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Imperium Off Topicum: High Fantasy(IOTHF)

Lighthearter

President of the United States
Joined
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Messages
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Location
The West Wing
The world is changing. I can feel it in the air. I can taste it on the wind.

Long ago, the powers of all mortal-kind held alliance against a being known only as The Dark Lord. He was the most powerful creature ever to live, and his hordes threatened to overrun all that was and is in a sea of boiling hatred. The legions of mortals leagued together to stop him in what is today known as the Great Alliance. Weeks of battles raged between the Alliance and the Shadow Lands' hordes, but at the end of it, the Dark Lord's power was broken and he vanished for reasons and causes unknown.

Ages have passed. The great kingdoms of men, elves and lizardfolk have crumbled from the heights they once reached. New lords now lead their bands through the wilds in hopes of a new start - and a new world.

But the power of the Enemy, though broken, was not undone . . . .


___

Welcome, Lords and Ladies, to IOTHF. The world is changed, and no longer as it once was. Your people will now have to fight for their survival in the face of other nations - and the forces of Shadow, reassembling after a thousand years in defeat.

It's a harsh new world, but can you drive your people to impossible heights as you take on the challenges to come?

Now, just as a quick aside. I want you to read and understand this one line - by posting in this thread at all, you are stating absolutely that you read, understand, accept and agree totally with all of these rules, especially Rule 0 here:

Rule 0: The Gamemaster has the authority to issue any penalization he wants for any reason he wants so long as it is within the context of the game. By joining the gamemaster's game, a player accepts that if the Gamemaster decides to issue a penalization over anything, this is the gamemaster's right and the player has no right to contest unless it is over something done out of game. Flaming, trolling, spamming, ignoring GM directives, holding up the game, provoking drama and fighting in this thread, and generally being a jackwagon as defined by the gamemaster are all penalization-worthy offenses. By even posting in this thread you declare you completely understand Rule 0, have no questions at all about what it means, and fully intend to abide by it without complaint. I don't want to be a jerk, guys, but I've had bad experiences where people don't understand how player-GM relations work in the past, so I'm laying it out in black and white here.



Let's get on with the gameplay rules then, shall we?

Joining the Game:

Spoiler :
MNuOsk2.png


There, my friends, is the map. Don't judge, it's the only one that I could easily plug into a spreadsheet. Choose two provinces from this map to be the heartlands of your Kingdom. They must be contiguous, with some exceptions for reasonable distances(like the two Pacific island chains, or Cuba & Hispanola and Florida). Specify which one is where your national seat of power lies. Provide a color so I can easily mark your territory, and then pick from the following tables:

Races:
Spoiler :
Dominant Race: This race is either the most prevalent population wise in your nation or the one holding most of the political power. However you slice it, this is the section of the population with the most influence on the government.

Human: 10% Trade Income
Elven: Hero Academies 5IP
Lizardmen: +10% Land Combat bonus
Gnome: All building cost -2IP
Merfolk: +10% Sea Combat bonus
The Fae: Ring-Forges 5IP
Goblin: Manpower increases for free in provinces owned for 2 turns or more
Dwarven: +15% Income bonus
Dragon: +20%STR Increase when defending
Orc: +20%STR increase when attacking
Halfling: Spies 10%STR

Secondary Race: This is the second-largest chunk or your population, or(once again), the one with the second-largest say in what gets done. However you RP it, this group needs to either be powerful or populous enough that only the dominant race can honestly be seen as more important in the nation. You cannot pick the same race you chose as your Dominant Race.

Human: 8% Trade Income
Elven: Hero Academies 8IP
Lizardmen: +5% Land Combat bonus
Gnome: All building cost -1IP
Merfolk: +5% Sea Combat bonus
The Fae: Ring-Forges 8IP
Goblin: Manpower increases for free in provinces owned for 4 turns or more
Dwarven: +8% Income bonus
Dragon: +10%STR Increase when defending
Orc: +10%STR increase when attacking
Halfling: Spies 8%STR

Now that you've chosen your major races, your territory and your color, we need your national character. Tell us about your nation! What is the national name, and how is their leadership structured? How do the various races all get along? What are their stances on various issues? Who is their leader? What is their history since the Battle of the Alliance?

Now, we move onto gameplay mechanics. We'll start with income and province improvements.

Income:

Income is calculated simply. Your Manpower total is added to your Trade income and then multipled by your Economic Modifier. So, MP+TI*EM=IP. Dwarves have a significant bonus to their Economic Modifier, as canny craftsmen, smiths and miners. To increase the Manpower in a province, invest two IP(Income Points) in subsidies there. If you have built an Agricultural Network there, the cost is only 1IP. Higher Manpower means more people to tax and to produce trade goods for your realm! Conversely, it also means more people to draft when war comes knocking, so bear that in mind. Goblins earn 1 free Manpower per turn in provinces that have been in their borders for a certain number of turns, though they can still pay subsidies for even more manpower.

Trade is handled simply as well. Every turn, the total global income is added up, and 5% of it is calculated, then awarded to every nation in trade. Nations that are embargoed, issue embargoes or at war do not earn trade income from the nations involved. Blockaded nations earn no trade income. Humans earn much more from trade than other races do, due to canny mercantilism ingrained in them from a young age. Any time anyone across the globe goes to war, their income is removed from the global trade pool, so any conflict hurts everyone!

Militaries:

Yes, I know I said we'd cover province improvements first but I can't help myself. Here we go.

There are three types of Military Units, over two military branches. They function exactly the same, save that army units are in a nebulous pool and ships appear on the map. There are some exceptions to this:

-To cross water, your navy must form a chain from your homeland to the destination. This applies even to your own overseas provinces, or to those of allies. If that chain does not exist, your men cannot reach the destination. Allied naval units can also form this chain, or 50/50 is also allowed.

-Ships may move 4 Sea Zones in one turn. Moving into a Sea Zone that is not bordered by a province owned by you or one of your allies costs 2 Movement instead of 1. Any T1 Ship that ends its movement in a non-coastal province is destroyed by storms and sea monsters.

-Armies will automatically deploy to face incoming invasions or rebellions without instructions. They can also be specifically ordered around to defend certain positions and not others. Combat bonuses are awarded to factions that provide good, interesting war plans and RP about their forces, in the style of this High Fantasy universe.

-All military units consume 1 Manpower from a random province. If you want a strong economy, keep your population at home instead of at war! And, if you notice your neighbors start drafting large portions of their population, it might be wise to react in kind!

-To expand your territory, use land military units to claim provinces. Neutral lands are full of nomads who will either flee or use the stability of your regime to finally settle down, so don't worry overmuch about resistance unless you fear another Power is attempting to claim the region. Unless you specify to attack any other comers, there will be a random chance of who succeeds in that case.

-Lizardfolk, Merfolk, Orcs and Dragons have combat bonuses under certain circumstances. If you or your opponent has one of these races, make sure to factor that bonus into your calculations as battle looms.

Unit Types:

T1: (Land: Levy. Sea: Galley). T1 units have 1STR and cost 1IP to produce.

T2: (Land: Soldiers. Sea: Carrack). T2 units have 4STR and cost 3IP to produce.

Command Unit: (Land: General. Sea: Admiral). CUs have 1STR and cost 4IP to produce. They also provide a +25% STR bonus to the force they are attached to. CUs do not stack with each other.

Heroes:

To further put off Province Improvements, now is a good time to talk about Heroes. These are the main characters of your fantasy world, your Aragorn and Legolas, your Pug and Tomas, your Karigan and King Zachary.

To get Heroes, simply build the Hero Academy structure. This is easier for the Elves. Two random Heroes will be generated for you. If you lose the Academy, the Heroes will remain. If you lose the Heroes, new ones will be provided at the end of the next turn. You begin the game with one Leader or Steward hero. Whenever they are killed, they will also be recreated at the end of the next turn, though it's good form to claim they are the successor or heir to the previous King/President/Emperor/whatevski.

There are eight different kinds of Heroes. All are useful in different cases and situations, depending on your Races and needs. The enemy will always know how many heroes you have, but you can keep what kinds a secret if that is your will.

Hero Types:

Leader +25% combat strength, stacks with General or Admiral
Warrior 8STR land combat strength
Sea King 8STR sea combat strength
Guardian 5STR combat strength, doubles when defending, functions as General when defending, does not stack
Raider 5STR combat strength, doubles when attacking, functions as General when attacking, does not stack
Steward +5% Income
Magician Can utilize +1 Ring per turn
Infiltrator Double STR Spy

You are encouraged to name and RP for your heroes, to help build the Fantasy atmosphere. Good enough RP, especially cooperative RP between the two sides in a war, or two allies, might see your heroes' bonuses grow stronger.

And now, the long-awaited section . . . .

Rings of Power:

Did you actually believe I would do Province Improvements next? Naive fool.

Rings of Power are basically special abilities your nation can utilize to powerful effect in the right circumstances. You can only activate one at a time, plus however many Magician Heroes you have.

To acquire Rings of Power, build a Ring-forge structure. This is easier for the Fae. The Forge will provide one random Ring of Power per turn. There are nine types, and they come in three calibers - Common, Great and Mighty. Common Rings are twice as likely as Great Rings, which are twice as likely as Mighty Rings. Thus, there is a one in seven chance of you receiving a Mighty Ring of any sort, and a one in sixty-three chance of any individual Mighty Ring.

Common:

Seduction: Convert 2 Enemies
Shielding: Prevent 1 Common Ring attack
Havoc: Kills 3 Manpower or 1 Improvement in target province
Destruction: Destroys 3 Enemies
Fertility: Adds 3 Manpower in target province
Scrying: Chance to reveal one hostile's plans
Courage: Adds 10% Combat bonus in one battle
Summoning: Adds 2 T2 Units
Necromancy: 33% of the slain join you after one battle

Great:

Seduction: Convert 4 Enemies
Shielding: Prevent 2 Common Ring attacks or 1 Great Ring attack
Havoc: Kills 6 Manpower or 2 Improvements or 3MP and 1PI in target province
Destruction: Destroys 5 Enemies
Fertility: Adds 6 Manpower in target province
Scrying: Chance to reveal two hostiles' plans or certainty of one
Courage: Adds 20% Combat bonus in one battle
Summoning: Adds 4 T2 Units
Necromancy: 66% of the slain join you after one battle

Mighty:

Seduction: Convert 5 Enemies or 1 Hero
Shielding: Prevent 4 Common Ring attacks or 2 Great Ring attacks or 1 Mighty Ring attack
Havoc: Kills 10 Manpower or 2 Improvements and 3MP or 6MP and 1PI in target province
Destruction: Destroys 8 Enemies
Fertility: Adds 10 Manpower in target province
Scrying: Chance to reveal four hostiles' plans or certainty of two
Courage: Adds 30% Combat bonus in one battle
Summoning: Adds 7 T2 Units
Necromancy: All slain units join you after one battle

No one starts with any Rings. Your enemies will be able to see on the spreadsheet how many rings you have, but not what types - that much is up to you to keep track of.

Espionage:

Ha ha ha! You were expecting Province Improvements by now! Foolish king of free people! I will never reveal their details!

Espionage is easy enough to understand. A spy costs 2IP and takes up one Manpower(remember that a spy isn't a single spy, but rather a cell of operatives complete with a staff managing them back at HQ). Halfling spies are substantially stronger than normal. They can then be sent to perform missions from the following list:

Assassinate: Attempt to kill an opposing player's hero.
Destroy Ring: Attempt to destroy an opposing player's Ring.
Steal Ring: Harder than destruction, but if successful the Precious is yours again.
Incite Rebellion: Persuade a province to rise up in arms against its liege. Easier in occupied provinces, or those which have not been part of the nation for long.
Sow Havoc: Destroy MP in a target province.
Steal IP: Steal from the enemy's income and divert it to your treasury.
Active Counterintelligence: Attack enemy spies and try to kill them.
Bribe: Convince enemy units to disband and return to their homes.

Spies have a default 10% success chance, and every Spy above the first one adds 5% to that, up to a maximum of 90%. Therefore, you would need 17 spies for a 90% success chance.

Halfling spies add substantially more to the percentage than normal spies do, and so espionage is much easier for them.

NPCs:

Province Improvements? What province improvements? I know nothing of what you speak!

NPCs are rare, and almost always a result of player actions or randomized insurrection in occupied territory. The only consistent NPCs will be the Sorceress and the Dark Lord. The Dark Lord sits upon ins Dark Throne in a random province - you know not where, as he is yet to reveal his full strength. Spies can attempt to find him, or he may try to do battle with forces that invade his home. When he is ready, he will unleash his war machine upon the world - and it is the duty of all Kings of Free People to oppose him.

The Sorceress functions as a Guardian Hero,a Steward Hero and a Magician Hero at the same time. She will wander from nation to nation, offering her services for a turn here and there. The player can then decide in what capacity she shall be used. She is sworn to the downfall of the Dark Lord. You can attempt to kill her in battle if she is aiding your enemies on the field, or with spies if she is not.

Province Improvements:

As I can no longer stall, we at last come to the great secret of this ruleset: Province improvements.

Province Improvements are special upgrades for provinces that give them certain new capabilities. Any improvement except the Agricultural Network can be built twice in a single province.

4IP-Agricultural Network: Province Manpower increase cost -1IP
10IP-Ring-Forge: Produces one random Ring of Power per turn
10IP-Hero Academy: Produces two Heroes. New heroes appear if old two are slain
4IP-Fort: +10% Combat Strength
7IP-Castle: +25% Combat Strength
10IP-Citadel: +40% Combat Strength
4IP-Grand Market: +5% Income

Gnomes have an easier time of building Province Improvements, due to a significant cost decrease born of skilled craftsmanship.

There is a maximum of two improvements per province.

Next post reserved. Draw your swords, men, elves, orcs, dragons and all other manner of free people! This is our world and our time!

I will be out of town from Saturday June 29 until Tuesday July 2. The game will begin most likely on Wednesday July 3. I will most likely be able to keep up with the game, but not offer significant participation until then. PM me any burning questions you absolutely HAVE to have answered before game start, but save anything else for when I return.

-L
 
The Empire of Brazil


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Government: Absolutist Monarchy
Races: Dwarves and Humans
 
Kingdom of Phoenicia

Major Race: Dwarven
Minor Race: Human

Hero: Steward

Claims: Jersualem and Syria

History: Beginning in the Age of Darkness, when the Dark Lord loomed, Phoenicia began as a shipping state, moving goods between the combatants. The human ruling class employed industrious dwarves as their workers, making millions in the process. Now, they've become a world power, ready to expand. Looking towards the Italians for protection, they signed an alliance for Mediterranean control, and are secure in their friendship.
 
Nation: The Imperial Republic of Taestria
Demonym: Taestrians
Color: Crimson Red
Claims: Middle Italy, Lower Italy
Government: Administrative Republic (described later)
Primary Race: Dragon (Drakons)
Secondary Race: Lizardmen (Drayks)
Starting Hero: Leader (Akhari Blaze)

Allied to the Kingdom of Phoenecia

History:
The Shaper Empire was once the superpower of Europa. Its ruling class, the Shapers, had the power to create-and destroy-life forms of all kinds, only limited by their own strength over their creations and imagination. Barren wastelands were transformed into lush, bizzare forests overnight. Slaves were never needed, as their creations would be intelligent enough to do menial tasks for the Sapers. Whole armies could spring to life, as long as the Shaper-or Shapers-commanding the army were strong enough to control the creations. The Emperor always wore a gauntlet of metal on his dominant hand, to symbolize the strictness needed to prevent Shaping from becoming out of hand. Despite this, the Shaper Empire was considered to be the most equal for every race (except the creations of the Shapers), with the Shaper Council-a group of Shapers elected by the populace-ensuring that there would be no tyranny. The stability of the Shaper Empire held most of Europe together throughout everything, from minor uprisings to the war with the Dark Lord.
There had been always room to improve Shaping, and the most intelligent Shapers were handpicked by the Emperor himself to conduct experiments and make better, stronger creations. An experiemental Shaper, Trakov, stumbled upon the gene for intelligence in his searches for creating new life forms. He adapted the fyora, a velociraptor-like creation that breathed fire, by manipulating this gene, and the new creation that resulted was the singular reason for the downfall of the Shaper Empire. This new creation, the drayk, had the features of a dragon, and yet acted quite like a human, even standing on its hind legs on occasion. They were engineered to be the new powerhouse of the Shaper Army, with extreme power and intelligence, but their pride would prove to destroy this plan. At first, the drayks were content, and changed the battlefield in favor of the Shapers. However, when they say other lizardmen and dragons roaming freely, and compared that to the conditions of the other Shaper creations, they quickly grew furious with this mistreatment. A certain drayk, Shorass, was brought into existence by an underground sect of the Shapers, who wanted equality for everyone, including creations. More drayks and these Shapers became known as the Rebellion after protests in the capital, Dillame, and when Shapers and creations all across the Shaper Empire joined the Rebellion, the Empire descended into civil war. At first, the Shapers held the upper hand, knowing how to combat their own creations, but the drayks quickly discovered that their modified intelligence gene gave them the power to Shape. Some changed themselves into more fearsome beings, and called themselves drakons. These drakons were up to three times as tall as a human, and had immense strength and intelligence. Their scales were hardened, their wings adapted for better flight, their glands changed to improve the strength and volume of their fire. They were the strongest creations in the crumbling Shaper Empire, and possibly the strongest beings in all of Earth. The drakons completely overpowered the Shapers for a long time, and forced the Shapers out of Burwood Province (where the drayks were originally made, and where the Rebellion truly began), the Arizaph Mountains, and were fighting
The Rebellion continued, with the fight escalating on both sides. Despite the power of the drayks and drakons, the Shapers were gaining the upper hand, having found how to combat the drakons, and had cornered the Rebellion off at its capital, the former Burwood Province of the Shaper Empire. The drakons, under the leadership of the young Akhari Blaze, had one last trick. They created a drakon stronger than any before, called the Unbound One. Its power was unprecedented, and even without the final counterattack that the Rebellion sent, it would have crushed the whole Shaper Army alone. Regardless, it perished in battle
With the Shaper Army completely ruined, the Rebellion overtook the Empire, but was only able to hold onto Burwood Province (Lower Italy) and Illyra Province (Middle Italy). However, the drakons realized that they had become as bad as the Shapers after unleashing the Unbound One. They vowed to ban Shaping forever, and thereby end the Rebellion, and form a new nation- the Empire of Taestria. They solidified their official status by signing an alliance with the famed Kingdom of Phoenecia. Now, the Empire of Taestria-truly just a republic-stands in the shoes of the Shaper Empire, and is ready to fill them as a fairer nation.
 
DdGyCtu.png


Going lizardmen and human, more to come.
 
Humans/Dragons, claiming Mozambique & Madagascar. Will go with a blue color. Will add more in a couple of hours.
 
Sweden and Denmark. Colour: navy blue.

I will come up with the full details of my necromancer nation later on.
 
Hey Ailed i think we may have some very fun times on our hand because:

The Teutonic Order

hochmeisterarmsteutonic.png

Claims:
tJ5mODN.png


Capital: Königsberg

Government: Military Theocracy

Race One: Dwarf

Race Two: Goblin

Leader/Hero: Grand Master Gerhard von Prüm (Leader)
TeutonicKnight2.jpg

Yes he is a human because the Teutonic Knights Came in and conquered converted the Dwarfs and the pagan Goblins to Christianity, the Knights, while few in number, Provide stability and order to the land, while the Goblin's work the land and provide light infantry levy, and the Dwarf's who were already Christian, make up much of the Order's heavy infantry, some of the battle priests, and provide and maintain the Knight's armor and weapons.

History:
The Teutonic Knights were created in response to the Dark Lord, formed from various German Peasants, Knights, and Priests, the Order went on a Crusade along with the rest of the Great Alliance. These men went out seeking adventure, conquest, riches, and glory, and they got all that on their Crusade against the Dark Lord, when the Crusade finished and the Dark Lord was defeated the Knights returned home, the Order continued as a Holy Order for hire by whoever needed them. They fought many battles, and many times decided the fate of wars. However the Great Dwarven Kingdom of Poland, being constantly besieged by the endless Heathen Goblin hordes finally gave in, and requested the help of the Order.

Grand Master Gerhard von Prüm accepted, on one condition the Dwarf King would swear Fealty to Gerhard and the Order, facing the loss of his people to the heathen Goblins or the loss of his Independence, The Dwarf King quickly accepted the offer deciding the lives of his people were more important than his independent Kingdom, with that Gerhard quickly and decisively invaded and conquered the Baltic Goblins and the Castle of Königsberg was set up as the seat of power for the new Teutonic Order.

The Order's Priests and Missionaries were quickly sent to the Goblins to convert them to Christianity and over the year the majority of the population converted, those that didn't suffered harsh consequences. Now the Goblins of the Baltic work the fields as the peasants of the new Order, and the Dwarven Kingdom of Poland serves to provide the Order with hand crafted, dwarven made weapons and armor, while the more adventurous Dwarfs seek to join the Holy Order as either Battle Priests or Knights.

However the Crusade is not over, Poland continues to be besieged by Heathen Goblins from Lithuania, while the King has also asked the Grand Master to protect the other Great Dwarven Kingdoms of Kiev and Novgorod from their invaders. Finally to the north, a scourge the christian world had never seen or ever hoped to see, unholy creatures spawned from the depths of Death and Hell itself.

Is the Order up to the challenge? Will it be able to protect the Dwarven Kingdoms from the Goblin invaders? Will the Teutonic Order be able to defend the Christian world from the undead scourge? Only time will tell.
 
Hey Ailed i think we may have some very fun times on our hand because:

More than our closeness is that your a holy order and I am going to be a necromancer order!

Well at least if we end up in war we will have announcements and planned battle fields like gentlemen.
 
The Samrajya

Capital: Bogavat (Bangladesh)
Dominant Race: Lizardmen (Nagas)
Spoiler :
Roughly humanoid from the pelvis up, & snakelike from the pelvis down. They have four arms with six fingers each; their entire body is covered in scales, except their scalp, which is covered with hair. They are capable of delivering a venomous bite & have a rattle at the tip of their tails.

Secondary Race: Goblins
Government: Empire
Leader/Hero: The Nagasamrata
Spoiler :
The God-King of the Nagas; it is twice the size of a normal Naga & has six arms and four eyes. Its head & neck are those of a cobra; unlike other Nagas, the Nagasamrata is capable of spraying corrosive venom upon its enemies. Upon dying the Nagasamrata's spirit possess the body of one of the High Priests. During the process, the High Priest's memories & personality are incorporated into those of the Nagasamrata & the High Priest's body is transformed into that of the Nagasamrata.

Social Policy: Theocratic
Fiscal Policy: Interventionism
Trade Policy: Protectionism
Monetary Policy: Monetarism
Currency: Skela
Spoiler :
  • 100 Skela = 1 Satskela
  • 1 Skela = 100 Eksatskela
  • 1 Eksatskela = 100 Chotskela
Foreign Policy: Pragmatic
Religion: Cult of the Nagasamrata
Claims: Bangladesh & Nepal
Color: Hue 95, Sat 115, Lum 125
History:
Spoiler :
At the height of the war against the Dark Lord, the greatest Naga priests, sorcerers, & magicians gathered together to create a living weapon that they could wield against the enemy. In a complex ritual lasting 80 days & 80 nights, they fused legions upon legions of spirits with the most renowned Naga warrior of the age. Once 1002 spirits had been bound together, the Naga deity of Warfare descended & blessed the creation, granting the creature unparalleled military acumen & naming the Nagasamrata his champion. When finally the Nagasamrata was unleashed, all involved deemed the experiment a total success, watching as he struck again & again at the Dark Lord's holdings in Asia. At the final battle, the Nagasamrata was present as one of the allied commanders, where he led the greatest of the greatest of Naga warriors, and he & his men were among the many celebrated as Heroes afterwards.

After the Dark Lord was broken, the Nagasamrata wandered the planet, seeking out the most legendary warriors & tacticians so that he would be able to further perfect the art of battle. Inevitably, he aged, and was about to retire from war when the Gerombolan Horde swept across southern Asia. Returning to his home to lead a coalition of Indians & Naga against the invaders, he routed the main enemy force, and, after pursuing the retreating army to Burma, engaged the Gerombolan leader in personal combat & was victorious. Unfortunately, he soon afterwards died of his wounds, and Naga everywhere mourned the loss of their champion.

This was when the Nagasamrata discovered that he could not be killed through conventional means; he found himself unable to progress to the afterlife, & was reincarnated in another Naga. Devoting his second lifetime to finding out why he was stuck on Earth, the Nagasamrata discovered that the Dark Lord was not in fact vanquished, that he was merely gathering power- though he has never been able to discover where the Dark Lord’s base of operations is located.

Thus, the Nagasamrata decided to dedicate the rest of his lifetimes to ensuing that when the Dark Lord rose once more, the Naga would be ready. Slowly, slowly, he gathered the Naga under his control, using diplomacy when possible & force when necessary. Over the centuries, he further honed his martial skills & forged the Naga military into a force to be reckoned with. His realm was a favorite target for immigration during the Great Goblin Migrations, and over time, the Naga came to idolize him as a God in his own right, a viewpoint that he eventually began agreeing with. After a series of comical misadventures, he & the Sorceress became friends.

Now, the Nagasamrata has sensed that the Winds of Darkness are blowing once more, and knows that everything he has worked to create for the last thousand years will soon be put to the test…
 
Islamic Republic of Arabia:

JKEPDop.png


Capital: Mecca
Government: Islamic Republic
Steward/Hero: President Mohament Mubarek

Spoiler :
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Species:

Majority: Humans
Minority: Lizardmen

Territory:

Spoiler :
OsN2xT1.png
 
Everyone is a lizard. This is going to get very ugly.
 
No, because Lizards are better suited for both offense and defense. Orcs are good for wrecking. Lizards plan on putting their feet up on the table once they come in.
 
And then there's the lizardmen-dragon nations like myself. Land combat bonus AND defense bonus. Perfect for RP in my nation, and impenetrable borders.
 
Time for some details on my land...

Necrocracy of Regina

Claims: Sweden and Denmark in navy blue.

Grand Mistress: Efst Nokkvidr

Capital: the dark fortress/academy/crypt known as Banienda, in Oselligr (what Sweden is in this world).

Government: a meritocratic order set by supreme academic authority of the arch liches, the grand master/mistress having ultimate unquestionable authority over other necromancers. Society is dominated by the necromancers who have ultimate say on the day-to-day lives of the unliving land.

Founder: Aquilus Regina (deceased… or is she?)

Aim: to restore the legendary Undying Empire of Baase and to ensure death has its full respectful dominion in the world. May or may not include the resurrection of the long fallen Emperor Scaanoar of Baase.


Primal Races: Undead (The Fae)

Secondary Race: Troll (Dwarf)

Hero: Steward (necromancers need to purchase all their text!) The steward will be the headmaster of Banienda: the ghoulish Virda Hofud.

I will provide history and character details later on.
 
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