NutraNESIII: Heirs of the Dragonborn

nutranurse

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NutraNESIII
Heirs of the Dragonborn


Once the Yvethlings had all the world in their hands. Blessed by the planet-goddess Yveth herself, they were her true sons and mightiest of all her creations. But when the Yvethlings seemed to be at their zenith their civilization was ended by the Black Being and its corrupted followers.

Now, thousands of years since their fall, the Yvethlings are in the position to strike out again and reclaim their world for themselves.



I would like to welcome you all to Heirs of the Dragonborn, a low fantasy/sci-fi NES of brutal wars, empire building, angry gods, otherworldly visitors, malevolent rulers, eldritch horrors, and whatever else my imagination may throw at you.

Hopefully this will be my most successful NES and make it past 3 updates! To that end I have adopted a kind of 'procedural generation' of stats, meaning most stats are not created until players need them or request them. Keeping stats vague until they are necessary allows me to not shoot all of my imaginary wad on things that the players will not even encounter for dozens of turns, allowing me to focus on the here-and-now and keep all the terrible threats they face fresh and new.

Currently there are 7 players, leaving 5 spots open.



 
Game Mechanics


An Overview
For the most part players will look to their stats to see how they are doing and what they can possibly do. I am intending for stats to be as comprehensive as possible without being overwhelming. To that end there are five main categories of stats: Province Stats, Settlement Stats, Army Stats, Empire Stats, and Player Stats. All of these are, hopefully, streamlined and accessible.

Movement
Players may move all their armies no more than 3 provinces per turn. This movement rate will remain the same no matter what. Movement from province-to-province can only be done through adjacent provinces. Mountains are uncrossable.

Player Decisions
Each turn the player will face all sorts of problems stemming from their owned provinces/settlements. Furthermore the players may want to do various things like build a building or send a scout to a province. All of these actions cost 1 decision point and players begin with only 5 decision points. Initially this may seem like a lot, but as your conquests expand you will soon find that it is harder to manage a large empire. More decision points can be earned through various titles and some Chieftains/Followers grant extra decision points. Furthermore, you can assign a Chieftain/Follower to do any task and it will not cost you a decision point. However, success and what exactly that success entails may be different from what you had intended.

Examples of actions that cost a decision point:
  • Altering Tribute Rate
  • Improving Economic/Military Buildings In A Settlement
  • Creating A New Army
  • Resolving Disputes In Cities/Between Followers
  • Purchasing Units From Ror/Factions

If you are unsure whether or not your action will cost a decision point then by all means ask me. Investing multiple decision points into actions yields no benefits, investing gold and Followers, however, does.

Stats

Province Stats detail what is going on in a province, keeping tabs on special resources, presence of settlements, and occupying forces in the province.

Settlement Stats take province stats to the next level, detailing the prosperity of settlements, their owners, how much they give in taxes/tribute, etc.

Army Stats tell what units are in an army, who is commanding the army, and other more mechanical aspects of the army.

Empire Stats is the sum of an empire's armies, provinces, and settlements. These stats give a general view of how wealthy and well armed an empire is. The One Empire, the empire players are initially beholden to, is a somewhat special empire and its stats are more in-depth.

Player Stats reveal such specifics as a warlord's influence among certain factions, chieftains personally loyal to them, total tribute income, and miscellaneous features such as possession of artifacts.

Spoiler Province Stats :

Province Name
Province Ownership(Ownership Type)
Present Settlement
Present Armies
Natural Resources
Notes


Province Name is quite obvious, I hope you do not want me to go over it.
Province Ownership likewise is obvious, but the Ownership Type is where things become tricky. There are three main types of ownership type: Controlled, Rebelling, and Occupying. Controlled provinces have no restrictions and the owner receives all the full benefits the province/settlement may provide. Rebelling is the opposite of that and represents a province in total revolt. All benefits of the province/settlement is lost and there is a chance a rebel army may spawn. Occupying provinces yields half a settlement's income and the occupying player/empire gains the benefit of the province so long as they maintain a military presence.

Present Settlement lists all the settlements present in the province as well as a quick description (Wealthy, Poor, Capital, etc).

Present Armies also lists the armies currently in a province.

Natural Resources lists the resources the province currently generates. These resources include, but are not limited to, metals, ruins, animals, and luxury goods. Most natural resources provide no initial bonus until they have been worked by a settlement.

Notes include various things I find important enough to list.


Spoiler Settlement Stats :

Settlement Name
Settlement Ownership
Prosperity%(Base Income)
Tribute Rate%(Approx. Tribute Sum)
Fort
Notes


Settlement Name & Ownership are quite obvious (the name's the name and the ownership who owns the settlement). The only thing to note about ownership is if the settlement is Governed or not. A Governed settlement is a player-owned settlement that has been put under the control of a player-owned chieftain. Once Governed the settlement need not be dealt with in orders and the players do not have to spend their decision points on dealing with any problems that may arise. However, the player receives a reduced tribute sum and the settlement is entirely up to the whims of the Governing Chieftain--which may or may not be a good thing.

Prosperity is represented by a percentage. This percentage is influenced by all manners of things including, but not limited to random events and player decisions. Next to prosperity percentages is the settlement's Base Income. All settlements begin with 25 base income and is further modified by the settlement's Fort type, provincial resources, and trade routes.

Tribute Rate is represented by a percentage as well and this percentage is entirely up to the whim of the controlling party. High rates (50%+) generally are met with discontent among the populace and it is not advisable to keep a high tribute rate for more than a few turns. Next to the tribute rate is the settlement's Approximate Tribute Sum, which is calculated via the following formula: (BI(P%))T%=TS or (Base Income(Prosperity%))Tribute Rate=Approx. Tribute Sum. Keep in mind that this is the approximate tribute sum and it is possible for a player to get a little bit more or less tribute than they expected.

Fort is the culmination of a settlement's buildings, size, and defenses. Fort determines a settlement's base income as well as defensive capabilities.

Fort Types
  • Castle-Primarily military settlements, meant to defend a certain province and exudes a zone of control
  • Capital-Culminations of all kinds of settlements and boast economic and military excellence
  • City-Primarily economic settlements that boast the highest tribute outputs
  • Citadel-A middle-ground between the castle and the city in that they are both militarily and economically capable
  • Nomad-Mobile settlements that move from province to province
Fort Stats
  • Fort Example;Fort Construction Cost;Fort Base Income;Fort Defense
  • Castle;1000;30;700
  • City;1000;65;300
  • Citadel;2000;50;500
  • Capital;N/A;100;1000
  • Nomad;N/A;N/A;N/A

    Capitals cannot be constructed and Nomad forts are very special.

    Nomad forts represent tribes that roam large open expanses, tribes that are truly ruled by no one. Their base income is dependent upon the amount they raid/settle nearby settled provinces. Their defense not represented by a number, but by an army and follow army stats.


Spoiler Army Stats :
Army Name
Commander
Morale
Siege Score
Units


Again, Army Name is obvious. Players may name their armies whatever they want so long as the names are not too ridiculous.

Commander is the commanding chieftain/warlord of the army. Initially the commander is the player/warlord, but as the players meets more dangers they will find that they need more than one army. To that end a player's Chieftains/Followers may be promoted into commanders. Commanders provide various bonuses and penalties to armies--some commanders are good at sieges, while others are best at ambushes, and a rare few can command the terrible beasts that inhabit Yveth. All commanders provide a bonus/penalty to morale depending upon their past victories/defeats and certain traits.

Morale is an army's willingness to fight and fight well. Morale is represented via a descriptive scale ranging from Very Low-Low-Average-High-Very High. Very Low morale confers a -2 penalty to all rolls done by an army; Low moral confers a -1 penalty to all rolls done by an army; Average morale confers a +0 bonus to all rolls done by an army; High morale confers a +1 to all rolls done by an army; Very High confers a +2 to all rolls done by an army. Certain units ignore negative morale penalties and certain commander traits further enhance/negate moral bonuses/penalties.

Siege Score is an army's ability to effectively besiege a settlement. The score is calculated by adding up all the sums from the following formulas:

Melee Unit Str x 4
Cavalry Unit Str x 2
Ranged Unit Str x 5

Special units with the 'Siege' trait add their Str x 10.

Units are a section unto themselves. In the army stats section units are simply listed by name.


Spoiler Empire Stats :

Empire Name
Empire Wealth
Empire Strength


Of the three stats only Empire Wealth and Strength deserve a mention, and even then the mention is very brief. Empire Wealth and Strength are represented by a descriptive blurb (ex. Richer Than Us, Very Might, Almost Broken, etc) in order to represent how little the players actually know about other empires. Sometimes these descriptions are way off.

The One Empire is an exception and adheres to the following stat structure:

Overall Strength
Overall Wealth
Factions
Powerful Individuals


Again, Strength and Wealth are vague descriptions and not concrete stats. The primary difference is that most of the times the descriptions are accurate. Factions and Powerful Individuals are the two main differences. As the players are initially a part of the One Empire they can influence it in various ways--mainly through catering to certain factions and individuals.

Factions and Powerful Individuals are listed with a Relative Strength and Aims next to their name. This relative strength is represented on a scale of -5 to +5, breaking the combo of vague descriptions. A player can assume a faction with a -5 Relative Strength is on the verge of disappearing while a faction with +5 is as powerful as the Queen & Prophet themselves. Aims is the current goal of the faction and there may be more than one aim. These goals range from straightforward ones like "Conquer X" to more complex ones such as "Spread the Yvethian Faith". Some may even call for non-violence!

But what is the importance of these factions? Well every faction has a unique unit (or even a whole host of them) that they will happily send to a player's hub. Powerful Individuals yield even more interesting rewards ranging from more influence with the Queen & Prophet to more funds to themselves if they are war-inclined.


Spoiler Personal Stats :

Player Name
Player Titles
Total Tribute
Settlements Possessed
Fame
Chieftains/Followers
Faction Relations
Notes


Player Titles is a list of all the titles the player currently has. Yvethling society places a great emphasis upon personal merit and titles are an extension of that. Titles range from simple Warlord of the Yaburu/Zawi/Wazsaja to the prestigious title of Queen's Consort. Not all titles are bestowed by the One Empire. All titles confer some sort of bonus.

Total Tribute is the total tribute earned by all of the a player's settlements.

Settlement Possessed is a listing of the settlements a player owns. In parentheses next to these settlements is the province in which the settlement is located and the province number.

Fame is how well the player is known throughout the world. It is represented in two parts: Fame/Infamy. Fame is how well the player is known for their good acts represented by a positive number; the higher the number the more the player is known for good deeds. Infamy is how well the player is known for their evil acts and is represented by a negative number; the lower the number the more the player is known for evil deeds. Note that the definitions of good and evil are the ones purported by the Yvethling society. Other cultures may see certain 'evil' acts as good. Fame/Infamy can most be applied to how willing a Faction/Powerful Individual is to work with the player. All factions/Powerful Individuals have a leaning towards Fame/Infamy.

Chieftains/Followers are those above-average individuals the player attracts to their banner. All chieftains/followers are listed in the following format:

Name;Type;Notes

All chieftains/followers fall under either military or economic, though further distinctions exist (for instance the difference between a Wazsaja-Military follower and a Yaburu-Military follower is profound). Following the Chieftain's/Follower's Type is any special notes about them. Typically any bonuses/penalties are listed here as well as the Chieftain's/Follower's assumed loyalty.

Loyalty deserves a special mention. Players never positively know how loyal a Chieftain/Follower is--they can only guess at the loyalty based upon an approximate Assumed Loyalty stat. The Assumed Loyalty stat is a descriptive stat (Very Loyal, Disloyal, etc.).

Faction Relations detail just what factions the player is involved with and in what ways. For every faction listed a score between -5 through +5 is listed, -5 being the faction views the player as an enemy and +5 an ally.

Notes contain anything else that I find important to note about the player.



 
Combat & Units

Warfare occurs on a grand-scale and is always done between armies. Skirmishes and such exist, but are for the most part glossed over unless they have some bearing on the larger affairs at play. Combat is supposed to be an epic thing with high stakes so as to encourage genuine thought be put into an army's movements and composition.

Spoiler Units :

Unit Base Stats
First we will look at units. Units are often represented by some sort of sprite that more or less corresponds with what the unit looks like. Underneath this sprite are five categories:
Str-The unit's attack strength
Def-The unit's defensive strength
Exp-The unit's experience(command bonus)
HP-The unit's composition
Upkeep-The unit's upkeep

Beginning with Str, or the unit's attack strength, we are given just how strong this unit is by itself. The Str of a unit is used in all offensive actions during combat regardless of the unit's type. In most combat checks the unit compares its Str against the enemy's Def + other various rolls.

Next the Def, or the unit's defensive strength, shows just how well armored/evasive/whatever the unit is at a base level. In most combat checks the unit compares its Def against an attacking unit's Str:.

A unit's EXP is a bit more complicated in that it represents a unit's experience and next to it, in parentheses, any command bonuses that may be given to the unit. Command bonuses deserve a special mention because they are only gained through an exceptionally good commander or by attaching a military Chieftain/Follower to the unit. A unit's Exp has no direct bearings on any rolls, but every time a unit increases its Exp it may assign 1 point to its Str, Exp, or Hp. Upon increasing Exp a unit may choose to subtract -5 from it's Upkeep.

Unlike the other stats Exp is not represented by a number. Instead it follows this scale: Green-Blooded-Veteran-Hardened-Hero. At Hero the unit gains some random trait that best suits all the experiences the unit must have undergone to reach such a high status. Only the transition from Green-Blooded has a set requirement: experience in at least 1 victory. If a unit loses enough Hp and breaks they may fall back a rank to represent refilling the ranks with new units.

A unit's HP, or composure, is analogous to health. During combat rounds any lost round results in a -HP by 1. A unit 'breaks' in combat once all of its Hp is gone.

Lastly a unit's Upkeep is how much it costs per turn to keep it in the field. A unit's Upkeep is halved when it is garrisoned.

*Note that Str, Def, and Hp will never be above 10 initially, so a 10 for any of these traits is exceptional and rare.. The average for all these stats is 4.

After you have absorbed all the, hopefully, streamlined information about the unit's stats there is a few complex components: Type and Traits.

Types & Traits
All units fall under one of three categories: Ranged, Mounted, and Melee. Ranged units are bowmen, javelin-throwers, slingers, etc. These units do not normally engage in Melee/the Charge/Clash phase, but dominate the Crossfire phase. Mounted units range from your stock dudes on horses to more exotic things like dudes on rhinos. Mounted units participate in primarily in Charges and may remain in the Clash phase at a penalty. Lastly, but certainly not leastly, Melee units are your men armed with pointy things that they put into the squishy bellies of their opponents. Melee units participate in the Clash phase primarily, although some impetuous warriors may participate in the Charge.

Types can be further categorized, but these descriptions are ornamental and meant to give a player general notions of the unit's traditional role. Players are encouraged to be nontraditional.

Any traits a unit may have are listed last. These traits are described in depth in a separate post.

Example Unit


Wazsaja Pygmy
5Str
2Def
Blooded(+0)
4Hp
15Upkeep

Melee-Light Shock
Fearsome; Tiny; Blooded

In the above example we see that the Wazsaja Pygmy is a stronger-than-average offensive warrior, but lacks somewhat in defensive capabilities. They are special in that they begin with a Blooded level of experience, meaning that immediately upon recruitment a player can assign a point to Str, Def, or Hp or even subtract -5 from the Pygmy's upkeep (making the upkeep 10). They have no innate command bonus. The unit is a melee unit, further designated as primarily being a light shock troop. This means that they are great at clashing with the enemy's front row and should thus be in the front row of an army, but should not be expected to hold the line for long. They are Fearsome, and thus confer a -1 to an enemy's defensive roll against them; Tiny and thus better at ambushes due to being able to hide in many places; and Blooded, meaning that they come to the army at a Blooded Exp.


Spoiler Unit Recruitment/Conscription :

How exactly does a warlord gain units? Well the methods vary greatly, some units may approach a successful warlord via random events, other units may be captured in batter, but most units will either be purchased or conscripted.

Purchasing Units
Players can always purchase their tribe's units from Ror at a cost of 30 Gold per unit. No matter what kind of unit, it can be purchased for 30 Gold. Furthermore, as players cater to certain factions more recruitment pools are opened. The prices to recruit these units differ from unit to unit.

Players also will come upon times when they are in the position to hire special mercenary units. These units are paid twice--once when they are recruited, and again when their contracts are over. Mercenaries have no upkeeps, making them viable for short campaigns, but the initial and final prices are often high.

When units are purchased from Ror or any other faction they are delivered to the nearest settlement owned by the player. This, of course, makes it a little bit hard for them to move to the front due to the necessity of creating an army to move units at all. Mercenaries join armies immediately.

Conscripting Units
How will players get units to their armies in the front line? Largely through conscripted units from the settlements they have captured. Each turn a player may designate which settlements they want to receive conscripts from. When a settlement is producing a conscript it does not pay tribute. Players may choose what conscript they will receive from the cultural pool of units affiliated with the settlement's primary culture. Once recruited these conscripts are placed in the nearest army--though the range only extends to 3 provinces away in most cases.

Players should remember that forcing a conquered settlement to send their sons and daughters off to war will generally not sit well with them. Forcing a settlement to send conscripts for multiple turns may result in a revolt.


Spoiler Combat :
Now we will look at combat. Combat falls under one of two categories: open battles and sieges. Open battles encompass any battles not fought for the purpose of capturing a city. These battles often see two armies meeting, maneuvering, and then committing themselves to the slaughter.

Army Composition
First and foremost before any combat begins the player has to consider the composition of his army. Armies are made up of three lines: Front, Middle, and Rear.

The Front line contains all the Melee units that will participate in the first few rounds of the Clash. Ranged units in the front line can fire upon all three enemy lines, but are can be caught by the enemy's Charge before they retreat. Mounted units in the front lines multiply their Charge Str by 1.5, but must participate in the Clash or face an automatic -2 to their Hp.

The Middle line contains all the Melee units that will reinforce the faltering units during the Clash. Ranged units in the middle line can fire upon the enemy's Middle and Front lines only and also risk being caught in the Chase phase. Mounted units in the middle line gain no bonuses to their Charge Str, but can retreat from the Clash phase safely.

The Rear line contains all the Melee units that are defending against possible flanking maneuvers and they will never fight in the Clash under most circumstances (some Traits/Units negate this). Ranged units in the rear line can fire upon the enemy's front line only. Mounted units in the rear line only serve to intercept other mounted units attempting to attack an army's flanks. All units in the rear line have heightened chances to escape should they be on the losing end of the Chase phase.

Most armies have soft caps of 13 units. Armies over 13 units receive moral penalties that represent the difficulties involved with handling such large armies. Certain traits, titles, and Chieftains/Followers increase this cap.

Flow of Combat
Combat occurs in four phases: Crossfire, Charge, Clash, and Chase. Combat is opened up with the Crossfire, the round when ranged units shoot their missiles at the opposing army. The Charge phase sees all melee units move forward, ranged units not fighting in melee move back, and Mounted units (as well as charge-capable melee units) rush ahead of the army in an effort to break the oncoming line. Once the rest of the army catches up to the charging units the Clash occurs and it is the only phase with multiple rounds. Once the Clash is over one army will break and the victorious army will begin the Chase--the phase during which the most casualties occur.

A Breakdown of Each Phase

The Crossfire always occurs first--even during an ambush one side peppers the opposing side with missiles before the bashy units begin combat (the other side is denied their crossfire and charge, but more on combat types later). During the Crossfire a ranged unit's strength is pitted against the opposing units defense score. The following equation is how crossfire is calculated:
Attacker: Str+Command+Misc. Traits+1 Die Roll (the lowest 1 is re-rolled)
Defender: Def+Command+Misc Traits+1 Die Roll (the lowest 1 is re-rolled)

This is done 3 times and each roll has the chance to harm the enemy.

Ranged attacks are committed against the opposite army's corresponding unit, ex:

----x----

----o----

The 'o' will attack the 'x' in this situation. Should there be no exact opposite unit in the enemy's lines then the nearest unit is targeted. During orders a player will designate what line they wish their ranged units to fire upon. Should the Crossfire be successful then the following effects occur:

Successful by 1-10; -1 Hp for targeted unit
Successful by 11-20; -2 Hp, -1 Combat Roll for targeted unit
Successful by 21-30; -3 Hp, -2 Combat Roll for targeted unit
Successful by 31+; Unit breaks if Hp<6

The Charge follows after the Crossfire. During the Charge charge-capable units (typically Mounted units) charge the enemy lines. Their intention is not to inflict many casualties, but to shake the enemy enough in order to cause a mass route. Charges are calculated with the following formula:

Total Charging Units: Str+Command+Misc. Factors+3 Die Rolls (Lowest 1 is re-rolled)
Total Defending Row: Def+Command+Misc Factors+3 Die Rolls (Lowest 1 is re-rolled)

Charging units are grouped by what line they are in. All the charging units of the Front Line, for instance, will charge against the designated row--not unit, but whole row for instance. All the charging units of the Middle Line will charge against another row, and two rows can charge against the same opposing row, but for two separate Charge rolls. Should the Charge be successful then the following effects occur:

Successful by 1-10; -1 Hp for all the row's units
Successful by 11-25; -2 Hp for all the row's units
Successful by 26+; Units break if Hp<4.

The Clash occurs once the two Front Lines of an army meet. During the Clash successive rounds are fought between units until one unit emerges the victor. The following formula is used to calculate each round of a clash:

Attacker 1: Str+Command+Misc. Factors+3 Die Rolls (Lowest Die Re-Rolled)
Attacker 2: Str+Command+Misc. Factors+3 Die Rolls (Lowest Die Re-Rolled)

Once the victor has been determined the following formula is used to calculate how much damage the losing unit receives:

Attacker: Str+Command+Misc Factors+3 Die Roll (Lowest Die Re-Rolled)
Defender: Def+Command+Misc Factors+3 Die Roll (Lowest Die Re-Rolled)

Depending upon the results the following things happen:

Suffessful by 0-5; -0 Hp
Successful by 6-10; -1 Hp
Successful by 11-20; -2 Hp
Successful by 21-30; -3 Hp
Successful by 31+; -4 Hp

Notice that the losing unit almost always loses Hp.

This continues until one unit is defeated. After the defeat occurs the unit directly behind the defeated unit moves up to the Front Line, albeit at a small penalty for witnessing their companions die. Certain units/traits negate this penalty.

The Clash phase is generally carried out between Melee units, but Cavalry may remain past the Charge phase into the Clash phase at a -2 penalty to their rolls. Ranged units may remain in the Clash phase as well at a -4 penalty to their rolls. Certain traits/units negate these penalties.

Lastly the Chase phase occurs once one army is broken. During the chase each unit in the Middle and Front Lines are liable to capture/slaughter. Units in the Rear Line are safe from this possibility unless they have the Slow trait.


Spoiler Sieges :

Sieges are not quick affairs, but are calculated relatively simply. When an army meets attacks any settlement a siege automatically occurs. Each an army puts its Siege Score against an the besieged city's defense score. Once the city has fallen the besieging army must then attack and defeat any garrisoned troops via a normal battle. Do not worry though! All garrisoned troops in Cities roll at a large penalty of -4 to all rolls to represent their fatigue and fear at seeing their home breached. Units garrisoned in Citadels roll at a -2 to show their overall resolve and the defensive nature of the settlements. Castle units roll at a -1 for the same reason. Units garrisoned in Capitals do not roll at a penalty at all.


~A special thanks to Immaculate for helping me to iron things out mechanically

 
Lore & Traits

Spoiler What We Know :

They took everything. Those foul followers of the Black Being ripped the world from our grasp when Yveth-Dragonborn lost her war against the Black Being. Our fall did not follow immediately after. For a time we were prosperous and many. Despite Yveth's defeat she was not dead, only dormant--within us she still managed to thrive. Our Goddess, our Earth spoke to each and every one of us and we knew that she was happy to see us still able to go on. Through her priests she kept a benevolent hand on all matters. Great kings and queens arose speaking her voice and her law; equally great kingdoms followed them and we truly never knew war or strife or hunger or hardships.

Then the Black Being re-emerged. On that day it is said a great blackness swelled up on the horizon and ran swiftly across the sky. The black pierced all the clouds and impregnated them with the fires that rained down all over the world. Our great peoples were cut down without any chance to defend themselves. The Black Being's people too fell from the fire-clouds, wielding dark lights that ripped our fleeing peoples into pieces. They swarmed over the world and forced us into the darkest corners of our burning kingdoms.


Spoiler Yvethlings :

Yvethlings are a race of humanoid creatures exhibiting minor draconic traits (save for the Wazsaja who exhibit ape-like traits). They are only known to inhabit the tropical island of Ror as well as the only true natives of Yveth. After Yveth's defeat they experienced a brief golden age that was ended abruptly by the reappearance of the Black Being. All Yvethlings were summarily hunted by the followers of the Black Being and nearly wiped out of existence.

Physical Characteristics
Yvethlings stand anywhere between 6"0-7"0 (183 cm-213 cm) and have heavy weights to match their impressive heights. They are very muscular and not given to much fat, although the Yaburu are known to sport potbellies in their later years. They live naturally to be 100-120 years old, but due to the violent nature of their lives and culture few Yvethlings live over 50. They mature at a slower rate than humans, coming to full adulthood at 25. All Yvethlings are relatively hairless and sport short, kinky hair atop their heads. They have very tough skin that may be mistaken for scales at a distance. Aiding this deception is the tendency for Yvethlings to mark themselves with intricate tattoos and scarification.

Yvethlings are naturally dark skinned only amongst the Yaburu. The Zawi skin color ranges in various shades of tan and the Wazsaja are quite pale beneath their dark fur. The color of their eyes range from blue to green to brown, and rarely they are red. Red eyes are seen as an exceptional trait and a sign of Yveth's blessings. The faces of the Yvethlings are more snake-like than human. Their noses and ears are close to their heads, and they are very angular in facial composition.

The Wazsaja deserve a special mention because they are unlike any of the other two tribes of Yvethlings. These people are on average far shorter than their other cousins--none grow taller than 5" (152cm). They do not have the same tough skin as other Yvethlings, but instead a light fur ranging in color from light brown to black covers their body. Underneath the fur their skin is much paler than the normal Yvethling's. Their faces are more human-like in appearance and are known to have all kinds of hair atop their heads (the Queen of the One Empire, for instance, has relatively straight hair).

Society
Yvethling society can be roughly divided up into pre- and post-ascension phases. Before the rise of the Queen and Prophet Yvethling society was a very fluid thing. Lordship was gained and lost through battle. Men and women both earned their fair share of leadership because of the violence that characterized the Chaotic Era. The family life of Yvethlings was more or less non-existent and children were raised communally due to the likelihood of a child losing their parents in battle.

Love and romance, however, were and still are very important faucets of the Yvethlings. Yvethlings mate for life and attractiveness is largely determined by a combination of wealth and physical strength. The great warrior-poets of the Zawi have composed many epics about two lovers who fought through hell and back to be with one another, often times ending in tragedy to reflect the tragic nature of these passionate unions. Death is an all pervasive reality in the Yvethling society and it haunts lovers perhaps more so than warriors. To lose a mate is to lose not just the mother/father of your children, but the loss of a faithful and worthy companion in battle.

Post-Ascension society is not a dramatic departure from Yvethling warring norms so much as it is a strange reflection of them. War is rarely conducted on the same scale (outside of the Wazsaja lands) as it once was so it is done in mock-battles. A Yvethling's status is not at stake, however, only his sense of worth and honor, leading to many titles of lordship amongst the Yvethlings becoming permanent and hereditary. Furthermore, the Queen and Prophet have saw fit to elevate their most loyal warriors to positions well above the normal petty lordship, creating a warrior-gentry class who hold sway over numerous clans. Above them are the three Tribal Lords, major players in Yvethling politics due to the allegiance sworn to them by all members of a tribe. Unlike other ranks, these figures are elected into position by a voting populous, allowing for (theoretically) anyone to become the Tribal Lord for a period of two years. Many Yvethlings find their times spent competing for prestige and honor in the hopes of swaying their tribe-mates into voting for them. The Queen and Prophet emphasize these competitions as a way to keep the Tribal Lords occupied (if they wish to maintain their positions) and well away from the actual politics of the realm.

The family life too has taken a drastic turn. Many Yvethlings found that the peace allowed them to devote much time to their children. Increasingly child-rearing became on a family-by-family basis and parents strove to model themselves in their children. A butcher's son was destined to become a butcher; a hunter's a hunter; and so on so forth. These efforts have effectively hegemonized many aspects of Yvethling private life as professions became passed down through birth.

Religion
There are two primary faiths among the Yvethlings: Yvethism and the Cult of the Born-Again-Queen.

Yvethism is the traditional faith and on paper the only Yvethling religion. It is the worship of Yveth and her various incarnations around the worth through various nature spirits. Hills, mountains, streams, rivers, grasslands, forests, lakes, oceans--all are inhabited by a guardian spirit that is just an extension of the broken Yveth. Worshipers of Yvethism can be divided roughly in half: the casual and the dedicated. Most fall under casual worship of Yveth. They acknowledge that she is the supreme behind everything earthly and the mother of all their comforts, but they rarely go any further than attending the larger rituals of the faith. They say no prayers and know only a few chants--mostly chants pertaining to the nearby fields or pastures. The dedicated are the Fervents of Yveth who undergo spiritual rapture through wandering the world and knowing all the spirits they can. They believe a myriad of things and no two Fervents can agree upon many subjects save for one: the only way to reawaken Yveth is by knowing all her broken spirits. Then again, some Fervents argue that the spirits are evidence alone of Yveth's activity.

Yvethism has no organized church or priesthood. All 'priests' of Yvethism are simply wandering mystics.

The Cult of the Born-Again-Queen is the somewhat radical, somewhat heretical belief that the Queen of the One Empire is Yveth-Born-Again. The cult was established not long after the Queen began her reign over a united Ror some 200 years ago. Some say that it was the Prophet himself who began the religion, but given the Prophet's strong Yvethism leanings this theory is often discredited. Regardless the Queen does condone the cult, though takes no active part in it or its hierarchy. The cult's beliefs are simple: the Queen is Yveth born again. They herald her not as a messiah, but a Goddess in her own right. Their primary evidence behind this claim is the Queen's youthful appearance despite her advanced age. They seek to advance her cause, whatever that may be, and as a result most Cultists are a member of the Queen's growing bureaucracy. The Cult is far more popular in urban areas than in rural ones where most people are concerned with their crops and livestock, not the whims of the Queen. Still, the Cult frequently sends missionaries into the deep jungles of Ror in attempts to convert the tribals.


Spoiler The Queen & Prophet :


Contrary to what many believe, the Queen and Prophet are two entirely separate individuals who are often in opposition of each other.

The Queen

When most Yvethlings think of the central government they think of the Queen. She is the sole ruler of the One Empire in theory. She is the lone warrior who united all the warring clans. She is a Goddess to a few and a messiah to many more. Even according to the Fervents of Yvethism the Queen is a nature-spirit herself. All Yvethlings recognize that she has a grace that is unearthly, almost alien. Her unageing appearance alone testifies to that much.

The Queen was born of the Wazsaja. Most Yvethlings have forgotten this, but she is keen to remind any who thinks less of her native tribe for their savage ways that she too comes from their rough stock. Like most Wazsaja she is short, covered in a light fur--though most are not aware of the fur because she shaves it every day--and is relatively light skinned for a Yvethling. Despite bearing many traits that the Yvethlings commonly find ugly, she is considered a radiant beauty. She is very aware of this and freely uses her physical attractiveness to make headway for her goals. The title of Queen's Consort is a very prestigious one held only by the most powerful individuals of the empire.

The One Empire is directed largely at the Queen's whim. She rules with a combination of an iron fist, extreme charisma, and byzantine politicking.

The Prophet

Where the Queen is charismatic, the Prophet is enigmatic; where she is heralded as a Goddess, he is cursed as a devil; where she is light, he is dark. The Prophet is a complicated figure of which little is actually known about. He is known to have come from the Zawi, growing up among the many Fervents who live in the Mountains of Senre. He is known to have traveled all throughout Ror--and some whisper even beyond the islands--on a spiritual quest to know all the manifestations of Yveth. Some say he succeeded in that, and these people point to his weird appearance to support their claims.

The Prophet does not have a proper face. At all times he is behind a wooden mask that is all at once terrible and awe-inspiring in its other-worldliness. The mask itself seemingly changes its appearance at his whim. He is much taller than any Yvethling ever known to have existed, standing at nearly 8" (244cm), though he lacks the Yvethling mass and is a thin, spindly man. Obviously people as superstitious as the Yvethlings have branded the Prophet as some dark creature masquerading in the form of a man. All that keeps them from killing the Prophet in cold blood is the support and favor he receives from the Queen.

The exact nature of the Queen and Prophet's relationship is as vague as the Prophet's history. Oftentimes the two seem to be at odds with one another in matters of the state. The Prophet seems to want the One Empire ruled as a union of many independent tribal states, while the Queen wants a centralized monarchy. Both are further divided on matters of religion; the Prophet being a zealous (and perhaps the greatest) Fervent and the Queen bearing no inclinations towards Yveth save for her affiliation with her at-times heretical personality cult. Yet, somehow the two seem to work togther and the Prophet is always seen backing the Queen's decisions. In reality, whenever some petty chieftain or rebellious warlord acts out against the Queen and One Empire, it is the Prophet who leads the armies to war. He is the de facto head of the One Empire's standing army, and some say the greatest strategist to have ever lived.


Spoiler Unit Traits :

Blooded-Unit begins at the 'Blooded' Exp level and gains all benefits associated with the Exp level.
Charge-Unit is capable of participating during the Charge phase as per normal Charge rules.
Crossbow-Unit wields a crossbow and is able to pierce thick armor relatively easily. +2 to attacking rolls during Crossfire.
Fearsome-Unit is terrifying to behold in battle and demoralizes any units it comes into contact with. Enemies facing a 'Fearsome' Unit receive a -1 to their defending rolls during Clash.
Shield-Unit posses some sort of shield to cover them in battle. +1 to defending rolls if targeted during Crossfire.
Spearman-Unit wields a spear and is thus able to fight cavalry more effectively. +1 to attacking rolls if attacking Cavalry during Clash.
Tiny-Unit is smaller in size than most enemies are accustomed to. 'Tiny' Units receive a +1 to their defending rolls during Crossfire and Clash, but -2 to defending rolls during Charge.


Spoiler Leader/Follower Traits :

Inspiring-The follower is able to instill greatness into the units they are attached to. Attached Units receive a +3 to the first random roll of each combat round.
Lesser Son/Daughter-The follower, while noble, has not inherited any of the greatness his elder brothers can claim. Still, they have a lot to prove and, perhaps, more drive to do so...
Savage-The follower is known not for their charisma or cunning, but for their unrelenting shows of force. Enemies fighting the unit a 'Savage' Follower is attached to receives a -1 to their defending rolls during Clash. This stacks with 'Fearsome'.
Tactician-The follower is not keen on leading a single unit, but instead a whole line of them. The follower cannot be attached to a specific unit, but instead may be attached to a line. This line receives a +1 to all their rolls.
Wazsaja-The follower is more prone to acts of rapine and violence.
Yaburu-The follower is more prone to acts of greed and exploitation.
Zawi-The follower is more prone to acts of selfishness and bigotry.


 
Units Part 1


Spoiler Yaburu Units :


Yaburu Gold Sword
4Str
4Def
Green(+0)
4Hp
10Upkeep

Melee-Shield
Shield
Gold Swords wield their eponymous golden swords with a skill that has made them legendary among the Yvethlings. Gold Swords are so highly thought of that they are the basis for which most other Yvethling units are compared.


Yaburu Spearmen
3Str
5Def
Green(+0)
4Hp
15Upkeep

Melee-Spearman
Shield; Spearman
Among the Yaburu the spear is the preferred weapon. From an early age any would-be warrior is taught how to wield a spear more than just effectively, but to the point that his spear is his most prized possession; oftentimes a Yaburu's wealth is displayed through the quality of his spear.


Yaburu Jeweled Bowmen
4Str
2Def
Green(+0)
3Hp
5Upkeep

Ranged-Bow
Strangely enough the richest, most powerful Yaburu do not fight in close combat--they are archers. Archery is seen more so an art form among the Yvethlings and the Yaburu elite strive to prove that they have perfected it. Jeweled archers are not the best Yaburu archers, but their sons and daughters.

Spoiler Zawi Units :


Zawi Longswordsman
4Str
3Def
Green(+0)
4Hp
10Upkeep

Melee-Light Shock
Charge
Longswords men ascribe to the belief that bigger is always better. Zawi longswords men in particular believe that a man charging you with a sword twice his height is much more terrifying than a man charging you with a dingy little shortsword.


Zawi Swordsman
3Str
4Def
Green(+0)
4Hp
5Upkeep

Melee-Shield
Shield
Zawi look down upon the Yaburu's fascination with spears as a combination of misguided fascination with the phallus and adherence to outdated traditions. Real men use swords. Innovation has always been key among the Zawi and the Zawi-made sword represents just that. These blades are works of art in their own right--every Zawi sword is a product of love, not labor. The skill of those wielding these great swords, however, leaves a little to be desired.


Zawi Blotcaster
5Str
2Def
Green(+0)
3Hp
15Upkeep

Ranged-Crossbow
Crossbow
The Boltcaster is the embodiment of the Zawi's take on war as vehicle for innovation and art. Boltcasters, or what we know as Crossbows, are relatively recent inventions that threaten to change the whole way war is waged. The only problem is the Zawi insist on making sure every boltcaster is not just perfect, but decorated and fitted to its owner. The high cost in gold as well as manpower to produce even one boltcaster is enough to keep it from immediately revolutionizing warfare at the moment.

Spoiler Wazsaja Units :


Wazsaja Pygmy
5Str
2Def
Blooded(+0)
4Hp
15Upkeep

Melee-Light Shock
Fearsome; Tiny; Blooded
When most warriors see the fearsome Pygmies charging at them two things occur. The first is confusion. How such a small manling could ever hope to do any good in battle is strange, almost pathetic. In fact, most Pygmies resemble children--albeit angry children with tiny spears and shields and warcries--but children none the less. Any warrior who would call killing a Pygmy an honorable kill is no warrior at all! The second thing to summarily occur is the death of such foolish warriors.


Wazsaja Javelin-Thrower
3Str
3Def
Green(+0)
4Hp
10Upkeep

Ranged/Melee-Javelin
Wazsaja do not like to fight fair. The average Wazsaja warrior carries with him cruelly-wrought wooden spears tipped with iron and made to break, confuse, and demoralize their enemies. But not kill. Wazsaja Javelin-Throwers are known to soften up their enemies before engaging in any sort of melee with terrible volleys of their savage weapons. Some of the nobler Yvethlings call this weak and dishonorable, while the Wazsaja call it common sense.


Wazsaja Slinger
4Str
3Def
Green(+0)
4Hp
5Upkeep

Ranged-Sling
Every man, woman, and child among the Wazsaja is expected to fight and contribute to a tribe's war effort. For the sickly, lame, and destitute they find roles as slingers.


 
Units Part 2

For Future terrors!

 
Units Part 3

For Future terrors!

 
Units Part 4

For Future terrors!

 
Units Part 5

For Future terrors!

 
Maps & Province Stats

Spoiler Starting Map :





Spoiler Important Province Stats-Ror :
Ror-Major(#1)
The One Empire(Controlled)
Present Settlements: Ror
Present Armies: Queen's Army
Dominant Terrain: Jungle
Notes: Volcanic Soil/Volcanic Lake increases settlement income

Ror-Minor(#2)
The One Empire(Controlled)
Present Settlements: Zalur
Present Armies: Imperial Army
Dominant Terrain: Jungle
Notes: Volcanic Soil/Volcanic Lake increases income

Darla(#5)
The One Empire(Controlled)
Present Settlements: Darla
Present Armies:
Dominant Terrain: Jungle
Notes: Harbor Present

Donsula(#7)
The One Empire(Controlled)
Present Settlements: Donsula
Present Armies: First Northern Imperial Army
Dominant Terrain: Jungle
Notes: Harbor Present; Roads to Bordok

Nyaghili(#12)
The One Empire(Controlled)
Present Settlements: Nyaghili
Present Armies:
Dominant Terrain: Jungle

Keshoja(#14)
The One Empire(Controlled)
Present Settlements: Keshoja
Present Armies:
Dominant Terrain: Jungle
Notes: Harbor Present

Far Borbu(#16)
The One Empire(Controlled)
Present Settlements: Borbu Outpost
Present Armies:
Dominant Terrain: Desert
Notes: Harbor Present


Spoiler Important Province Stats-West :

Makan(#66)
The One Empire(Controlled)
Present Settlements: Lugola Outpost
Present Armies: Salamander Guard (Devercia); Guardians of the Silverheart (Bgfan)
Dominant Terrain: Arid Grasslands
Notes: Ruined city present; Major River Present, +to Agricultural Buildings; Colonial Destination

Josghest(#60)
Free City of Josghest(Controlled)
Present Settlements: Josghest
Present Armies: Second Army of the Iron Dragon (das); Josghest 1st Army; Josghest 2nd Army
Dominant Terrain: Grasslands
Notes: Capital Present (Josghest); Major River Present, +to Income

Josma(#56)
Free City of Josghest(Controlled)
Present Settlements: Josma
Present Armies: Josghest 3rd Army
Dominant Terrain: Grasslands
Notes: Major River Present, +to Income

Nedibi(#59)
Nedibi Kingdom(Controlled)
Present Settlements: Nedibi
Present Armies: ???
Dominant Terrain: Grasslands
Notes: Capital Present (Nedibi); Major River Present, +to Income

Kadnaka(#69)
Nedibi Kingdom(Controlled)
Present Settlements: Kadnaka
Present Armies: ???
Dominant Terrain: Grasslands
Notes: Major River Present, +to Income

Gonisar(#61)
Gonisar Tribes(Controlled)
Present Settlements: Gonisar Camp
Present Armies: Gonisar Horde
Dominant Terrain: Arid Grasslands


Spoiler Important Province Stats-South :

Gonisar(#17)
Bodomen(Controlled)
Present Settlements: Kidimba, Isai
Present Armies: Chomoa Mkuki (Immaculate); Shining Blades (merciary); Glorious Masa Smashers (Kentharu)
Dominant Terrain: Jungle
Notes: Home to the Great Cats; Harbors Present

Kitu(#18)
Bodomen(Controlled)
Present Settlements: Kitu
Present Armies: ???
Dominant Terrain: Jungle
Notes: Home to the Great Cats; Harbors Present

Mitanda(#19)
Bodomen(Controlled)
Present Settlements: Mitanda
Present Armies: ???
Dominant Terrain: Jungle
Notes: Home to the Great Cats; Harbors Present


Spoiler Important Province Stats-East :

Obsaja(#84)
Bodomen(Controlled)
Present Settlements: Jeweled City
Present Armies: Yveth's Scourge (Seon), Dread Spears (LDiCesare), 1st Army of the Radiant Lion (Milarqui)
Dominant Terrain: Jungle
Notes: Silver Ruins


 
Settlement Stats



~

 
Settlement Part 2 Stats/Empire Stats


Spoiler The One Empire :

Overall Strength: Powerful (3 Full Armies)
Overall Wealth: Economy Stagnating
Factions
Queen/+5/"Conquer New Lands In My Name"
Prophet/+5/"??"
Cult of the Born-Again-Queen/+2/"Conquer New Lands In Her Name";"Spread Worship Of Her"

Powerful Individuals


 
Player Stats


Spoiler Gau Masekela the Resplendent Phoenix(Kentharu) :


Masekela/Kentharu
Masa Clan (Cunning)
Chieftain of the Masa; Yaburu Warlord; Gau
Total Tribute: -
Settlements Possessed: -
Fame: 50/50

Followers
Many-Jeweled Ungzin; Military-Yaburu Chieftain; Inspiring, Yaburu
Silvered Donbaba; Military-Yaburu Chieftain; Inspiring, Yaburu

Faction Relations
Queen/+0
Prophet/+0
Cult of the Born-Again-Queen/+0

Armies
~Glorious Masa Smashers~
Yaburu Gold Sword/Yaburu Gold Sword/Yaburu Gold Sword
Yaburu Spearman
Yaburu Jeweled Bowmen

Notes

Spoiler Gau Ashaka the Iron Dragon(das) :


Ashaka/das
Buruji Clan (Brutish)
Chieftain of the Buruji; Yaburu Warlord; Gau
Total Tribute: -
Settlements Possessed: -
Fame: 50/50

Followers
Many-Riches Gingwath; Military-Yaburu Chieftain; Inspiring, Yaburu
Tomjaro the Fat; Military-Yaburu Chieftain; Inspiring, Yaburu

Faction Relations
Queen/+0
Prophet/+0
Cult of the Born-Again-Queen/+0

Armies
~First Army of the Iron Dragon~
Yaburu Spearmen/Yaburu Spearmen
Yaburu Gold Sword
Yaburu Jeweled Bowman/Yaburu Jeweled Bowman

Spoiler Gau Radiant Lion Mbegai(Milarqui) :


Mbegai/Milarqui
Chatota Clan (Ingenious)
Chieftain of the Chatota; Zawi Warlord; Gau
Total Tribute: -
Settlements Possessed: -
Fame: 50/50

Followers
Gomad the Humble; Military-Zawi Chieftain; Tactician, Zawi
Beauteous Yara; Military-Zawi Chieftainess; Tactician, Zawi

Faction Relations
Queen/+0
Prophet/+0
Cult of the Born-Again-Queen/+0

Armies
~First Army of the Radiant Lion~
Zawi Longswordsman/Zawi Longswordsman
Zawi Swordsman/Zawi Swordsman
Zawi Boltcaster

Spoiler Gaua Vellana the Scourge of Yveth(Seon) :


Vellana/Seon
Dramuru Clan (Loyal)
Chieftainess of the Dramuru; Wazsaja Warlord; Gaua
Total Tribute: -
Settlements Possessed: -
Fame: 50/50

Followers
Vicious Yazaza; Military-Wazsaja Chieftainess; Savage, Wazsaja
Lugan the Terror; Military-Wazsaja Chieftain; Savage, Wazsaja
Igfar the Lesser; Military-Wazsaja Chieftain; Lesser Son, Wazsaja

Faction Relations
Queen/+2
Prophet/+1
Cult of the Born-Again-Queen/+4

Armies
~Yveth's Scourge ~
Wazjaka Pygmy/ Wajsaja Pygmy/ Wajsaha Pygmy
Wajsaha Javelin Thrower/
Wajsaha Slinger


Spoiler Gau Shining Sansai (merciary) :


Sansai/merciary
Lokese (Ingenious)
Chieftain of the Lokese; Zawi Warlord; Gau
Total Tribute: -
Settlements Possessed: -
Fame: 50/50

Followers
Ponderous Minjol; Military-Zawi Chieftain; Tactician, Zawi
Unsated Zulod; Military-Zawi Chieftain; Tactician, Zawi

Faction Relations
Queen/+0
Prophet/+0
Cult of the Born-Again-Queen/+0

Armies
~Shining Blades~
Zawi Longswordsman/Zawi Longswordsman/Zawi Longswordsman
Zawi Swordsman
Zawi Blotcaster

Spoiler Gau Gendo The Effervescent Salamander (Devercia) :


Gendo/Devercia
Kalamandra Clan (Diplomatic)
Chieftain of the Kalamandra; Yaburu Warlord; Gau
Total Tribute: -
Settlements Possessed: -
Fame: 50/50

Followers
Seven-Jeweled Mabaya; Military-Yaburu Chieftainess; Inspiring, Yaburu
Kiliulga the Obsidian Spear; Military-Yaburu Chieftain; Inspiring, Yaburu

Faction Relations
Queen/+0
Prophet/+0
Cult of the Born-Again-Queen/+0

Armies
~Salamander Guard~
Yaburu Gold Sword/Yaburu Gold Sword/Yaburu Spearmen
Yaburu Jeweled Bowmen/Yaburu Jeweled Bowmen

Spoiler Gau Shimmering Silwerhart (Bgfan) :

Silwerhart/Bgfan
Silwer Boom Clan (Loyal)
Chieftain of the Silwer Boom; Zawi Warlord; Gau
Total Tribute: -
Settlements Possessed: -
Fame: 50/50

Followers
Audacious Timnu; Military-Zawi Chieftain; Tactician, Zawi
Kasozi the Clear Mind; Military-Zawi Chieftain; Tactician, Zawi

Faction Relations
Queen/+2
Prophet/+1
Cult of the Born-Again-Queen/+4

Armies
~ Gaurdians of the Silver Heart ~
Zawi Swordsman/ Zawi Longswordsman/ Zawi Swordsman
Zawi Blotcaster/ Zawi Blotcaster

Spoiler Gau Damu'eupe s'Kwaad the Obsidian Serpent (Immaculate) :


Damu'eupe s'Kwaad/Immaculate
Damu'eupe Clan (Cunning)
Chieftain of the Wit Hemel; Yaburu Warlord; Gau
Total Tribute: -
Settlements Possessed: -
Fame: 50/50

Followers
Iron Gut Kidesgu; Military-Yaburu Chieftain; Inspiring, Yaburu
Banananga the Ebullient Tiger; Yaburu Chieftainess; Inspiring, Yaburu

Faction Relations
Queen/+0
Prophet/+0
Cult of the Born-Again-Queen/+0

Armies
~Chomoa Mkuki~
Yaburu Spearmen/Yaburu Spearmen
---
Yaburu Jeweled Archers/Yaburu Jeweled Archers/Yaburu Jeweled Archers

Spoiler Gau Meshberiti the Paragon of Dread (LDiCesare) :


Meshberiti/LDiCesare
Esjuana Clan (Ingenious)
Chieftain of the Esjuana; Wazsaja Warlod; Gau
Total Tribute: -
Settlements Possessed: -
Fame: 50/50

Followers
Obloru the Life-Taker; Military-Wazsaja Chieftain; Savage, Wazsaja
Rapacious Kaalo; Military-Wazsaja Chieftain; Savage, Wazsaja

Faction Relations
Queen/+0
Prophet/+0
Cult of the Born-Again-Queen/+0

Armies
~Dread Spears~
Wazsaja Pygmy/Wazsaja Pygmy
Wazsaja Javelin-Thrower/Wazsaja Javelin-Thrower
Wazsaja Slinger

 
You all may post now!

EDIT:

You all may be wondering how to join, well here is how!

Please post this:

Clan Name/Player
Warlord Name
Warlord Trait
Tribe

Army (Choose 5 units from your corresponding Tribe, Please post them like this:
Front Line Units
Middle Line Units
Rear Line Units)

Preferred Warfront (Western Continent, Southern Continent, or Eastern Continent)

Here is a template:

Kelal/Nutranurse
Keshoja
Cunning
Yaburu

~Kshoja's Wrath~
Yaburu Spearman/Yaburu Spearman/Yaburu Spearman
Yaburu Gold Sword
Yaburu Jewelled Archer

Western Continent

For clan/warlord names I'd like African-type names. I use the lovely generator found here for that.

Spoiler On Warlord Traits :

Warlords come in five general varieties: Cunning, Brutish, Diplomatic, Ingenuity, and Loyal.

Cunning warlords are those known for their dastardly deeds, but more importantly getting away with them. These warlords receive a small bonus in any action relating to intrigue.

Brutish warlords are a dying breed after the Queen and Prophet's ascension, but they are no less powerful. These warlords receive a small bonus in any action pertaining to open warfare/combat.

Diplomatic warlords are a new bred of warlord whose appearance coincides with the unity brought by the Queen and Prophet to the Yvethlings. These warlords are slick of tongue and as such receive a small bonus in any action involving NPC factions/cities.

Ingenious warlords have long been the hallmark of the Yvethlings and the end of tribal warfare has allowed these truly brilliant minds to shine. These warlords receive a small bonus in matters of engineering and construction of any kind.

Loyal warlords are strange warlords in deed. They lack much of the selfishness characteristic of the Yvethlings, but would rather see the Queen and Prophet rise to unparalleled heights. These warlords receive a large bonus in relations with the Queen and Prophet.

But what do all these bonuses mean? Well, in each kind of warlord trait I highlight one important aspect of the NES: warfare, diplomacy (with NPCs and the Queen), intrigue, and kingdom building. However, these traits are not meant to pigeonhole the player one style of gameplay. A Brutish warlord can use his inclination for war to build up a small, but well-defended kingdom while the Cunning warlord can use her tricks to deceive whole kingdoms into falling to her burgeoning empire.


Spoiler On the Three Tribes of Ror :

Before all of Ror was united by the Queen and Prophet many clans existed in constant petty warfare with one another, but all the clans could be said to come from one of three tribes.

Most agree that the Yaburu were the first to come emerge from Yveth. They are the tallest and darkest peoples on Ror and inhabit the fertile land around the Inner Sea. Appearance is paramount to most Yaburu and they love to collect expensive jewelery, rare cloths, and beautiful artwork in an effort to display personal worth. War for the Yaburu is a means to enrich and beautify oneself. Any warlord hailing from the Yaburu begins with a much, much larger cache of gold to represent the vast personal wealth they must have collected before being chosen for their prestigious position.

The second tribe to emerge were the Zawi. Their skin is the fairest of the peoples of Ror, rarely becoming a shade darker than tan, and they inhabit the islands mountains. Despite their rough surroundings, the Zawi are inclined to the 'soft' disciplines of philosophy, mathematics, literature, and science. Their high mountain homes allow for the seclusion needed to pursue these studies in peace. From the Zawi come nearly all the advancements the Yvethlings have made, and the Zawi are happy to remind others of this. War for the Zawi is a means to test some new theory or steal a rival's plans. Any warlord hailing from the Zawi begins with a random artifact of their tribe.

The last, and in the eyes of the other Yaburu and Zawi the least-most, tribe to emerge from Yveth are the Wazsaja. They are the shortest of the peoples of Ror, and unlike their elder cousins their bodies are lightly covered with fur and not scales. The Wazsaja have long been cast into the deep jungles of Ror, even now during the Queen and Prophet's Peace. Of all the Yvethlings the Wazsaja are the most tribal, most violent, and most savage. Few Wazsaja can claim civilized behavior. They are, for the most part, kept on the edge of the kingdom's concern, which allows the Wazsaja to continue their petty wars more or less undisturbed. War for the Wazsaja is neither a means or an end, but the grim reality of life. Any warlord hailing from the Wazsaja begins with 1 extra lieutenant to represent the bonds formed in war.

Each tribe will have its own recruitment pool from which the players draw their initial armies. The pools are weighted to have different bonuses: the Yaburu possess the most disciplined troops, the Zawi possess the best machines/siege units, the Wazsaja possess the strongest units. Players begin with access to only their own tribe's warriors, but as time goes on they may gain enough favor with another tribe to get access to that tribe's unit pool. Garnering favor with the tribes is easy enough: the Yaburu like acts that demonstrate the richness and nobility of the Yvethlings; the Zawi like acts that demonstrate the culture and intelligence of the Yvethlings; and the Wazsaja like acts that demonstrate the strength and ferociousness of the Yvethlings.


Edit Edit:

Also a little background story for why your warlord is awesome would be appreciated. Go nuts!

Returning players are required to re-post their applications.
 
Lokese/ merciary
Sansai
Ingenious
Zawi

Shining Blades
Zawi Longswordsman/Zawi Longswordsman/Zawi Longswordsman
Zawi Swordsman
Zawi Blotcaster

Southern Continent
 
I have updated the Game Mechanics and Units sections to include things I had left out--mainly Movement, Decision Points, and Purchasing/Conscripting Units.
 
Damu'eupe / Immaculate
Damu'eupe s'Kwaad
Cunning
Yaburu


Chomoa Mkuki

_
(for once i didn't min-max and decided to go with something i thought looked cool instead- now i just have to hope i only fight people without shields :p)



southern continent- in the east- hopefully in the plains.
 
I hope that I've set it up so that I can more or less easily do it by hand. I have drawn up a template where I will put the names/units you guys are using into it so I can visualize everything easier. It's really just a matter of rolls and simple mathematics! Also Yaburu unit descriptions done.
 
if your template is excel be aware of the =1+rand()*5 function. this will produce a number between one and six.
 
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