind and darkness. The land is ruled by the ancient and nearly immortal Niefling giants and their jotun servants. Occasional enterprising vaetti will make their way here to trade but there is little profit to be made and only a rare few make this investment. The third age walked lightly in this land as the imperial bureaucracy was not able to penetrate far into its cold interior and never tarried when the long nights of winter fell.

Phlegra

An island inhabited by a few stalwart vanir who sailed here in ages past (along with their firbolg slaves), culturally the vanir of Phlegra are very different from those of Vanheim, having come under the influence of both Tallai and Ursula in the second age. The land is warmed by ocean currents but is nonetheless much colder than Vanheim or Formoria and its people are thus largely dependent upon fishing and hunting for food with only very minimal agriculture. When the cults of Froede, Tallai and Ursula collapsed with the coming of the third age, the people of Phlegra turned to ancestor worship while giving lip service to Mahat. In secret its inhabitants cultivated darker necromantic magics. Now, with the return of the gods in the third age, it remains to be seen which of the gods will influence this island and what effect that will bring.
 
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Resources, Regions, and Districts


Resources

As player nations in After Deicide, you manage 5 different economic ‘points’. These are generated in regions from districts based on their level of development.

In your nation stats, your resources have ‘bank’, ‘income’, ‘expenses’, and ‘balance’ columns. The amount you can spend in your orders is based on the ‘balance’ (ie- yes you can spend your income).

Material

This represents the various economic resources that are used to produce goods (lumber, metals, commercial agriculture) as well as income from taxes or trade. It does not represent food and basic infrastructure which is represented by local development (see below).

Material is primarily used to build new districts and expand the economy, to recruit new troops, and to pay the maintenance for troops you have already recruited.

Industry

The product of workshops and cottage industries, heavier industrial development (when present) and organized labor, industry is used to clear lands for new farms and villages, build new roads, expand urban infrastructure and otherwise expand the development of a region.

It also represents armor and heavy weapons and troops equipped with these will require an investment in industry to recruit.

Military

Military is a representation of your military organization and structure. You will spend it on forming new armies, maintaining more complex troop combinations (ie- highly diverse armies will consume more military points), recruiting and maintaining troops that require extensive training (officers, most troops that have good morale), upgrading your commanders, and on espionage.

Mana

Your magic districts will generate mana. Mana is more than just magical power; it's also the organizational and structural support your faction has for all things magical (and might even include the amount of spell components available). Mana is used to train and recruit magicians as well as soldiers of races with innate magical abilities. Mana can also be used to power strategic-scale spells, things like the creation of magic items or scrying or conjuring monsters.

Faith

Faith comes in eight flavors, each dedicated to one of the living gods. Faith is more than just some abstract representation of the dedication of your people towards the gods, it also represents your material support for the god, the organization and support of your priests and religious infrastructure. Faith is spent on training new holy units or on casting divine magic at a strategic level. Such a spell could be, as an example, a conjuration to summon servants of the gods to serve your armies. Generating faith points will strengthen the god associated with the points you are generating and faith points are also a representation of the favor you have gained with that god.

Regions

Factions gain their resources (material, industry, military, mana, faith) from the regions they control. Some regions will be small and underdeveloped, others will be densely populated with robust infrastructures.

The more developed a region is, the more speciality districts can be supported. You, as a player, may choose to build up a region with extensive military academies to provide new types of specialty soldiers and organizational support to your armies or perhaps with temples and monasteries to gain the favor of a particular god.

Regions also have an associated support rating which acts much like stability in many games but effectively describes how popular your rule is (or how cowed in terror they are and thus unwilling to act against you).

Support

Each region has an associated support rating that represents how supportive its population are of your rule. Supportive populations are tax-paying, productive, and generally reliable while less supportive regions may see brigandry, infighting, and rebellion.

Your faction has a support rating also which is the average support of your regions weighted by development rank.

Development

Development represents the basic infrastructure of the region, villages, towns, roads, farms, the sort of things that make more specialized districts possible.

For each rank of development a region has, it can have one district. Developments in of themselves provide no advantage beyond making districts possible. You may develop a region and build the associated district in the same turn. You may not recruit from your new district based on units that become available from its construction until after it is complete.

The cost in industry, to upgrade a region’s development is as follows:
Screen Shot 2021-03-28 at 12.24.53 AM.png


A ravaging army can pillage a region, reducing development.

Districts

There are six types of districts (defensive, material, industrial, military, magic, and faith). The first tier of district cost 100 material, the second tier 400, and the third tier 900. There are no fourth tier districts. A tier one district takes 1 development ‘slot’. A tier two district takes 2 development ‘slots’ and a tier three district takes 3 ‘development’ slots.
  • Defensive:
Defensive districts provide a significant advantage to defending forces
A tier one district represents city walls and other simpler forms of defense.
A tier two district represents large fortresses and more substantial defense.

A tier three defensive district is a grand citadel meant to stand against the mightiest of enemy armies.​
  • Material:
Material districts represent mines, lumber mills, commercial agriculture, markets, ports, shipping and anything else meant to provide raw resources or income.

A material district provides 100 materials per tier rank.

Material districts allow the recruitment of militia infantry.​
  • Industrial:
Industrial districts represent labor and specialized production that supports heavier development.

A tier one industrial district generates 100 industry.
A tier two industrial district generates 250 industry.
A tier three industrial district generates 500 industry.​
  • Military:
Military districts represent training camps, officer academies, barracks, stables, archery ranges and all the associated infrastructure and support required to train, maintain, and organize your armies.

A tier one military district allows you to recruit a single type of tier one unit and generates 100 military points per turn.

A tier two miltiary district allows you to recruit a single type of tier one and a single tier two unit and generates 250 military points per turn.

A tier three military district allows you to recruit a single type of tier one, a single tier two unit, and a single type tier three unit and generates 500 military points per turn.

Your capital military districts double the number of units available for each tier.

When a player builds the military district, they can submit an appropriately powered unit idea and we as moderators will generate a unit of the appropriate type. To provide some context on appropriate units for each tier, as an example of a tier one unit, you might consider heavy armored firbolg infantry or human horse archers. A tier two unit might include vanir raiders or jotun infantry. A tier three unit may include niefel giant axemen or glamoured tuatha cavalry.​
  • Magic:
Magic districts represent sorcerers’ towers, witches’ covens, magical academies and associated infrastructure. It is up to the player to determine what magic means for their faction.

Magic districts operate like military districts in that they provide new recruitment options and generate either 100, 250, or 500 mana per turn.

A player building a magic district can choose to learn a strategic spell of the appropriate tier instead of developing a new unit for recruitment. Normally strategic spells allow you to spend mana to enchant a region or army, conjure troops, or make magic items.

Your capital’s magic district allows both a spell and a new recruitment option instead of having to choose one or the other.​
  • Faith:
Faith districts generate faith instead of magic but otherwise operate identically. The exception is that faith districts must be dedicated to a particular god. By building these districts, you are directly strengthening the associated god and so gods become protective of faith districts associated with their worship and hostile to those dedicated to the other gods.

Be careful in building these districts because you might adopt a god as a patron or protector or you might make an enemy of a god.​
 
War

Armies:

Armies

Your armies are the units, commanders, and associated logistics that together make up a functional and organized force you can use for conquest, defense, and more. A nation can have up to five armies, allowing up to five independent military operations.

The more armies you field, the more each army will cost you in military point maintenance as your command structure coordinates not only between themselves and your armies but between your armies.

Your first army will cost you 100 military points to form, your second 200, your third 300 and so on. You start the game with 2 armies.

Mechanistically, armies are composed of units and commanders (see below). They have unlimited movement within your own regions provided those regions are contiguous. Otherwise, in each turn, they can move into a single neighboring (hostile?) region (some exceptions exist- see below).

Garrisons

Units not associated with an army are available only for defense of the region they find themselves in. A region can have up to 10 units garrisoned in it per tier of defensive district plus 10 units (so a tier one defensive district can garrison up to 20 units, tier 2 up to 30 and tier 3 up to 40). Regions without a defensive district can have 10 units garrisoned there. Garrison units are free to maintain and you can reduce your maintenance costs by distributing them as garrisons throughout your kingdom.

Garrison units can be moved to another region during a turn but are unavailable to defend while in transit.

Garrison units do not have a commander and therefore have poorer morale and combat efficacy than armies. Assigning them a commander makes them an army with all the associated movement and command benefits and all the costs associated with maintaining the units as armies.

Units

Each faction can recruit units based on the regions it controls and the districts developed within each.

Each unit is associated with a particular tier, with tier 0 units being available from any region with a material district and tier 1, 2 and 3 units only being available once the appropriate tier districts are developed.

A list of available units follows in its own section below.

Within armies, units provide the fighting force that makes them able to enact your military will. Units may have different strengths and weaknesses, good or poor morale, aptitude for fighting in cold or heat, mountains, or plains, destructive spell power, healing, etc.

The stats of your units, beyond their recruitment cost, is purposefully left blackboxed though the description of the unit may provide some understanding of what they can accomplish.

New Units:

When recruiting units, you may recruit them directly to any existing army or garrison though they do not become available for use until the following turn.

Moving Units between Armies and Garrisons


Adding a unit from a garrison to a army takes a full turn and can only done if the garrison region and the army region are contiguous. The same applies for moving a unit from one army to another. Otherwise you can spend 10 military points to send them by ship if you need to.

Peeling off a unit from an army to a garrison is immediate if the army starts in the region you want your unit to garrison, otherwise it takes a full turn. Regions must be contiguous. Otherwise you can spend 10 military points to send them by ship if you need to.

Navies

Naval units operate the same as other units (usually requiring a military district to allow their recruitment). They are more expensive to build than most units, especially in industry and cannot fight on land but can be used to transport units across the seas.

Commanders

Commanders lead armies and you should provide a commander for each army you have.

Commanders have levels and each level lets you gain a trait. Traits include aptitude for skirmishing, woodland expertise, sorcerous expertise, etc and each one can be taken up to three times to truly specialize your commander if you wish to do so.

You can provide your commanders with magic items to increase their command efficacy or to provide direct battle support.

Level one commanders are free (as long as you do not have more commanders than you do armies) and come with a single trait of your choice. Training them to the next level cost 50 military points per target level (training a military commander to level 3 cost 150 military points).

Unlucky commanders can die in battle.

Espionage

Player nations can spend military points (or occasionally a mixture of military and materials or magic or faith) to conduct espionage and gain insights into foreign regions or armies.

The minimum base cost to spy on a minor neighboring NPC nation is 10 military points though players are encouraged to spend more to increase their chances of success.

A region’s military and defensive districts act as passive protection against enemy espionage but a particularly prudent (or paranoid) nation can spend military points in counter-espionage in a turn if they see fit. The chance of success for espionage actions are outlined in the following table:

Screen Shot 2021-04-04 at 2.01.54 PM.png

Other stuff that armies do

If you want to do something else with your military forces (strike into the enemy rear with an army of mobile fliers for example), you can attempt to do so. These plans may require additional organizational support and we recommend you invest military points to support the effort.

Not that any sort of contingencies (such as patrolling an area and try to intercept an enemy attack at multiple potential sites) in your orders should be associated with additional military point spending to represent the communications and administrative effort of responding to changing circumstances.
 
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Game Play

Joining the Game

Please fill in the following registration elements as part of your application

Name
Starting location-
Please indicate where you want to start on the map (using an image please)
Starting region name- Name your starting region
Organization- Describe your faction’s organizational structure and who is in charge. If you have a strong leader, detail that leader somewhat.
Background- How did your faction form? What was its relationship to the theocratic empire of Mahat during the third age?
Commanders- Detail your two starting commanders. Provide names, some background, personality, their competencies and their weaknesses
Starting army names and composition- Please name each of your two starting armies. You can also provide some general guidelines on their composition (lots of infantry, lots of archers, lots of satyr skirmishers; whatever you want based on the units you have available- see below). We will balance appropriately. The names are important for the stats sheet to function properly so don’t forget to include them.
Starting military units- Detail your two starting tier 1 military. More details is better than not enough details.
Starting priority- All starting factions begin with a tier one military district and the player’s choice of either a tier two military district (replacing the tier one military district), a tier 1 magic district, or a tier 1 faith district (dedicated to the god of the player’s choosing). Please indicate which you would like.
Additional starting unit(s)- If you selected a tier 2 military district, outline two additional military units (tier two, so more advanced than those listed above) that serve in your army. If you chose a magic or faith district, outline a basic tier 1 magic or faith unit that serves in your army.
Starting spell- If you chose a magic or faith district as your starting priority, please outline a tier 1 magic spell you would like to start with. If you need help with design, we are happy to discuss.
Additional details- Please outline any additional details you would like to share about your faction.

Don’t worry too much about balance; we as moderators will modify your selections that they may be appropriately balanced.

Stats

Stats will be provided to each player privately by private message, e-mail, or transferred file via discord. If you would like to see what other players are up to, please use espionage missions.

If you have any questions about your stats once you receive them, we will be happy to clarify any confusion.

Orders

Please detail:
  1. Espionage
  2. Army movement orders
  3. Unit recruitment
  4. Regional development or district construction
Submit all orders privately via PM to both Jehoshua and Immaculate. Indicate the turn number in your orders.

Turns

Each turn lasts half a year and will be characterized as being either winter or summer. For the sake of clarity and to represent the importance of Mahat’s death, we will start the game in year one of the fourth age (summer).

Map

Terrain map:
Regions terrain.png

Biome/Climate map:
biomes with region names.png
 
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Units

Tier Zero Units:

Tier zero units are recruited from material districts and require only material resources to recruit and maintain. They are poorly trained, poorly equipped, and meant to serve primarily as garrisons or as support to more professional forces.

Human Militia Infantry
Recruit cost: 6 materials

Vaetti Militia Infantry
Recruit cost: 6 materials

Firbolg Militia Infantry
Recruit cost: 7 materials

Tier One Units:

Tier one units are recruited at tier one military, magic, or faith districts and encompass the vast majority of your rank and file.

Abyssal Piercers (human)
Recruit cost: 4 material, 6 industry, 6 faith (Lilluri)
Recruitable by: Unocta

Abyssal Piercers are light producing machine towers that shine huge beams of light. These beams are high in intensity and can temporarily blind a person that looks directly at it. Particularly well supplied Piercer teams use flash powders to create irregular disorientating increases in light intensity, in addition to the constant beam. The standard design amongst Unocta is a cone like base and a ball at the top that swivels to point light wherever needed. Piercers are sometimes attached somewhat precariously to carts but they are usually disassembled and reassembled on defensive positions.

Acolytes of Lotahna (human)
Recruit cost: 6 material, 6 faith (Lotahna)
Recruitable by: Xaru

These are acolytes of the growing faith in Lotahna; they focus entirely on the healing arts and any army that marches with them can expect to take much fewer losses.

Cosuisce (human)
Recruit cost: 8 material, 1 military
Recruitable by: Hallows

A Cosabrodla word, proof that the Dunding are happy to incorporate the strengths of those under their umbrella, the Cosuisce are a stealthy skirmisher unit, adept in the waters to ambush their target, and gather information and reconnaissance.

Disciplines of Mercy (human)
Recruit cost: 6 material, 2 industry, 6 mana
Recruitable by: Emerald Kingdom

Acolytes of Lotahna, the Disciples are trained for war, bringing healing and protective wards to the battlefield as well as spear and a heavy leather cuirass.

Drowner Adept (human)
Recruit cost: 7 material, 2 industry, 3 faith (Ursula)
Recruitable by: Haversten

Hydromancy wielding priests of Ursula who rove the battlefields in search of their next living sacrifice. They cover themselves in iron chainmail and deep blue robes. The also wield long shafted maces or long metal rods to beat their victims before drowning them.

Harpooner (human)
Recruit cost: 8 material, 2 military
Recruitable by: Haversten

Javelin wielding skirmishers. Mainly human with the odd satyr mixed in. They are lightly armored with round sheilds and short swords to complement their ranged projectiles.

Hedge Templar (human)

Recruit cost: 11 material, 2 industry, 2 military
Recruitable by: The Holy Order of the Dominion of Xerconia

Former sorcerers who now only study the blade. Well-compensated (ironically) and thus equipped with good quality warhorses and heavy armor and weaponry. Hedge Templars like to decorate their helmets with decorations that lionize humility. Stag horns are very popular.

Ishat Purifier (Human)
Recruit cost: 7 material, 4 faith (Ishat)
Recruitable by: Communion

Devotees of Ishat capable of bringing down his holy flame upon the enemy. Clad in red, passionate, and using a sword as their holy symbol, they serve as the faith’s demagogues and rabble rousers. Their fire is exceptionally effective against summoned creatures, particularly the results of wicked blood sorcery as the Lord of Flame takes his toll against the enslavers and their tools.

Linebreakers (human)
Recruit cost: 8 material, 2 military
Recruitable by: Haversten

Savage, well-armored human infantry. They use either dual axes or an axe and a round shield. They are picked from the more ferocious and angry of the human forces. They cover themselves in the hides of various beasts they have slain or skulls of their foes.

Outriders (human)
Recruit cost: 12 material, 1 industry, 3 military
Recruitable by: Communion

Human warriors, bandits, rebels, and herdsmen of Ashdod plains, famed for their speed and ease with which they maneuver in rough terrain. Equipped with bows and small lances, they operate primarily as scouts and skirmishers, running down fleeing troops or charging into enemy’s rear at a critical moment.

Pyromancer Adept (human)
Recruit cost: 8 material, 4 mana
Recruitable by: The Holy Order of the Dominion of Xerconia

Sorcerers and a holy adherents of the Abbey of Trenoma, these 'keepers of the flame' were once great templar-sorcerers of Mahat's holy righteousness but now cultivate pyromancy.

Red Star Alchemists (human)
Recruit cost: 6 material, 6 mana
Recruitable by: Communion

An alchemist trained in brewing and use of various healing potions, salves, and spells. Capable of brewing and unleashing vapors that neutralize poisons and enhance the abilities of those who breathe in the fumes in the battlefield.

Serpent Archer (firbolg)
Recruit cost: 9 material, 3 military
Recruitable by: Emerald Kingdom

Light armored units. Uses bows and duel short swords. Excels in speed and uses hit and run tactics with the use of traps and poison to slow and weaken their enemies.

Serpent Knight (firbolg)
Recruit cost: 8 material, 2 industry, 2 military
Recruitable by: Emerald Kingdom

Heavy armor unit. Uses spear and spiked shield. A little slow but balanced unit that prioritize defense and team work to win fights.

Shadow Adept (human)
Recruit cost: 8 material, 4 mana
Recruitable by: Xaru

Apprentice illusionist trained to rain terror and confusion upon the battlefield.

Skoldjur (human)
Recruit cost: 8 material, 2 industry, 1 military
Recruitable by: Hallows

The closest the People get to Heavy infantry. The core unit of the Dunding, the Skuldjur is a heavily armored and shielded soldier, with courage enough to withstand whatever horrors they may face.

Snow Warrior (firbolg)
Recruit cost: 8 material, 1 industry, 1 military
Recruitable by: Vatn

Spear-wielding infantry with cuirasses of laminar (a mix of old Imperial gear and equipment forged by the Glacier) clad in heavy furs, carrying shields and armed with javelins for skirmishing. These versatile infantry, loosely modeled after the soldiers of the empire, form the backbone of the Vatn army.

Storm Berserker (firbolg)
Recruit cost: 8 material, 1 industry, 2 military
Recruitable by: Vatn

Armored in the same laminar as their Snow cousins, Storm warriors abandon the shield in favor of great-swords and long glaives. In battle they often go into berserk rages and are capable of breaking apart formations.

Thunderwalker (human)
Recruit cost: 8 material, 4 mana
Recruitable by: Hallows

A magic unit, usually indistinguishable from a Dunding Skoldjur, aside for their innate ability to reshape the battlefield to their will, with rock and soil answering their murderous call.

Tungalik (firbolg)
Recruit cost: 8 material, 4 magic
Recruitable by: Vatn

Mages of the Rime skilled at ice and and death magic who have, with the fall of the Lawmaker, stepped into the light. Their magic is that of bitter cold and deepest winter, freezing flesh and cracking bone, and the chilling embrace of death. Those who focus more on necromantic arts can raise the spirits of the dead, called Scath, for advice and aid against the enemies of the tribes, while those who emphasize cold can freeze their enemies or sap their strength.

Unoct Arbalest (human)
Recruit cost: 8 material, 2 industry, 1 military
Recruitable by: Unocta

The mainstay of most armies of Unocta, the bolts of these soldier’s crossbows are known to kill from hundreds of meters away. The largest crossbows are even rumored to be able to pierce a Knight’s armour from as far as 300 meters. Some of the wealthier soldiers even carry a spare, so as to be able to launch a second bolt soon after the first. As with all soldiers, they wear a thick ichcahuipilli and a colourful tlahuiztli. Their Cuacalalatli are usually fashioned in the image of a bird of prey.

Unoct Pikeneer (human)
Recruit cost: 8 material, 1 military
Recruitable by: Unocta

Usually seen guarding walls or buildings, these soldiers wear colourful tlahuiztli and are often called “Feathered Pikeneers”. They usually use long hafted wooden pikes with lethal steel tips, and these too are traditionally decorated from about halfway down with feathers. Pikeneers are a vital part of the defense of Unocta and its art, as a buried pike has much more stopping power to a charging beast than a crossbow bolt. These pikes are also used in day to day affairs especially in summer, where streams run down from melting ice and bowls and cups are attached to the end of the pike to retrieve water without getting too close. These soldiers make up the frontline of most armies of Unocta. As with most soldiers, they carry the usual complement of a rondel dagger and a shield as sidearms.

Vanguard (firbolg)
Recruit cost: 8 material, 1 industry, 1 military
Recruitable by: Communion

Former slaves, rebels, and bandits inspired by Goliath’s legend to join with his growing armies. These vanguard troops are equipped with spears, heavy shield, and decent armor are passionate and are eager to prove themselves.

Winterhaunt Warrior (firbolg)
Recruit cost: 8 material, 2 military, 5 faith (Tallai)
Recruitable by: Vatn Confederacy

Shock warriors dedicated to the dark and cold, these warriors of Tallai have been blessed with supernatural strength and wield arms and armor of magically forged ice.

Xaru Light Infantry (human)
Recruit cost: 8 material, 2 military
Recruitable by: Xaru

Armed with iron weapons, these soldiers are primarily drawn from the Patala population. They do not wear the traditional iron plate armor of the imperials due to the punishing humidity of the Patala rainforests, and operate largely as light infantry.

Xaru Revolutionary (human)
Recruit cost: 8 material, 2 military
Recruitable by: Xaru

These are street fighting natives of the city of Xaru, known for using the hidden networks of the city to ambush and assassinate their enemies.

Zealot (human)

Recruit cost: 7 material, 2 military
Recruitable by: The Holy Order of the Dominion of Xerconia

Loyal adherents of the Holy Order, armed generally with blunt instruments or forestry equipment and lightly armored. They are shock troops and generally seek to lead charges.

Tier Two Units:

Tier two units are recruited at tier two military, magic, or faith districts and encompass more specialized units, speciality forces of the common mortal races or trained soldiers of rare races, etc.

Clockwork Greatbowmen (anathamant)

Recruit cost: 10 material, 1 industry, 6 military
Recruitable by: Communion

Massive Anathemant soldiers, wielding equally massive great bows capable of firing at much longer range than any mere human archers. The ‘Clockworks’ earned their moniker through their ability to coordinate volleys in near perfect unison, drawing and firing their greatbows in series of continuous, repetitive motions.

Deadmen (anathamant)
Recruit cost: 10 material, 2 industry, 6 military
Recruitable by: Communion

Eerily disciplined Anathemant warriors wearing heavy armor and equipped with two handed swords capable of cleaving a horse’s head in a single swing. The Dead Men earned their moniker for their eerie silence, seemingly unbreakable morale, and the calm with which they carry out their orders no matter how brutal or suicidal. Living an existence almost entirely devoted to warfare, the Dead Men are feared no matter where they go.

Mesmer (naga)

Recruit cost: 12 material, 5 military, 4 mana
Recruitable by: Emerald Kingdom

Light armor naga unit. Uses hypnotic charm and its innate magic to disrepute the enemies. This unit fights with an envenomed sword, a shield, hypnotic gaze, and magical awe to weaken, confuse, and paralyze their foes before cutting them down.

Phantom (nemedian)

Recruit cost: 9 material, 4 industry, 2 military
Recruitable by: Emerald Kingdom

Light armor Nemedian unit. Uses short sword and throwing knives. This unit specializes in deep reconnaissance and maneuverability and with its shape-shifter's ability the unit excels in flanking and surprise attacks.


Tier Three Units:

Tier three units are recruited at tier three military, magic, or faith districts and encompass highly specialized units, perhaps drawn from the eldest and most powerful of races.

Specifics of units will be provided here once players begin designing units.

Conjurations:

Conjurations can be summoned through the use of strategic level magics at magic or faith districts. Their power and performance is related to the tier of the spell used to summon them.

Beasts of Sea and Sand
Cast cost: 30 mana per unit. You can summon as many as you want in a turn.
Cast by: Hallows

Spirits of the Lanun coasts, ethereal creatures of shifting form, laden with the salty smell of the sea and the suggestion of morning fog. The creatures take many forms, but are ever shifting, obfuscating their true reality, speeding over plains or walls or even sea to strike with magical confusion as much or with sudden teeth or claw of hardened sand, only to dissolve back to mists when a blade is turned upon them.

Rime Shade (conjuration)

Recruit cost: 12 faith (Tallai)
Recruitable by: Vatn Confederacy

The Rime tribe’s ancient prayers invoking frost, darkness and vengeance fall on attentive ears and Tallai has granted her faithful a boon, living spirits of frost and cold that rise from the winter night and serve her votaries in war, bringing winters long cold night to the enemies of the faithful. The rime shades are humanoid figures of shadow and glittering ice with sparkling blue points for eyes. They dress in rotted rags and very rarely wield ancient rusted weapons (though these are not used in battle). They are only semi-substantial; their shadowy, almost mummified forms can cut by blades or torn by the talons of their foes, but in their demise nothing remains of their passing as their insubstantial flesh sublimates into wisps of magical black frost that drift away like snow on the southern wind. They have no speech but are capable of projecting a magical scream upon their enemies which induces an unnatural fear in their enemies. Their touch is frost and death and with a contemptuous gesture they can summon a freezing blizzard and envelop their foes a thick layer of rime frost.

Sea Shambler
Cast cost: 10 mana per unit. You can summon as many as you want in a turn.
Cast by: Haverston

Seaweed, half-rotting nets, old driftwood, mud, fish corpses and the debris of the sea-floor and bestowed with a semblance of life as animated soldiers. These creatures are slow-moving mounds of foul-smelling debris that will entrap and entwine their prey before they are overcome and ripped apart with coiled tendrils composed of half-rotted kelp and the corpses of the unmentionable horrors of the abyss.
 
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Spells

Tier One Spells:

Bounteous Sun:
Cast cost: 100 faith (Ishat)
Cast by: Communion

Calls upon Ishat, Living Flame, to bless a settlement with his warm rays and light the passion in all living things's hearts. Population will make merry, crops will grow with increased vigor, and livestock will multiply.
Casting this spell will generate 50 materials and improve stability by 2. Additional materials will be generated in regions where Ishat’s presence is strong and less where another god’s dominion dominates.

Coiling Currents:
Cast cost: 50 faith (Ursula)
Cast by: Haversten

The spell provides Ursula's blessing upon friendly ships or her curse upon the enemy. Friendly ships will be blessed with full sails and tranquil seas while the enemy will be beset with storms and high waves.

Construct Work-beast Automata:
Cast cost: 50 faith (Liluri)
Cast by: Unocta

Seen by some as a blasphemy upon the natural, these automata are usually created in the image of large oxen or draft horses. Slow and clumsy, they are ill suited to combat, but in dragging carts, wagons, and ploughs they excel. Work-Beasts are used for military purposes mostly. With bags of food hung on as well, Work-Beasts are strong and tireless support for the armies of Unocta. They also serve a religious purpose, as they can usually awe townsfolk with the glory of Liluri’s craft. When not travelling, most officers put them to use digging trenches or aiding local construction efforts. Work-Beasts are attended by clergy of Liliuri, but they follow commands of trusted officers as well.
Each automata can generate 15 industry, 15 materials, or 15 materials per turn depending on how it is applied (which is decided upon the casting). Maintaining an automata costs 5 faith per turn.

Healing Springs
Cast cost: 50 faith (Lotahna) on the first turn and 25 faith (Lotahna) for each subsequent turn.
Cast by: Xaru

The spell calls forth a magical spring blessed by Lotahna. Those that bathe in its holy waters will feel eased of pain and illness and reinvigorated.
Grants 3 stability to the region it is cast in.
The spell can be maintained in a region where it already flows by paying 25 faith on subsequent turns though if the spring ceases to flow for whatever reason, re-establishing it will cost the full 50 faith.

Icy Fortitude
Cast cost: 80 faith (Tallai)
Cast by: Vatn Confederacy

Tallai hardens the people of the province to hardship and pain, allowing them to work harder and make do with less.
The people of the south learn to embrace the cold and dark and so to does the land, thriving even in the long night. Icy fortitude provides 50 materials in summer and 100 materials in winter. The spell provides additional benefit in provinces where faith in Tallai is particularly strong.

Kingdom of Dream
Cast cost: 100 faith (Froede)
Cast by: Emerald Kingdom

The spell calls forth pleasant and good dreams for the people of settlement it's casted on, the people effect by the dream spell will wake up more rested and happy.
Improves stability by 2 and generates 50 material. Will generate additional material in regions more heavily influenced byFroede dominion and less where his influence is reduced.

Languid Cinders Upon the Breeze
Cast cost: (10 mana per point of strength)+(20 mana per range from friendly regions)
Cast by: The Holy Order of the Dominion of Xerconia

Cinders and small flames are conjured from a great bonfire and travel on distant winds to land languidly amongst a distant enemy army or upon their fortification. The cinders are magically hot and will can soldiers and set buildings and fortifications to fire.
The damage of the spell can be modified by the 'strength' (each 10 mana spent on empowering its strength). Sending the spell further afield also increases the ritual cost. Without spies or scrying, the caster may not know how effective the Languid Cinders were.

Scrying
Cast cost: 50 mana
Cast by: Vatn

The scrying spell provides the casting nation with information on the region and its armies and contrary to espionage, ignores distance and counter-espionage.
Scrying can be countered by protective wards (returns half the mana).
"Clayr mages of the Glacier can gaze through the flawless ice at the heart of their glacier to see distant lands."

Setango

Cast cost: 30 mana per unit to initiate, 15 to maintain from turn to turn.
Cast by: Xaru

The targeted unit(s) (which must lie within Xaru's controlled region) is(are) made invisible. Invisible units can travel through enemy regions unseen and gain an ambush bonus when engaging in combat. Invisibility is broken once combat is initiated.
Setango can maintain invisibility on units beyond their borders (or within them) for half the price of casting it.

The Spirit Paths
Cast cost: 20 mana per unit
Cast by: The Hallows

Allows one unit (per 20 mana) to travel from one region (need not be friendly) to another, non-contiguous region, separate from friendly terrain by one intervening region (ie- skip one region; good for raiding or retreating if cut-off).
If the region the spirit roads lead to is protected by a ward, the spirit roads will deliver their charge back to their starting point and half the mana will be returned.
The knowledge of the tricks of the Bahatakada has disseminated throughout the people of the Hollows, and, while the Dunding have taken to using the roads to slip behind fortifications and enemy fleets, the other groups of the Hallows also use them to slip away from danger.

Summon Shambler

Cast cost: 10 faith (Ursula) per unit. You can summon as many as you want in a turn.
Cast by: Haversten

Hidden deep within the temples of Yorvik the priests of Ursula have been given a gift by their goddess, an invocation that will call forth seaweed, half-rotting nets, old driftwood, mud, fish corpses and the debris of the sea-floor and bestow them a semblance of life as animated soldiers. These creatures, called Sea Shamblers, are slow-moving mounds of foul-smelling debris that will entrap and entwine their prey before they are overcome and ripped apart with coiled tendrils composed of half-rotted kelp and the corpses of the unmentionable horrors of the abyss.

Venomous Swarm
Cast cost: (10 Faith (Lothana) per point of strength)+(20 faith per range from friendly regions)
Cast by: Emerald Kingdom

The priest summons and directs a swarm of venomous insects and pests to descend upon an enemy army or settlement to attack and envenom the targets therein.
The damage of the spell can be modified by the 'strength' (each 10 mana spent on empowering its strength). Sending the spell further afield also increases the ritual cost. Without spies or scrying, the caster may not know how effective the venomous swarm is.
The spell is weaker in colder climates and conditions and against targets that are immune to poison.

Tier Two Spells:

Call the Spirits of Sand and Mist
Cast cost: 30 mana per unit. You can summon as many as you want in a turn.
Cast by: Hallows

On the isle of Lanun, the Thunderwalkers walk secret paths, deeper and deeper into the realms of spirits and beings once thought sleeping or forgotten. Here they have made contact with the Spirits of the Lanun coasts, ethereal creatures of shifting form, laden with the salty smell of the sea and the suggestion of morning fog. The creatures take many forms, but are ever shifting, obfuscating their true reality, and strike with magical confusion as much as they do with sudden teeth or claw of hardened sand, only to dissolve back to mists when a blade is turned upon them.

Tier Three Spells:

The tier three spells you design or encounter will be listed here.
 
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Player Factions

Vatn Confederacy (Kyzarc Fotjage)

Organization:

The Vatn tribes are nine somewhat united tribes of Firbolg and Vanir peoples. Each tribe is largely independent of each other, when facing crisis each tribe chooses a member to represent them in a Council whose decisions all tribes will then follow. The Council will in turn choose a single member to moderate discussion and guide the meetings. The nine tribes are the Snow, the Glacier, the Tundra, the Lake, the River, the Sea, the Storm, the Wind, and the Rime. While traditionally the Snow representative leads, the Storm have recently gained traction with unexpected help from the Glacier who believe that now is the Vatn's time.

Background:

The tribes formed during the second age as migrations and refugees entered Phelgra seeking to escape the bloodshed wracking the mainland. Exiled Vanir chiefs would come seeking some measure of rulership and seize control of a tribe for a couple decades then die when they attempted to return home, necromancers would come seeking an area far from the prying eyes of the Lawbringer as he rose to dominance who were inevitably slain by their creations, and ever more fleeing refugees would arrive. When the Third Age began and the first imperial fleet appeared, smashing the Vanir of the northwest who dominated most of the island, the tribes formed their first Council and it was agreed that all would bend knee and pay tribute. They had survived countless other petty tyrants, this god would be no different. Six centuries later, as many of the tribes prospered and grew under the relative peace of the Lawmaker and the Council became a permanent fixture of Vatn society, they were vindicated. With the chaos following the Lawmaker's collapse the Vatn tribes have radically militarized, the Snow and Glacier tribes forging arms and armor as the abandoned (or seized) armories of the Imperial Legions are expected to run low when conflict reaches the Vatn. There is even talk amongst the Council that perhaps now the Vatn can carve its own destiny, bringing their island to heel and breaking those who try to rule them.

The Nine Tribes:

The Snow tribe is the tribe that people think of when the Ice tribes are mentioned. Much more carefree then their Glacier cousins. They are usually the face of the conservative faction in Council politics, their easy-going relations in sharp contrast to the Glacier and Tundra’s complete lack of friends amongst the other tribes. They’re ruled by an extended family of Vanir who find greater pleasure in the intricacies of ruling well than they do petty tyrannies, though make no mistake they *do* rule. Their mages are skilled Ice mages and decent weather-workers. Snow warriors make up the bulk of the Vatn military.

The Glacier is centered on the great Clayr glacier, living in a massive cave network underneath. These people are disciplined, hardy, and reserved. Everything they do is calculated, outward signs of emotion or spontaneity are greatly frowned upon. The few Glacial mages are the greatest diviners in all the tribes, using the focusing powers of the ice to bring incredible clarity to visions. Their warriors wear heavy armor of magical ice, mimicking the slow, inevitable advance of their home.
Tundra tribesmen reside in the southern expanses. They’re skilled hunters and have completely rejected the urbanized ‘civilization’ of their settled brethren. Honor is embedded in their society and discipline is the watchword. They have tamed the horse and the caribou, acting as scouts for the Vatn forces. The Tundra horsemen look down on the city-dwellers of Snow, Lake, and Rime, but not the Glacier with whom they have a strange kinship. They heavily discourage magic and what few mages they have usually leave for more hospitable tribes.

The tribe of the Sea is the most open tribe of the Vatn. Their ships have travelled far and wide, meeting the mainland peoples and trading with all they meet. They claim to be the ones closest to their Nemedian ancestors, though this only really takes the form of somewhat common veneration of the Utula. They maintain the core of the Vatn navy and rarely send warriors to fight on land. They’re led by a family of Vanir of uncommonly mild temperament, whose ancestors found the Sea Tribe somewhat charming.

The Lake tribes are peaceful fishermen and live on massive floating rafts. They are closely allied with the River tribes and are close to the Wind tribe. They don’t contribute directly to combat, but rather support the Sea ships with smaller craft. Their mages use water and nature magic, again, not combative. Life among them is peaceful and generally carefree.
The Rivermen are the most disparate of the Tribes, being scattered across all the Vatn lands. They are the common thread that connect all the Tribes, their rivers greatly enhancing the speed of travel and communication. Their ships, barges more like, are slow and large, carrying an extended family and their entire livelihood. It is difficult to insult a Riverman and those who have rarely live long enough to tell how they managed it. Their warriors are skirmishers, avoiding melee when possible but killing their enemies quickly when required. They work closely with the spirits of both air and water.

The Storm emulate the worst nature will throw at you: the rage of a blizzard, the hot death of lightning, the deadly crash of hail. These people are quick tempered and impatient, rarely devoting themselves to a single craft. The few mages they produce are always powerful sorcerers, channeling the powers of the storm into spells of tremendous destructive potential. Their warriors wield great two-handed weapons and often enter a berserker rage. They fought first and hardest to throw off the Imperial yoke and as such have acquired a great deal of goodwill from their fellow tribes. A third and final tribe of Vanir live among the Storm, undoubtedly on top but with a sense of meritocratic fair play that means they can, on rare occasion, find themselves underneath a firbolg who’ve proven their skill and valor in battle. Such times rarely last, of course, as exceptional individuals like that are rare, and once the intrepid firbolg inevitably shows their age and proves their weakness they’re put back in their place. This tribe is supplemented by members of the other tribes whose temperaments are an ill-fit for their more peaceful lifestyles.

The tribe of Wind is the playful breeze which plays through mountain meadows, the strong gust that pushes caravels along their journey, and the raging gale that forces all to ground. Wind tribesmen are generally passive, rarely fighting each other or the other tribes. They can be fickle and most don't trust them, but they almost always stay true to their friends. The magi of Wind have an almost instinctive control over the sky and can be skilled weather-workers. The few Wind warriors are archers, preferring to let chance kill their enemies then facing them in melee. These people pay homage to the Nadur, spirits of air, finding comfort in their fickle ways. Once, long ago, they were led by an Oreid and it is rumored that her blood still flows in their veins.

The Rime tribe embodies the light frost that condenses from the air. Ice crystals that form when you breath out, the light dusting of fog and hoarfrost that appears overnight. This is the darkest and most secretive tribe and for centuries rumors abounded amongst the other tribes that they practiced the black arts, rumors which were proven true when they helped drive out the Imperial Legions. They're devoted whole-heartedly to the Scath, the spirits of their honored ancestors. Their warriors wear armor of bone collected from the Skeletal Coast and their mages wield death and ice with equal skill. They’re led by spirit callers who consult the ancestors for advice and to ensure they’re continuing on the correct path.


Haversten (Lord Argon)


Organization:


Elective Monarchy, A heir is chosen by from the leader of one of the noble clans of Yorvik to be the next king of Haverten. There are currently 6 ruling clans, but the number of clans is always in flux as branch clans break off and new clans consume their predecessors. With the fall of the empire the new kings must now be blessed by the High Priests of the Drowner Cult.

Background

Originally the various clans of Yorvik fought in bloody battles to determine who would be the next high chief of Haversten, but the advent of the empire and its love of law and order warped the conflict into a more political one. Each high chief served as the governor of Yorvik and the guardian of the vital trade routes that ran through it. The first generation of chiefs chafed under the enforced order that was placed upon them, but their complaint eventually faded as those who clung to the old ways were swept aside. With the fall of the God of Chains, now the warriors of Haversten have elected a new King to return to the old ways of raiding and ruination. They also returned to the worship of Ursula and began their old practices of drowning captives as sacrifices to their god.


The Communion (Seon)

Organization:

The Communion is a half-religious fellowship of Goliath, an ex-officer of Emyurian slave army, and half anti-empire rebellion forces who have rallied to Goliath's banner. Organized primarily around Goliath, a particularly massive and vicious example of an Anathemant who claims to receive prophecies of change from the Gods (whether this god is Ishat or Liluri is a matter of debate amongst the priesthood of the Communion), the Communion seeks to radically reshape the world through fire and blade. They seek to bring about the end of the old order at any cost, even if it means that countless blood must be shed in either battle or as fodder for rituals. Only then shall a new world as prophesized by Goliath will arrive. The Communion fights for a new age which shall only be born from the ashes of the old.

As an organization, the Communion is governed with mostly off-handedly by Goliath, whose usually vague proclamations and orders are interpreted by ranks of augurs and warrior-priests to be translated into policy and commandments. Goliath himself is much more directly involved in the process of leading armies and forging great and terrible weapons of war, latter of which he devotes much of his time and effort in.

Background:

The Anathemant slave soldiers, forcibly taken from a young age to be raised to become a mindless soldier of Mahat, have had one thing drilled into them from birth: the most useful thing in the universe is a sword--for while a stewpot and plow may be able to feed millions, a sword can take the lives of those who rely upon the former as easily as breathing. Those with swords rule over those with not, and love and passions are merely distractions to the most useful action of cutting down one's enemies. Goliath always despised these lessons, but have come to accept them as truth, even as he shattered the Emyurian templars and slave drivers skulls in the aftermath of Mahat's demise.

Wearing a crown forged from his own broken shackles, Goliath now seeks to bring the visions he saw in the fires of the forge into reality. A world where the downtrodden are no longer oppressed, and no longer suffer under the whims of few individuals with exceptional talent for violence. For this, he lead his war band of freed Anathemant slaves into his people's homeland of Machaka, where his talent for violence and infamy quickly brought anti-imperial herdsmen and rebels to his rapidly growing banner. Here, he seeks to forge the greatest army the world has ever seen--so that he may shake the pillars of heaven itself.

Hallows (Thomas Berubeg)

Organization:


The Hollows are organized into a solemn hierarchy, with Aisha of the Mists at the pinnacle. Alongside her is Othar Stonefoot, who formed the first covenant, and led his ships to rescue her people. The Hollows are a, beneath them, a fragile relationship between the Bahatakada and the Dunding crews. The Dunding form the core of the ranging parts of the people of the Hollows, while the Bahatakada offer them a safe haven, in a town hidden in mist. The Cosabrodla find themselves in between the two other groups, and are the general heart of the Impetus for the culture of the Hollows.

Background-

The Bahatakada come from the west, the lands of Patala. They are not very numerous in the Hallows, but what they contribute to the whole gives them excess influence. Once slaves to Patalan Sidhe Lords, the clan-mothers of the Bahatakada, nursemaids and housekeepers to these magical beings, learned what they could, spreading their snippets of knowledge to field-slaves and lay-shamans, until as the empire collapsed, the Bahatakada vanished, as one, into the spirit-roads, slowly making their way to the coast in a harrowing journey, where their allies in the Dunding spirited them away. The Bahatakada are generally taller and thinner than most humans, likely a result of the unwanted attention of Sidhe slave masters over the generations. The Bahatakada do not adorn themselves with jewels and fineries as the other groups do, but instead write their stories into their skin, tattoos of identity that cannot be erased, even when a child is torn from a parent before learning everything they can.

The Dunding emerged from the west, a fairly homogenous pirate crew, and are characterized by a slightly stockier build, fair skin, and pale hair and eyes. A generally martial culture, their cultural mores call for a limited baring of skin, keeping covered in ornate clothes and armor. It is said that one can read the entire life of a Dunding in the knotwork and embroidery they wear, as well as the knotwork in their hair and beards. Othar Stonefoot united the Dunding crews under himself, imagining a future where their people would rule the waves.

The Cosabrodla once lived as itinerant merchant and fisherfolk in the rich rivers of the imperial agricultural heartlands. Deft craftsmen and artisans, they are known for their tanned skin, short stature, and hairless faces. Almost as adept in the water as on land, many Cosabrodla make their homes in houseboats trawling their way through the rivers and swamps of their new homeland. When they fled the collapse, the Cosabrodla unified under a number of clan chieftains and fled on an exodus to the east, eventually swearing allegiance to the Dunding captains, offering a place of sanctuary for Dunding to rest. Now, Cosabrodla houseships ply the coasts of the continent.

The Emerald Kingdom (Shirogane)

Organization:

The Emerald Kingdom are a small kingdom located between Sijosalvar and Vanheim, the kingdom looks to mostly be made up by fir bolg some nemedians and few other races.
In reality the Kingdom are ruled from the shadows by Nagas who with their shape-shift ability's have keep them self hidden for the past 300 years after the goddess Lotahna got imprison by Mahat, slowly building up the kingdom by attracting the fir bolg, nemedians and other races to build it with them.

With the help of the fir bolg and nemedians The Kingdom build up a decent metal working industry and often trade with other countries the past 200 years+ making a small name for them self in the metalwork industry in Sijosalvar and Vanheim.

The ruling class in the Kingdom are referred to as Highborn and are the one who govern the kingdom under the guiding hand of the Queen Athissa. The highborn's are mostly Nagas with a few other very lucky and skilled races to make up the rest of the highborn.

Now that Mahat are gone and the other gods are free, time for hiding are finally over. Queen Athissa sees this as the perfect time to reestablish the dominance of the nagas, lost so long ago and spread the name of Lotahna once more around the world.

Background:

The Emerald Kingdom form when the Nagas following the goddess Lotahna where driven from their homeland Patala by the theocratic empire of Mahat during the third age and forced in to hiding. They have slowly rebuilding them self the past 300 years in secret waiting for the day to reemerge once more.

The Holy Order of the Dominion of Xerconia (Crezth)

Organization:

The Holy Order is administered by a Grandkeeper, whose lieutenants are a council consisting of three Keepers of the Flame, a Keeper of the Keys, and a Keeper of the Gospel.

This organization is relatively new. It is an adaptation of the organization that prevailed in the living days of Mahat, which was just an abbey.

The Grandkeeper presently is the last former Abbot, a bald man of good age and a long gray beard named Winfor of the Glens.

The Keepers of the Flame are drawn from the senior ranks of the Hedge Templars of the abbey. They are responsible for administering the rites to the God of Fire, who is considered to be the one God redeemed by Mahat's sacrifice. The others are pretenders. Keepers of the Flame were once great sorcerers of Mahat's magic, but now cultivate pyromancy.

The Keeper of the Keys is the grand secretary of the Grandkeeper's office. Most of the daily functions of state are administered by the Keeper of the Keys, as delegated by the Grandkeeper. The current Keeper of the Keys is Jhugash the Scribe, who manages business professionally.

The Keeper of the Gospel is Sister Gillian Stormrow, who is seniormost responsible for guiding rituals and worship. She is a serious woman without qualification.

Background:

The Holy Order was formed by the former administrators of an abbey, which was called The Abbey At Trenoma. This abbey also had an organization of loyal warriors, which did not function like a normal templar order. The pejorative "Hedge Templar" came to describe templars that, for whatever reason, encountered shame and walked away from the illustrious positions that most templar strove for. Some templars, whether out of a sense of defiance or disillusionment, therefore came to the abbey and joined their humble ranks of hedge knights.

As a result, the abbey of Upper Awharai* astride the small lake settlement of Trenoma grew into a city, and the abbey grew into a formidable institution. In these highlands, it became an authority - not unto itself, of course, but unto Mahat.

That was until Mahat fell, and the church was thrown into chaos. The abbey was no exception. Had their religion truly fallen?

Unique among many, perhaps, this abbey determinedly answered that question: "No." The responsibility to keep the faith Mahat had granted them still lay with them, even though Mahat himself is gone. What was the point of the Lawgiver's teachings if law was so fragile as to be shattered the instant his gaze left his flock? Moreover, the abbey - asides from the magic, which of course was a miraculous gift - had never particularly relied on the affirmations of the imperials' country. Now punished with the lack of magic, the abbey reaffirmed its commitment to Mahat, and in the wake of the collapsing world drew up its manifesto of Law under the Holy Order, a Dominion of Xerconia to be a bastion of the faith..

*a region also called Xerconia (as opposed to the coastal lowland region, Lower Awharai, which is Bakudivia).

Unocta, Exiles of the Sea (J.A.M.)

Organization:

Aztec Empire -esque, main city state in Caverns of Unocta with tributary villages and towns controlled by the hegemony of city states. Less direct rule, “more of a system of tribute than a single system of government”. Conquered lands have the previous elite restored to power in whatever city state is there, as long as they are willing and pay tribute.

Exceptions notable are on frontier provinces where strategic provinces are maintained with constant military support and control.

Conquered territories have town hall (or nearest equivalent) renovated with a temple to Liluri being the first sight to be seen upon approaching or entering. What happens after that is up to whatever local rulership wishes. Worship of other gods is encouraged, with the exception of Ursula.

The hegemony is ruled by a massive council who are more or less efficient in deciding things with alacrity. The council is mainly composed of Unocts, though tributary towns and villages often form a decent proportion. Council politics are quite loose lipped, and those with a seat at the council are held accountable by their supporters. Each councillor is usually supported by several advisors, though most of the time the councillor has no major need of them as they are often elected to join based on their competency.

The council has ever changing blocs, which unite to give grander voice to their ideals. Frontier towns and villages often have much different wants and needs than the more central areas, and common interests are, well, common. It is not uncommon for a councillor to be part of many blocs at once. Perhaps the largest bloc currently is colloquially called the Clergy, as they serve the interests of Liluri.

The council is almost always in session and members join and leave quite often. It is a tradition for a conquered tributary to receive a seat, though the stresses and frequent information overload usually drives off the weak willed.

Background:

All hail Liluri, the Mountain, Keeper of the Old Lore, Mother of Inspiration, the Thrice Armored, Greatest amongst the gods. Deep beneath the waves there once lived a people of gills and webbed feet, sentient prey for the creatures of the Abyss, rejected offspring of the original fomorians. That changed when the Unocts, as they were called, banded together for protection. In time they shared grand ideas and built wondrous things in a marvelous city called Unocte.

They cared not for worship of Ursula, instead deigning to spend their time building marvels in the name of beauty and progress. Seeing as the first age was ending, the interests of Ursula in other endeavours was at a low and the slight was not passed over. In a single hour, innumerable beasts of the Abyss devoured nigh all of the populace of Unocte, some spared to spread the tales of horror, and so too did the beasts destroy all that was wrought of bronze and stone.

The survivors barely managed to escape the confines of the sea, and they passed from town to town begging on the streets and eking out meager livings by creating trinkets and toys. Some banded together in small groups, though most were fearfully individualistic, terrified of Ursula’s wrath being brought down on them near any body of water. Not few were the stories of small communities of Unocts being found drowned in placid ponds or washing up along the shores of streams.

There were a few, though, that heard of Odra and its stark lack of liquid water in winter. These Unocts spread the word to their fellows. Soon a great migration started to the inhospitable heights where Ursula’s yoke was lightest. By this time, the cults of Mahat had indoctrinated many an Unoct whose belief in the order and marvels of ancient Unocte was as strong as their blood was weak. Not many survived the journeys, but those that did were a hardy folk whose blood was thick with the crimson of the mountain folk.

There they built a few lean tos and huts to ward off the chill breeze, and they bred and built more and more until a thriving town was made. There they worshipped Mahat and were blessed with servitude in service of something greater. There the Unocts named their new home Unocta, in honour of their ancestral home.

Some Unocts rebelled against the slavery, and built into the mountain to escape the constraints of pure order. This hidden pseudo cult floundered in secret until the fall of Mahat and thereby the walls of Unocta.

Few survived the collapse of the buildings, but the caves in which the cult dwelled survived. Liluri quickly entered the dreams of the Unocts, promising knowledge of architecture and engineering beyond even what was seen under Mahat. Unocta was rebuilt away from the frigid exterior of the slopes and instead within the embrace of Odra and therefore the Thrice Armoured.

The Mother of Inspiration’s promises were not left unanswered. The proudly traditional Unocts became enamoured with the art and knowledge Liluri brought, intent on restoring their ever present dream of returning to the glory of lost Unocte. Before long, the rebuilt Unocta was entirely devoted to Liluri and their arts and knowledge. This assimilation was aided further by the incorporation of some tenants of Mahat, especially those of productivity. All in all, the transition from a slave town under rule of Mahat to a craftsman’s paradise took less than a decade.
 
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Interested in starting as either Lanun or Pythium region.

If anyone wants to coordinate faction backstory they are welcome to contact me.
 
Nvm will probably go for some place warm. And fiery, maybe. Possibly from all the dead bodies being burned.
 
Seon, that great. excited to see what you make

I'll join :) I'll have to have a think about the faction.

Super happy to see you back! Now we need @ldicesar
 
Vatn Confederacy
Spoiler Starting location :
The Vatn Steppe in Phlegra, somewhere hereish:
Snip.PNG

Spoiler Organization :
The Vatn tribes are nine somewhat united tribes of Firbolg and Vanir peoples. Each tribe is largely independent of each other, when facing crisis each tribe chooses a member to represent them in a Council whose decisions all tribes will then follow. The Council will in turn choose a single member to moderate discussion and guide the meetings. The nine tribes are the Snow, the Glacier, the Tundra, the Lake, the River, the Sea, the Storm, the Wind, and the Rime. While traditionally the Snow representative leads, the Storm have recently gained traction with unexpected help from the Glacier and Rime.

Spoiler Background :
The tribes formed during the second age as migrations and refugees entered Phlegra seeking to escape the bloodshed wracking the mainland. Exiled Vanir chiefs would come seeking some measure of rulership and seize control of a tribe for a couple decades then die when they attempted to return home, necromancers would come seeking an area far from the prying eyes of the Lawbringer as he rose to dominance who were inevitably slain by their creations, and ever more fleeing refugees would arrive. When the Third Age began and the first imperial fleet appeared, smashing the Vanir of the northwest who dominated most of the island, the tribes formed their first Council and it was agreed that all would bend knee and pay tribute. They had survived countless other petty tyrants, this god would be no different. Six centuries later, as many of the tribes prospered and grew under the relative peace of the Lawmaker and the Council became a permanent fixture of Vatn society, they were vindicated. Almost immediately after the Lawbringer's fall a full rebellion appeared as though from thin air, led by Tiglikte of the Storm Tribe, armed and armored by the forges of the Glacier and, to everyone's great surprised, fully backed by the Tungalik of the Rime who unveiled their necromantic powers to unleash on the still reeling Legions. With the sudden appearance of this radical bloc on the Council, who were quickly joined by the fiercely independent Tundra Tribe. The Snow, not wanting to risk fracturing the Confederacy by fighting their siblings, threw in their support as well and the Vatn engaged in their first unified military campaign since Mahat's rise.

Spoiler Commanders :
Tiglikte of the Storm: The somewhat elderly commander of the Blizzard Rising High, the offensive fist of the Vatn Confederacy. A very aggressive, tempermental woman who was a key instigator in stoking the rebellion following the Deicide, rallying other warriors to her banner and leading raids on Imperial armories and supply caches to equip her men and starve out the Legions.
Igalaq of the Snow: Substantially younger and more composed than her fellow commander, Igalaq leads the Stalwart Wall, homeguard of the Vatn. Less reckless in battle, she's also much less experienced and often will hesitate to seize opportunities in battle. She's more favored by the conservative faction of the Council and was granted her position by her father, the Snow representative on the Council in preparation for her eventually inheriting his position.

Spoiler Starting army names and composition :
Blizzard Rising High: Composed largely of Snow Warriors with a substantial contingent of Storm Berserkers, the latter of whom break up enemy formations and charge enemy flanks while the Snow Warriors follow them up and exploit any breaks in the enemy lines.
Stalwart Wall: Composed largely of Snow Warriors who form a solid defensive front while Tungalik freeze the enemy or call up the spirits of the dead to wear them down.

Spoiler Starting military units :
Snow Warriors: Spear-wielding infantry with cuirasses of laminar (a mix of old Imperial gear and equipment forged by the Glacier) and heavy furs, carry shields and javelins. These versatile infantry, loosely modeled after the legionaires of the Lawmaker, form the backbone of the Vatn army.
Storm Berserkers: armored in the same laminar as their Snow cousins, Storm warriors abandon the shield in favor of greatswords and long glaives. In battle they often go into berserk rages and are capable of breaking apart formations.
Tungalik: Mages of the Rime skilled at air, water, and death magic who have, with the fall of the Lawmaker, stepped into the light. Their magic is that of bitter cold and deepest winter, freezing flesh and cracking bone, and the chilling embrace of death. Those who focus more on necromantic arts can raise the spirits of the dead, called Scath, for advice and aid against the enemies of the tribes, while those who emphasize cold can freeze their enemies or sap their strength.

Spoiler Starting priority :
The Clayr Glacier and the Skeletal Coast: Tier 1 magic district, representing both the astromancers of the Glacier and the necromancers of the Rime

Spoiler Starting spell :
Scrying: Clayr mages of the Glacier can gaze through the flawless ice at the heart of their glacier to see distant lands.

Additional details- Please outline any additional details you would like to share about your faction.
Spoiler The Nine Tribes :

The Snow tribe is the tribe that people think of when the Ice tribes are mentioned. Much more carefree then their Glacier cousins. They are usually the face of the conservative faction in Council politics, their easy-going relations in sharp contrast to the Glacier and Tundra’s complete lack of friends amongst the other tribes. They’re ruled by an extended family of Vanir who find greater pleasure in the intricacies of ruling well than they do petty tyrannies, though make no mistake they *do* rule. Their mages are skilled Ice mages and decent weather-workers. Snow warriors make up the bulk of the Vatn military.

The Glacier is centered on the great Clayr glacier, living in a massive cave network underneath. These people are disciplined, hardy, and reserved. Everything they do is calculated, outward signs of emotion or spontaneity are greatly frowned upon. The few Glacial mages are the greatest diviners in all the tribes, using the focusing powers of the ice to bring incredible clarity to visions. Their support of the Storm's rebellion was one of the key factors in its success, between their forges arming them and the diplomatic cachet of the most aggressive tribe having the support of the most conservative. The amount of material they had prepared for the Lawbringer's fall lead many of their siblings to believe that they had some forewarning of his death, something they strenuously equivocate on. Their warriors wear heavy armor of magical ice, mimicking the slow, inevitable advance of their home.

Tundra tribesmen reside in the southern expanses. They’re skilled hunters and have completely rejected the urbanized ‘civilization’ of their settled brethren. Honor is embedded in their society and discipline is the watchword. They have tamed the horse and the caribou, acting as scouts for the Vatn forces. The Tundra horsemen look down on the city-dwellers of Snow, Lake, and Rime, but not the Glacier with whom they have a strange kinship. They heavily discourage magic and what few mages they have usually leave for more hospitable tribes.

The tribe of the Sea is the most open tribe of the Vatn. Their ships have travelled far and wide, meeting the mainland peoples and trading with all they meet. They claim to be the ones closest to their Nemedian ancestors, though this only really takes the form of somewhat common veneration of the Utula. They maintain the core of the Vatn navy and rarely send warriors to fight on land. They’re led by a family of Vanir of uncommonly mild temperament, whose ancestors found the Sea Tribe somewhat charming.

The Lake tribes are peaceful fishermen and live on massive floating rafts. They are closely allied with the River tribes and are close to the Wind tribe. They don’t contribute directly to combat, but rather support the Sea ships with smaller craft. Their mages use water and nature magic, again, not combative. Life among them is peaceful and generally carefree.
The Rivermen are the most disparate of the Tribes, being scattered across all the Vatn lands. They are the common thread that connect all the Tribes, their rivers greatly enhancing the speed of travel and communication. Their ships, barges more like, are slow and large, carrying an extended family and their entire livelihood. It is difficult to insult a Riverman and those who have rarely live long enough to tell how they managed it. Their warriors are skirmishers, avoiding melee when possible but killing their enemies quickly when required. They work closely with the spirits of both air and water.

The Storm emulate the worst nature will throw at you: the rage of a blizzard, the hot death of lightning, the deadly crash of hail. These people are quick tempered and impatient, rarely devoting themselves to a single craft. The few mages they produce are always powerful sorcerers, channeling the powers of the storm into spells of tremendous destructive potential. Their warriors wield great two-handed weapons and often enter a berserker rage. They fought first and hardest to throw off the Imperial yoke and have greatly closened ties with the Glacier and Rime, who were the first to support their rebellion. A third and final tribe of Vanir live among the Storm, undoubtedly on top but with a sense of meritocratic fair play that means they can, on rare occasion, find themselves underneath a firbolg who’ve proven their skill and valor in battle. Such times rarely last, of course, as exceptional individuals like that are rare, and once the intrepid firbolg inevitably shows their age and proves their weakness they’re put back in their place. This tribe is supplemented by members of the other tribes whose temperaments are an ill-fit for their more peaceful lifestyles.

The tribe of Wind is the playful breeze which plays through mountain meadows, the strong gust that pushes caravels along their journey, and the raging gale that forces all to ground. Wind tribesmen are generally passive, rarely fighting each other or the other tribes. They can be fickle and most don't trust them, but they almost always stay true to their friends. The magi of Wind have an almost instinctive control over the sky and can be skilled weather-workers. The few Wind warriors are archers, preferring to let chance kill their enemies then facing them in melee. These people pay homage to the Nadur, spirits of air, finding comfort in their fickle ways. Once, long ago, they were led by an Oreid and it is rumored that her blood still flows in their veins.

The Rime tribe embodies the light frost that condenses from the air. Ice crystals that form when you breath out, the light dusting of fog and hoarfrost that appears overnight. This is the darkest and most secretive tribe and for centuries rumors abounded amongst the other tribes that they practiced the black arts, rumors which were proven true when they joined Tiglikte's rebellion. They're devoted whole-heartedly to the Scath, the spirits of their honored ancestors. Their warriors wear armor of bone collected from the Skeletal Coast and their mages wield death and ice with equal skill. They’re led by spirit callers who consult the ancestors for advice and to ensure they’re continuing on the correct path.
 
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Name: Haversten
Starting location-

Starting region name-
Yorvik
Organization- Elective Monarchy, A heir is chosen by from the leader of one of the noble clans of Yorvik to be the next king of Haverten. There are currently 6 ruling clans, but the number of clans is always in flux as branch clans break off and new clans consume their predesecors. With the fall of the empire the new kings must now be blessed by the High Priests of the Drowner Cult.
Background- Originally the various clans of Yorvik fought in bloody battles to determine who would be the next high chief of Haversten, but the advant of the empire and its love of law and order warped the conflict into a more political one. Each high chief served as the govenor of Yorvik and the guardian of the vital trade routes that ran through it. The first generation of chiefs chafed under the enforced order that was placed upon them, but their complaint eventually faded as those who clung to the old ways were swept aside. With the fall of the God of Chains, now the warriors of Haversten have elected a new King to return to the old ways of raiding and ruination. They also returned to the worship of Ursula and began their old practices of drowning captives as sacrifices to their god.
Commanders-
  • Lothar Spinebreaker: An Aggresive human commander who love to smash through weaker foes and bathe in the blood of his foes. He started his military career as a clanless shock trooper, but his numerous feats of valor and savagery soon won him the acclaim of many and eventually he was awarded his own noble title. His is great on the attack, constantly hounding enemy armies, raiding supply lines, and burning villages and towns to the ground. He is quite rash and terrible on the defense, as he is to hotheaded to mind fortifications and instead prefers being out in the field.
  • Tasmina Velka: Coolheaded, coldblooded, and calm, Tasmina is a powerful priest and an even better commander. She loves to use espionage and feints to bewilder and confuse her enemies. She is great in wars of attrition, but lacks the decisiveness to fully press any advantages she makes for herself.
Starting army names and composition-
  • Lothar's Raiders: Formed of skirmishers and shock troops, focused on speed and savagery.
  • Serpent's Coil: Mainly skirmishers with supplementary drowner priests.
Starting military units-
  • Harpooners: Javelin wielding skirmishers. Mainly human with the odd satyr mixed in. They are lightly armored with round sheilds and short swords to complement their ranged projectiles.
  • Linebreakers: Savage, well-armored human infantry. They use either dual axes or an axe and a round shield. They are picked from the more ferocious and angry of the human forces. They cover themselves in the hides of various beasts they have slain or skulls of their foes.
Starting priority- A tier 1 faith district(Ursula)
Additional starting unit(s)- Drowner Adepts: Hydromancy wielding priests who rove the battlefields in search of their next living sacrifice. They cover themselves in iron chainmail and deep blue robes. The also wield long shafted maces or long metal rods to beat their victims before drowning them.
Starting spell- Coiling currents: The waters favor the Ocean God's servants and dash the hopes of her foes. Makes ship transit for friends uneventful and swift while foes in the region suffer dangerous currents and overwhelming waves.
 
The Communion
Location:
Somewhere in Ashdod
Starting Region Name: The Titan's Fall
Organization: The Communion is a half-religious fellowship of Goliath, an ex-officer of Emyurian slave army, and half anti-empire rebellion forces who have rallied to Goliath's banner. Organized primarily around Goliath, a particularly massive and vicious example of an Anathemant who claims to receive prophecies of change from the Gods (whether this god is Ishat or Liluri is a matter of debate amongst the priesthood of the Communion), the Communion seeks to radically reshape the world through fire and blade. They seek to bring about the end of the old order at any cost, even if it means that countless blood must be shed in either battle or as fodder for rituals. Only then shall a new world as prophesized by Goliath will arrive. The Communion fights for a new age which shall only be born from the ashes of the old.

As an organization, the Communion is governed with mostly off-handedly by Goliath, whose usually vague proclamations and orders are interpreted by ranks of augurs and warrior-priests to be translated into policy and commandments. Goliath himself is much more directly involved in the process of leading armies and forging great and terrible weapons of war, latter of which he devotes much of his time and effort in.

Background: The Anathemant slave soldiers, forcibly taken from a young age to be raised to become a mindless soldier of Mahat, have had one thing drilled into them from birth: the most useful thing in the universe is a sword--for while a stewpot and plow may be able to feed millions, a sword can take the lives of those who rely upon the former as easily as breathing. Those with swords rule over those with not, and love and passions are merely distractions to the most useful action of cutting down one's enemies. Goliath always despised these lessons, but have come to accept them as truth, even as he shattered the Emyurian templars and slave drivers skulls in the aftermath of Mahat's demise.

Wearing a crown forged from his own broken shackles, Goliath now seeks to bring the visions he saw in the fires of the forge into reality. A world where the downtrodden are no longer oppressed, and no longer suffer under the whims of few individuals with exceptional talent for violence. He begins his efforts in Ashdod, turning against his Avvite masters and raising a host of freed slaves, bandits, and rebels. Here, he seeks to forge the greatest army the world has ever seen--so that he may shake the pillars of heaven itself.

Commanders: Goliath: A massive Anathemant ex-slave soldier wearing an equally massive plate armor of his own creation. Heavily scarred and intimidating, his presence demands fear, if not respect, from all onlookers. He is proclaimed prophet and a peerless, cunning warrior, but his lowly station meant that he was never formally trained in any strategic or tactical thought. As such, he relies much upon his subordinates to translate his vague orders into workable plans. Often personally risks himself in the battlefield.

Midnight: A freed former Fir Borg slave of the Empire, now a right-hand woman to Goliath in both the forge and the battlefield. Not as physically imposing or as respected as her leader, nor even a particularly skilled warrior, Midnight instead is blessed with keen insight and ingenuity in determining the worth of people as well as tactical maneuvers.


Starting Army Names: The Dead Man: An ex-slave army of the Emyur, now a personal vanguard to Goliath. It is composed mostly of Anathemant infantry, with a few scattering of other forces picked up to replace losses since the beginning of the revolt.

The Herdsmen: Former anti-imperial forces who have now pledged themselves to Goliath. Experienced outriders who fought in guerilla operations against the Emyurian legions before, they are composed mostly of former Imperial rebels and bandits who were inspired and drawn to Goliath's fearsome reputation.

Starting Military Units:

Fir Bolg Vanguard: Former slaves, rebels, and bandits inspired by Goliath’s legend to join with his growing armies. These vanguard troops are equipped with spears, heavy shield, and decent armor are passionate and are eager to prove themselves.

Human Outriders: Human warriors, bandits, rebels, and herdsmen of Machakan plains, famed for their speed and ease with which they maneuver in rough terrain. Equipped with bows and small lances, they operate primarily as scouts and skirmishers, running down fleeing troops or charging into enemy’s rear at a critical moment.

Starting Priority: Rank 2 Military Force

Additional Starting Unit:
The Dead Men: Eerily disciplined Anathemant warriors wearing heavy armor and equipped with two handed swords capable of cleaving a horse’s head in a single swing. The Dead Men earned their moniker for their eerie silence, seemingly unbreakable morale, and the calm with which they carry out their orders no matter how brutal or suicidal. Living an existence almost entirely devoted to warfare, the Dead Men are feared no matter where they go.

‘Clockwork’ Anathemant Greatbowmen

Massive Anathemant soldiers, wielding equally massive great bows capable of firing at much longer range than any mere human archers. The ‘Clockworks’ earned their moniker through their ability to coordinate volleys in near perfect unison, drawing and firing their greatbows in series of continuous, repetitive motions.
 
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Name - The Hollows

Starting location- Lanun

Starting region name- The Hollows

Organization- The Hollows are organized into a solemn hierarchy, with Aisha of the Mists at the pinnacle. Alongside her is Othar Stonefoot, who formed the first covenant, and led his ships to rescue her people. The Hollows are a, beneath them, a fragile relationship between the Bahatakada and the Dunding crews. The Dunding form the core of the ranging parts of the people of the Hollows, while the Bahatakada offer them a safe haven, in a town hidden in mist. The Cosabrodla find themselves in between the two other groups, and are the general heart of the Impetus for the culture of the Hollows.

Background-

The Bahatakada come from the west, the lands of Patala. They are not very numerous in the Hallows, but what they contribute to the whole gives them excess influence. Once slaves to Patalan Sidhe Lords, the clan-mothers of the Bahatakada, nursemaids and housekeepers to these magical beings, learned what they could, spreading their snippets of knowledge to field-slaves and lay-shamans, until as the empire collapsed, the Bahatakada vanished, as one, into the spirit-roads, slowly making their way to the coast in a harrowing journey, where their allies in the Dunding spirited them away. The Bahatakada are generally taller and thinner than most humans, likely a result of the unwanted attention of Sidhe slave masters over the generations. The Bahatakada do not adorn themselves with jewels and fineries as the other groups do, but instead write their stories into their skin, tattoos of identity that cannot be erased, even when a child is torn from a parent before learning everything they can.

The Dunding emerged from the west, a fairly homogenous pirate crew, and are characterized by a slightly stockier build, fair skin, and pale hair and eyes. A generally martial culture, their cultural mores call for a limited baring of skin, keeping covered in ornate clothes and armor. It is said that one can read the entire life of a Dunding in the knotwork and embroidery they wear, as well as the knotwork in their hair and beards. Othar Stonefoot united the Dunding crews under himself, imagining a future where their people would rule the waves.

The Cosabrodla once lived as itinerant merchant and fisherfolk in the rich rivers of the imperial agricultural heartlands. Deft craftsmen and artisans, they are known for their tanned skin, short stature, and hairless faces. Almost as adept in the water as on land, many Cosabrodla make their homes in houseboats trawling their way through the rivers and swamps of their new homeland. When they fled the collapse, the Cosabrodla unified under a number of clan chieftains and fled on an exodus to the east, eventually swearing allegiance to the Dunding captains, offering a place of sanctuary for Dunding to rest. Now, Cosabrodla houseships ply the coasts of the continent.​

Commanders-

Othar Stonefoot is a Dunding Captain King and Thunderwalker of great skill and knowledge, once, alone, reshaping an entire mountain pass to prevent an enemy force from raiding his homeland... or from recovering the loot his raid-band had stolen, depending on who one asks. He is a gregarious, jovial person, more than happy to share a drink, a song, a story, or a burden, with those he considers his.

Aisha Of the Mists is a Bahatakada Spirit-Walker. Born in servitude in northern Patala, some say she was the one responsible for coordinating the mass escape. If you ask her, though, she answers that many were responsible for leading the people away, and that there are many heroes, and that she is certainly not one.​

Starting army names and composition-


Thrumanthi - A heavy shock army with a Storm-walker support. Formed of a Dunding core, with a number of warriors from other clans, the Thrumanthi have acted primarily to protect the Hallows from veatti raids.

Minnku - A light, high mobility scout unit with Storm-Walker support. The Minnku are a unit formed with volunteers, and have many of the strengths of different points of view... as well as all the weaknesses.​

Starting military units-

Skoldjur - The closest the People get to Heavy infantry. The core unit of the Dunding, the Skuldjur is a heavily armored and shielded soldier, with courage enough to withstand whatever horrors they may face.

Cosuisce- A Cosabrodla word, proof that the Dunding are happy to incorporate the strengths of those under their umbrella, the Cosuisce are a stealthy skirmisher unit, adept in the waters to ambush their target, and gather information and reconnaissance.​


Starting priority- Magic District


Additional starting unit(s)-

Thunderwalker - A magic unit, usually indistinguishable from a Dunding Skoldjur, aside for their innate ability to reshape the battlefield to their will, with rock and soil answering their murderous call.​


Starting spell-

The Spirit Roads - The knowledge of the tricks of the Bahatakada has disseminated throughout the people of the Hollows, and, while the Dunding have taken to using the roads to slip behind fortifications and enemy fleets, the other groups of the Hallows also use them to slip away from danger.​


Additional details- Please outline any additional details you would like to share about your faction.
 
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Goliath in the Forge

"Mysteries of fire and mysteries of metal are one and the same. Break a stone. Break it again. Run a blade against it. Watch the sparks dance.

Here, in the breaking and the tortured metal and stone, is fire."

..........................................................................................................................

When Mahat was young, the Lady granted us the mysteries of metal in place of mysteries of stone. The world was remade in fire, change following in the wake of a honed edge.

Hark the lady, bringer of new things and the keeper of old. Grant me your wisdom so that I may attain the height of alchemy.

I wish not for eternity. Eternity is dead's path. The coward's path. To wish for eternity is to forget the will of the gods. It is the betrayal of fire, whose fate is to burn and change to ashes. It is the betrayal of metal, whose fate is to be shaped and beaten into new things.

I wish not for wealth. Wealth is the dead's path. The indolent path. To wish for wealth is to forget the will of the gods. It is the betrayal of fire, who wishes to burn. It is the betrayal of metal, who wishes for change.

I wish instead, for the alchemy's most savage summit. Grant me heat, grant me fire, grant me an edge, so that I may break history open.

I will end all nights.
 
All submissions for nations etc are due by April 11th 6pm EST (due to Easter holidays). If we get much more submissions than we can handle we will accept on a first come, first served basis and put later submissions on a waiting list.
 
Name: The Emerald Kingdom

Starting location: Sijosalvar /Vanheim
Spoiler :


Starting region name:
Jormungand

Organization: The Emerald Kingdom are a small kingdom located between Sijosalvar and Vanheim, the kingdom looks to mostly be made up by fir bolg some nemedians and few other races.
In reality the Kingdom are ruled from the shadows by Nagas who with their shape-shift ability's have keep them self hidden for the past 300 years after the goddess Lotahna got imprison by Mahat, slowly building up the kingdom by attracting the fir bolg, nemedians and other races to build it with them.
With the help of the fir bolg and nemedians The Kingdom build up a decent metal working industry and often trade with other countries the past 200 years+ making a small name for them self in the metalwork industry in Sijosalvar and Vanheim.

The ruling class in the Kingdom are referred to as Highborn and are the one who govern the kingdom under the guiding hand of the Queen Athissa. The highborn's are mostly Nagas with a few other very lucky and skilled races to make up the rest of the highborn.

Now that Mahat are gone and the other gods are free, time for hiding are finally over. Queen Athissa sees this as the perfect time to reestablish the dominance of the nagas, lost so long ago and spread the name of Lotahna once more around the world.

Background: The Emerald Kingdom form when the Nagas following the goddess Lotahna where driven from their homeland Patala by the theocratic empire of Mahat during the third age and forced in to hiding. They have slowly rebuilding them self the past 300 years in secret waiting for the day to reemerge once more.

Commanders:

General Naz'jar are happy-go-lucky naga who lives life to the fullest and nothing is more fun for then risking her life on the battlefield. Naz'jar's combat ability and leadership on the battlefield is second to none in the kingdom but she got a bad habit of dragging on combat encounters unnecessary being the combat junkie she is.

High Priest Vashj is a very charming and level headed naga who excels in the art of healing and alchemy, often using her skills to bend combat and diplomacy to her favor if needed. She is also highly devoted to Lotahna and Queen Athissa and are fast to take offense if either is not respect, and if rumors are to be believed “accidents” tends to happen to that person if the offense are not rectified in short time.


Starting army names and composition

The Serpent Army: Made up from Serpent Knights the bulk of the army and several Mesmers for support and inflict chaos in the enemies ranks.

The Unseen: Made up mostly Serpent Archers and some Phantoms to support the army with information and reconnaissance.

Starting military units:

Serpent Knights: Heavy armor unit. Uses spear and spiked shield. A little slow but balanced unit that prioritize defense and team work to win fights.

Serpent Archer: Light armored units. Uses bows and duel short swords. Excels in speed and uses hit and run tactics with the use of traps and poison to slow and weaken their enemies.


Starting priority- Tier 2 military district


Additional starting unit(s):

Phantom: Light armor Nemedian unit. Uses Short sword and throwing knives. This unit specialize in espionage and with its shape-shifters ability the unit excels in gather information and reconnaissance unseen.

Mesmer: Light armor naga unit. Uses hypnotic charm and its innate magic to disrepute the enemies. This unit specialize in seeding chaos in the enemies ranks with charm and magic.


Additional details:
 
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