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FANTASY NATIONS

FANTASY NATIONS NATION CREATION


Nation Creation happens in several steps. These steps are outlined below.

Step 1: Pick the races of your nation, a nation may have up to 3 races in his nation, these represent the vast
majority (in excess of 99.99%) of your nations population, and likely military.

Step 2: Buy your Common Traits. Each player has 50 points to spend on common traits, they may take up to 4
flaws each of which gives an extra 1 common trait point unless otherwise specified.

Step 3: Choose your Nation Type/s and buy your traits. Each player may take up to 2 nation types and may
spend up to 16 points on their nation type traits. Beware of nations that cannot work with other nations.

Step 4: Choose your Nation Size and Build your nation, NOTE: Huge and Large nation sizes are restricted in
number. Seek permission before making one! At this time also tally your taxes!

Step 5: Build your Army: Each Military building gives you an amount of troops it can support, and many other
structures give you tax. You may use your tax to buy military units until you reach the limit your castles etc can
support. Note that this is just your military budget, the rest of your taxes are not counted in the rules.

Step 6: Build your Navy: (Optional) If you have any Port Cities your nation probably has a navy (A navy requires
at least one Port City), and your Navy is the only way to protect your coast against invaders! Dont forget this if
you want a navy.

Step 7: Put all the information into a provided nation sheet format. That format will be found in the post you
found the link to this document to if you are viewing this on scribd.com
CONTENTS

Races of Aliria .................................................................................................................................................................................................... 7


Humans: ...................................................................................................................................................................................................... 7
Elves: ............................................................................................................................................................................................................ 7
Dwarves:..................................................................................................................................................................................................... 7
Orcs: ............................................................................................................................................................................................................. 7
Goblins: ....................................................................................................................................................................................................... 7
Lizardfolk: .................................................................................................................................................................................................. 8
Rakshasa: ................................................................................................................................................................................................... 8
Ogrim: .......................................................................................................................................................................................................... 8
Gnolls: .......................................................................................................................................................................................................... 8
Aviani and Raptoria: .............................................................................................................................................................................. 8
Ratkin: ......................................................................................................................................................................................................... 9
Frogmen: .................................................................................................................................................................................................... 9
Giants: .......................................................................................................................................................................................................... 9
Naga: ............................................................................................................................................................................................................ 9
Dracons: ................................................................................................................................................................................................... 10
Centauroids: ........................................................................................................................................................................................... 10
Minotaurs:............................................................................................................................................................................................... 10
Half-Kind: ................................................................................................................................................................................................ 10
Abyssals: .................................................................................................................................................................................................. 11
Celestines: ............................................................................................................................................................................................... 11
Fantasy Traits (Common) .......................................................................................................................................................................... 13
The Traits List and Descriptions. ....................................................................................................................................................... 14
Nation Traits:......................................................................................................................................................................................... 14
Population Traits: ................................................................................................................................................................................ 15
Academic Traits:................................................................................................................................................................................... 16
Military Traits: ...................................................................................................................................................................................... 17
Tradesman Traits: ............................................................................................................................................................................... 18
Merchants Traits:................................................................................................................................................................................. 19
Magecraft Traits: .................................................................................................................................................................................. 20
Lands Traits: .......................................................................................................................................................................................... 21
Monster Traits: ..................................................................................................................................................................................... 22
Naval Traits: ........................................................................................................................................................................................... 24
Flaws: ........................................................................................................................................................................................................ 25
Barbarian NATION ........................................................................................................................................................................................ 28
NATION TRAITS: ....................................................................................................................................................................................... 28
Sea Lords NATION ........................................................................................................................................................................................ 30
NATION TRAITS: ....................................................................................................................................................................................... 30
The Learned NATION................................................................................................................................................................................... 32
NATION TRAITS: ....................................................................................................................................................................................... 32
Empire NATION ............................................................................................................................................................................................. 34
NATION TRAITS: ....................................................................................................................................................................................... 34
Bandit-Kings NATION .................................................................................................................................................................................. 36
NATION TRAITS: ....................................................................................................................................................................................... 36
Merchant Lords NATION ............................................................................................................................................................................ 38
NATION TRAITS: ....................................................................................................................................................................................... 38
Mageocracy NATION .................................................................................................................................................................................... 40
NATION TRAITS: ....................................................................................................................................................................................... 40
Naturalists NATION ...................................................................................................................................................................................... 42
NATION TRAITS: ....................................................................................................................................................................................... 42
Mechanists Dominion NATION ................................................................................................................................................................ 44
NATION TRAITS: ....................................................................................................................................................................................... 44
Nomads NATION............................................................................................................................................................................................ 46
NATION TRAITS: ....................................................................................................................................................................................... 46
Subsurface Kingdom NATION .................................................................................................................................................................. 48
NATION TRAITS: ....................................................................................................................................................................................... 48
Smith-Lords NATION ................................................................................................................................................................................... 50
NATION TRAITS: ....................................................................................................................................................................................... 50
Chivalrous Order NATION ......................................................................................................................................................................... 52
NATION TRAITS: ....................................................................................................................................................................................... 52
Coin-Soldiers NATION ................................................................................................................................................................................. 54
NATION TRAITS: ....................................................................................................................................................................................... 54
Slaver-Kings NATION................................................................................................................................................................................... 56
NATION TRAITS: ....................................................................................................................................................................................... 56
Theocracy NATION ....................................................................................................................................................................................... 58
NATION TRAITS: ....................................................................................................................................................................................... 58
Dead Kingdom NATION .............................................................................................................................................................................. 60
NATION TRAITS: ....................................................................................................................................................................................... 60
Kingdom of Solace NATION....................................................................................................................................................................... 62
NATION TRAITS: ....................................................................................................................................................................................... 62
Beast-Tamers NATION ................................................................................................................................................................................ 64
NATION TRAITS: ....................................................................................................................................................................................... 64
Black Empire NATION ................................................................................................................................................................................. 66
NATION TRAITS: ....................................................................................................................................................................................... 66
Fantasy Nations Nation Builder. ............................................................................................................................................................. 69
Nation Size .............................................................................................................................................................................................. 77
Families: .................................................................................................................................................................................................. 77
Buying your settlements: ................................................................................................................................................................. 77
Taxing your settlements: .................................................................................................................................................................. 80
Types of Units ................................................................................................................................................................................................. 83
Buying your Army. ................................................................................................................................................................................... 85
Fantasy Nations: Navies ............................................................................................................................................................................. 90
Rowing Vessels:......................................................................................................................................................................................... 90
Sailing Vessels:........................................................................................................................................................................................... 91
FANTASY
NATIONS:

RACES OF
ALIRIA
RACES OF ALIRIA

HUMANS:

Humans, ah the ubiquitous humans, reproduce like rabbits in the spring. These are a dangerously deceptive
species! While they are not truly masters of any particular skill or ability they are quite good at a broader range
of skills than any other race. The other problems faced by humans is quite simply they are not the physical
equals of many races on this world. Though they are superior physically to a few as well.

Size: Medium

ELVES:

There are several types of elvenkind, but they bear many similarities, they are generally tall creatures with
considerably better eyesight than most humans. They tend to be excellent with the finer crafts and are all
somewhat arrogant with other races. Even their darker kin have a strong notion of racial purity and half-breeds
are usually ejected from their communities with their sires.

Size: Medium

DWARVES:

The Dwarves, like Elves, can have several sides to them but the Dwarves share a mastery of the material crafts.
Few can forge materials finer than the Dwarves and none can make better metals. They even have their own
brand of magic that allows almost all of their Smiths to runebind spells into weapons, armour and many other
objects to make them better.

Size: Medium

ORCS:

Filthy ravagers whose numbers are enough to worry most races the Orcs are powerfully built and predisposed
to war and conflict on a near instinctual level. There is nothing an Orc enjoys more than getting into a good
scrap with a worthy opponent. They make sublime warmakers.

Size: Medium

GOBLINS:

The Goblins are the red-headed stepchildren of the evil races. They get beaten on by just about everything with
a fist. However their advantage lies in sheer numbers. The Goblins are not a small race (though they themselves
are very small), their numbers are enough to worry everyone. Not to mention for little cunning bastards they
have a talent for poisons to make up for their weak arms.

Size: Small

Extreme Numbers: (Family numbers count as double.)


LIZARDFOLK:

The Lizardfolk are humanoid serpents, slim and agile they prefer either highly arid or highly humid
environments. They are usually more primitive than others but are stealthy and quiet, and unless disturbed are
often quite peaceful. But someone who disturbs them can learn very quickly how powerful and ferocious they
can be.

Size: Medium

RAKSHASA:

The Rakshasa are tall humanoid felines with a viscious disposition and a territorial nature. They defend their
territory with an unmatched savagery, but the Rakshasa are not a united species. They are fractitious and
jealous powermongers amongst each other as well as strangers.

Size: Medium

OGRIM:

The Ogrim are large humanoids who resemble humanity very little. Typically larger and heavier and much
more powerful these are strange beasts. For all their size and believed stupidity they have concealed a far
sharper more intelligent economic acumen with the might and muscle to back up their business. Most of the
Ogrim Merchants are more than enough to bodyguard their own business.

Size: Large

GNOLLS:

The Gnolls are the canine counterparts to the Rakshasa, their bodies hunched the Gnolls typically hunt in packs,
different packs will typically respond to each other with challenges for power and control, or even
extermination. The Gnolls are excellent and fast foodsoldiers.

Size: Medium

AVIANI AND RAPTORIA:

The Aviani are light fliers, their hollow bones and feathers make them both fragile and flammable. However the
ability to fly often gives them advantages over those others. The Aviani however are not predisposed to war
and will avoid it whenever possible. The beings they fear the most are the Raptoria.

The Raptoria are the dark cousins of the Aviani, often solo hunters few can track and kill as quickly and
efficiently as the Raptoria, but together they are less capable than the Aviani. But to underestimate their
devastating effect is a price youll pay in oceans of blood.

Size: Medium

Fliers.
RATKIN:

The ratkin are humanoid ratmen of extreme numbers and voracity, indeed they are well known for their
extreme cunning and innate talent with machinery. Though nothing they do is terribly reliable.

Size: Small

Extreme Numbers: (Family numbers count as double.)

FROGMEN:

The Frogmen are an amphibian species who often inhabit the deep lakes and coastal settlements with a strange
mysterious presence. They are natural enemies of the Naga due to frequently fighting for the same hatching
grounds and settlements. The Frogmen are more civil and inclined to work with the surface races and they have
an innate understanding of waters making them valuable allies.

Size: Medium

Amphibian

GIANTS:

Giants are... well... giant human-like beasts. Generally quite stupid and clumsy theyll work for peanuts, the
problem is you dont want them doing any work that you cant afford them to fuckup. They however make
highly valuable soldiers. Oh, and avoid them in mating season, their females will take anything brave enough to
try and their males may forget to ask first (The latter is invariably lethal. The former only sometimes.).

Size: Very Large

Few in Number: (Family Numbers Halved)

NAGA:

The Naga are snakeline humanoids who are well acclimatised to the deep waters. Thier bodies are covered in
scales and theyre possessed of a coldly viscious disposition and inclination to kill anything that enters their
waters. They however despise the Frogmen more than any other race on the planet due to both species
requiring the same habitats.

Size: Medium

Amphibian
DRACONS:

The Dracons are native to arid areas. These creatures are vaguely related to dragons, their long sinuous bodies
are not capable of flight or possessed of wings but their intellect is far higher than would normally be expected
for something that is more monster than man. They are however beings with long memories of ancient magics.

Size: Large

CENTAUROIDS:

The Centauroids are unusual and rare, they are generally creatures with four legs and two arms with an upright
torso section, notable races are the Centaurs, of who they are named, the Dracotaurs, which are a dragon-like
centaur creature. At its most basic level a Centauroid is a humanoid torso attached to a quadrupedal body. But
there are some rare cases where it is different, such as the Driders.

Size: Large

Extremely Fast

MINOTAURS:

The Minotaurs are mean motherfuckers. Big, powerful and bad temperered. At least the bulls are. The cows are
more docile. But the race make excellent blacksmiths. These powerful beasts have a fearful reputation but
beneath the myths of bulls trapped in Labyrinths the soul of the Minotaur is more gentle than many could come
to expect from such a large and powerful beast.

Size: Large

HALF-KIND:

The Gnomish and Halfling races are two odd sides to the same coin. And in fact they are almost the antithesis of
one another, one is hardworking, industrious and mechanically talented, the other is fat, lazy and renowned for
its cooking. Both are almost as physically pathetic as goblins, and in fact Halflings are almost worse. The
Gnomes however more than make up for it with mechanist knowledge.

Size: Small
ABYSSALS:

The Abyssals are the fouled vile halfbreeds created by foul means. The most common birthing of Abyssals is
simply the rape of an unwilling mother, or even father. An Abyssal is however uncommonly dangerous. They
gather in large communities and lord it over their lesser beings. The Fouled typically have rather considerable
power trips. The problem is that those that dont die at birth or soon after from complications are strong
enough to make good on their ambitions. The second type of Abyssal are those which result from carnal
relations with a demon. Voluntarily or not. These are far more dangerous.

Size: Medium

Fliers

Cannot be taken with Celestines. Always hostile with Celestines.

CELESTINES:

The Celestines, unlike the Abyssals, are typically halfbreeds from good races and is always an act of love and
unity. The Celestines can encounter some traditionalist difficulties amongst either peoples, but by and large
theyre loved and tolerated, and most importantly, they are frequently popular figures and well liked. The other
breed of Celestines are the result of the loving embrace of a celestial leading to the half-angels.

Size: Medium

Fliers

Cannot be taken with Abyssals, Always hostile with Aybssals.


FANTASY
NATIONS:

TRAITS
FANTASY TRAITS (COMMON)

Common traits are traits that can be shared by any nation or race. One must take into account their nation type,
races and alignment when deciding how that trait looks, for example, Loyalty, for a good nation can be simply
a populace loyal out of love and honour to their ruler. But the same trait for an evil nation would represent the
unrelenting grip of fear amongst the populace (or evil), or even the evil population being loyal to their ruler
because hes proven he can hold the position.

But do keep in mind that some of the nation types and races will be more or less likely to have certain traits.
For example, Fair Law, is far less likely in an evil nation than good. As is Executions being less likely for a good
nation and more likely for an evil one.

Nation Traits: These represent your nation as a whole.

Population Traits: These represent the attitudes and habits of the people.

Academic Traits: These represent the education of the people.

Military Traits: These represent the military nature of the people.

Tradesman Traits: These represent the trade skills of your peoples.

Merchants Traits: These represent your nations traders.

Magecraft Traits: These represent your mages.

Lands Traits: These represent unique elements of your lands.

Monster Traits: These represent the Monsters within your nation, and any skill your people have over them.

Naval Traits: These represent your naval and merchant navy. If you choose to have one at all.

Flaws: You can take these in order to get more traits! Of course they hurt in their own way. And more
importantly, you cannot take any traits that contradict a flaw!
THE TRAITS LIST AND DESCRIPTIONS.

NATION TRAITS:

These represent your nation as a whole.

Size Matters: Your nation has a penchant for building big. Ranging from massive citadels, intimidating
city walls to statues or even big ships! Everything your nation builds is impressively large when they
get the chance.
Spies, Spies Everywhere: You have spies... everywhere... your people are skilled at spying, or buying
information from those who have it. This can, and does, however make you unpopular at parties. And be
careful listening at doors, glass shatters.
Agents Everywhere: The only way to stop a spy is to... well have someone find him and cut his bloody
head off! And the agents are damned good at it. Theyll protect your nation from most of those filthy
foreigners... and cut down on the doorknocker population.
Who Cares about Hobbiton: Youre small, inconsequential, probably so hard to remember your
citizens can barely remember your nations name. But that all goes towards keeping those filthily
powerful enemies out there from using a dragon to breath down your small hairy inbred necks! (Does
not actually require Inbred Flaw)
For the People: All of your governments efforts are at least superficially for the people this ranges
from your leaders handing out gold to the poor to your overlord butchering their neighbours for
security.
Monolithic: Your nation is a monolith. It stands astride the world like a colossus. Or at the least that is
the impression it conveys to others and works to cultivate. An intimidating nation might just avoid
conflicts it would rather avoid.
Manipulative: Your nation are clever, quiet and in most peoples opinions, very manipulative politically.
There is little that they cannot convince someone to do, except for something they hate the idea of
doing.
Peaceful: Your nation is a peaceful one unlikely to start wars, it isnt incapable of fighting wars, or even
bad at doing so, but it is uninclined to do so if any other acceptable option is open. This makes them
more trustworthy.
Vengeful: Your nation is a vengeful beast that doesnt take slights well. And when slighted it moves
quickly to avenge such a slight. This leaves them at a higher state of readiness than most. But also leaves
them compelled to try and avenge a slight, even when such a decision could escalate into something so
much worse.
Honourable: Your people are not necessarily peaceful, but they are considered to be true to their word,
even (or is that especially?) when it kills them. This makes them trusted in negotiations and other
dealings, but a bit naive in return.
POPULATION TRAITS:

These represent the attitudes and habits of the people.

Loyal: Your people are unquestionably loyal to the death. Whether it is because of love for their ruler or
a deep terror that their ruler is worse than any other fate.
Brave: Your people are strong of heart and spirit and will face down monsters, odds and mages with
courageous resolve.
Religious: Your people are believers in gods or a god without fail. This makes them stronger of resolve
than many. They will do almost anything for god.
Stand Tall: You wont back down, not now, not ever, not even when its actually reasonable to do so. You
took a damned stance and are going to stick with it.
Jackrabbits!: Your people breed far more often than other members of their race. Females may as well
be baby-farms. Oh by the gods, at least go inside first!
Talented: Your people are good at what they do, it really doesnt matter what it is, but due to this there
are less skilled labour overall as your standards are too high.
Squeaky Clean: Your people are strong believers in sanitation and cleanliness and as such are
remarkably clean... for the times anyway.
Brutal: Your people are not naive when it comes to war. In fact they have no pretentions when it comes
to war at all. This leaves them far more brutal in their wars than others.
We stand as one!: Your nation stands and acts as one, your people will follow its leaders
wholeheartedly into any endeavour it puts its mind to.
Clean streets: Your nation has a relatively low crime level, whether from regular patrols by the city
guard or routine purges of the poor quarter by your men for example.
Fair Law: Your laws are fair and exact, you study the cases, search for evidence, and when the penalty
must be handed down, it is done so fairly and completely. Thus less people there are to complain about
unfair treatment.
Executions: Your nation isnt as fair as the trait above. Instead it deals with criminals in a much more
adaptive level. It simply kills all its criminals in grisly and public fashions. And through such controls
crime through fear.
ACADEMIC TRAITS:

These represent the education of the people.

Medicine: Your people are familiar with herbs and unguents and poultices, this leads to a rather skilled
people when it comes to healing. Every now and again sawing a mans leg off isnt even the first option!
Schools: Your people value education and require the youth be trained in basic skills they will need in
life. This leaves your people mostly literate.
Swordsmans School: Your military maintains an institute that teaches the art of swordsmanship to its
soldiers leading to a better overall quality of swordsman.
Archery Range: Your military and even some civilians, come here to learn their marksmanship with
bows or crossbows, or even some other stranger weapons.
Academy of Power: A mages school that teaches only the most elementary levels of ability to those
with the talent. This also helps reduce the level of ostracising that mages receive.
Weapon Academy: This academy trains your men in the use of most other weapons of war, Maces,
Pikes, Spears and so on and so forth. Thus your troops are more skilled with nonstandard weapons than
normal.
Cavalry Concourse: This is where your cavalry learn to master their art. Your riders are more skilled
than might otherwise be the case and more unified in their strategy and warfare.
University of War: This is where your officers and generals, as well as possibly admirals, go to learn
the craft of war from experienced men who have survived the worse rigours of war. Most instructors
are scarred from their time on the battlefield.
Agricultural Institute: This is a place of both learning and trading. Here farmer, fishers and hunters
gather together with their best produce and discuss their trades and how they can be improved upon.
Tradesmen Academy: Here your people go to learn advanced building techniques from their creators,
or even to develop new methods. This academy is both valued by civilian tradesmen and the siege
engineers of the military.
Theological University: Here your clerics and preists go to learn the more in depth secrets of their
gods and any benefits that might entail. (Requires: Religious)
Institute of Commerce: This educates people into the arts of the merchant so that they may go out and
make money. Lots and lots of money.
MILITARY TRAITS:

These represent the military nature of the people.

(Hold the Line, Masterful Cavalry, Block out the Sun, Bring Down the Walls and Control the Skies are mutually
exclusive. You may only have one of them.)

Ambush Predators: Your army are skilled at skulking, favour light troops and hiding in the bushes to
spring the attack at the perfect time. Most of your troops are only equipped with heavy leather armour
at best. (Cannot take with Heavy Armour)
Fearless: Ten men standing against one Dragon with a thorn in its foot? Lets do it. Your men have no
fear. Of course this can lead to them having no life, but thats a small price to pay for an army unlikely to
run like little bitches right?
Strategists: Your Generals and Admirals are skilled planners and strategists able to predict and control
the movements of the enemy to some degree with cunning strategies.
Hold the Line: Your army is built on infantry. Infantry to hold the line at all costs and against all
enemies. (Foot Infantry Costs are reduced by 50%.)
Masterful Cavalry: Your cavalry holds pride of place at the head of your army. Their thunderous
charge renowned world over. (Cavalry Costs are reduced by 50%)
Block out the Sun: Your Archers are skilled and oh so numerous. This can leave them vulnerable to
better troops though. (Archers and Crossbowmen Costs are reduced by 50%)
Bring down the Walls!: Your Siege Engineers are renowned for their masterful control of siege
engines. (Siege Engineers and Engines Costs are reduced by 50%)
Control the Skies: Your aerial cavalry are more talented than most would expect and more common.
As such few expect such a vector of attack. (Aerial Cavalry Costs are reduced by 50%)
Heavy Armour: Your army is well armoured. In fact, almost totally armoured, despite how ridiculous
codpieces look. (Cannot take with Ambush Predators)
Superior Training: You armies training is excellent and few armies could match it directly. Indeed, 300
could even hold a narrow pass against ridiculous odds. (All military units cost twice as much.)
Monster-Hunters: Monster Hunters are a specialist unit of troops equipped and trained specifically to
hunt and slay monsters, while their talents are wasted on more common monsters they can become
truly invaluable should your enemies deploy Dragons or other Legendary monsters to the field.
Witch-Hunters: Sometimes the enemy just has too many, or too powerful, damned mages. Well these
men are a specialised unit whose sole purpose in life is putting magic users to the sword, torch or
whatever blunt or sharp object happens to do the trick. They are well versed when it comes to mages
and how to slay them.
TRADESMAN TRAITS:

These represent the trade skills of your peoples.

Farmhands: Your people produce a great deal of excess Grain, corn, or whatever other foodstuffs you
think would grow in your area.
Ranchers: Your people are experts at wrangling cattle and breaking wild stallions. Their breeding
systems make their herds the best out there, no ones horses can compare with yours.
Fish The Seas: Your people live near the ocean and you have a large fleet of fishing ships that produce
large quantities of fish for your people to feed on.
Master Carpenters: (Requires Tradesman Academy) Your men are brilliant woodworkers they could
make a crucifix well enough to make its victim proud to be strung up on such a work of art. This
generally means that anything made of wood is better than anyone elses. Even your Siege Engineers
have gotten into the spirit!
Master Smiths: (Requires Tradesman Academy) Your smiths are true masters of their trade and most
metal products to come out of your nation are of a higher quality. Your metalwork is valued the world
over, and yet your military has received the benefits of this arrangement too.
Master Stonemasons: (Requires Tradesman Academy)Your Stonemasons are masters of their craft.
Buildings, Walls, Citadels, Castles, all made of the finest and best stonework, your walls are stronger,
your homes sturdier, your religious edifices... much the same, theyre stonemasons, not sculptors.
Master Shipmakers: (Requires Master Carpenters) Your shipwrights know the difference between
good quality oak and middling quality oak far better than the trifling amateurs building the ships of
other nations. They turn their noses in scorn at such plebeian types.
Master Glassblowers: (Requires Tradesman Academy) Your glassblowers are amongst the finest in the
world, and most prolific, even your peasantry has access to good quality glass to window their home
with. The glass artworks are also well received.
Trackers: Your hunters are amongst the finest ever born, they could follow a fish through the sea if the
tales are true (they are not). But when pressed to aid and serve as scouts for the military there are few
equals. And those you dont want to meet.
Industrious: Your workers and tradesmen work hard long hours day in day out. In fact few can
question their dedication without earning a swift punch in the face.
MERCHANTS TRAITS:

These represent your nations traders.

Moneylenders: Your brokers are very good with money and lend it out to those who can be trusted,
moreover they are very very good at claiming debts back. You dont want to be owing them money.
Especially if theyre Ogrim.
Silk Roads: Youre a hub of merchant activity, you happen to control an area that is utterly invaluable
to the trade.
Gold Cheats: Your merchants have been known to, from time to time, mix their gold with materials
worth a little less. But when caught out there is usually a lynching. (Cannot take with Honourable)
Gold Worshippers: Your Merchants CRAVE gold, theyre willing to spend a lot to get even more,
however they are also very very sharp. They can almost literally smell a swindler and coin-shaver.
Exotic Trade Goods: Your Merchants are purveyors and traders of the rare and esoteric items of the
far off lands. This lends them a little more mystique which is always helpful.
Underground Markets: These black markets have a good supply of goods that other nations
frequently consider highly illegal. This leads to thriving trade of the hard-to-get items.
A little money here and there: The Merchants leave aside a little bribe money with which to get
through those pesky little legal roadblocks and expedite trade, oh nothing illegal of course, just some
sharp-edged coin to cut through the red tape, like getting into cities and getting the choicest stalls.
Grease a couple of palms: A little coin to grease a few palms can get you preferred status as the chosen
customers of more than a few merchants. After all, theyve all got such incredibly large families to feed.
Crossbow Haggling: Those less honest merchants are not uninclined to try and... back up... their
trading power with muscle power.
Longstanding Merit of Trade: Your merchant families are old, sometimes able to be tracked back
further than the royal bloodlines of other nations. And this leaves them with a long and prideful
reputation allowing them access to higher markets. Or even to supply royal houses! Of course it also
leaves them with very old enemies as well.
MAGECRAFT TRAITS:

These represent your mages.

Elemental Fires: Your mages have access to the discipline of elemental flames. This base fire magic is a
cornerstone of many offensive magics.
Elemental Waters: Your mages have access to the discipline of elemental waters. This base water
magic is a cornerstone of many magics.
Elemental Earths: Your mages have access to the discipline of elemental earth. This base earth magic is
a powerful defence, and combined with elemental waters is a powerful healing agent.
Elemental Air: Your mages have access to the discipline of elemental air. This base air magic is strong
and used most often as a component in other elemental magics.
Element of Light: (Cannot take with Element of Shadow.) Your mages have access to light magic. The
bright soul magic as many call it. It allows many miraculous things.
Element of Shadow: (Cannot take with Element of Light.) Your mages have access to the shadow
magic. This magic is capable of much, and misused (or used properly) can do great evil if not stopped.
Storm Magi: (Requires all four Prime Elements and either Light or Shadow Magic) The Storm Magi are
those with mastery of the elements, they are powerful war-wizards and are not to be considered lightly.
Scholars of Power: Your sorcerers, witches, mages etc all study the arcane magics, but not just magic,
but other elements as well, history, science, religion. They study all sorts of things without hesitation.
Advisors of Old: Your Mages have long held position as advisors to the rulers of your nation. And held
that place with pride. This gives the rulers the honour of a powerful Guardian.
Reputation of Gold(or Nightmare): Your mages have a reputation as powerful purveyors of power
and are either greatly respected, or feared, by the populations.
LANDS TRAITS:

These represent unique elements of your lands. (Each of these costs 2 Trait Points.)

Gold Mines: Your nation has a number of great mines within its mountains and hills providing
significant amounts of gold to your nation. (Replaces Mining Settlement)
Great River: You have a great river running through your nation allowing traders from far nations to
reach you even if you have no coast. It is also a great source of food.
Mithril Mines: Your military has the benefit of the finest mithril mines with which to support and equip
its men, though it is highly expensive. (Replaces 1 Iron Mining Settlement)(Max 1)
Adamantium Mines: Your military has the benefit of the best metal for making weapons with. Highly
expensive like mithril but it is better for weapons than mithril which is better for armour. (Replaces 1
Iron Mining Settlement)(Max 1)
Rift: This rift between the world and another stranger one allows passage between rifts for those brave
enough to risk traversing them. And risk is the operative word.
Veins of Power: Mages treasure these lines of power that run deep beneath the soil, they tap into them
at meeting places called nodes that allow them to draw a larger measure of power than they could
normally ever tap.
Ancient Edifice: (Limit 1) This ancient edifice is an old and feared place. Haunted and not quite of this
world. It is a place where heroes go to test themselves. And yet armies can be wiped out by the arcane
defences of such places.
River of Souls: The River of Souls is an oracles guide. They speak to the prophets and seers with
greater accuracy and clarity than they otherwise would. But they are riven with deadfalls and traps and
can be abused by Necromancers.
Ziggurat: The Ziggurat is an ancient ancient place, none knows who built them, only that on full moons
they concentrate the power of that stellar bodies light directly into a crystal built into its peak. And if a
sacrifice is performed upon the altar that power can be transferred into a sorcerer of great strength.
Ancient Site of Battle: This ancient site of battle is a hallowed ground covered in the honoured dead
slain in war. Thousands of bodies. These sites are treasured by soldiers who consider them holy. And
more troubling, treasured by Necromancers who consider them useful.
Dormant Volcano: This Dormant Volcano is considered to be a source of power by fire mages. This is
not necessarily true of course. However it IS a home of fire elementals.
Breach of the Realm: These are foul holes in reality through which demons spill forth periodically to
ravage the lands. However those of the inclination to do so can seek out these demons in their own
realm. Even strike deals and compacts with them. (Cannot take with Living Forest.)
Ageless Mountains: These mountains are timeless giants. Some say that they existed before the world
itself came to be. These great edifices are home to the giant Wyverns and other flying monsters. And
very rarely, home to Dragons.
Living Forest: The Living Forest is an example of all that is good and natural, and is protected by its
inhabitants and creatures called the Ents. They are also sources of nature magic, and they do not take
the intrusion of evil laying down. (Cannot take with Breach of the Realm)
Sands of Time: These ancient deserts are considered both an omen and evil by many across the world.
They of course know no such distinction. These are places of great risk, and potentially great reward.
For an adventurer who can reach the core of the Sands of Time without perishing to its millions of
hazards is permitted to take but a vial of the substance. And with it they can live forever so long as they
hold the substance close. (GM-Moderated)
Ancient Mages Tower: (Limit 1) The Mages tower is a valued, and some think needed part of the
wizards art. However this one is more ancient than others and has had so much power cast through it in
its lifetime that it is practically buzzing with energy. A wise mage can at some risk draw from the power
of the tower in their moment of need.
MONSTER TRAITS:

These represent the Monsters within your nation, and any skill your people have over them.

Wyvern: The Wyvern is a small flying dragon-like creature, only twenty feet long it is an excellent
mount for troops when trained, though it has no breath weapon it possesses a venomous sting upon its
tail, however Wyverns are jittery creatures compared to other flyers. They are exceptionally fearful of
Dragons above and beyond normal as Wyverns often form a staple of wild dragon diets.
Dragon: The Dragon is lord and master over the skies. Though many beasts lay claim to being stupid
the Dragon is considered especially intractable. These beasts breath various breath weapons though
fire is the most common Frost Dragons of the north are known for breathing air cold enough to freeze
the blood. And the Black Dragons are known for their ability to spew forth a cloud of toxins. Nothing can
match a Dragon in the air for power and ferocity. Its such a pity that they are difficult to control.
Drake: Drakes are the ignoble and often lamented stupid cousins to the already stupid dragons. These
beasts are almost identical to their airborne cousins except for the rather significant lack of wings.
Drakes and Dragons do not react well to each other. A Dragon will often defy the will of its master to
attack a Drake.
Troll: Trolls are by and far probably the dumbest monsters that ever lived. Though unlike most they
can be trained to use clubs their sole saving grace is that they are powerful, half again the size of an ogre
and can regenerate from many minor wounds.
Gryphon: Gryphons are powerful creatures, the mating between eagle and lion these are noble
creatures founded in culture, indeed, the Gryphon mates for life, and if its mate perishes it will continue
on with its life without ever seeking a new mate. They are quick to learn and take to training, but
ultimately like all monsters simply fails to cross the divide into sentience.
Hippogriff: The Hippogriff is a bastard-monster, it is born of Gryphon and a Mare, that makes
Hippogriffs exceedingly rare creatures, but they are much like their monster parent, but their halfbreed
nature with a horse lends to an even more easily trained animal. Be warned, Hippogriff is rather a
delicacy for Dragons. (A Gryphon does not mate for life with a mare unlike another Gryphon, it is
thought that the first Hippogriffs were simply the way ornery adolescent Gryphon males dealt with
sexual frustration.)
Basilisk: This creature is the smallest of the monsters by some significant measure, in fact it is
generally no larger than a chicken. However it inspires terror in many a man, this reptilian-chicken-
thing has a hypnotic gaze by which it catches an enemy in the eye paralysing them so that the Basilisk
may inject a venom that turns the victim to stone.
Chimera: The Chimera is a winged creature of marked power, indeed, this three headed beast has the
head of a lion, dragon and goat. Though it is unknown how or why they were created they are capable of
breeding and breathing some flame.
Great Wyrm: The Great Wrym is a colossal snake that is capable of the limited ability to spray acid. It is
a powerful enemy and its ability to constrict monsters of similar size is often as useful as its acidic
breath weapon.
Kraken: The Kraken is a giant squid of the deep, able to drag a ship into the depths few question its raw
power it has little by the way of supernatural abilities as most would see it, but the raw power to drag a
ship beneath the waves is nothing to sneer at.
Pegasus: The Pegasus is simply a winged horse, though some suggest its tears have powerful healing
qualities most people are loathe to slaughter them to find out.
Sphinx: This Lion-woman thing is a nightmare in the hearts of the reasonable, but serve well as
guardians of places of worship, or any places where people are not welcome without the correct
passwords. The Sphinxs are not intelligent, but like dogs they can be trained to respond to certain
verbal cues with typical responses.
Dragon Turtle: The Dragon-Turtle is a well armoured sea-drake though it resembles more a turtle
than any drake. Its breath weapon is highly pressurised steam and its bite can crush through steel or
wood with ease. Though like all ocean/water based monsters it has no use on land.
Hydra: The Hydra is a horribly mutated Drake, its exposure to mutating magics have caused it to spawn
up to nine additional heads, and while they dont heal as quickly as the myths would have you believe
they all possess a vicious bite and voracious hunger. Those oldest Hydra can even breath poisonous
gasses at their enemies. But that is less than one in a hundred Hydra that possess such ability, these
Great Hydra are typically too dangerous to use reliably.
Gorgon: The Gorgon is a snakelike humanoid with a hair of snakes though mages have determined
that this is similar to a Hydras warped creation. These Gorgons are swift and agile, moreover a bite
from their snakes will like a Cockatrice turn the victim to stone, it is not in fact their gaze as most
believe but a magical component in the venom of the snake-hair. Also contrary to popular belief there
are as many male Gorgons as female.
Sirens: Sirens are half-eagle half-human creatures, they are possessed of a singularly enrapturing song,
and the voracious appetite to tear apart their victims and eat them raw. These creatures arent terribly
intelligent, but they direct their song to their chosen prey to entrance them and draw them in. Contrary
to popular belief a Siren can only entrance one man at a time, to entrance a whole ship would require as
many sirens as there were crew. Also ear plugs do nothing.
Elementals: Elementals are creatures formed of the stuff of elements, by their very nature this makes
them extremely hard to kill or contain without mages. But the scale of their power is limited, an
Elemental can only do so much, and moreover on the battlefield once they begin doing their thing they
swiftly turn out of control, they are elemental after all.
Cerberus: The Cerberus is a three-headed canine monster the size of a small horse. It is capable of
breathing flame from all three of its heads and its agility is unquestioned.
Manticore: The Manticore is a winged firebreathing lion with a very humanoid face except for its obese
size, oh, and did we mention that it can shoot spines from its tail at its enemies? Im sure we mentioned
that....
Sea Serpent: The Sea Serpent is also known as the Leviathan, a massive ocean-going drake, it has no
breath weapon or traditional limbs in favour of fish-like appendages. But it is a powerful creature
without true equal in the oceans and is even more massive than a Kraken.
Hook Horror: The hook horror is an aberration that stands about nine feet tall and weighs almost 350 pounds.
It has a mottled grey exoskeleton, which is extremely thick and dense, and as difficult to breach as metal armor.
Instead of hands/paws/claws, its front limbs end in 12-inch-long razor-sharp, blade-like hooks. These hooks are,
of course, the hook horror's primary method of combat. Its legs are similar to those of a bird, and its head is
shaped like that of a vulture, including the hooked beak. Its eyes, however, are multifaceted like that of an insect. It
is thought that the hook horror is distantly related to the cockroach, despite its bird-like qualities.
Umber Hulk: Umber hulks stand at 8 feet tall and possess large mandibles and huge claws capable of
burrowing through solid stone. They have four eyes. The two smaller eyes provide normal vision while
the two larger ones enable the creature to see in the dark. Furthermore, anyone who looks directly into
the beast's four eyes may suffer from a debilitating sense of confusion.
Liondrake: This creature is somewhat like a draconic lion, their winged and scaled bodies are powerful
and fast. They are common mounts for those brave enough to try and ride them. Its roar is capable of
paralysing their targets.
Ankheg: This monstrous insect is a horse sized beetle and its maw drips with venom and its jaws are
capable of biting a warhorse in two, but these beasts do not take well to the open and can become
confused by open spaces.
Bahannoth: This giant... horror, is an underground dwelling betentacled horror. This monster is
devastating underground and able to blend in with its environment and attack with its tentacles and
razor-toothed maw.
Cildabrin: This bastardisation between both Scorpion and Spider is a massive creature and deadly with
its poisonous maw and stinger tail and its ability to create webs where youd rather that they didnt.
Just keep an eye out... or lose it.
Choker: This humanoid tentacle fiend is, like all monsters, stupid and predatory by nature. But it is a
lone hunter typically using its spiked tentacle limbs to grab its prey around the throat. This makes a
trained choker monster a valuable assassin. If you can train it well enough anyway.
Frost Salamander: This is a drake-like creature, somewhat smaller and dependent on cold climates,
however it can breath a blast of cold freezing to anyone with blood to say the least. It is strong and fast
but again, doesnt care for anything but cold climates.
Lodestone Marauder: Lodestone marauders are dull, metal-skilled, and spike-covered quadrupeds
that are able to manipulate magnetic fields to repel or attract metals to them. They have an insatiable
appetite for flesh and metal.
Barghest: These wolflike monsters are dangerous and known to dominate wolf packs though they are
of much more savage temperament and strength. Their jaws are capable of crushing the neck of a horse
in a single bite.
NAVAL TRAITS:

These represent your naval and merchant navy. If you choose to have one at all.

Shipwrights: (Requires Master Shipmakers) Your men are capable of building small vessels with ease.
These vessels are of decent quality and will allow you to cross the oceans safely.
Master Shipwrights: Your shipwrights create works of art upon the ocean. Large well built vessels that
can carry their crews safely across all but the worst seas. (Requires: Shipwrights)
Ramming Speed: Your vessels are build with a pointed prow beneath the waterline suitable for
ramming enemy sea-ships and sinking them.
By the winds: Your people favour wind-powered vessels and rarely have oars on any ship intended for
ocean travel. Theyre better navigators and seem able to predict favourable winds. (Cannot take with
Dragonships)
Dragonships: Dragonships are mostly powered by muscle upon the oars and dont depend on
capricious winds to power them. However they make poor ocean-going vessels and must keep to the
coasts so that they can see where they are headed. But Dragonships are crewed by stronger and better
soldiers. (Cannot take with By the winds)
Lords of the Ocean: (Requires Master Shipwrights , By the winds & Windriders)
(Alternative Requirements: Master Shipwrights, Dragonships & Ramming Speed) Masters of the
deep waters far from the sight of land few have ships as powerful, as well build or crews as talented.
Except the Sea-Lords.
Windriders: Masters of travelling on sail-powered vessels, they build their ships better than most
when it comes to sailing. Few ships are as fast as a Windrider.
Favour of the Gods: The gods of the sea have favoured your people, they will often find the weather
suiting their needs and the prayers of sailors seem heard most clearly. Those favoured by the gods
rarely get the chance to drown.
Heavy Ships: Your ships are big, bigger than usual, heavy and well protected. Able to stay stable in
almost any sea or ocean they also carry more heavy weapons like ballistae and catapults.
Warriors of the Sea: Your men were born on the sea, or so it would seem to your enemies who face
you there. All expert swimmers and excellent boarders, they also make great raiding troops!
FLAWS:

You can take these in order to get more traits! Of course they hurt in their own way. And more importantly, you
cannot take any traits that contradict a flaw! (Maximum 4 flaws, provides 1 common trait per flaw unless
otherwise specified.)

Inbred: Your leadership has a history of family being a little too close. Closer than most morally upright
are comfortable with, fuck closer than many evil things are comfortable with. This has several issues,
one: Your leadership is about as intelligent as a bag of especially stupid potatoes. Two: Your leaders
tend to use Mum, Sister, Daughter etc rather interchangeably.
Abrasive: Your people are just not likable. Your personalities stink, your accents grind on the senses
and... well... everyone dislikes you. Dont expect to get quick allies.
Painfully Stupid: Stupid? Your people arent stupid, theyre borderline retarded. And theyll do stupid
things for pretty much any reason at all.
Disloyal: Your people arent exactly... loyal. In fact theyre the opposite, theyd sell you out for a wheel
of ratbitten cheese let alone gold.
Cowardly: Bravery? The closest your people come to bravery is being the last to start running away
when things get tough!
Terrified of Monsters: Your people are terrified of monsters in every way it is possibly to be. A Charge
by monsters can as good as end your peoples courage on the battlefield unless you do something about
it. Like hope to hell the monsters are killed before they reach your lines. (You cannot take Monsters)
Terrified of Magic: Your people are terrified of mages of any type, and in fact consider them to be the
most terrible thing that they can imagine. The will often break if they find themselves the target of
magic, and moreso if it works. (You cannot take magic type traits, including nation type ones.)
Plagued by Bandits: Bandits are a major concern and problem within your nation to the point where
only a fool travels unarmed, or in large groups.
Cult of *Keyword*: The nation is host to a cult of deviants who are by their nature troublesome,
subversive and inclined towards causing problems.
Dangerous Cults: Very much like the Cult above these are worse, for when all is said and done they are
dangerous and use force and violence to get their points across. Usually with the point of a sword.
Afraid of Water: Your nation is terrified of water, oceans or any large body of water. They quite simply
will avoid the coast alone, and getting them out onto the ocean aboard a vessel is close to impossible.
Unwashed Savages: Your people are unwashed savages, their hygiene is poor and their education
severely lacking. They are highly superstitious and will do what they choose when they choose.
Haunted by the Past: Your nation has some event in its past that would be considered so horrific by
your people that if it ever came out the people would be repulsed by what they discover, and more
importantly, there would likely be mass revolt.
Led by Morons: While not family-fuckers like the Inbreds, your nation does seem to have a knack for
getting imbeciles into power, and as such the chances of something stupid happening increases
exponentially.
Inept at all Crafts: Your people are lousy craftsmen, your swords are bent, arrows fail to fly true, your
chainmail pants are shorter on one leg than the other, that breastplate even has a whole RIGHT OVER
THE HEART! I meant... seriously...
One, two, many?: Your people while not necessarily stupid, are mathematically inept, counting is
simply not in their nature, and that causes problems with your tax collectors who settle for close
enough. When all is said and done you lose 10% of your gold to miscounting.
Plagues!: Your lands are, plagued, by plagues. In times of trouble and in peace there is little time when
you are not assailed by plagues, your people are dying and they are unhappy.
Bloodthirsty: Your people are bloodthirsty savages, when your nation is at peace with other nations, or
indeed, untouched for any length of time, internal wars, a rise in crime and banditry. Your nation
becomes rife with blood.
Paranoid: Your people are exceptionally paranoid and suspect everyone of everything all the time. This
makes diplomacy so difficult as to severely hinder chances for alliance.
Hopelessly Lost: Your people have not discovered the art of magnetism and the mysteries of the
compass. In fact they have trouble finding their own rear ends without two-hands, a map, three sherpas
and a hired guide.
Untrustworthy: Your people have acted dishonourably enough in the past that nobody can trust them
with even the simplest of things. Even those who have not met you have heard the stories from too
many mouths to risk trusting you.
Turnips and Radishes: Your peasantry has the singular honour of having the single worst diet in the
world. Your more worth-something citizens simply must get every food worth eating leaving your
peasants with the two worst foods of the medieval world. And sometimes (if your rulers are cruel
enough) brussel sprouts are on the peasants table too. Of course its nobodys fault when the peasants
rise up in revolt (If your food was as revolting you might revolt too.)
Wild Mages: Control is always a risk, and with wild mages... well, there isnt any. Control that is.
Cannibals: Your people have a little... culinary issue. Namely they rather like the taste of ... well.. each
other. This comes with armies of its own problems, like your army shrinking if the food caravans dont
keep it well stocked as your men pick who they think is the weakest for a snack.
FANTASY
NATIONS:

NATION
TYPES
BARBARIAN NATION

The Barbarian nations are proud of their ancient traditions, most of which are older than any other of the
nations alive today. And they find nought but insult in the manner by which lesser nations mistreat the ways of
old. But the Barbarians are entrenched in their traditions and beliefs and change comes hard to them. Indeed,
many barbarian nations seem to have an otherworldly connection with the spirits of the fey realms for both
good or ill.

Nation Trait Basic:


Baresark: Some of the Barbarians are possessed with an innate rage that overcomes them once the
blood of battle begins to spill. These rare warriors need no armour and typically forsake it for large axes
or swords. Once they enter the battle frenzy they become nearly unstoppable except by sheer weight of
numbers (or monsters, magic etc). However few of those who are blessed by the Baresark curse live
long.

Nation Flaw:
Bound by Tradition: The Barbarians are loathe to change to the ideals and traits of some other less
accepting or those who simply change too much too fast. As such there are few nation types that they
are compatible with. They cannot be used with or allied to any of these nation types: The Learned;
Empire; Mechanists Dominion; Dead Kingdom; Mageocracy; Kingdom of Solace; Theocracy; Merchant
Lords or Black Empire.
GM NOTE: None of the nations named fit a Barbarian nation.
Apologies to anyone who fancied the combinations.
As all of the named nations put a lot of stock in cities
and material possessions, the Barbarians just dont
do anything on the same scale as those nations.

NATION TRAITS:

Way of the Warrior


Lords of the Axe: The Barbarians use axes with the same skill that any other man might wield a sword.
And it is a terrible sight to behold when a Barbarian Baresarker wields a greataxe with
more skill than many with a greatsword.
War Paint: When entering battle the Barbarians decorate their skins and armour in the markings of
their clans, this war paint has an effect on the psyche of the Barbarians and the more
their are. The harder theyll fight.
Youngbloods: Barbarians fight young. Drink young and lay their wife young. Amongst a people whose
lives rarely reach their sixties life is lived hard, fast and without hesitation or regret.
They live life to its fullest. As such even the youth of the Barbarian nations knows
precisely how to drop an enemy.
Death before The Barbarian way is a way of strength. Cowardice isnt tolerated in any capacity and
Dishonour: those found to have cowardly tendencies soon find they have lost-their-head tendencies.
As such Barbarians are not going to flee a battlefield unless honour is satisfied.
Druid Magic
The Burning Man: In times of great need to the people the Druids can prepare a sacrifice. This sacrifice, a person
considered heinous to the Barbarians, is then burned alive within a wicker effigy. And if the
Sacrifice is deemed sufficient the power of the Druids will animate the Wicker Man as a fire giant
for a night and a day.
Call of the Wild: The wolf, beast and man attuned to the nature of the Barbarian can all hear the Druids call in
times of need. That magic connection with all living things telling those receptive to the druids
that it is time to gather.
Henges of Power: A Druids circle is but a foci for their magical power, but when they are Henges of power the
power of the druids within increases exponentially until at its closest proximity the Druids
within possess mastery over life and death itself. None can cross the walls of a Henge of Power
without approval of its masters. At least without powerful magics of their own.
Eternal Wisdom: The Druids are able to see a limited time into the future or so it seems, instead they judge and
watch those around them and make powerful and well reasoned judgement calls. Some might
even call them prescient. This is never seen more importantly than on a battlefield where they
direct their people. (GM Moderated)

Seelie and Unseelie Courts


Favour of the Seelie: With the favour of the Seelie the Barbarians can tip the tide of chance and happenstance in the
favour of the Barbarians. Of course with the capricious nature of both the Seelie and Unseelie this
could backfire.
Unseelie Debt: Despite hating most of the sentient races and generally trying to cause them trouble at some time
in the past an event led the Unseelie to be in debt to them. As such in times of need the can be
called upon to Harass the enemy, but be careful, for not all unseelie owe such a debt. And they do
not take kindly to being summoned.
Seelie Warhost: In times of the greatest need the Barbarians can call on the aid of a small warhost of the Seelie.
This Warhost will fight an enemy of the Barbarians until they are all either dead or victorious.
But should an entire Seelie Warhost be slain the Seelie will not aid the Barbarians again.
Unseelie Death: In times of the greatest need sometimes the Unseelie will entertain a request to grant a death to
an enemy of the Barbarians. They will always exact a high price for this. (GM Moderated)

Wilder Ways
Foresting Instincts: The Barbarians are familiar with the ways of the forest and few make better hunters
than they, and even fewer can move armies through forests as easily as they can.
Nightmares in the Within the forests the Barbarians are able to move fast as we all know, but some of them
Trees: are capable of concealing their armies within the forests with almost preternatural
talent and ambush an enemy from seemingly impossibly close range.
Live off of the Foraging is an important thing, especially for an army on the move and few can forage as
Lands: well as the barbarian people who find such necessary to adequately feed an army on the
march.
Game Trails: Those tracking Barbarians may find that the paths they were tracking suddenly vanish
or disappear, this is not due to any magical ability, but due to an uncanny ability of the
Barbarians to find and utilise game trails and rivers to cover their trails.
SEA LORDS NATION

Special Note: Requires Lords of the Ocean


The Sea-Lords are powerful masters of the ocean, born upon the waves and used to the moods of the oceans. As
such they have adapted into powerful people. While some might have taken the trade routes the Sea Lords
were a proud martial people and have taken the way of raiders and pirates, and nobody builds anything that
floats anywhere near as well as the Sea Lords have.

Nation Trait Basic:


Masters of all that Floats: The Sea Lords are masters of any and every ship that was ever made. They can
navigate around even the tightest reefs. Escape into weather that no sane man dare pursue them within.
Shipwrights of Legend: None can match the shipwrights of the sea-lords. Any vessel made by such
people will always be superior to that of lesser hands. And it would be a wise man, or woman, to respect
that.

Nation Flaw:
Raiders First: The Sea-Lords are not the most reasonable of people. They are often seen as pirate kings
and lords of plunder. And indeed, their first inclinations are in fact to raid before diplomacy. And this
shows in the difficulty they have with anything... diplomatic.
Raiding Season, Not Raiding Season: The biggest problem of the Sea-Lords is the importance of tradition,
and well, traditionally only the summer, autumn and spring seasons are permitted for war and raiding.
Come the weeks leading to winter any forces outside of the Sea-Lords borders WILL return. (Conquests
Excepted.)

NATION TRAITS:

Ensorcelled Ships
Eye of Protection: All hulls of the Sea Lords have an eye of protection, but this magical talisman is more
than a superstitious protective. Indeed, it is a talisman of sorcerous power that protects
the ship from attack as well as an inch of steel might.
Bound Air Whether powered by sail or by muscle the power of an air elemental bound to the ship
Elementals: can make it far faster than it could ever naturally be. And ships with bound air
elementals can traverse storms with significantly less risk than normal. (Typically
bound to the bowsprit.)
Dragons-Breath: The Bowsprit is not just a decoration to the sea-lords, some ensorcelled vessels are so
much more than that. Some of them are bound with spells of flame to belch upon their
enemies.
Essence of the Fog: The fog is a dangerous element in naval warfare. Able to hide fleets, allow victims to
escape. But these vessels are bound with the essence of the fog able to cast the bound
spells once a day to call or dissipate a fog.

Mysteries of the Mead


Fortification of This mead is a powerfully strong stuff, burn the flesh right off of your throat into a brand
McGlodson: new suit of leather armour. Or at least thats how it feels going down, and those who
drink it DO take more to drop... until they sober up.
The Uninhibiter: Sometimes you just down that drink that is a bit stronger than you expected, and a
couple hours the red mist rises and you find youve just punched out the entire pub, the
priest, five small children and a wandering chicken.
Gutbuster: By the five gods of piss and shit, it tastes vile, goes down like a dragons breath, comes
out like a water elementals piss and burns the whole way. But by whatever gods you
care to worship you discover that youre practically immune to any natural poisons
while under the influence. Never mind the blood in your next piss. Its normal... I think.
Nectar of the Gods!: A good brew is going to be good for you. And this might feel like swallowing a
greatsword ass end first but itll heal what ails you. Unless you had a limb chopped off...
or a head lopped off. You dont want that...
Mad Seamen
By Neptunes Cock!: Bad weather? What the fuck do you mean this is bad weather? The rains pelting down,
the waves roar high as a dragons ass and our men are in good spirits, and I mean the
drinking kind. Our sails are full and were making good time! This isnt bad weather, its
GREAT weather. Now stop your complaints and row!
Haul them in lads!: The Sea-Lords are unmatched at sea. And in fact if you find yourself in a chase with a
sea-lord bearing down on you kiss your ass goodbye. Theyll haul you in, scale and gut
you before looting your ship in a blink.
Drunkard Warriors!: The Sea-Lords are masters of the mysteries of the Mead and as such will rarely go into
battle without a stiff drink of the dangerous type. As such while theyre often not as co-
ordinated as others. Theyre willing to take risks no sane men would. But then, Sea-
Lords arent sane men.
Land-Lubbers be The Sea-Lords have very little respect for those who spend all their time on land. In fact
pussies: in the generally patriarchal Sea-Lord society only women and children are considered
permitted to be land bound. Any adult is expected to serve at least one tour at sea.
Whether as a raider, merchant or anything like it.

Songs of War
Lament of the Dead: The Sea-Lords are a people rich in culture, and the dead are often revered and this is a
song of regret and vengeance. The morale of the Sea-Lords who sing such a song is
nearly unbreakable, and they will fight beyond the limits of exhaustion under its thrall.
March to War: The traditional songs of war call the Sea-Lords to battle the songs sung over the ages
resounding through history. Songs laden with the traditions of the people.
Song of Victory: The songs of victory resound through the ages declaring the intent of the Sea-Lords,
under its thrall they will fight above and beyond the call of duty into the ages, under its
influence they can even fight in the winter seasons. But if they fail to achieve victory
under its thrall they will fall back to their own nation even giving up territory and riches
taken before then. (Requires GM Moderation)
Gods Call: (Requires all other Songs of War) This song is the most ancient of all Sea-Lords it calls
the ancient gods of the ocean to battle and is used to batter an enemy nations coasts
with tsunamis before the Sea-Lords reach them. Of course if the Gods dont approve it
can backfire as badly as it can succeed.
THE LEARNED NATION

The Learned are scholars with a touch of the fey. Often believed to be a dour and serious people with no spirit
or soul outside of their books they live a much richer life within the realm of the fey during their dreams. This
means that they are less tolerate of falsehoods, fanciful tales and any untruth.
They are also the self-styled protectors of all knowledge and will act in whatever manner they decree is
required to protect such knowledge at all costs. Even of going to war simply to protect it.

Nation Trait Basic:


Hunger for Knowledge: The hunger for knowledge knows no bounds and the Learned drink in that
knowledge like a fountain but they only ever hunger for fact. They possess incredible volumes of
knowledge, and indeed, a single peasants house in a Learned Nation can be expected to hold some small
books and every citizen is both literate and often literate in more than one language.
Fey Alliance: The alliance with the Fey is what gives the Learned such a fantastic way of life. While their
lives appear to many as so dull and uninteresting they never see that the Learned spend their dreaming
hours within the realm of the fey living in a world more fantastic than the mortal world.

Nation Flaw:
Facts facts facts!: Unfortunately their reputation for being a dour and uninteresting people, this is false
but propagated by the constant requirement that all be fact. They do not take or tolerate fiction or
unprovable knowledge. If it cannot be proven then they do not want it in their libraries. For why should
they tolerate fiction when they have lived more fantastic things in their dreams amongst the fey?
Protect the Knowledge!: The Learned are jealously protective of knowledge, while they are happy to
trade for knowledge, if they discover that knowledge is under risk of deliberate destruction at the hands
of another they will enact MILITARY action in order to protect it, from a small team to steal a book that
is to be destroyed, or an entire army to assault and save all the texts from a library before a good old-
fashioned book-burning. Of course, if they can get there in time anyway.

NATION TRAITS:

Ancient Knowledge
Maps of the Hidden The world above is a dangerous place and full of risk, and so is the world below, but to
Paths: someone armed with the ancient knowledge of the hidden paths they can cross the
world below and above with a relative modicum of safety. Provided it hasnt collapsed
or otherwise changed over the millennia.
Ancient Borders: Not all nations were as they are now. They have changed and shifted over time, and
sometimes caches, castles, dungeons and other things have been forgotten to ancient
history. You are familiar with the ruins of nations ten thousand years dead before any
current nation was even born. Even where to find a few of their still-existing ruins.
Tome of Monsters: The horrors of the world are not beyond study, indeed, ancient scholars risked life, limb
and manhood often enough to procure such knowledge (and more eunuchs) and you
have the collected volumes of their texts. They might come in handy. Or not. The entry
for Two-Headed Chaos Dragon consists of the line: Hope it only tries to eat you with
one head. Not both.
Treasures of the There are many tomes on the treasures of the world that came before. And the Learned
Ancient World: have collected many such volumes and value them above all else. And those who have
the courage to take the chances and seek out the treasures are revered as heroes of the
people with next to no equal. It also has the highest mortality rate.
History of the World Part 1
Knowledge of the The Waygates are dangerous artefacts, powerful portals that can lead from almost any
Ancient Waygates: part of the world to another waygate. But over the millennia the waygates have faded
and failed in many places and travelling them is dangerous. Those truly broken are hives
of wild magic. Dangerous and lethal without equal.
Royal Connections: In the quest for knowledge the Learned have amassed a large amount of information on
the royal families, laws, successions, ancestors and so on and so forth.
Mine Map: You have a fairly detailed map of historical mines, and while some have been forgotten,
others lost and others thought mined out you have their records.
Maps of the Under- You know the secrets of the nations under the soil who live beneath us all. You know the
Empires: extent of their borders, and even to some degree the solutions to their mazes, and the
layout of the traps.

Lore of the Fey


Master of the Within the realms of the fey those bookworms of the Learned can escape for a time into
Fairies: the fantastical lands of the fey where they can unwind and do things many would never
dream. Only the alliance with the Master of the Fey keeps it from being dangerous.
Fantastical Those who are familiar with the Fey can even be empowered by the masters of the Fey
Venture!: to transport people through their realm before returning to the world far from the place
they left from. But only a small number of people can be transported through such
means. This is usually used to move knowledge safely.
Power of the Fey: The wizards of the Learned all learn their arts from the Fey, and while some consider
the Learned to be a dour serious people, that is simply because they dont get the chance
to discover the great secrets of the Learned. Such as the mischievous magic possessed of
their magicians. Indeed, there is no prankster second to a Learned mage.
Of course the Fey are mischievous, the powers they grant the mages can backfire as
often as not. And not always nicely.
Fey Protectors: The Fey live, love and lose as much as any man or women, perhaps more, and when the
fey fall in love with a mortal they will often follow them around secretly and protect
them from minor ills, and when harmed grievously can even risk their own lives to
attempt to resurrect their love. Those who love that fey back and become lovers, or even
marry with the blessing of the Master of the Fey, are often granted the lifespan to enjoy
it with their love.

Protectors of all that is known.


Guardians of These spies move out into the world seeking knowledge with a single-minded depth of
Knowledge: purpose that can drive anyone to awe, if they knew, these people insinuate themselves
into the worlds of knowledge and keep their mother nation abreast of their search. It is
through such means that the Protectors move to act.
Cult of Knowledge: Every nation has individuals who share a similar passion to knowledge and keep the
learned informed of anything they might want to hear
Warrior-Monks: These are not monks in the religious sense, but in that they are recorders, scribes and
fulfil many of the duties many expect pure monks to hold. But they are Warriors as well
and well versed in the ways of war in order to protect their knowledge at any cost.
Including their own lives.
Bards: Though they frequently violate the oaths of their people and learn the songs and tales of
fiction, unprovable events popular in the world, but only to get close to courts and
nobles and the rare knowledge they possess. And take it to protect it.
EMPIRE NATION

Empire. A term that means so much, these nations are powerful political and military entities whose defensive
nature and abilities knows absolutely no equal. Often it is found that such nations are protected across their
entire border by a great wall, and many of their cities or castles are protected by additional walls. Assaulting an
Empires defences is not a decision to take lightly. Also they have very nice roads.

Nation Trait Basic:


All Roads Lead to Rome: Your roads are the finest in the world, and they cross your entire territory like a
crisscrossing spiderweb. Maintained by the military this allows your armies to cross incredible
distances within the Empire in times nobody else would possibly expect.

Nation Flaw:
All Roads Lead to Rome: The downside of your brilliant road system is simple. If your enemy gains
access to your empire THEY can use the roads in exactly the same way you do. And as such what might
have been a three month march for an enemy army to reach your city might be cut down to a months
march.

NATION TRAITS:

The Art of Masonry


Strong Stone It is all well and good to have good masonry skills, but all that is without any worth
Foundations: unless the foundations upon which it sits are equally strong. A good foundation can
increase the resilience of a wall versus siege weapons, or even magic, considerably.
Siege Walls: The walls are not just built to support men, but in fact expanded platforms have been
built that support smaller siege engines upon the walls themselves, sometimes even
with hoists to bring up ammunition from the base of the wall.
Camouflaged Sally When is a wall not a wall? Why when your masons have used their considerable skill to
Ports: conceal it as a natural stone outcropping, and then there is a somewhat.... well... it can
open to let troops sally out from unexpected directions.
Many Walls: Your Masons are not content with only a single wall around many settlements. Indeed,
for each additional point you spend on a settlement that has a wall of any kind you can
increase the number of walls by one. (Maximum, 10 walls)

When in Rome
Public Baths: These social innovations are well loved and frequented by people across the Empire,
indeed, almost everyone in the cities will enjoy the pleasures of a public bath. This
makes your people more amiable and well disposed to each other.
Aqueducts: Another part of the high and mightily hygienic Empire are the Aqueducts and plumbing
that brings fresh water into the cities and the sewers that carry the effluent and
disgusting stuff out. Including the bodies the criminals leave behind.... just dont swim in
the bay.
Bread and Games: Bread for the people to keep them fed, and games to keep them entertained! With these
the people are kept happy as they can get easily. But of course they demand bigger and
larger spectacles as time goes on. You must keep those people happy! Riots are the
penalty for failing to taste the mood of the crowds!
The Peoples When they say when in Rome do as the Romans do they arent talking about
Entertainment: accounting, or hard work, no theyre talking about the same thing everyone is talking
about, the famous week long feasts and orgies! Your nightlife is active. Very very active.
And sometimes it spills over into the daylife. Those are good days.
The Peoples Republic
Victory Arches: Victory is not something to merely happen. No, to your people true victories are
immortalised in monuments and arches commemorating the victory of your people.
These monuments can keep your people from collapsing entirely into despair in the lean
times. The memories of the past are strong.
Centre of the Known (Requires: Nation size; Large or Bigger) Your nation is massive, and powerful to say the
World: least. And this has led it to be a popular place in the world, this has led to many to
consider you a leader of the civilised world. Of course, everyone knows where you are
when they want to take a swing at you.
Arm of the Empire: Leverage is a powerful tool, and a nation as powerful as yours often is has a lot of
leverage behind it. It can put a lot of political, or even military, pressure onto its enemies
and competition in the world and force its own ends.
Delatores: Your secret police, internal spies. They watch the moods and flows of the nation
politically and nationally watching the way people react and heading off rebellion before
it ever rears its head. Hopefully.

Formations of War
Testudo: In the testudo formation, the men would deploy very densely and position
their shields at the sides. The first row of men, possibly excluding the men on the flanks,
would hold their shields from about the height of their shins to their eyes, so as to cover
the formation's front. The shields would be held in such a way that they presented a
shield wall to all sides. The men in the back ranks would place their shields over their
heads to protect the formation from above, balancing the shields on their helmets,
overlapping them. If necessary, the legionaries on the sides and rear of the formation
could stand sideways or backwards with shields held as the front rows, so as to protect
the formation's sides and rear.
Legion: The size of a typical legion varied throughout history, with complements of 4,200
legionaries and 300 equites (drawn from the wealthier classes - in early times all troops
provided their own equipment (the infantry were split into 30 maniples of 120
legionaries each), to 5,200 men plus auxiliaries (split into 10 cohorts, 9 of 480 men each,
plus the first cohort holding 800 men).
Auxiliaries: Not everyone gets to be a citizen. No, the auxiliaries are non-citizens who are raised to
fight for the Empire for the money, or as tribute or any other number of factors. They
fight in unusual and surprising manners. Theyre also cheaper...
Siege Train: The Empire are excellent at sieges the highly disciplined armies of their Legions are well
suited to siege warfare and the quick assembly of siege engines. Also the Empires siege
engines are typically higher quality than another nations.
BANDIT-KINGS NATION

There are those for whom it is simplest not to make and produce their own stuff. But simply to get the lads
together and take it from those less fortunate. These bandit-lords are often despised across the world and they
do not like traditional authority groups, those smartest amongst them often lament that their power often
brings them into comparison with the more traditional groups.

Nation Trait Basic:


The Black Market: The Bandit Lords have an extensive market of illegal or illicit goods ranging the
entire spectrum of wines, womens, and weapons. While other nations may dislike your disregard for
their laws, the Bandit Lords have access to items that other nations do not... for the right price.

Nation Flaw:
Bloody City Guard: Your people do not like authority as a group. As a result order is harder to keep in
your cities, or not at all in some cases, and your troops are less disclipined on the battlefield. They have
a tendency to break ranks rapidly, either to charge or to run depending on the situation.

NATION TRAITS:

Robin Hoods Last Lesson


Apple Shots: The Bandit Lords have a preference for skirmishers, more specifically archers. Their
bowmen, while less organized that normal, are far better shots and survivalmen.
Bushes Are Your The Bandit Lords use the terrain to their advantage. Their ability to "go to ground" after
Friend: a successful raid is legendary.
Men In Tights: Your people only steal from rich people who deserve it. They may get less loot, but the
poor eat that stuff up and love the Bandit Lords for sticking it to their respective mans.
Movie Magic: "Wait, did he just flip over the cart? Where is my wallet? Why are those theives so
stylish?" Your men do everything with flair and somehow pull it off, making every raid a
show as much as an income source.

Highwaymen of Yore
Tollmen Your men don't always chase down targets, sometimes they let the loot come to them.
Your nation has groups that force "fees" on travellers on important roads with the threat
of pain or worse for the miserly.
Fire Is Amusing: You'd be surprised at how well a raging fire does to loosen one's attention on their coin
purses. Too bad for the farmer though...
Rapid Reaction The Bandit Lords just don't steal well, they do it fast. Their teams are well equipped with
Poverty Force: vehicles of the equestrian variety, perfect for moving between choice stealing spots and
safehouses.
What's Yours Is Stealing another nation's military assests, horses and weapons for example, can do
Mine: wonders to alleviate that strain on your wallets come wartime. Just don't be surprised
when the other nation comes knocking, looking for their stuff back.
Goldfingers
Guildhouses: Your nation will set up a series of safehouses, warehouses, and the like in other nation's
cities for the express purpose of stealing things. This keeps the thieves out of your own
pockets and lets them do something useful for a change.
Magpie's Eye: The thieves of the Bandit Lords have a knack for finding the best loot among the trash.
As such the things they find tends to have a higher value than usual. This can add up
over many nights to amass a tremendous amount of wealth.
Thief with a Your men are talented in the art of disguise. Whether it is acting like a guard or acting
Thousand Faces: like the other gender, your people can fool just about anyone when getting to The Goods.
Look, A Distraction!: Your theiving teams are skilled in the art o- hey whats that?

Give to the Poor


Spread the Wealth: Why be so greedy? Throw around some of that gold as you run and watch the swarms of
poor block your pursuers like they were part of the team!
Rackets: Your nation doesn't just steal, they use a variety of schemes and scams to get money too.
Gambling rings, smuggling, protection rackets and more all give income that doesn't
require you to actually take anything!
Choice Costumers: Why pay the poor or the rich when you can just give some of your loot? It was never
yours to begin with so its not like you lose money.
Information Your markets trade in ideas as well as material things. Your thieves make sure to collect
Brokers: any useful information on their stealing runs and bring records of them back home. Such
dirt can give a nation an edge in negotiations or war for a... modest finders fee.
MERCHANT LORDS NATION

In the trade cities of the distant Tekarovi mountains it is said that one can purchase anything that one desires. Be
it gold spun into fine silks, slaves whose beauty melts the heart or a blade that had been used to pierce the heart of
a dragon. Anything can be bought in the trade cities. So watch your purse and keep your daggers close. For if you
are ill prepared enough to end up in debt you too can be bought by one with the gold in his pocket and intent in his
heart.
From the Warning of Aedoclus

Nation Trait Basic:


Deep pockets and long arms: Your traders tend to be on the wealthier side and are in almost every
country in the world

Nation Flaw:
Mercenary Muscle: Your nation relies heavily on mercenaries and hired hands. And they are only as
loyal as their pay check.

NATION TRAITS:

The Trader:
Super Caravans: You take your trading seriously. Your caravans tend to be huge and well protected too.
Got Friends in high Your trade connections let you have some access to a more unique clientele and also lets
places: you pick up on some tid bits of valuable information
Welcome sight: Your traders are famous in the cities and towns they visit, granting more income as well
as better protection in friendly nations.
Fast Travel: Your guides know their way around an area, cutting travel time by taking some short
cuts; of course these short cuts can be a tad more dangerous than the road, but who
cares if we have to slip past a wyvern nest if it shaves a day of our travel time.

The Store Front:


Trade Tongues Your nation has traversed the world and has learned the languages of it. People tend to
react better when spoken too in their own tongue.
We got what you You traders have a little bit of everything from all over the world. Some of this might not
need!: actual be yours to sell, but whose asking right?
Diplomatic savants: Your diplomats knowledge of how to trade grants them a certain affinity for diplomatic
negotiations. They tend to be very persuasive, especially about getting your nation the
best deal.
Business espionage: Your people know how to take care of the competition. From spoiling a certain crop to
taking out the right tradesman, you have away to make your services required.
The Work Shop:
Buy only the best: Your workshops produce the best quality at the best prices, of course these things take a
little longer to make, but you should never rush quality. (cant be taken with En Mass)
En Mass: Your workshops produce tons of cheap but effective goods; you can equip and sell to the
masses. This tends to cut back on quality but remember Quantity has a quality all its
own (Cant be taken with Buy Only the Best)
Knock Offs: The symbols of famous sword makers and master tailors bedeck some of your finer
items, Just dont tell the people youre selling them too they arent real.
Bang for your Buck: Your workers are efficient, producing more goods with fewer resources so as to provide
the largest return on investment.

The Muscle:
Best Money can Buy: Your mercenaries and soldiers receive the best raining they can and get the best
equipment they can though this does jack up the price a lot
Discount Magicians: Usually magic comes expensive, but you found a sweet deal and can get your spell
casters a little bit cheaper (but also a little bit weaker)
Trade Galleys: You have specially designed trade ships which are equipped as though they where a
small was ship, boosting your naval trade protection against those pesky pirates
DEFFEND THE Your boys dont get paid unless the goods come back with them. This means they are
GOODS!: great at defending themselves and their charges while on caravan duty and during
transit during war.
MAGEOCRACY NATION

The Mageocracy is a nation ruled by its mages, and the nation as a whole largely reflects the rule of the mages,
much of the everyday business of the nation is research into magic, and the mining of Magestone in order to
allow the mages to carry out their arts to their fullest.
However this dependence on mages is often also the nations greatest stumbling block. An army that relies on
the support of mages doesnt take well to when those mages are killed in battle depriving the army of its ususal
leadership.

Nation Trait Basic:


Magestone Power: Magestone is the source behind the greatest magics ever wielded in the world. Some
believe that only with Magestone and a powerful wielder of a magic source can the greatest epic magics
be wielded and cast. Regardless of the truth or untruth of this belief none can disbelieve that magestone
grants mages an unfair, if addictive and dangerous, edge.

Nation Flaw:
Magestone Dependent: The mages of the mageocratic nations need magestone for their more powerful
magical abilities and it is an addictive substance that demands more and more to achieve the same
effect. This makes keeping it in supply difficult. And the most powerful mages will usually sequester as
much as they can for themselves.
Unfortunately Magestone has a secondary side-effect. A mage who loses control of himself (or herself)
during any spell using magestone opens themselves completely to demonic possession. Which is always
unpleasant. Always.
Unskilled at War: The Mageocracies are almost totally reliant on the power of its mages, as such the
skill, power and abilities of the soldiers suffer as they too are also dependent on the mages support.
When the mages fail Mageocracy Armies fall too.

NATION TRAITS:

Summoning/Creation Arts
Golem Creation: Your mages have with the power of magestone and their own ingenuity learned how to
imbue a false life into objects such as stone, crystal, earth and even wood. These Golems
are tougher than most beings, but often possess a vulnerability related to the materials
they were made from. If only they could be made sentient? But alas they cannot. For to
do that requires a soul. Even the great Mages cannot create a soul... yet.
Summon Monster: The Wizard can summon any animal or monster that he has bound the calling spell to,
this enables them to recall any animal they love, or summon a Manticore to the
battlefield the problem is that they need to have the monster or animal, it cant just be
summoned out of nowhere!
Enchant Weapon: To bind spells to weapons to give them magical effects is a well respected art among the
mageocratic nations. For with those weapons they can better defend themselves. But the
power of such items oddly depends on the proximity to a wizard. As such only the
Wizard and his closest bodyguards can use such items.
Enchant Armour: To bind spells to armour to give them magical effects is a well respected art among the
mageocratic nations. For with those armour they can better defend themselves. But the
power of such items oddly depends on the proximity to a wizard. As such only the
Wizard and his closest bodyguards can use such items.
Applications of Power
Fortifications of Power is a two edged sword. But a crafty mage can turn that magic into fortifications of
Power many elements. The combinations of elements into walls, ramparts and even those rare
and powerful mage-keeps. However they are all a significant drain on power and require
constant concentration.
Magestone This application has the mage deliberately overdo the Magestone before casting. Doing
Overdose so can give him a massive burst of magical energy. But so much as a single distraction
and then hes a possessed guy about to tear his own people apart. Lesson here? Dont do
magestone, may lead to demonic possession.
School of Illusion: The Illusion magics of the Mageocracy can be surprisingly realistic and convincing,
indeed, many Wizards towers look much different on the inside than the reality shows.
But this allows some truly deceptive work in war.
School of Evocation: Sometimes raw magic power in a less subtle more direct form is all that is really needed.
Magic Missiles, or a storm of magic bolts, they are less directly powerful than an
elemental spell, but can be cast a lot more for a lot less power.

Academies of Power:
Academy of the These academies educate their mages and wizards to a much higher level of magic in the
Elements: elements than would normally be found in the world. But one has to be careful lest the
power and overuse of Magestone cause too many explosions.
Academy of Power: This academy teaches a higher level of master of the other magical abilities of the nation
in question, this allows them to use more powerful magic than most expect, with the
increase chances of being possessed of course.
Academy of Zen: There is one thing mages have learned over the millennia, and that is arrows, swords
and little things like being bitten in half by a dragon really fucks with your
concentration. And so this unique school of powers entire purpose is to educate wizards
in stronger concentration techniques.
Apprenticeships: Most Wizards learn in the Schools and Academies, but sometimes the most promising
students will be taken under the wings of Archmages and their like.

Guardians of Power
Channels of Power: The Bodyguards of mages receive the best available, for they are rare and their duties
are to protect the mages at all costs. The Channels of power allow the bodyguards to
absorb a certain amount of hostile magic directed at the mage they serve. They dont get
a choice in this.
Unnatural Vitality: The Bodyguards are enhanced with small doses of magestone each day to give them an
unnatural vitality and edge allowing them to move faster, strike harder and many other
small improvements, but it is not a healthy practice, and such bodyguards dont live
more than a few years.
A life for a life: The Bodyguards exist to protect their mage at all cost, and have an almost prescient
sense for danger to the mage theyre bound to. They will intercept any attempt to kill
their master. With their own bodies if required.
Final Hours: When the mage they serve is killed or slain under the watch of the bodyguards the
Bodyguard goes beserk. Not just goes nuts. But goes bloodthirsty beserk trying to kill all
those responsible for the death of their mage.... or just within reach, either one.
Then they die. Its inevitable.
NATURALISTS NATION

The Naturalists are one with nature and live largely within forests and other places of exceedingly natural
beauty. They are often the self-styled protectors of nature and can be considered very obnoxious, indeed, they
have an unreasoning hatred for Empire, Black Empire, Merchant Lords and Mageocracy nations, and will not
tolerate them.

Nation Trait Basic:


Natures Ally: Naturalists have an unspoken bond with nature and it will lend its help different ways,
such as providing plentiful food and redirecting harmful beasts.
Natural Architecture: Many of your buildings either built to look like or grown from their natural
environment, making settlements harder to discover.

Nation Flaw:
Aversion to Urbanization: Most Naturalists hate the feel of cities and that ilk and will not go there
without great cause. (Cannot be combined with Empire, Black Empire, Merchant Lords or
Mageocracy)(Also cannot take any city larger than a small city)
Unnatural Enemies: Naturalists have a general for things unnatural (which includes the products of all
other nations) but have a great hate of those who defile the land for no reason other than profit or
pleasure.
Limited resources: Refusing to soil there sacred forests and homes; Naturalists dont have access to the
resources to produce heavy armour and constructs of stone.

NATION TRAITS:

Natures Knowledge
Super Herbalists: You knowledge of herbs and poultices is great, you know how to fix

Trackless armies: You know how to hide your movements in nature, it is nigh impossible to follow your
armies when they are in nature.
Natural cultivation: You have found a way to house farms in the woods without disturbing them, increasing
your food supply without taxing the environment.
Winged messengers: Through the use of birds, communication with in your nation is quick and secure,
though the birds do leave a bit of a mess.

Natures Shield
Moving Maze: The forests and shrubs within your nation shift and turn, letting you and your allies
through while keeping those they see as enemies out.
Silent Sentinels: Through the use of some minor shamanic magic, you have trees which send warnings to
the druids of your people when large groups of people approach. (requires Tree Maze)
Natures guardians: Through the use of more druidic magic, you have trees that can actively (though subtly)
attack invading forces, whittling down enemies as they try to march through your
nation (requires Silent Sentinels)
Natures Avengers: Natures fighting back, these trees can actually up root and move (though incredibly
slowly) and can constantly attack. Not all of these trees are friendly and see all sentient
life as evil and will attack them as well. (requires Natures Guardians)
Natures helpers
Dryads: These lovely spirits of the forest help with the cultivation and care for your crops and
animals, as well as practicing magic that can heal or hinder people.
Ents: Massive sentient trees, they care for the forests and its denizens though slow to do
anything, they are willing to lend a helping hand in defence and the shaping of trees for
homes and buildings.
Arch-Shaman: Spell casters of great power, they can commune with nature its self and have learned
much. They tend to have adopted the same mannerisms of nature in being slow to anger
but terrible when roused.
Gaia: The ultimate embodiment of Natures Wrath, requires the sacrifice of 13 shamans and
creates a spirit who demolishes all sentient life, including the naturalists who
summoned it, seen as a last resort against the destruction of nature.

Shamanic Magic
Growth!: Shamans accelerates the growth of trees and plants in an area, altering the battle field or
allowing hate expansion of their nation into otherwise un suitable land.
Entanglement: Vines and creepers grow from the ground slowing movement and tripping charging
enemies.
Natures Call: Summons the help of magical creatures to help fight as well as embolden naturalist
troops.
Natures Decay: Sometimes the Shamans call upon nature to summon the powers of decay in its power,
this can cause an enemies morale to break as clouds of insects flense the flesh from
soldiers, or the ground absorbs screaming bodies into itself.
MECHANISTS DOMINION NATION

These nations have forsaken all magic in favour of technological research, and they have become quite
proficient at steam and mechanical technology. With these unusual approaches many strange or bizarre things
can be seen on a battlefield of the mechanists. From steam powered ballistae to bizarre tank-things....
Mechanists make a rare and unusual sight. Their complete inability to handle even the most basic levels of
magic a considerable weakness.

Nation Trait Basic:


Advanced: Mechanists have developed technology far beyond the other nations wildest dreams and
have access to some rather unconventional technology.
Technological Marvels: The appearance of Mechanist contraptions stun most people and scares enemies
on the battle field.
Superior minds: Your people have a good head on their shoulders, and tend to develop newer and
unorthodox tactics to compensate for their relative weakness.
The Choice: A Mechanist nation will in some time in its history have to make a choice. And so it is that
they do so. (They must take only one of The Choice traits, that trait takes the place of this trait and
thus costs no points at all.

Nation Flaw:
The Choice: A Mechanist nation will in some time in its history have to make a choice. And so it is that
they do so. (They must take only one of The Choice traits, that trait takes the place of this trait and
thus costs no points at all.
Technological Horror: People tend to hate what they dont know, and the Mechanists technology looks
like a monstrosity to some and can send people in a panic and cause violent rebuttal.
Experimental equipment: A lot of what you field is still in the testing stages and as such, subject to
major malfunctions and repair issues.
Reliance on Mechanics: your people have gown weaker on mechanics and are generally out matched by
equivalent units in combat.

NATION TRAITS:

Eureka!
Locomotive: Your nation has developed a high speed means to traverse the country side. Troop
movement, trade, communications are all boosted reducing what might have taken
months into weeks or days.
Zeppelins: You have discovered the power of flight! Your populace has limited access to machines
that can travel through the clouds. They are slow compared to other forms of flying but
can carry much more.
Steam Powered Rowing crews are a thing of the past; now you have this amazing thing called an engine
Ships: do all the work! Your ships are faster when the engine is running, but if that power runs
out your left with one of the slowest pieces of metal ever to set sail.
Steam Engines: You have implemented your technology in the creation of a heavy, slow, but powerful
tracked vehicle that can perform a number of useful work tasks such as mining and
freight hauling.
Mechanical Warfare
Steam Powered Your ballistae and catapults now cock themselves reducing the crew and increasing the
Siege Equipment: rate of fire, the trade off is the weight. You try lugging a hue contraption of iron bronze
and filled with water around.
Mechanical Armour: A suit of armour built with mechanical augmentation granting the user amazing
strength but makes him really, really slow. Devastating if it can close with the enemy,
but just hope they dont take out our ability to move before you get there.
Steam Screen: All your contraptions vent their steam at once, providing a screen that shields your
forces from view for a few moments, long enough to get siege equipment into position.
War Engines: Through the use of Steam engine technology you have constructed these vehicles of war
that are slow but heavily armoured and powerful. They crush all in their path but are
susceptible to magic and siege attacks.

The World of Tomorrow


Pneumatic Systems: You have developed steam powered doors and gates, severely reducing times required
to open and close them in times of hurry. (other ideas should be run by GM)
Electricity!: You create simple electrical circuits capable of power a light bulb or sending message
via telegraph, and thats it. For some reason other attempts to advance in this field are
met with dead end, I blame the God of Moderation. (requires Pneumatic systems)
Mechanical Limbs: The loss of a limb used to e a debilitating injury, no longer so! Through the use of
mechanics you can replace limbs with prosthetics which can function in their place.
These tend to be simple grabbers or feet and only have a partial range of motion.
(Requires Electricity!)
Factories: Through the application of your superior intellect and technologies you can produce a
staggering amount of goods in a short amount of time. (Requires Mechanical Limbs)

Technological Solutions
Greek Fire: Gods know who the Greeks where, but they created this awesome form of portable fire,
equipable by siege units and war engines. This allows for fire to be brought to the battle
field.
Environmental Your homes and creations are designed with the weather in mind and can withstand
protection: massive temperatures (both hot and cold) as well as some minor insulation against
lightning strikes.
Telescopes: The easiest no magical way of find out whats at long distances, lets your people survey
new lands without ever going there (though nothing will ever beat a good scouting
party)
Tinkering: Your people tend mess around with technology and can help improve or hinder it
depending on how much. This might not be much but it will make a difference.

The Choice
Technomageocracy The Mechanists never gave up magic, in fact their mages incorporate magic into just
about every thing and object they ever conceived of. From steam engines created with
Air and Fire Elementals to a fire elemental to warm the home.
Gunpowder Age The Mechanists have developed Gunpowder, Muskets and Cannon and use similar
technology in their day to day lives. A Mechanist nation who takes this choice may not
choose any other nation type. (A Gunpowder Mechanist may not be combined with
another nation type.) A Gunpowder Age Mechanist nation must take all magic related
flaws and cannot take any magic traits.
NOMADS NATION

The Nomads are not content with any one place, they travel as their ancestors travelled only stopping to wait
out the winter months in their defensive fastholds which are manned by only a small portion of the people
when the people are on the Wander. Thus the people are always on the move during most of the year, this leads
to a people hard to pin down. And harder to stop.

Nation Trait Basic:


The Wandering Way: The nomads always are on the move except during the winter months when they
hunker down in their territories. This means their entire nation is on the move except their defenders
during the spring to autumn months. This makes it harder to be attacked. But also limits the nation.

Nation Flaw:
The Wandering Way: Very few can handle the life of the wanderer. And as such anyone who takes a
nomad nation may only share with the following nation types. Also at Winter they MUST hunker down
in their winter cities.
Fewer in Number: Due to the nomadic nature of the nomads the nomads only have 1/4th of the numbers
that they would otherwise have possessed. If they have four medium cities, only one of those cities
counts to their population for example.
Barbarian
Coin-Soldiers
Bandit-Kings
Naturalists
Beast-Tamers
Slaver-Kings

NATION TRAITS:

Horse-Lords:
Live off of the Foraging is an important thing, especially for an army on the move and none can forage
Lands: as well as the nomad people who find such necessary to adequately feed an army on the
march. Let alone their entire population
Generation Horse The Nomads have bred horses for thousands of years for speed, power and endurance,
Breeding: this leaves them with Horses strong enough to gallop with armoured soldiers, or pull the
wagons of the people, but able to do it for
Thunder of Hooves: The thunder of charging cavalry is one of the most traumatic events that an infantryman,
let alone archer, can experience normally. This is worse with the thundering charges of
people who are one with their horses.
Self-Sufficient: A nomad takes care of his own horse, often better than he cares for his woman, unless
he is actually a woman at which she takes care of her horse often better than she cares
for her man. As such the need for farriers and other Equine specialists is next to none.
All the Secret Ways:
The Valleys of The path of the wandering crosses many borders, many nations, and not all of them are
Mystery: friendly, indeed, many may be hostile. With this trait your nation knows many secret
ways through the world, but not all of them are so obvious and with it you can move
secretly through those nations less well disposed to you. You hope.
Timeless Traverse: There is a realm in which many of the Horse-Lords can access in their nomadic path. But
it is one riven with risk. With a great casting the majority of the people into the realm of
non-time. Time cannot pass here, allowing the Nomads to cross vast distances instantly.
However they can only ever do it once a year and they cannot interact with anything
while in this place. One cannot even kill enemies in no-time for the nature of the place
renders everything harder than the hardest metals and stones. (This Trait has no
Military Value by GM Fiat)
The Black Tunnels: Part of your travels include a stint deep beneath the earth. Hidden from most who
would be interested in such passings, however it is not without risk for not all nations of
sentients are upon the surface. And the deep has dangers of its own. Also the Horses are
terrified of the close in places.
Timeless Forests: Part of your journey goes through timeless forests eternally shrouded in fog and
mystery. This place is a dangerous one but such is its nature few voluntarily enter, and
the forest is used to the coming and going of your people. So long as you do not cut down
any trees it will provide for you.

Ways of War
Elephant Cavalry: The Nomads often use Elephants for heavy lifting and labour work able to do the work
of many men with less effort and time taken. Some Nomads take this further and field
them as Cavalry, either with Archer Palanquins or simple as run-you-down infantry.
Cavalry Wheel: This is a formation of skilled horse archers that rides in a large wheel formation
allowing them to fire a continuous rain of arrows while minimising risk of being shot at
in return by archers.
Dust Storm: A cavalry army can throw up a lot of dust. By spreading your forces thinly and
deliberately acting to do so you can throw up enough dust to mask your army as one
much larger than it really is.
Elephant-Powered What is worse than 100 big powerful men with a battering ram? Oh, ... ten elephants
Siege Engines: with a battering ram... Shit.

Magic of the Horse-Lords


Glorious Charge: With a pulse of light the mage blinds the enemy before a charge leading to a less
coherent defence against the deadly cavalry.
Wizards Blast: The mages of the Horse-Lords are skilled and unleashing a blast of energy from their
weapons in a fanned wave from horse-back that hurls back the enemy causing broken
limbs, even deaths.
Silent Charge: Sometimes it helps not to have an enemy learn too soon what rolling wall of horseflesh
is about to descend on unprotected flanks. With this sorcery the Horselords are much
quieter and the enemy will usually learn too late.
Into the Night: Not all charges succeed, not all battles go well and not all wars end in victory. And when
such a thing comes to pass the Nomads cannot lose their more valuable men or women
to war. The mage enshrouds the battlefield in darkness until either the enemy dispels it
or the Horselords escape with fewer losses than otherwise.
SUBSURFACE KINGDOM NATION

Not all nations rest upon the surface of the world, no there are some few who are buried deep within the earth
far from the prying eyes of others. Whether these nations are scheming evil nations, or honourable smiths in
their shield halls. In any case, they care little for the openness and brightness of the surface and while they will
deal with it, and some even have ambitions there, the common folk like it less.

Nation Trait Basic:


Beyond the Eyes of the Surface: Your entire nation is underground in some form or another and requires
either a port or a Surface Access Settlement to reach the surface world. What was once a Tower in the
surface world becomes a hanging edifice over a great drop. Indeed everything exists in an underground
counterpart.

Nation Flaw:
Blinding Lights!: So long have your people existed beneath the world above that the light of the world
above has become something almost physically painful to you. During the daytime your people loathe to
go into the light and if caught outside will seek shelter somewhere much darker.
Agoraphobic: Most of your people have never spent any time above the surface. And in fact they really
dont like the idea of having to do so. A fear of falling into the skies are not just a common occurrence
for your people when they go outside. It is the feature of their gravest nightmares. While your Soldiers
and more strong willed folk can get over it, peasants and commoners, not so much. But during the night
when nobody can see the vastness they can move much more easily, and it isnt an issue in enclosed
spaces like a city or dense forest.

NATION TRAITS:

Subsurface Mutations:
Dark Vision: Many generations of living in the darkness under the surface away from the sun has
granted your people a evolved eyesight with which you can see in the deepest darkness
as if it were a surface landscape in sunlight.
Underworld Your people live in a world where a sudden rockslide can mean instant death if you are
Reflexes: buried under it or one misstep and you fall in a deep crevice, never to be seen again.
Luckily you have better than average reflexes.
Climbers of the Surrounded by tunnels, cave walls and other subterranean rock outcroppings have
Deep: made your people expert rock climbers able to climb any vertical rock outcropping,
excellent if you wish to stay out of sight or come with a horde down a series of pillars in
that vast cavern to surprise interlopers.
Hearing of the Deep: Like the world above, the surface there is life down in the darkness of the deepest
caverns but the life down here has adapted to its surroundings, underground predators
using stealth and silence to stalk their prey so your people have adapted, able to hear
even the faintest footstep, the sound of a falling rock, the ragged breathing of interlopers
not used to the darkness.
Ground Tremblings:
Tunnelling Rats: Is it really that much of a surprise that as a people who live under the surface you have
such a affinity for digging and creating tunnels? Escape tunnels, merchant tunnels,
passageways between settlements, dead ends, your people know how to dig and
excavate the world around them.
Tunnel Tunnels are a must have to travel around this subterranean world but you also need to
Fortifications: make sure they dont collapse just when you take a nice, quiet stroll into them and
suddenly see those massive cracks in the ceiling, followed by a rain of rocks.
Traps in the Deep: Most people dont bother with making hidden pits filled with pikes, trapfalls that leads
to a cavern filled with predatory beasts or just downright mining tunnels made for the
specific purpose to have them collapse when someone unwanted walks through them
but then you are not most people.
Drums, drums in the The nightmare of any underworld interloper who should have known better and should
Deep: have stayed on the surface when they had the chance. Now they are down here in your
domain, your realm and when they are discovered the drums that shake the very ground
they walk on will always be there, alerting you that you have interlopers and making
sure said interlopers will never have a moments rest with the ever present booming of
the underworld drums.

Underworld Trickery:
Ever Darkness You have made a life in the darkness under the surface, able to live in it, thrive in it and
now your magic users can bring this darkness with them where ever they travel.
Summoning a shroud of darkness to conceal, hide or blind enemies.
Shadow Illusions In the darkness nothing is as it appears to be, what better way to hide the tunnel
entrances to your important settlements than by your crafty illusions, make it appear
that there are natural bridges over deep crevices while there are really none and
whatever else your can think about you wish to hide or make appear there is.
Darkest When you are asleep you dream but sometimes dreams turn into nightmares, you can
Slumberings enter the dreams of interlopers but only if you are in line of sight with them, so you can
plant fake ideas, suggestions, interpretations, make them demoralized, fearful of their
surroundings and on edge or if you are of a darker mind make their nightmares so real
they might even die in their sleep out of sheer terror.
Whispers in the The Darkness holds terror for many a man. It makes shadows leap like cavorting
Dark: demons, and the simplest of sounds can hold terrors in the dark it never could in the
light. But with your magics you can create sounds in the dark. Make the shadows
whisper and seemingly watch. The echoes of screams. Indeed, with such skill even a
skilled adventurer might think twice about entering the tunnels ahead. Or be frightened
enough to run right into your traps.

Underworld Savagery:
Earth Shaker: The trembling earth, shifting rock and cracked ceilings of your tunnels and cavern
homes is the thing your people fear the most, then again isnt it really helpful that your
mages can create small earthquakes that will either collapse tunnels, caverns and form
rockslides under the surface or shake the ground and crack open the grassy plains on
the surface world?
Rock Elemental: The ground is shaking, a rockslide? Underground tremors? A tunnel collapse? None of
the above, its merely a rock elemental being formed of the very rocks, granite and other
stone veins in the underworld, ready to obey its summoners commands.
Shadow Force Your mages can bend the darkness to their will, giving it shape and form, making it move
Manipulation: to where they want it to go. Blockades to seal off tunnels giving you time to retreat or
corner a foe. A shield of solid matter against arrows or spikes to pierce flesh.
Flensing Swarm: Some mages of the subsurface kingdoms know well of the bats that inhabit the
underworld that embraces the world like a lover. And they have learned the habits of
such creatures and can magically induce them into flight and frenzy at their enemies.
SMITH-LORDS NATION

In the Halls and Forges the Smith-Lords craft the finest items in the world, both literally and metaphorically.
This nation while at first glance may appear more down to earth, is in fact one of the most magically influenced
and influencing of all nations. Indeed, over ninety percent of all magical items can be traced to the Smith Lords,
not mageocracies or other nominally magical nations.

Nation Trait Basic:


Smiths Beyond Equal: If the Smith-Lords built it and its metal you can guarantee that it is built to such a
quality as to be impossible to surpass by natural, or magical, methods. This means that in battle the
Smith-Lords metal will almost always be the last to give way.
Perfectionists: The Smith-Lords are perfectionists and will not settle for merely good enough in anything
they do, while metals are their perfect tool they apply their thinking to all their work leading to a
generally higher quality product across the board.

Nation Flaw:
Value is Costly: While they have much much higher quality products than most, this lends to the equal
rise in the general cost of everything. Smith-Lords troops of any type cost three times normal to
compensate for the higher value equipment worn by their troops, even if they are of the same skill
levels.
Enchantment!: Enchantment is an expensive and difficult prospect, indeed, there can be no more than
10 Sentient Weapons or 10 Sentient armour in the entire nation, additionally there can be no more than
1000 other Enchanted Weapons or 1000 Enchanted Weapons. Enchanted items furthermore triple the
cost of the unit again. (This does not stack, a unit can have Enchanted Arms and Armour for only 6x. *3x
for enchantment! And 3x for value is costly.*)

NATION TRAITS:

Enchanted Arms
(Note: Except for Sentient Weapons a weapon may only have ONE enchantment.)
Elemental Weapons: These weapons are bound with elemental power these make them much deadlier than
they might otherwise be.
(One element only)(Requires the relevant elemental magic)
Seeking Weapons: These weapons thirst for the blood of the enemy, both literally and metaphorically, they
will seek out weak points in armour, or the most vulnerable point of the body. However
they leave the wielder less able to defend themselves in their bloodlust.
Razorfire Weapons: Crafted to the extremes of their craft and with serrated edges so small as to be barely
noticed these weapons are bound with the spirits of a demon, a deadly thing mindless,
the microscopic teeth of these blades moves and rends of their own accord doing far
more damage than is natural. But the demon, sometimes it hungers for the flesh of the
wielder. And it is impossible to sate.
Sentient Weapons: Your nation has a tiny stock of these intelligent sentient weapons. These weapons have
received the benefit of every enchantment you have. As well as having been bound with
the soul of a powerful and famous warrior from your history. (In this case the Demon of
the Razorfire enchantment is in constant battle of wills with the spirit of the warrior.)
Enchanted Armour
(Note: Except for Sentient Armour any armour may only have ONE enchantment.)
Protective Elements: This armour has been bound with elemental magic to provide protection from itself.
Thus armour bound with air can protect against air based magic.
(One element only.)(Requires relevant elemental magic)
Defender Spirit: This armour is the best possible to be made by your people, and upon that is bound a
spirit who acts to protect the wearer to the best of his ability, however this means that
the wearer can miss opportunities to get in killing blows as their armour acts to pull
them out of perceived danger.
Diverting Spirit: Bows and Crossbows are a massive threat to armoured individuals often enough to be
truly dangerous. In this case the armour is protected by a spirit who diverts the lighter
arrows and bolts away from itself as fast as it can. Of course there are limits...
Sentient Armour: The armour is bound with the spirit of a great defender of your nation, they have the
benefit of all armour enchantments and are the best protection anyone anywhere can
get. But like the weapons, there are likely only the tiniest handful to be found.

Anvils of Power
The Beating of The war-anvils are powerful mage artefacts, and when the Mage-Smith goes to work
Anvils: upon them the ringing resounding sounds strikes deep into the spirit and soul of the
enemy casting them out with its intimidating sounds.
And with Molten This terrible terrible spell is a nightmare made manifest, the Mage-Smith begins to beat
Steel we Forge: upon the Anvil and a number of enemy in view get to experience true terror and
nightmare as their armour begins to melt from them, their weapons turn to molten steel
and other than causing impossibly agonising wounds, flows to the Mage-Smith.
Sword of the (Requires: And with Molten Steel we Forge) as the molten metal of the enemy flows to
Ancestors/Gods: the magesmith he turns the metal beneath his hammer upon the anvil forging a great
weapon the easily ten times the height of a man. And when complete can fire it like a
Ballista bolt at a single target. Just hope the enemy doesnt have a Giant who sees its
potential for use as a weapon.
Cracks Call: Whether they normally have earth magic or not in desperation the Mage-Smith can
smash his anvil. The consequences of this are catastrophic and can cleave a battlefield in
two with a fresh magically sourced ravine in a good case... or a bubbling lava crack that
is far worse. This almost always kills the Mage-Smith.

Rune-lords
Runes of Binding: This can be a benefit, or a curse, depending on the individual. Those who take the oaths,
or are punished to such, can be magically bound into their armour granting it the
Defender Spirit trait for free, however these individuals dont live for long, mere months
and often go insane. But they are much harder to kill in it.
Runewall: The walls of your cities and fortresses are bound with sorcerous runes that make them
considerably stronger than any natural wall and able to resist attack much more than a
natural wall alone.
Runes of Revenge: The Runesmiths bind these runes into sentient armour more often than not, these runes
are avenger runes, when the rune is sundered, they retaliate with a burst of magical
destruction, often but not always killing the one responsible.
Runes of Flight: These strange runes can be used upon an ocean-going ship in order to enable them to
become, oddly, flying ships. They are no more or less vulnerable to attack than any other
ship, except for the flying part.
CHIVALROUS ORDER NATION

Who said that Chivalry is Dead? No these orders of knights are strict adherents to such arts and do not
appreciate it when others do not hold to their beliefs. However their armies are largely untrained peasants and
as capable as they are the Serfs arent happy people beneath their lords.
However they have some of the finest cavalry in the world and nobody can fight in full armour with as much
agility as the knights, and those most honourable of them become Paladins of their Order, the very embodiment
of chivalry and honour and are respected everywhere...ish.

Nation Trait Basic:


Law and Order: Your Order of knights keeps the peace in the area. Reducing crime and squashing
bandits.

Knightly Combat Training: Your heavy cavalry are superior due to years of training and education in
mounted combat.

Nation Flaw:
Serf Armies: aside from their heavy Calvary, Chivalrous nations forces are composed of conscripted serfs
who are poorly trained and equipped.

Code of Honour: Knights do not lie, cheat, steal, and always show honour. They can never refuse a
challenge form an equal and can never turn their backs to an enemy

NATION TRAITS:

Mounted Combat
Devastating Charge: Your knights have practiced and drilled for many years and have turned the wild rush
into a devastating military tactic. Your first charges can end most battle before they
begin.
Superior War Your horses have been bred from the finest stock and are strong and Hearty, allowing
Horses: them to fight for longer and charge even harder.
Intimidating The array of a hundred armed and armoured knights with their weapons at the ready
presence: and fire in their eyes is enough to make the most hardened soldier think twice before
engaging them
Improved Armour: Your armour smiths have developed a lighter, yet still durable, armour perfect for
cavalry, making your knights more mobile on the field

The Peasantry
Know your place!: The peasantry have been living under the Order for generations and understand their
position as though it where a fact of life. The peasantry are hard to incite in to rebellion
and devoutly loyal to their lords.
We follow our lord!: The peasantry is used to taking orders; they know how to follow them well. You should
never run into any problems with insubordination (though over complex orders might
confuse them)
War Taxes: Going with very little is part of being a peasant, so when their lord demands more taxes
to support a war, the peasants oblige (but only for a short amount of time). Too long and
the peasants will revolt.
Men At Arms: While most your army is just men raised from the peasantry, the few souls have
received actual training granting you regular solider for every 9 serf conscripts
The Keep
Master Masonry Your keep walls were made by some of the finest masons in your country, they are more
resilient than the average wall and are less susceptible to siege attacks
Siege stores: Your keeps tend to hold enough food to supply its defenders for a three month period,
long enough for reinforcements to arrive.
Religious Icons: Your fortresses are covered ins symbols of your religion, inspiring those who look on
them to work, fight, and die for their gods
Watch towers: The best force at your nations disposal is your cavalry, well you cant deploy them
when the enemies knocking on your gate so you use a system of watch towers to warn
you before the enemy gets to close.

Magic of the Order


Endurance of Order: Your mages bestow great endurance on units of your troops allowing them to march for
greater distances in less time than other armies.
Blinding Brilliance: A spell that makes the light shine of your armour in such away it is hard to look directly
at your charging cavalry, thus improving their effectiveness.
Judgements The rumble of your war horses charging across the plains is raised to deafening levels
thunder: disorienting the enemy troops right before impact while your hear tings normally
Orders light: A devastating spell that takes a long time to prepare generates a beam that embodies the
devotion of the assembled mages to the causes of order and law. It burns through
targets like a huge laser. (Takes 10 mages to work, and then takes a day to prepare for as
well as a nice chunk of change to get the necessary reagents)
COIN-SOLDIERS NATION

The Coin Soldiers are not the most honourable of nations, in fact many would say that theyre exactly the
opposite, of course this is not entirely true for the Coin Soldiers are often no more honourable or dishonourable
than the next man, the difference is that these nations often sell the services of their military to the highest
bidders in order to get more money, resources and so on.
This has led to a nation with more wealth of combat experience than any other nation is likely to possess and
this is reflected across the board.

Nation Trait Basic:


Sellswords: Your nation often finds itself quasi-immune to international politics simply because, when it
comes down to it, your armies are for hire. This leaves you as a valued member of the international
community, for it is often your armies that can tip the balance on the battlefield.
Experienced: Being a nation of mercenaries leaves your soldiers with quite a bit of battlefield experience
in comparison to most other troops. As such youll find that your men are more skilled at determining
what has to be done and when where other troops might panic.

Nation Flaw:
Sellswords: The problem with a nation full of mercenaries is what happens when an enemy nation
simply decides that theyre going to offer your men more than you do. There is nothing quite so terrible
as half of your army packing up and joining the bad guys.
Costly: Mercenaries are not cheap, there is a reason they are being paid more than most others. All your
troops cost twice their base cost. This will leave you with fewer troops than most have, but more
experienced and a little better equipped.

NATION TRAITS:

Good Gear!
Better blades: Your mercs often invest in better quality blades than the average soldier. This leads to a
more reliable soldier on the field who isnt constantly worried about his blades breaking
or anything of the sort.
Better bows: Your men invest some of their copper and silver in getting good bows, good strings and
good arrows. This leads to bows, crossbows and arrows and bolts that fire more
accurately and truer shots from their ammunition.
Better armour: A wise man invests in upgrading the very thing that he expects to protect his life. And as
such most mercenaries have a bit better quality armour. Thus keeping them alive that
little bit longer. Within reason of course after all if a gnome is under attack by a giant
then it doesnt matter if hes wearing mithril or leaves...
Better mounts: For those who are wealthy enough to afford a horse the quality of the mount matters!
After all, why would a mercenary buy a lame nag when he can get a young charger
instead? Thus their mounts are a bit faster and a touch more powerful than they might
otherwise have been.

Piles of Coins
Border Bribes: It never hurts for a mercenary force to bribe their way past inspections that might prove
troublesome, embarrassing or otherwise get in the way of the business of killing people
in a very noisy fashion.
Information Broker: It never hurts if a little information changes hands for the right price, except for the
people it leads to being hurt. But we dont really bother ourselves about those people,
after all, theyre expendable.
Money for Peace?: Surely the enemy will allow you to withdraw if you offer them your services, or are
willing to throw the gold at the problem until they go away. Just be careful, some
enemies just cant be bribed.
Angarak Gold: The gold of your nation is just a little bit tainted, those who handle it desire more of it,
and as they get more they desire even more. As such nations who deal with you on that
level feel the need to hoard more and more of your Angarak Gold.
Force Magic
Blast of Force: This is a simple blast of magic that throws back a group of enemies, often breaking limbs
or even killing the targets outright.
Force Walls: The mage creates raw magic walls with his will though they are only as strong as his
concentration on them, thus a greater wizard can maintain more than a lesser wizard.
Unfortunately when they are broken by force the wizards concentration is also broken
entirely leading to the collapse of all walls he or she was maintaining.
Force Eruption: This magic mine is placed ethereally beneath the ground in the path of advance of the
enemy and when the enemy past over it then it erupts causing an explosion, if the
wizard knows and fire magic it can be a true eruption of flame and earth.
Force Field: The wizard can use his magic as a shield. Concentrating on his own protection he can
use force magic to turn aside almost any blows or attacks directed at him, but doing so
uses his whole concentration. But what is better, a wizard shishkebab or a live wizard?

Integration
Well Trained: Your men arent trained just to fight on their own, no they are trained to work alongside
the armies of their employers to the best of their ability, this training allows them to
work well alongside similar troops.
Adaptive: Your men have been trained to study the forces they are expected to fight alongside and
adapt to their strategies and tactics allowing them to integrate more easily in unfamiliar
environments than might otherwise be possible.
Fearless: Your men have been trained to ignore fear, or at least be able to function with it for
those times when they are expected to fight alongside allied monsters that they have
never encountered but their enemy uses in significant number.
Until the Job is done, Your forces are paid soldiers, while they integrate well with their parent forces,
or worthless: sometimes you dont want them to fight to their fullest. Their job is to get the job done,
or if it looks like the customer is going to lose, go home and save as many of your
sellswords as possible.
SLAVER-KINGS NATION

The Slaver Kings are those who engage in what some consider to be the barbaric acts of slavery. This nation has
no respect for even the most basic concepts of personal freedom and engages in slavery on a national scale,
whether enslaving criminals for their crimes, or enslaving a debtor to pay for their debts, or sending a raiding
team across the border to enslave others without any reason.
The only true unifying characteristic is that theyd literally sell their own mothers for a tarnished gold piece if
they felt that it was necessary.

Nation Trait Basic:


Raiding Party: Slavers typically utilise small warbands of between thirty to two hundred men to go out
and procure slaves. These teams are exceptional at stealth and move only at night, and only raid at night
with dulled equipment, quieted horses and such. This allows them to raid almost entirely undetected by
conventional means until they are weighed down with a train of slaves on their way home.
A little something for everyone: Slavers dont discriminate, indeed, their livelihood depends on having a
healthy and varied stock. But this means that when it comes to slaves the Slaver-Kings have a little
something to please anyone who is in the market for slaves. They will find it very easy to deal with
nations that have not outlawed Slavery.

Nation Flaw:
Unwanted and Unloved: Slavers are NOT very popular, with their victims, with people who dont like
slavery with ... well pretty much that already encompasses a hell of a lot of people. Slaver-Kings cannot
deal with nations who have outlawed Slavery under any circumstances (except hostile), additionally,
they may find themselves subject to periodic raids from within as slaves revolt, or people raid the
nation to try and save the slaves.
Paranoia Incarnate: A nation like the Slaver-Kings is a paranoid one, and it doesnt take well to any
foreign influence, they always suspect that they may come under attack and are always on the lookout
for someone trying to assassinate them. Thus they will always react negatively if they discover any
foreign agents in their nation.

NATION TRAITS:

Whips and Chains


Whips and Nets: These weapons are useful for disarming enemy troops in the hands of skilled users who
typically lead units of troops additionally those who wield the whips can use them to
force a unit wavering on the point of breaking to obey orders regardless preventing a
rout before it ever begins.
Chain Gangs: The Slaves of the mines, or anywhere else they are expected to work in large numbers
are chained together, literally, and forced to work, this makes it even harder for the
forced labour to escape due to the noisy often difficult (or impossible) to remove chains.
Dominatrix: Some people have rather... unusual... tastes, some people rather like women whipping
them while they are bound in chains, in a ... sexual ... manner, many sneak into Slaver
Nations simply to indulge this perversion, this leads to these leather-clad whip-women
to learn things some people would really rather they didnt.
Terrible Lash: Not just human slaves need to be kept in line, the monsters that may be enslaved by the
slaver kings are also in need of keeping in line. And their chains are far thicker. But the
lash needed is far more terrible and each Slaver King has come up with something
horrible to keep the monsters in line with magic, or just brutal design. Of course
Monsters are wild things, and sometimes they snap under the lash. Some Slavers even
go so far as to use these wicked lashes on others.
Improvised Labour
Arrow Fodder: Some Slaver Armies are smarter than others and drive units of slaves ahead of
themselves concealed in Slaver clothing thus causing the enemy to exhaust archers
firing on the units of slaves before they discover the deceit. If they ever do.
Siegework Slave Building a siege engine is a time consuming and difficult task at the best of times, Slavers
Labour: tend to take some of the strain out of this by using very closely watched slave labour to
do such tedious tasks as digging latrines, building catapults etc. Slaves that excel in this
are often treated to better treatment than their fellows.
Battle Slaves: In the most dire times the Slavers will sometimes arm entire regiments of slaves in
nothing more than sackcloth with poor blades and improvised weapons and promise
them freedom if they survive the battle. Such troops are utterly frenzied and only
routing them completely will stop their attacks. For freedom means everything.
To the Mines!: Slave loyalty is a fickle thing, but the slavers have a simple solution to such a minor
concern, a disobedient, troublesome or just plain worthless slave is quite simply sent to
the mines to work the rest of their meagre and miserably short lives. The threat of this is
often enough to ensure the loyalty of other slaves.

Silent as the Night


Food Tasters: Slaves make excellent food-tasters, especially in a nation of paranoid people as Slavers
are wont to be. Especially as the Slavers have no shortage of assassins for removing
those petty obstacles to their path.
Silent Assassins: The assassins of the slavers have learned to move in near absolute silence as they carry
out the needs and will of their masters removing those minor, and sometimes major,
obstacles. As such they are rarely detected before, or after, an assassination.
Concealed Weapons Your assassins can move with weapons that others find difficult to discover, from
Experts: poisons, throwing blades and shuriken to small swords well concealed. Of course
someone more vigilant than usual can always be a concern.
Master of Disguise: Sometimes sneaking just isnt up to the job, either the target is a paranoid wreck or
magically protected etc. Either way, in these cases the assassin moves as someone that
would never be suspected, or in the case of the most elite assassins, even mimicking
someone the target trusts implicitly.

Entropic Magic
Hex of Torment: This curse binds the victims in a magical aura that causes them to take more damage
than they might otherwise receive, in addition they are unable to move far from its
source. A favourite of Slaver Entropy Mages.
Mass Paralysis: Though this spell can be used on a single individual it is a Slavers favourite and used on
as many as the mage can reach and effect with it, it is with this that the Slavers can take
many slaves unharmed by bow, blade or resistance.
Shackling Hex: Often used on slaves some Entropic mages learn to use such spells on the battlefield to
collar enemies to a single spot and cause them to become confused and weakened and
thus more susceptible to enslavement.
Death Cloud: This spell is a pure example of Entropic energy, this spell creates an ethereal cloud that
drains the life of anyone who steps within its bounds without magical protection until,
eventually they simply keel over and die.
THEOCRACY NATION

These people are deeply religious on a total level, there are no atheists to be found here and they defend their
religion and take no quarter. Ruled by the church the focus of faith above all else is enforced rigorously and
without equal, and some even go so far as to send missionaries to spread the faith whether others like it or not.
On the downside they tend to be a bit sensitive about their religion and will declare holy wars on the drop of a
hat.

Nation Trait Basic:


Chosen of God: Your people are for all intents and purposes the chosen of the god or gods that they
believe in, and they dont just offer lip service like other may. No, their believe is total and
uncompromising, as such morale and courage is higher in general with a theocracy than in other
nations.
Church Rule: The church rules your nation, and as such has a much closer ear to the people than would
normally be the case leading to a lot of charity and heart-winning politics, as such the commoners are
often far happier than other nations leading to less chances of internal strife.

Nation Flaw:
Faith is Blind: Faith is indeed blind, and while the people are generally quite perceptive the one thing
nobody quite seems to get is that nobody else really wants to hear about their faith, and most people get
quite agitated at the insistent need to convert that many of your people hold. This makes them
considered quite irritating by other nations. Theocracies must take the Abrasive flaw. They may not
take a common flaw for it.
Holy Wars: Your nation doesnt take well to others considering it negatively. In fact wars have been
started that way, and any major religious structure that is destroyed will always result in a call for war
by the common people whether the church wishes war or not. Or even whether they know who is really
responsible or not. Sticks and Stones may break your bones but youll burn the fucker at the stake for it.

NATION TRAITS:

Divine Magic
Raise Dead: If the body of a victim, hero or other figure of importance can be returned to the
cathedrals of the church the priests may attempt to raise the individual from the dead.
Unfortunately the body has to still have all its limbs attached. (GM Moderated)
Divine Healing: The priesthood knows the art of calling upon the divine and asking them to ease the
wounds of those wounded brought before them. Unable to help with lethal wounds they
can return a man to health from almost anything short. But the Priests must be in
physical contact to heal.
Demonic Aversion: With this the priests are more skilled at sending demons back to the realms from which
they come when they come. They wont do much good against a demonic incursion, but
against a possession or two theyve got experience.
Turn Undead: The undead dont like the church, not for any unholy reasons or such, but simply
because the divine magic of the priests resonates unhealthily within the spells that
animate them cancelling each other out. This has lead to the priesthoods being able to
dispel undead. Unfortunately it has its limits. The more undead there are the more it
fizzles before it is able to unravel their animate, and thus the less undead are banished.
Glory of *Deity Here*
Flagellants!: There are those whose devotion knows no bounds, no equal. These people flagellate
themselves to cleanse themselves of sin, or so they perceive, these can be often called
upon to join the holy army to flagellate not just themselves, but the enemy as well. These
completely frenzied individuals know no pain and will not retreat even if ordered to.
Missionaries: Missionaries go out from your nation into others to preach to the masses, and they learn
while theyre at it passing much information across. Of course not everyone likes door-
to-door preachers, and its not unheard of for them to be horribly murderised by those
who dont welcome such.
Lord is with us!: The deity can, from time to time, bestow a sign of his favour upon the endeavours of the
nation and under its influence the army will fight harder, longer and faster and their
morale is close to unbreakable. But if anything were to damage or compromise that sign,
or heaven forbid, destroy it, then the nations will may be laid bare for months, even
years to come. However their comes a time when it all must end. (GM Moderated)
I am his will made Similar to Lord is with us! this is a much more powerful version, in this a single person
manifest. is granted a measure of the gods power to use in battle making them a virtual avatar of
war and nearly unbeatable. However it comes with two prices, the first is simple, the
holy warrior cannot survive the power and will die once the battle is done.
The second is if despite all expectation the Avatar is killed the entire army WILL be
routed and will run as far as it takes to reach the next Castle or Fortress, note, Castle or
Fortress, not keep or Motte and Bailey. (GM Moderated)

Total Worship
Evening Prayer: Every day at the same time regardless of where in the world they are all true followers of the
faith get down and pray to the god or deity of their nation. This leads to stronger divine magic
castings, and more reliable, than otherwise due to the powers that be being more content with
the worship they are receiving.
Blessed Days: These days are sacred to the nation and are considered to be more provident and powerful than
others, the player can select one season of the year, during this time the morale of the people will
be higher than is normal.
Total Fanaticism: Your people are not just worshippers, theyre THE worshippers, and they cannot tolerate
anything less than total faith in their deity. Thus they find it easy to find aberrant behaviour
amongst their people. However it can cause other problems. (Nations with Total Fanaticism must
take the Dangerous Cults trait, they do not get to choose an extra common trait.)
Will of *Deity Here* Your leaders lead under the direction and blessing of the god or gods themselves and of that your
people have no doubt, as such their directives, no matter how senseless, wise or insane they may
be will be seen as the will of god and obeyed to the letter. Of course those priests in his service
are a little wiser and may... speed... the leaders meeting with their deity or deities if theyre too
much trouble.

Punishment of the Divine


Inquisition: Nobody expects the Inquisition, nobody! These individuals are shadowy spymasters in
their own right, though their school of approach is rooting out the spies, heretics and
infidels within their nations own ranks, their ability at this tends to turn out a few spies
from other nations too.
Divine Wrath: This magic is well known to the priesthood, asking the god/s in all his/their glory to
strike down the infidels and heretics. And with a divine bolt of power from the gods they
will do their damndest to do exactly that. This can be used upon the enemy without as
well as the enemy within.
Divine Swarm: This spell is dangerous without equal to even ask the divine to grant. With it the Priests
involved send forth a ravening cloud of locusts to strike at the farms and such of their
enemy. Though if the Divine feels that this is an unworthy request he will turn it upon
the nation of the priests as divine punishment for daring too much. (GM Moderated)
Crucifixion: There is no penalty for spies, heretics and infidels like being strung up on a cross to rot
under the sun. Of course there is none of this silliness about standing crosses, they stand
on two points like a real crucifix. This causes others to be more devoted and loyal simply
to avoid such a horrid fate.
DEAD KINGDOM NATION

This nation is ruled by Necromancers, or even Liches, and its army is largely consisting of undead abominations
against all that is natural. However unlike many believe there is no particular penchant for evil amongst the
Dead Kingdom than there is anywhere else. Indeed, much of a Dead Kingdoms history tends to lie with mages
who were afraid of death and sought any cure for it.
But of course a hell of a lot of people just dont get that and assume that raising the dead means youre an evil
son of a bitch whether you like it or not.

Nation Trait Basic:


Necromantic Power: Power stems from the will to use it, and the Necromancers of a Dead Kingdom have
grown to be truly masters of the art without question. As such often the armies of such a nation have a
large amount of undead in its ranks.

Nation Flaw:
Abominations against nature!: What is a little undead amongst friends? Well apparently most people
arent too keen on the dead walking around. In fact most people are downright terrified of the undead.
Diplomacy is much harder when your messenger is a skeleton on a skeletal horse... or worse.

NATION TRAITS:

Dead Rising
Zombies The worthless rotting corpses of the enemy can serve the needs of the Necromancers. Of
course Zombies are slow, smell absolutely terrible, are always hungry... oh, and there is
the little issue of being highly flammable.
Skeletons Frequently the most common servants of the Dead Kingdom they are fragile but
eminently replaceable. They serve as well as any forces. Though they are more easily
destroyed and cannot wear armour.
Wights The Wights are more intelligent skeletons granted power. They wear armour as thick as
any ever seen. They form powerful soldiers to say the least. Most often found as
bodyguards of the Necromancers.
Revenant These rarest of undead servants are not troops or bodyguards. They are mostly-
intelligent servants and assassins. A Revenant is a significant investment for a
Necromancer to raise. And once raised they are rarely put down easily. Even by their
animator.

The Art of Death.


Death Magic The magic of the Necromancers lies not just in animating the dead. But causing the
reverse to occur in the living. The Death magic of the necromancers is renowned for its
many forms.
Lichdom There is for the most accomplished of Necromancers a way to escape the death they
inevitably surround themselves with binding themselves with layer upon layer of
necromantic energy they live beyond death as a Lich.
Deathstay Necromantic Torturers are something terrible to behold. For know as intimately as they
do the intimate facts of death so do they know how to hold off its embrace prolonging
agony and preventing escape from life into death.
Ossuary Sometimes the art of death is more literal than others. Some Necromancers conceal their
art within their homes and forts by animating the skeletons to take the shape of bone
artworks when they are not in use enabling them to surprise an enemy easily.
Ossuary of the Damned
Cursed Witchlights These skulls sit, float or are impaled upon any fixtures, these objects glow with an
ethereal light. These lights last until the witchlights are broken releasing the spell bound
to them.
Wailing Walls The walls built by the dead empire are terrifying edifices. They glow with an unnatural
light and moreover the skulls that line their upper surface moan and wail in the wind. It
takes sheer willpower or something more horrifying at the back to force a soldier to
assault those walls.
Tower of Damned This tower of bone is a finger of death that rises high into the night. This towering
Souls edifice built from the bones of some elder creature from the long past serves as a nexus
for necromantic power.
Soul Jar This Ossuary is considered precious to a Necromancer, and infinitely valuable to those
who understand the arts. For within the empty skulls a bound spell contains chosen
memories within these grim ... grimoires. Indeed, most necromantic knowledge is
concealed in these easy to miss objects. Only the Necromancers can find their secrets
easily.

March of the Dead


The Ride of the Dead (Requires: Skeletons or Wights) These horrors are no different to typical Skeletons,
except that the Necromancer has taken the next step and reanimated their horses. This
occasionally results in a Zombie horseman, but they tend to be ridiculous.
Relentless March The dead and their servants do not get tired upon the march. Indeed, they dont get
much of anything at all. An undead army doesnt eat and doesnt tire leaving more to the
non-undead elements of the army. This means Dead Kingdom armies typically have a
faster campaigning speed.
Tales of Horror If there is one thing that travels faster than an undead army, it is people carrying stories
about an undead army. Truly it can be depressing to say the least. This often leads to
little things, like enemy armies, being able to be where they need to be when you really
dont want them there.
Arch-Abominations (Requires: All Dead Rising traits.) Sometimes raising the normal dead just quite doesnt
do it. Youve mastered Zombies, Skeletons, Wights and Revenants, but that just doesnt
get you that Zombie-Dragon, or undead Kraken... well this does.
And boy do they stink in the literal sense. Unfortunately for their enemies they tend to
be stronger and more resilient than their living counterparts, if a little more flammable.
KINGDOM OF SOLACE NATION

Your nation is bleedingly good. Your people are happy, indeed, this nation is all about peace, prosperity,
kindness and good for all mankind (or womankind/monsterkind/etc), this makes it a very well trusted nation
and well liked by those better inclined nations. However they dont react well to others.

Nation Trait Basic:


Golden Aura of Goodness: Your nation is good. Sickeningly Good. Singing to Birds while feeding the
peasants good. Your nation is so good it may as well have come out of a Disney fairy tale. As such you
are completely above suspicion and reproach by any who meet you. Nobody will suspect you of
subterfuge or deceit and they will always assume that youre telling nothing but the complete honest to
*deity here* truth.

Nation Flaw:
Naive: The Kingdom of Solace is a trusting entity not given to the paranoia that most nations take for
granted as a tool of survival. This means that such nations are often the victims of criminals who press
on the gullibility of the commons and nobles alike. It also means that international scheming is
completely beyond you. And you wont allow other nations to do so in your name.

NATION TRAITS:

Potioncrafters
Potions of Healing Though alchemical progress and certain magic incantations you are able to brew
potions of healing that accelerate the healing process at an almost unnatural speed, such
potions are best taken at a safe spot where you wont be attacked for several minutes
since the spasms that come with mending the broken tissue and bones will give your
opponent a opening to strike.
Potions of Cure Plagues ravaging your lands, people and livestock? Have no fear for you have stocked a
Disease large amount of cure disease potions for just such an calamity!
Potions of Heroism Liquid courage without the bad hand-eye coordination, projectile vomiting and waking
up in a bed besides a uncomfortable looking goat.
Firebombs Sometimes when your alchemy lab explodes and you are hurled into a tree doesnt mean
that you failed, this way you have discovered how to make firebombs, caskets that
detonate by fuse spreading liquid fire in a arc of 3 meters/8 feet.

Cast out the Darkness


The Sun is Rising The forces of darkness will think twice when sunlight breaks through the clouds,
bathing your troops in its light, embolden them to push harder and fight with renewed
vigour while the enemy so confident moments before start to wet their pants
Blinding Light The forces of darkness shall never understand the light so when your mages summon
forth a blast of light that comes from the light in each member of your nation those who
oppose you are blinded and stumble around in confusion by it until they are able to
shook its effects off.
Searing Light Beams with the power of light and the sun spring forth from the outstretched hands of
your mages to burn those who are hit by them, setting them on fire with prolonged
exposure. Sunblock anyone?
Lay on Hands The powers of darkness revel in death and destruction you are able to tap into the
power of light and mend what was broken, healing severe or even wounds that could be
fatal (if you get there in time) and attach severed limbs, provided you got the limb which
was lost.
For the People
Small Town Talk From farmers, to city folk, nobles, beggars and citizens everywhere believe in the good
and kindness of your neighbours and help each other out in times of need. As such there
is no crime at all in your nation, no bandits roaming the forests, no murderers stalking
the streets. So when something unlawful happens it is noticed almost immediately and
reported.
Support the Cause When it is time for the forces of good to march every member of your nation supports it,
providing departing troops with blankets, extra food and well wishes and support in
every possible way. Knowing this your troops have a increased morale and are harder to
break mentally.
Unsoiled Reputation The reputation of your nation as a force of good and justice precedes you, making
diplomatic and trade matters easier with those who have some of the same values. It is
also harder for those who would try to blame you for actions you have not committed.
Appealing Your nations ways appeal to the poor and downtrodden of many other nations, a
Leadership: Kingdom of Solace can find shelter, refuge and hidden allies in places they might not
expect. A peasant revolt can be a bad thing for the enemies of a Kingdom of Solace.
(This trait is GM Moderated.)

We are the Guardians


Aura of Champions Rally to me! TO ME! Your commanders inspire their troops and the light which burns
within them radiates out giving courage to nearby soldiers and make them fight harder.
This has a opposite effect when a commander is brutally slain of course.
You Shall Not Pass! Knowing that you are all that stand between the forces of darkness and your nation,
wives, husbands, sons and daughters will make you and your fellow countrymen stand
their ground, a defensive wall of shields, spears and swords that will not move no matter
what.
For Gondor, For the Those who are under the impression that the forces of good cower behind their walls
King! and only are on the defensive have never seen what happens when the order has been
given to charge. That wall of steel looked such a easy target all huddled together now
imagine how it would look like as that wall comes charging for you ignoring casualties
from arrows, magic and beast and keep on coming.
To the Death!: Your leader challenges his counterpart on the field to a duel. Such a duel may be
accepted or refused by the enemy. If accepted the winner of the duel is randomly
determined (as well as whether they die honourably or run away) the losing armies
morale is significantly impacted by this. However if the enemy commander refuses the
duel all those within sight and hearing have their morale sapped by the realisation their
commander is uncertain of victory.
(Dead Kingdom and Black Empire can refuse duels without consequence.)
BEAST-TAMERS NATION

The Beast-Tamers are a nation of people with a long history of taming monsters. And do so with a complete and
unmatched excellence, few can find monsters as well trained as those in the stables of the Beast-Tamers,
however they have gotten too close to their beasts and dont quite grasp that others havent trained their beasts
as well, and dont take well to the deaths of their Monsters.

Nation Trait Basic:


Beast-Catchers: The Beast-Tamers dont get their name from stories, they get it from an innate ability to
catch and tame monsters in a manner that others could only be frightened to even attempt. As such they
are excellent in combat against monsters, and are utterly fearless in the face of monster units.
Monsterium: Your people have fought alongside monsters so long your troops can often see how the
monsters will act and react. As such they can avoid a monster which is about to frenzy, or support one
who would panic without support.

Nation Flaw:
Too Close: The Beast-Tamers have become so used to monsters that sometimes they simply fail to gauge
the fact that others are not so skilled as they are when it comes to training and using them. As such they
can be caught entirely by surprise when enemy units become frenzied and uncontrollable. Additionally
they are less able to handle the deaths of a monster than other nations as Beast-Tamers often see their
monsters in the same way as another treats their pets.
Monster in the Closet: The Beast-Tamers have become so used to Monsters that losing them on the
battlefield can become crippling, indeed, if all the monsters in a Beast-Tamer army are slain then the
armies morale will plummet and likely break. Additionally, the Beast Tamers cannot deploy an army
without Monster support.

NATION TRAITS:

Beast Accessories:
Beast Armour: While the beasts, monsters and otherworldly creatures you control are more than impressive
but why not improve whats already there with another layer of protection? You go out of your
way to design, fit and finally construct a set of armor that can be outfitted on your beasts to
ensure the protection of some of their more vulnerable parts in order for them to do the
bidding of their masters longer on any field of battle.
Expansion of One day a famous beast tamer once decided that adding weapons on a monster was a very
Beastly good idea, so he fashioned a set of steel claws to extend the reach of a Wyverns claws and a
Ferocity: large spike on its already mighty tail to improve it ferocity. It worked like a charm, so well
that the wyvern broke loose, killed the beast tamer with its extended metal claws and flew off
after it killed several of other tamers. The idea remained however, inspiring generations of
beast tamers all over the lands to create weapons to enhance their already deadly pets.
Chariots & Your people make saddles, chariots and other means that enables people to ride with the
Saddles: might monsters your nation commands. The largest of beasts could easily lift a saddle or other
contraption that allows you to have archers or other soldiers on top of the beasts to add to the
monsters overall performance.
Sorcerous Sometimes the beasts are just uncontrollable, or can be made so. Not so with the intervention
Bindings: of the magicians who can bind ensorcelled control into their beasts so that they cannot go
renegade and kill everything and everyone. At least, until the rider says otherwise.
Beast Tactics:
Lone Hunters: You have trained your beasts to work and perform on their own, making them more ferocious,
independent and cunning. Able to suddenly attack an enemy group or formation, wreak havoc
and then retreat before it is able to be severely wounded or killed.
Pack Hunters: You can train the beasts under your command to be efficient group hunters, making them
travel in packs on the battlefield where they are used to charge through an enemy formation
with fellow monsters of their kind to rely on.
Monster If you have ever seen a regular stampede of cows, horses, even sheep then you might know
Stampede: the danger it represents. You would never stand in the way of a stampede were you will be
crushed under the sheer weight of the amount of animals that stomp themselves over you.
Now imagine that with a horde of vicious monsters doing the exact same thing and you are a
soldier in the vanguard
Air Cavalry!: Your nation has learned how to harness its flying monsters into cohesive military units unlike
most others. While others have done it to a degree you have done it almost to an art form, not
by forcing the monster to obey just your commands, but to listen to their own instincts.

Beast Mastery:
Beast Tamers Yes your are good at taming and controlling your deadly monsters and other beasts but would
Extraordinair it hurt to make sure that the giant package of sharp, flesh tearing teeth, claws, tails and other
e: appendages will not turn around and kill your own. You go an extra mile to ensure that your
monsters are properly tamed and able to follow their handlers commands and not eat
him/her.
Man & Beast: It is not a smart idea for regular beast handlers to have monsters and regular soldiers of the
same nation fight side by side, after all if angered, panicked or otherwise distracted it might
turn on its fellow countrymen. Then again your people have been training your soldiers and
monsters to stand and fight together, making sure that the monsters make sure which walking
lunch boxes are the enemy and which are its allies.
Monster The Beast-Tamers get an extra 2 Common traits to spend only on Monsters. This is due to their
Mayhem: natural affinity with the horrors of the world. This allows them to go over the monster limit
for a nation.
Monster After centuries of experience with monsters your people have learned to tell the moods of the
Whisperer: beasts often before the beasts experience them themselves but sometimes they just snap and
lose control. With this the most skilled Beast-Tamers have learned to risk the monsters wrath
and try and calm them down. It doesnt always work. (GM Moderated)

Advanced Beast Training & Breeding:


Siege Beasts: After generations of breeding you managed to create a subspecies of a certain beast race and made it
the ultimate, living and breathing siege weapon. Its hide so tough that it is able to withstand most
blows, its strength able to break down a gate or wall within a day if unopposed. But this increased hide
and muscle structure has made the beasts you have turned into living siege weapons slow in movement
and reaction time, they are not able to be used against normal foes or other monsters as efficiently as
the original monster type their ancestors once were. (Only able to change one Big monster race, must
not be able to fly).
Breed them You have bred and trained your monsters to be fast, really fast. Able to cross any manner of distance as
for Speed: fast as possible this gives your monsters the ability to go where they are needed faster than anyone
could anticipate.
Breed them Just look at them, what do you feed those monsters? Steroids and growth hormones? You have bred and
for Strength: trained the strongest beasts there are. If a monster were to enter a fight with another monster of the
same type in a battle of strength and power then yours would be the victor, hands down.
Abominati- These are disgusting things, monsters interbred with one another with the aid of magic until something
ons: takes hold. The majority of the results are horrific abominations whose mewling cries are those of a
being that knows it is too terrible to live until someone mercifully ends their horrid crime against
nature existence. But when it takes. The result can be terrible to behold.
Or utterly droll. There is nothing more pitiful than the successful breeding between a Kraken and a
Dragon only to discover it got the most useless traits of both.
BLACK EMPIRE NATION

The Black Empire is true to its name, there is no source of evil in the world that they cannot match or even
surpass, and while they cannot raise the dead, summon armies of skeletons or such, but such is their depth of
depravity and level of evil in which they are willing to go is without equal.
And they revel in every minute of it.

Nation Trait Basic:


Masters of Horror: Few dare challenge the fact that the Black Empire is the most horrifying force you
could possibly face. As evil as many view the Dead Kingdoms they have nothing on the wilful acts of evil
of the Black Kingdom, but as such little shakes them, no enemy can bring a horror to the field that they
have not seen better of.
Unquestionable Violence: Where others may be squeamish and hesitant about war, blood and brutality,
even having the commoners who dont want it and so on and such, the Black Empire has none of that. At
the sniff of a war. The hint of a raid. The nation is behind it.

Nation Flaw:
Source of all Evil: There is no denying, on any level, that the Black Empire is undeniably evil. They are
butchers, rapists and are considered by many to be the source of all evil, and this is something that they
have never denied or tried to change. They enjoy the fear, terror and revulsion they foster around them.
Thus diplomacy with Black Empires can only happen with great care and caution. (GM Approval
required for non-hostile contact with anyone.)
Barely Controlled: The excesses of a Black Empire are almost completely uncontrollable, when a Black
Empire goes to war, while he can control the direct and strategy of his armies, his control is not
absolute, they will slaughter, rape and pillage their way across their enemies nation and no level of
control by their masters can stop them from indulging themselves.

NATION TRAITS:

Fortifications of the Damned


Many Walls: Your Masons are not content with only a single wall around many settlements. Indeed,
for each additional point you spend on a settlement that has a wall of any kind you can
increase the number of walls by one. (Maximum, 10 walls)
Ironclad: The disturbing part about the Black Empire is when they clad their walls in metal, while
thick and poorly forged it does make assaulting such walls a more difficult prospect.
Bloodstained: The walls are ancient and stained with blood, whether from the slaves used to build
them or the armies that they have bled against their impregnable walls who can tell. But
the smell and sight is terrifying to say the least.
Horrifying Edifice: This ... thing... is just terrible to look at, and it lines your walls like goddamned towers.
How the fuck is it following me with its eyes... oh god I can feel its gaze burning my
soul!!! (PS: It is shit-your-pants scary.)
SACRIFICE!
The Bloody Altars of The Priesthood of your nation that handles all sacrifice and magic power within your
the Priesthood: realm are a fixture of towns, cities and anywhere your people have gathered in large
numbers. As such they can commit the necessary sacrifices anywhere.
Charnel-Channels: The Altars of the Priesthood are engraved with runic channels that funnel the blood and
other viscera into the great vats of magic allowing the blood mages to draw upon deep
and ancient reserves of this power. And in the oldest cities of the Black Empire these
great reserves can contain the blood of hundreds of thousands, even millions.
Make an Example: Upon battle the Priesthood can ritually designate thousands of slaves for slaughter by
soldiers. The sight of this is a severe blow to most enemies morale. And more
importantly the power drawn is used to strengthen the soldiers who struck such blows.
The High Sacrifice: Once a year the gods demand a high sacrifice. The value of such a sacrifice must be
measured carefully, this can come from hundreds of slaves, or even if the Priesthood
demands it, that of a Dragon in their stead in readiness for war.

Blood Magic: (Doesnt work on things without blood.)


War of Blood: This power is a school of magic that applies on a level horrifying to all enemies who
behold it they using sacrificial blood as the catalyst for their spells apply elemental
effects directly to the blood. Ranging from Boiling the enemies blood in their bodies. Or
freezing it, or even turning it to stone.
Death Bomb: Rare sacrifices are selected for this. A Sacrifice of Sacrifices, a hundred slaves are
sacrificed and blood magic binds all of it into raw magic potential in the Sacrifice who is
then driven mad and driven headlong at the enemy lines where, eventually they explode
and the boiling blood rages like boiling oil.
Poetry of the In some case the Blood Mages will sacrifice a bevy of slaves in order to fuel the spells
Puppets: that take control of lesser men by dominating the flow of blood in their bodies using
them as puppets turning them against their masters in a horrific mockery of true life.
Sometimes the mage will even leave the puppet their voice and faculties controlling only
the body as the victim screams for help and mercy.
Blood Elemental: These nightmarish creatures are the simplest and weakest of the Blood Mages spells
when they know such, in such cases their simply use their power to animate the blood
spilled upon a battlefield creating these blood elementals, capable of little someone
caught unawares can find himself drowning in the blood of ally and enemy alike.

Excesses of War
Right of Conquest: To the Black Empire the right of conquest is not just military. Indeed, part of a soldiers
pay in a Black Empire with this trait is the literal right to take any enemy they want and
conquer them whether they wish it or not. For many nations the occasional rape is a
tragic consequence of war. For this nation it is a right all soldiers expect.
Flesh of the Fallen: The Black Empires darkness knows no limits and its soldiers wear the skins, fingers,
ears, faces, any trophy they desire from their fallen enemies, or anyone they have slain.
It is not an unusual thing to find a book full of human faces, or backs full of
knucklebones, or a necklace of ears. And Cannibalism isnt unheard of either. Wast not
want not.
Buckets of Heads: A siege is a terrible thing to behold. But when besieged by the Black Empire it is even
worse. For as the Black Empire raids the countryside, pillages and slaughters its way it
will take the heads of its enemies, especially children, and fling them over the enemies
walls using the catapults to deliver their grisly message. A message of terror.
Desecration of all The Black Empire are desecrators, not by nature, not by instinct, but by calculated
that is good: choice. They care nothing for the idols of other gods, except that their defiling and
desecration hurts those who believe in them. And for the suffering of an enemy no time
can be wasted.
FANTASY
NATIONS:

BUILDING YOUR
NATIONS
TERRITORY
FANTASY NATIONS NATION BUILDER.

Here it is shown how to build your nation in the Fantasy Empires RP.

A nation is made up of numerous Provinces. Within each Province are those settlements of consequence within
the Province. Each settlement, be it a Border Fortress or a series of farms, provides something needed by the
kingdom and its people. There are many types of settlements and all will serve their purpose.

Each type of settlement serves certain needs of your nation, though all settlements contribute taxes to pay your
army.

Remember, dont just buy the expensive settlements! If you have 20-30 Castles and only 1 Grain Farm (for a
terrible example) then your people ARE going to starve. No ifs buts or maybes about it.

PRODUCE SETTLEMENTS
Grain Farms: The grain farms are the backbone of your peoples diet. With this much of their nations
bread and other similar products are produced in order to feed your nation.
(Each Grain Farms Settlement represents between 10-20 families)
Game Forest: A Game forest is the hunting ground of your foresters who seek to hunt food like Deer,
Boar and such. They dont provide a great deal of food, but it is treasured and provided to the wealthy.
(Each Game Forest represents between 2-3 families. They do not count for Town and City Requirements.
But do count towards Military Requirements)
Meat Farms: The Meat Farms are a variety of farms, from Cattle ranches to Shepards farms. They serve
the meat and dairy needs of your nation. Of course depending on your race or even nation type what
this means can vary greatly.
(Each Meat Farm Settlement represents between 15-30 families)
Fishing Community: A fishing community can represent either a river community or a coastal
fishermans town, these men and women provide for the seafood needs of your people.
(Each Fishing Community represents between 10-20 families)
Orchard Farms: Fruits and other Vegetables are an important part of somebodys diet. Usually the
peasants. These serve those needs in quantities usually adequately.
(Each Orchard Farms Settlement represents between 15-20 Families)

RESOURCE SETTLEMENTS
Mining Settlement: A mining settlement gets you all the basic minerals and metals you need, copper
etc. They are simply diggers, though sometimes they get a little gold only a proper gold mine will
provide you with a decent amount of gold.
(Each Mining Settlement is between 5-15 families)
Iron Mines: Iron mines serve the needs of your military and other important elements, without Iron
you wouldnt have weapons worth the scraps that they were made from. These men work tirelessly to
supply your nation with the metals to defend itself with.
(Each Iron Mining Settlement is between 10-20 families)
Lumberjack Settlement: These men, the loggers, provide the larger volume of wood to your nation,
while many of your towns and such simply log their own nearby forest to provide building materials
some simply cannot due to circumstance and need it brought in. And that is where these boys come in.
(A Lumberjack Settlement is between 5-10 families)
Water Mills: The Water Mills serve many purposes, from helping in producing bread with their capable
mills or other uses. But nobody talks about those.
(Water Mills represent 3-4 families)
Quarry: Quarries are needed to produce your castles and the like. These are dangerous places to work
but critical for your stone-built structures.
(Quarries represent 20-40 families)
TOWNS AND CITIES
Small Town: A small town is a collection of villagers into a tiny spot of civilisation, or so it believes, also
called Villages these are more like meeting points for local farms and their like to collect the goods to
move them where theyre needed.
(A Small town represents 30-40 families)
Medium Town: A medium town has grown beyond the tiny trappings of a small town and has more
class though most still see it more as a peasants hovel than a home. But it is on good days a bustling
little community of little workers, and potential soldiers.
(A Medium Town represents 50-60 families)
Large Town: A large town is as good as those peasant hovels ever really get, and some are really quite
nice, they are bustling cores of community spirit and most consider themselves to be better than the
rabble of small and medium towns.
(A Large Town represents 70-100 families)
Small City: A small city is a bustling little bundle of people whod rather pretend that they lived
somewhere else. As they are in the rough middle ground of things that matter and things that... well...
dont. A small city is a centre for trade and other meaningless trappings. The taxes are better too.
(A Small City represents 400-2000 families)
Medium City: A medium city is a bustling metropolis, and few nations go without these centres for well
pretty much anything. Most of the population will live in cities like these.
(A Medium City represents 4000-10000 families)
Large City: A large city is the true bustling metropolis of your nation, a massive centre for trade. These
cities are typically the oldest, largest and definitely most populated. They are gluttons and require
considerable amounts of food to support. Crime is also typically rife in these cities.
(A Large City represents 12000-50000 families)
Port City: A port city is somewhere between a small and medium city situated on the coast with
extensive docks, both civilian and naval. The shipwrights working hard each day to manufacture new
ships over the coming months.
(A Port City represents 600-3000 families)
Large Port City: A Large Port city is slightly smaller than a large city but has the benefit of being on the
coast and able to support a considerable navy and facilitate unheard of volumes of trade compared to
most Large Cities.
(A Large Port City represents 5000-35000 Families)

MILITARY ORIENTED
Border Watch Tower: This tower is typically just a wooden tower with a small palisade capable of
supporting a few troops and the few peasants needed to feed them and do all the trivial work. But it is
an invaluable first-warning system.
(Can support up to 20 Troops)
Motte and Bailey: This small early castle is another valuable little defence that requires little by the
way of hard maintenance. The hill with its wooden keep and bailey with its palisade walls can keep an
enemy at bay until reinforcements show up... or they set it on fire.
(Can support up to 100 Troops)
Keep: The Keep is the first mainstream defence your nation will probably have protecting the outlying
provinces, this stone keep is capable of withstanding anything less than a full scale attack by someone
determined to take it.
(Can support up to 100 Troops)
Tower Castle: The Tower Castle has no keep it is a set of walls with towers at the joins of the walls. It
is capable of supporting a good number of troops, but once the walls are breached the men within are
dead. Simple as that.
(Can support up to 500 Troops)
Walled Castle: The walled castle is a Tower Castle with a Keep. This enables them to put up a much
better defence than they might otherwise have been able too. These defences are considered to be the
average defence structure.
(Can support up to 800 Troops)
Castle: The Castle is an evolution of the Walled Castle, instead of the average these castles often have
the main keep and as many as two to three walls protecting it. These Castles are extravagant
expenditures, but valuable.
(Can support up to 1500 Troops)
Fortress: The Fortress is the amongst the greatest defensive structures a nation could possibly
construct, and unlike the Citadels they have little peasant population. These monstrosities can have 3-5
walls and are often designed to cover themselves well.
(Can support 15000 Troops)
Citadel: The Citadel is a Fortress and a City combined, valued as important defensive positions they are
imposing edifices dedicated to the greatness of the nation in question.
(Can support 25000 Troops)(Contains between 8000 15000 families)
High Citadel: (Max 1) The High Citadel often serves as the capital of a nation. This ultimately inspiring
edifice is the ultimate expression of a nations might and determination. A High Citadel is often the
largest city and defensive structure in the entire nation.
(A High Citadel represents 18000-80000 families)(Can Support 80000 Troops)

OTHER
Tavern: A little money-maker with a side of potential quests!
Hermits Cave: These men dont provide any taxes, but they know of things, of places, others may not
providing the opportunity for a potential question. Or theyre just crazy.

NATION SPECIFIC SETTLEMENTS:


Barbarians

Mead Hall: They come over here and they take all our land
They chop of our heads and they boil them in oil
Our children are leaving and we have no heads
We drink and we sing and we drink and we die
Druids Circle: The Druids are the religious leaders of those the world calls barbarians, they serve as
the scholars, teachers and wise men of the Barbarians. And when war calls. They are those who bring
the blessings of the Barbarian Gods upon their men.
War-Camp: Within the hallowed wooden palisade of this Camp do the young learn the ways of the
warrior. But the way is not for the weak and soft. Within these camps boys are forged into men upon a
crucible of fire. Or they are broken upon it, there is no room for error. Do or die.

Sea-Lords

Mead Hall: They come over here and they take all our land
They chop of our heads and they boil them in oil
Our children are leaving and we have no heads
We drink and we sing and we drink and we die
Sea-Fort: This tiny island makes for an excellent defensive position, and so it has become the small
keep upon it serving as an excellent defence with a wall around the rest of the island. Shipwrights have
a small port to build new ships of war if your merchants can supply the lumber.
(Can support 600 Troops)
Shipwrights Town: This coastal town is oriented almost wholly to producing ships, be they fishing
scowls or the enchanted Dragonships of the Sea-Lords themselves. The towns are considered invaluable
to the Sea-Lords.
(Shipwrights Towns typically represent 50-70 families)
The Learned

Library of *keyword*: The libraries of the learned are famed across the world for the wealth of
knowledge concealed within the hidden and invaluable tomes within. A wanderer seeking lost wisdom
would be wise indeed to seek this library if the knowledge is of the now.
Archives of the Lost: But sometimes the knowledge of the now is not what is sought by the wanderer,
sometimes they seek knowledge of the lost past, of forgotten tales, fables and histories. Within these
hallowed halls knowledge long forgotten to the world rests and is protected fiercely by the guardians
who only grant entry to those who seek the knowledge for reasons they deem pure.
Ancient Repository: And sometimes that which is sought is not a manuscript, scroll or book.
Sometimes ancient artefacts are stored away forgotten until the time when they are needed most.
Sometimes many of these ancient things gather within repositories of knowledge.

Empire

Colosseum: In the Colosseum the greatest combat ever seen is waged between Gladiators within this
edifice to honour the masses with blood! Blood and Sand!
Forum: The Forum is a public building where the politicians of the Empire discuss the state of the
Empire and their plans to act upon it to the people and get the peoples input and opinions.
Empire Wall: (For each Province you must pay 5 points for this Empire Encompassing Wall) Nothing
says keep out than a big honking wall from one horizon to the other. Of course keeping it manned is a
massive drain on manpower.

Bandit-Kings

Forest Hill-Fort: Deep within the forests there was myth about a Hill-fort built within the shadow of
great oaks and pines such that it could not be seen from the ground. Within which the Bandit-Kings
spend their riches upon many women and much wine before their pickpockets go out to reclaim the lost
gold. (Can Support 300 Troops)
Cave Docks: And within the cliffs that rest upon the coast there are tales of hidden docks within the
clefts and caves of the cliff face where the dastardly pirates can conduct their raids from in relative
safety.
Treasure Trove: And within the borders of the bandit-king are tales of a dragons-hoard in treasure
concealed behind a magical cave entrance that can only respond to the right spoken words. But are they
tales, or are they well masked facts?

Merchant Lords

Trading Post: This trading post is not within the Merchant Lords provinces, but is instead placed
strategically upon the world where facilitating trade is in fact more profitable than it may otherwise be.
They are generally considered sacrosanct and attacking them is frowned upon for as they say everyone
loses.
Trade City: A Trade city is a city at the border of the Merchant Lords domain that specialises in trade
with foreign powers, it lives off of the tax generated by the massive amount of trade within. It is said
that there is nothing you cannot find for sale in the Trade Cities of the Merchant Lords.
(Trade Cities represent 5000-10000 families.)
Tax-Mans Keep: The Tax-Mans Keep is a fortification housing of the Tax-men who serve their
Merchant Lords will and collect their monies from those who owe from the great toll roads, bazaars and
shops of the lands. They are very well protected when in their keeps.
(Supports up to 250 troops)
Mageocracy

Mages Tower: The mages tower is an edifice of power allowing the mage to see all within the province,
and to some small ability to exert his magical ability upon it.
Teleportation Stones: (Limit 1 Per Province) This allows people to move from Teleportation Stones to
Teleportation stones instantly by saying the activation phrase and touching the stone, however there is
only room for two or three to teleport at a time and they have to clear the other side. Teleportation
accidents are hard to clean out.
Arcane Archives: The Arcane Archives are storehouses of magical knowledge going back thousands of
years. Within these hallowed halls a promising wizard, witch or other magically oriented being can
learn much of their craft without ever having to leave its halls.

Naturalists

Magical Forest: This forest is alive, not just alive in the general sense, but truly alive, even aware of
itself and others. Beings of this forest have a much closer connection to life than any other living beings
and evil cannot bear to be in contact with a magical forest for long. Unfortunately it is just as vulnerable
to fire as a normal forest is.
Fountain of Youth: Deep within the hardest places to reach of the naturalists empire is a natural fount,
a water spring that glitters with unnatural vitality, a vitality that can turn back the clock of somebodys
life twenty years so that they are young once more.
The Elder Tree: This tree is the oldest tree within the domain. It is massive in its extents and its root
system covers almost the entire nation the trees within the nation sharing its root system creating
unnatural forests rich with vital life.

Mechanists Dominion

Workshops: The workshops of the mechanists are where their mechanical devices are forged by skilled
mechanists and used or sold depending on purpose and intent.
Flight Shop: This workshop is more specialised than most of the workshops and is skilled only at
making the balloons and blimps used by some of the Mechanists Nations. (Requires Hot Air Balloons
Trait)
Toy Store: These trade goods increase the tax revenue of a province that they are within due to the
increased spending of parents on their children.

Nomads

Caravanserai: The Caravanserai is a mobile bazaar that moves ahead and behind the majority of the
nomads trading the goods of the people for things they need long in advance of their actual arrival. And
when necessary the master of the Caravanserai can often secure passage for the nomad people through
other territories. (Max 4)
Oasis: An oasis is a highly valued waystop for the nomad people on their journey across their migratory
path. In the hard places of the world they might have to travel an Oasis may be the only thing between
life and death of the Nomads.
Wayfort: Sometimes the Nomads are not so welcome as they might be. The greatest shamans have
forged these hidden wayforts across the land enchanted from its own soil. The wayforts will only rise in
a time of need for the nomad people. However even they cannot last forever. (Supports 2000 troops)
Subsurface Kingdom

Surface Access: The subsurface kingdoms are concealed beneath the lands of others. Without the
surface accesses they possess these kingdoms would no more be aware of the surface world than the
surface world is of it.
Maze of the Deep: The subsurface world protects its secrets with great care. Especially the smaller
subsurface kingdoms who build great elaborate mazes to deceive people as to the path into their
kingdom. Laced with traps and monsters few can make their way within unmolested without knowing
the secret of the maze. (Nation may not be larger than small.)
Deep Mines: The mines of the deep are rich with ore for those enterprising enough to dig deep enough
to plunder their wealth. But such mines carry with them a curse, for those who delve too greedily and
too deep the horrors within may awaken. Such was the fate of many a subsurface kingdom.

Smith-Lords

Legendary Smithy: The Legendary Smithies are contained within a keep built just to protect these
great objects from plunder or destruction. Here the master runesmiths forge the magical items of
leadership or other purpose for the kingdom. No mundane items are forged within these smithies, even
the simplest items forged with no intent towards magic will absorb the magic of their purpose and to
those careless enough to do so even great evils can be born of the Smithies of Legend.
(Limit 1)(Can support 250 troops.)
Temple of the Anvil: The Temple of the Anvil is a holy place for the Smith-Lords. Here they worship
the smith-gods or ancestors or whatever their belief was that grants them the power to physically smith
magic without any innate magical abilities.
Great Mines: Like the deep mines of the subsurface kingdoms the need for ore for the smith-lords is
addictive, even much like a drug and they are compelled to search for more ore. And these mines move
a greater wealth of metals than ordinairy lesser mines. But they carry the same curse as the Deep Mines
of the subsurface kingdoms.

Chivalrous Order

Tourney Fields: Tournaments are a staple of the Chivalric life. Jousting and battling each other for
sport and honour. Fortunately these events even have interests outside the chivalric nations and many
will come to see a major tourney if they get the chance.
Camelot: This castle is a place of leadership. Within its walls the knights of the realm are equals
around its round table. (And that table can get pretty damned big for larger nations! Everyone
remembers what happened last time the round table of Abbera had to seat its 2033 knights and
conversation devolved into chinese whispers as they tried to pass messages from one side of the table
to another and it was too big to shout over.)(Limit 1)
(Can support 4000 troops)
Lady of the Lake: The lady of the lake is an unknown creature of a lake within the nation. This lady
knows the honour of all those who visit her shores and it is told that from time to time she will reward
the worthy with a magical item from the depths of her lake. (Limit 1)

Coin-Soldiers

Recruiting Fields: Every nation of Coin-Soldiers has its place of recruiting where it trains those who
wish to join its armies, and draws in recruits from across the face of the world who fancy the chance to
take up arms and work for honour, glory and a LOT of gold. Most dont make it.
Demonstration Field: And this is the opposite end of the business model. Here it is that mock battles
are waged (sometimes with a little less mock than others) in order to demonstrate what the Coin-
Soldiers have to bring to the martial table.
Fortified Armoury: The Armoury is where all the weapons are stored, and the Coin-Soldiers have
many many weapons and a need to keep those weapons safe and hidden from prying eyes. Some might
think its compensating for something but a Keep is an excellent place to site a major armoury.
(Can support 400 Troops)
Slaver-Kings

Dungeon Fort: These fortresses are massive intimidating edifices and frightening to behold. Their halls
resound with the sound of human misery from the thousands to tens of thousands of great cages
beneath their halls. These structures are as much to keep its occupants in as enemies out, and as such
these bastions to the sale of slaves are very much hard to take.
(Can support 15000 Troops)
Assassins Tower: These towers are made from black stone and concealed in the darkest parts of a
Slaver-Kings nation where they cannot be seen by mere mortals without exposing themselves to the
nightmares who inhabit it. For not all times suit the Slavers to use force. Sometimes a problem must be
removed in a more subtle fashion. And it is the masters of these towers that provide such services.
(Max 2)
Slave Market: These marketplaces are not like the great bazaars or caravanserai of others. No for it is
not fruit, or blades, or baskets or any of the multitudes of trade goods that you would normally find at a
market. For here it is that the Slaver-Kings sell off their living and likely unwilling wares.

Theocracy

Cathedral of *Insert part here*: The Cathedral is the capital of the religious spirit of the nation. These
are the foremost and most powerful signs of the faith that Theocratic nations can build. Ever.
Heretics End: Heretics end is often a major crossroad within the nation where the Heretics and traitors
to the nation are executed and their bodies put on display so that those passing would know the reason
for their grisly fates. Of course it is a pity for visitors who have no idea what a heretic is or why he
should avoid being seen as one.
Holy Site of Battle: These sites of battle are considered sacred and were typically a place where a great
hero fell as a martyr to their god or gods and was later resurrected to lead as a reward for their faith
even unto death. Those leaders of prominence who do not rise are seen as being by gods side.

Dead Kingdom

Citadel of Bones: The Citadel of Bones is an ensorcelled Citadel made entirely off of the bones of the
dead. This citadel can take destruction much more readily than a Citadel of stone due to its magical
nature. But it reaches a point where those within have to decide whether more undead soldiers are
needed or not. And once they begin to use the walls to produce more undead they begin to weaken a lot.
(Can support 30000 Troops)(Contains between 8000 15000 families)
Necropolis: The dead cities. These are havens of Necromancers and their living dead servants. Few
good nations could tolerate such a travesty against nature. But those who dare can seek the servants of
their evil inhabitants. (Can support up to 5000 Troops.)
Archives of the Dead: This library holds vast stores of necromantic knowledge. With it in times of need
a Necromancer or Lich Lord descends into the Archive to find a spell of unbridled power to unleash.

Kingdom of Solace

Tourney Fields: Tournaments are a staple of the Chivalric life. Jousting and battling each other for
sport and honour. Fortunately these events even have interests outside the chivalric nations and many
will come to see a major tourney if they get the chance.
Temple of Light: The temple of the god is where the people go to worship the divine light that guides
their nation in all that is good and right in the world.
Public Audience Chamber: To the Kingdom of Solace the needs of the people to have a line to the
leaders is as important as anything can be. As such the kingdom has places where the ruler may directly
hold court and hear the pleas of his or her people.
Beast-Tamers

Hunting Outposts: These small settlements are dedicated to hunting and safely capturing the most
ferocious and deadly beasts that it is possible to catch. The body-count can be somewhat high, but the
beasts captured make much better beasts of war.
(A hunting outpost typically represents 5-10 families)
Beast Breeders: These people breed beasts and monsters for a living, unfortunately the domestication
and breeding of the animals rather ruins their competitive edge and such beasts though more
numerous are in fact less capable as beasts of war.
(A Beast Breeders settlement typically represents 20-40 families)
Caverns of Despair: These Caverns are occupied by the most terrifying horrible creatures the Beast-
Tamers can imagine and it is the proving test of manhood for those youths who wish to claim to be a
man to enter the caves and bring back the head of a beast chosen by their master. Should they fail in this
they simply never ever leave the Cavern again.

Black Empire

High Citadel of Terror: This structure is decidedly intimidating to say the least. Its massive walls. Its
iconography, the steel cladding. These structures are built purely for intimidation and to serve as the
capital of terror. Even attacking one of these edifices the most determined soldier can falter beneath
the sight of its bloodstained steel-clad stone walls.
(A High Citadel of Terror represents 18000-80000 families)(Can Support 80000 Troops)(Maximum 1,
cannot take a High Citadel *normal* if a High Citadel of Terror is taken.)
Tower of the Eye: This edifice is always the tallest structure in the nation and always run or manned
by the greatest mage or mages within the nation. It is never left unattended for when it is manned those
manning it can see any corner of the kingdom through its almost oracular ability to see anywhere in the
nation. Some can even dare try and see beyond its borders. With risk.
Arena of Death!: While some indulge time at the Colosseum those of the Black Empire dont bother
with any of this sports idea, honour or any fancy crap like that. No, in the Arena of death we just throw
in a few dozen captives and drop a monster or two in with them. What do you mean its not fair to give
them wooden swords? Who ever said we were fair?
BUYING YOUR NATION
NATION SIZE

How Large your nation is will effect how many points you have to spend on settlements.

Very Small: 100 Points 40000 Major Settlement Points


Small: 200 Points 50000 Major Settlement Points
Medium-Small: 300 Points 60000 Major Settlement Points
Medium: 400 Points 70000 Major Settlement Points
Medium-Large: 500 Points 80000 Major Settlement Points
Large: 600 Points 90000 Major Settlement Points
Huge: 700 Points 100000 Major Settlement Points

FAMILIES:

The territories as outlined above mention families. These represent your population Here is just a quick
explanation of how that works.

A small race family = between 15 and 30 individuals including children.

A medium race family = between 4 and 8 individuals including children.

A large race family = between 3-4 individuals including children.

Giants are typically between 2-3 individuals, including one child.

BUYING YOUR SETTLEMENTS:

Below are the points costs for all settlement types.


Note: A Province is a collection of 10 (or less) settlements. Each Province must have at least one military
related Settlement for its protection.
Anything with this symbol * after it is bought with Major Settlement points. Major Settlement points left over
at the end have zeroes whacked off from the end until the number is under five hundred.

PRODUCE SETTLEMENTS
Grain Farms: 2 Points
Game Forest 1 Point
Meat Farms: 3 Points
Fishing Community: 2 Points
Orchard Farms: 2 Points

RESOURCE SETTLEMENTS
Mining Settlement: 5 Points
Iron Mines: 10 Points
Lumberjack Settlement: 2 Points
Water Mills: 2 Points
Quarry: 4 Points
TOWNS AND CITIES
Small Town: 4 Points
Medium Town: 6 Points
Large Town: 10 Points
Small City: 200 Points *
Medium City: 1000 Points *
Large City: 5000 Points *
Port City: 300 Points *
Large Port City: 3500 Points *

MILITARY ORIENTED
Border Watch Tower: 2 Points
Motte and Bailey: 10 Points
Keep: 15 Points
Tower Castle: 50 Points
Walled Castle: 80 Points
Castle: 150 Points *
Fortress: 1500 Points *
Citadel: 4000 Points *
High Citadel: (Max 1) 16000 Points *

OTHER
Tavern: 2 Points
Hermits Cave: 4 Points

NATION SPECIFIC SETTLEMENTS:


Barbarians

Mead Hall: 5 Points


Druids Circle: 5 Points
War-Camp: 5 Points

Sea-Lords

Mead Hall: 5 Points


Sea-Fort: 60 Points
Shipwrights Town: 7 Points

The Learned

Library of *keyword*: 10 Points


Archives of the Lost: 10 Points
Ancient Repository: 10 Points

Empire

Colosseum: 10 Points
Forum: 5 Points
Empire Wall: (For each Province you must pay 5 points for this Empire Encompassing Wall)
*If the Trait Many Walls is taken the player may spent 1 more point on any walled settlement to
increase the number of walls by 1, this can be done up to 9 times for a maximum of 10 Walls,
This cannot be applied to the Empire Wall.*
Bandit-Kings

Forest Hill-Fort: 30 Points


Cave Docks: 5 Points
Treasure Trove: 20 Points

Merchant Lords

Trading Post: 10 Points


Trade City: 1000 Points *
Tax-Mans Keep: 25 Points

Mageocracy

Mages Tower: 10 Points


Teleportation Stones: 5 Points (Limit 1 Per Province)
Arcane Archives: 10 Points

Naturalists

Magical Forest: 5 Points


Fountain of Youth: 15 Points
The Elder Tree: 5 Points

Mechanists Dominion

Workshops: 10 Points
Flight Shop: 10 Points (Requires Hot Air Balloons Trait)
Toy Store: 5 Points

Nomads

Caravanserai:(Max 4) 10 Points
Oasis: 5 Points
Wayfort: 200 Points *

Subsurface Kingdom

Surface Access: 10 Points


Maze of the Deep: 5 Points (Nation may not be larger than small.)
Deep Mines: 20 Points

Smith-Lords

Legendary Smithy: (Limit 1) 25 Points


Temple of the Anvil: 10 Points
Great Mines: 20 Points

Chivalrous Order

Tourney Fields:. 5 Points


Camelot:(Limit 1) 400 Points *
Lady of the Lake: (Limit 1) 20 Points

Coin-Soldiers

Recruiting Fields: 5 Points


Demonstration Field: 5 Points
Fortified Armoury: 40 Points
Slaver-Kings

Dungeon Fort: 1500 Points *


Assassins Tower:(Max 2) 20 Points
Slave Market: 10 Points

Theocracy

Cathedral of *Insert part here*: 10 Points


Heretics End: 5 Points
Holy Site of Battle: 5 Points

Dead Kingdom

Citadel of Bones: 4500 Points *


Necropolis: 500 Points *
Archives of the Dead: 10 Points

Kingdom of Solace

Tourney Fields: 5 Points


Temple of Light: 10 Points
Public Audience Chamber: 5 Points

Beast-Tamers

Hunting Outposts: 1 Point


Beast Breeders: 4 Points
Caverns of Despair: 5 Points

Black Empire

High Citadel of Terror: (Maximum 1, cannot take a High Citadel *normal* if a High Citadel of Terror is
taken.) 16000 Points *
Tower of the Eye: 20 Points
Arena of Death!: 10 Points
*If the Trait Many Walls is taken the player may spent 1 more point on any walled settlement to
increase the number of walls by 1, this can be done up to 9 times for a maximum of 10 Walls.*

TAXING YOUR SETTLEMENTS:

Taxes are how you pay your armies, without taxes you cant recruit or pay your men, and that would be unwise
to say the least. Below is a list of the settlements that provide taxes. Note that not all provide taxes.

The Italic lands are provided by special lands traits and replace either Mining Settlements or Iron Mines.

PRODUCE SETTLEMENTS
Grain Farms: 20 Gold
Game Forest 10 Gold
Meat Farms: 30 Gold
Fishing Community: 30 Gold
Orchard Farms: 20 Gold

RESOURCE SETTLEMENTS
Mining Settlement: 1000 Gold
Iron Mines: 1500 Gold
Lumberjack Settlement: 10 Gold
Water Mills: 10 Gold
Quarry: 40 Gold
Gold Mines: 10000 Gold
Adamantium Mines: 4000 Gold
Mithril Mines: 4000 Gold

TOWNS AND CITIES


Small Town: 4 Gold
Medium Town: 6 Gold
Large Town: 10 Gold
Small City: 200 Gold
Medium City: 1000 Gold
Large City: 5000 Gold
Port City: 300 Gold
Large Port City: 3500 Gold

OTHER
Tavern: 50 Gold

NATION SPECIFIC SETTLEMENTS:


Barbarians
Mead Hall: 100 Gold

Sea-Lords
Mead Hall: 100 Gold
Shipwrights Town: 70 Gold

Empire
Colosseum: 50 Gold

Bandit-Kings
Cave Docks: 40 Gold
Treasure Trove: 12000 Gold

Merchant Lords
Trading Post: 1000 Gold
Trade City: 15000 Gold
Tax-Mans Keep: 600 Gold

Nomads
Caravanserai: 1000 Gold

Subsurface Kingdom
Deep Mines: 8000 Gold

Smith-Lords
Great Mines: 8000 Gold

Chivalrous Order
Tourney Fields: 500 Gold

Slaver-Kings
Slave Market: 2000 Gold

Black Empire
Arena of Death!: 500 Gold
FANTASY

NATION:
BUYING YOUR ARMY
TYPES OF UNITS

Armies are made up of various units, as one might expect. These units work together against the enemy. There
are several categories. Infantry, Archers, Cavalry, Air Cavalry, Monsters and Special. Some nation types have
special units. (But not all!) They require the trait to use.

NOTE: Any unit type that references a monster is only available if the nation HAS that monster.

Infantry Types:
Light Infantry: These men are equipped with a basic single hand weapon (sword, axe etc) and a shield for
personal defence, if the player has the Heavy Armour trait they are equipped with chainmail armour by default,
otherwise they wear leather armour.

Heavy Infantry: These men are equipped with either a single hand weapon and large shield, or a two-handed
close combat weapon such as a Greatsword, Greataxe, Claymore etc. If the player has the Heavy Armour trait
these infantry will be equipped in full plate armour, otherwise they wear Chainmail by default. (Fliers cannot
be Heavy Infantry)

Light Spearmen: These men are equipped with a spear and secondary single hand weapon. If the player has the
Heavy Armour trait they are equipped with chainmail armour by default, otherwise they wear leather armour.

Heavy Spearmen: These men are equipped with a pike, halberd or other similar weapon and a secondary single
hand weapon. If the player has the Heavy Armour trait these infantry will be equipped in full plate armour,
otherwise they wear Chainmail by default. (Fliers cannot be Heavy Spearmen)

Assault Infantry: These infantry are unusual in that they are typically armed with two single-hand weapons and
leather armour. If the player has Heavy Armour then they are equipped with Chainmail.

Archer Types:
Archers: These men carry a simple hand bow and a small weapon like a Dirk or a mace. They are equipped with
Leather armour as standard, but if the player has Heavy Armour then they are equipped with Chainmail by
default.

Longbowmen: These men are equipped with a Longbow and a small sword as well as leather armour by default.
If the player has Heavy Armour then they are equipped with Chainmail by default. (Fliers cannot be
Longbowmen)

Crossbowmen: These men are equipped with a Light Crossbow and a small hand weapon for defence. They are
equipped with Leathers by default. If the player has Heavy Armour then they are equipped with Chainmail by
default.

Heavy Crossbowmen: These men are equipped with a hand-cranked crossbow with steel quarrels, they have a
shortsword for personal defence and are equipped with a Pavise and Chainmail for defence. If the player has
Heavy Armour then they are equipped with half-plate armour by default. (Fliers cannot be Heavy
Crossbowmen)

Horse Archers: These men are mounted archers equipped with a horse bow and short blade to protect
themselves, they are equipped with simple leathers for protection. If the player has the Heavy Armour trait
their horses and riders benefit from chainmail to protect them.
Cavalry:

Light Cavalry: These infantry are armed with a hand weapon, shield and spear typically and are equipped with
chainmail to protect themselves. If the player has the Heavy Armour trait then they are equipped with half-
plate by default. It should be obvious that they have either a horse, and for a cost they can instead be equipped
with the nations special mount.

Heavy Cavalry: These men are equipped with a hand weapon, shield and lance. Though some exchange the
lance for a heavy two-handed nation. These troops are equipped with half plate by default. If the player has the
Heavy Armour Trait then they have full plate by default. It should be obvious that they have either a horse, and
for a cost they can instead be equipped with the nations special mount.

Noble Cavalry: These men have been born and bred for warfare since they were young. They are identical to
Heavy Cavalry in all but skill and experience of which Noble Cavalry have significantly more. They tend to need
to be paid more to show up too.

Air Cavalry: (All Air Cavalry Requires the Monster Type)


Additionally: Heavy Armour does not effect any Air Cavalry Unit except Dragonriders.

Wyvern Riders: The Wyvern Riders typically have a horse bow and a spear as well as leather armour. All
Wyvern Riders, you guessed it, ride a trained Wyvern.

Dragonriders: The Dragonriders are always powerful people within a nation. The Dragons themselves wear
heavy armour and the riders have their choice of equipment, if the player has the Heavy Armour trait the
Dragon is twice as armoured, and the rider will definitely wear full plate. In addition to the rider the Dragon has
a howdah upon its back carrying four or five archers with a light ballista aimed to the Dragons rear to help
protect it from other dragons.

Gryphon Cavalry: The Gryphon-Riders are typically equipped with either a Sword and shield, or a bow and
sword. They all wear Leather armour. (Note: For some extra gold the unit may be lead by a Hippogriff)

Manticore Rider: Those brave enough to ride the Manticores typically carry a bow and axe or other hand
weapon and wear chainmail, the Manticore itself wears no armour.

Liondrake Riders: These people ride the Liondrakes typically they carry a pike and wear chainmail armour. The
Liondrake needs no armour of its own.

Pegasi Riders: These are cavalry riders who have earned the right to ride the Pegasus, they can be armed and
armoured with any Cavalry equivalent.

Gunpowder Units: Only available to Mechanist Nation with the Gunpowder Age Trait

Musketeers: Musketeers carry a long firearm called a musket, slower to reload than any bow or crossbow it
however has enough punch to beat through most armour. Unfortunately it is highly inaccurate and ineffective
beyond much more than 200 yards.

Riflemen: Equipped with Muskets whose barrels have been rifled these weapons fire even more slowly and
are more difficult to reload, but they have a much higher accuracy and their effective range is almost twice that
of a musketman.

Cannon: These big motherfuckers are siege weapons more than typical battlefield weapons, but they are more
expensive than they are actually worth due to their sheer power, a low flying dragon can find itself quickly
taking a dirt nap if it underestimates these monsters.
Monsters:
See the Related Monster Traits: Rules follow below.

Special:
Generals: These men are powerful, skilled and well equipped, they will typically serve as the generals of your
armies. But may also serve as advisors to your leaders. (Character: Must name.)

Archmage: These mages are your most powerful magic users, they know all the magic your nation has to offer
and are long experienced masters in the use of magic. (Character: Must name)

Mages: These are your magic users. They are considered to know all magic related traits that your nation
possesses, though they are not the greatest casters. These men are vulnerable, moreso than any Archmage, and
need protection.

Siege Engineers: These units come in about 50 men who build and operate your siege engines, and usually your
sapping operations.

Generals Bodyguard: These men are equipped with the best armour and weapons available have the best
training, skill and devotion possible. They are used to protect your Generals and Archmages, though it may cost
extra to get them a mount like their lords.

BUYING YOUR ARMY.

Your army costs Gold. Probably quite a bit of gold! Below are the costs for the units, and the size of the units.
These are just the default figures! You can combine units into larger groups at your hearts content.
(Note: The use of Men is not to indicate that there are only males in your army.)

Race Sizes: Race sizes effect the size of the unit, please be sure to specify the race of the units you purchase
when you buy them. After all, a unit of 100 Ogre Pikemen are going to be much bigger and meaner than 100
Goblin or Human Pikemen.

Race Size: Small = Unit is twice the stated size.


Race Size: Large = Unit is half the stated size. (Giants are half this again.)
Extreme Numbers = A race with Extreme numbers is twice the size of Race Size small.

Other Modifiers: The modifiers for Mithril, Adamantium and Special mounts always applies after any other
modifiers, thus the prices of Adamantium and Mithril never change.
If the player has Mithril Mines he can equip a unit with Mithril Armour for 20 Gold
Note: The Legion is so large that equipping it with Mithril Armour costs 400 Gold.
If the player has Adamantium Mines he can equip a unit with Adamantium Weapons for 20 Gold
Note: The Legion is so large that equipping it with Adamantium weapons costs 400 Gold.
Nation Modifiers:
Nation modifiers, such as the Costly flaw are applied before traits like Hold the Line are counted.

Infantry: Effected By Race


Light Infantry: Unit Cost: 10 Gold. Unit Size: 100 Men

Heavy Infantry: Unit Cost: 20 Gold. Unit Size: 100 Men

Light Spear: Unit Cost: 10 Gold. Unit Size: 100 Men

Heavy Spear: Unit Cost: 20 Gold Unit Size: 100 Men

Assault Infantry: Unit Cost: 15 Unit Size: 100 Men


Archers: Effected By Race
Archers: Unit Cost: 15 Gold. Unit Size: 100 Men

Longbowmen: Unit Cost: 25 Gold. Unit Size: 100 Men

Crossbowmen: Unit Cost: 20 Gold. Unit Size: 100 Men

Heavy Crossbowmen: Unit Cost: 30 Gold. Unit Size: 100 Men

Horse Archers: Unit Cost: 20 Gold. Unit Size 20 Men (+5 Gold to use Special Mount)

Cavalry: Effected By Race


Light Cavalry: Unit Cost: 20 Gold. Unit Size: 15 Riders (+5 Gold to use Special Mount)

Heavy Cavalry: Unit Cost: 30 Gold. Unit Size: 15 Riders (+5 Gold to use Special Mount)

Noble Cavalry: Unit Cost: 50 Gold. Unit Size: 12 Riders (+10 Gold to use Special Mount)

Air Cavalry: Can only be race size Medium


A nation may only spend up to 10% of their gold on Air Cavalry.( Does not count against
your Army Support limits.)
Superior Training does not effect Air Cavalry Costs
Wyvern Riders: Unit Cost: 50 Gold. Unit Size: 10 Wyvern Riders

Dragonriders: Unit Cost: 400 Gold. Unit Size: 1 Dragonrider.

Gryphon Cavalry: Unit Cost: 50 Gold. Unit Size: 10 Gryphon Riders (+10 Gold for 1 Hippogriff Rider)

Manticore Rider: Unit Cost: 65 Gold. Unit Size: 8 Manticore Riders

Liondrake Riders: Unit Cost: 65 Gold. Unit Size: 8 Liondrake Riders

Pegasi Riders: Unit Cost: 40 Gold. Unit Size: 12 Pegasi Riders

Gunpowder Units: Only available to Mechanist Nation with the Gunpowder Age Trait
Musketeers: Unit Cost: 60 Gold. Unit Size: 50 Musketeers

Riflemen: Unit Cost: 100 Gold. Unit Size: 50 Riflemen.

Cannon: Unit Cost: 150 Gold. Unit Size: 4 Cannon, 80 Cannoneers.


Monsters: A player may only spend 10% of their gold on Monsters. (Beast Tamers may
spend 20%)(Does not count against your Army Support limits.)
Superior Training does not effect Monster Costs.
Drake: Unit Cost: 200 Gold. Unit Size: 1
Troll: Unit Cost: 40 Gold. Unit Size: 10
Basilisk: Unit Cost: 40 Gold. Unit Size: 20
Chimera: Unit Cost: 25 Gold. Unit Size: 3
Great Wyrm: Unit Cost: 100 Gold. Unit Size: 1.
Kraken: Unit Cost: 70 Gold. Unit Size: 1.
Sphinx: Unit Cost: 40 Gold. Unit Size: 2.
Dragon Turtle: Unit Cost: 60 Gold. Unit Size: 1.
Hydra: Unit Cost: 150 Gold. Unit Size: 2.
Gorgon: Unit Cost: 60 Gold. Unit Size: 40.
Sirens: Unit Cost: 60 Gold. Unit Size: 40
Elementals: Unit Cost: 15 Gold. Unit Size: 5 (Must pick single element.)
Cerberus: Unit Cost: 50 Gold. Unit Size: 12.
Sea Serpent: Unit Cost: 100 Gold. Unit Size: 1.
Hook Horror: Unit Cost: 10 Gold. Unit Size: 3.
Umber Hulk: Unit Cost: 10 Gold. Unit Size: 1.
Ankheg: Unit Cost: 20 Gold. Unit Size: 10.
Bahannoth: Unit Cost: 20 Gold. Unit Size: 1.
Cildabrin: Unit Cost: 20 Gold. Unit Size: 1.
Choker: Unit Cost: 15 Gold. Unit Size: 1.
Frost Salamander: Unit Cost: 30 Gold. Unit Size: 1.
Lodestone Marauder: Unit Cost: 50 Gold. Unit Size: 5.
Barghest: Unit Cost: 60 Gold. Unit Size: 30.
Special: (Generals, and Archmages do not count towards the unit limit.)
Generals: A General Costs 1000 Gold. The General may have a monster mount for no cost unless that
mount is a Dragon, which incurs an additional 500 Gold cost. (Not effected by superior training)

Archmage: An Archmage Costs 1000 Gold. The Archmage may have a monster mount for no cost
unless that mount is a Dragon, which incurs an additional 500 Gold cost. (Not effected by superior
training)

Mages: Mages cost 100 Gold Each. (Not effected by superior training)(Can use special mount free)

Siege Engineers: Unit Cost: 100 Gold. Unit Size: 50 Men (Not effected by superior training)

Witch Hunters: Unit Cost: 200 Gold. Unit Size: 20 Witchhunters.

Monster Hunters: Unit Cost: 200 Gold. Unit Size: 20 Monster Hunters.

Generals Bodyguard: Unit Cost: 80 Gold. Unit Size: 10 Men. (+20 Gold if mounted on horses. +30 Gold
if Special Mount. If monster-mounted the Bodyguards cost is added to the monster/air cavalry) (No
extra cost for Mithril Armour or Adamantium Weapons) (Not effected by superior training)

Nation Special: (Effected by Race unless specified otherwise.)(All Nation Specials Require a Trait)
Warrior Monks: (Learned)
Unit Cost: 150 Gold. Unit Size: 100 Men

Legion: (Empire) (2 Part Cost)


Infantry: 2400 Gold 4200 Men (50% Heavy Infantry, 50% Heavy Spear)
Cavalry: 600 Gold 300 Light Cavalry (+50 Gold to use Special Mount)

Golems: (Mageocracy)
Unit Cost: 20 Gold. Unit Size: 20 Golems. (Not effected by Race)
Mage Bodyguard: (Mageocracy)
Unit Cost: 100 Gold. Unit Size: 10 Guards.

War-Zeppelins:
Unit Cost 100 Gold. Unit Size: 10 Zeppelins. (Not effected by Race)

Elephant Cavalry:
Unit Cost: 80 Gold. Unit Size: 5 Elephants (Not effected by Race)

Zombies (Dead Kingdom):


Unit Cost: 10 Gold. Unit Size: 150 men.
Skeletons (Dead Kingdom):
Unit Cost: 15 Gold. Unit Size: 150 men.
Wights (Dead Kingdom):
Unit Cost: 20 Gold. Unit Size: 150 men.
Revenant (Dead Kingdom):
Unit Cost: 20 Gold. Unit Size: 1 Revenant.
+Cavalry:
(Pay 2x to make a Skeleton or Wight Unit Cavalry if the Ride of the Dead trait has been taken. 3x of
Special Mount)(Unit Size: 20)
Abomination (Dead Kingdom):
+10% to the cost of the reanimated monster. Counts towards monster limit.

Paladins (Kingdom of Solace and Chivalrous Order)(No trait required.)


Unit Cost: 100 Gold. Unit Size: 20 Men +20 Gold to use Special Mount
FANTASY
NATION:

BUYING YOUR
NAVY
FANTASY NATIONS: NAVIES

Most nations on the coast or on islands are in possession of at least a small rudimentary navy. And they
typically use either oar-powered vessels or sail powered, it is rare a nation will use both, each has advantages
over the other, but still the seas are dangerous enough with wild Sea Serpents and such that few sailing ships
explore far from their homes.

A nation has a set amount of gold to spend on its navy depending on its size, a Sea-Lords nation will always be
double that number.

Tiny: 1000 Gold


Small: 2000 Gold
Medium-Small: 3000 Gold
Medium: 4000 Gold
Medium-Large: 5000 Gold
Large: 6000 Gold
Huge: 7000 Gold

Navies are the warships of your nation, these will not represent every ship your people field, there will be
fishing pinnaces, crabbing triremes and so on, the following list does NOT include merchant and civilian vessels.

ROWING VESSELS:
These vessels are all primarily powered by manpower, meaning people holding some rather large sticks that
poke out of your hull. For those not Orcish or Giantish that means the Oars poking from the port and starboard
of the ship. These vessels often also have sails, but they are no match for the speed of a sailing vessel on the
open ocean. (All vessels are capable of raising one large square-rigged sail unless specified otherwise.)

Bireme: A rowing vessel with two banks of oars, a prominent ram and a large square sail. This is the
smallest/weakest of the Rowing vessels.
Trireme: The Trireme is nearly identical to the Bireme, except that it is slightly larger and has another bank of
oars.
Quinquireme: This is a much superior vessel to the Trireme, three banks of oars (the upper two decks have 2
men per oar and the lowest deck one man per oar) and crews of nearly 450, though 300 of those are rowers.
These vessels typically have a pair of smaller ballista both fore and aft.
Octareme: These vessels are slightly larger than Quinquiremes, though they have only two decks each oar is
manned by four men, they have a pair of catapults amidships in addition to the ballista.
Decareme: The Decareme is almost identical to the Octareme though it has five men per oar and is slightly
larger. It carries a larger contingent of troops but has no more special weapons than the Octareme.
Galley: The Galley is a three oar banked vessel with eight ballista on each side of the vessel facing the port and
starboard respectively, it also has eight Catapults, two fore, two aft, two starboard, two port.
Galleass: This is effectively a three-masted Galley, able to match all but the Windjammer for speed it is the
hunting dog of the Rowing fleet, especially as it has its third oar deck is replaced with a ballista deck doubling
the number of ballista available.
Longship: (Dragonships for the Sea-Lords: Requires Dragonship Trait) these are frighteningly powerful vessels
which one wouldnt realise at first glance, these are disturbingly sea-worthy vessels for rowing craft who
normally cant go too far from the coasts. Moreover they carry a veritable horde of howling barbarians (well
often) at high speeds the rowers coming from the strongest and best of them.
SAILING VESSELS:
These vessels are all primarily powered by sails and rarely have oars if at all, they are typically armed with
heavier weapons than the rowing ships, but have smaller crews and are highly vulnerable to boarding by the
arguably stronger sailors of the Rowing vessels. (Not the least because a Rowing vessel will often try and poke a
hole in the side with its ram first.) But if the Sailing vessels can bring their heavier armament to bear for long
enough.

Sloop: The sloop is the smallest, and yet one of the more capable ships, crewed by less than fifty men it wields
five Ballista and can bring three to bear at any one time except to the rear.
Dhow: The Dhow is slower than the sloop but better protected, the aft-castle houses three catapults protect the
side and rear, and six ballista make up the port and starboard armaments (3 on each) it is however very
vulnerable to fire.
Schooner: The Schooner is an exceptionally fast little vessel and has almost identical armaments to the Dhow,
though it benefits from an extra two ballista on each side and a prow catapult.
Caravel: The Caravel is a faster more merchantile warship, it has room for cargo, and has twenty ballista, ten
port, ten starboard underneath the top deck, upon the top deck six catapults hold pride of place. It has more
room for troops than most other sailing vessels.
Barque: The Barque is a larger more powerful vessel than the caravel, it carries twice the weapons though it
doesnt have even a tenth of the cargo space, additionally the Barque is a fast vessel and carries room for even
one or two Mangonels.
Windjammer: The Windjammer is the fastest ship in the oceans naturally, its powerful sails can let it sail
through almost any weather, though only armed as well as a Barque it is larger due to its sails. It is best used to
harass an enemy than as a front line warship.
Frigate: The Frigate is your most common warship, with sixty ballista beneath decks and twenty mangonels on
deck it is second most powerful vessel next to the Galleon, but it is also the second slowest vessel out of the
sailing ships.
Galleon: The Galleon has the largest crew and eighty ballista and thirty mangonels protecting it, this vessel is
the slowest sailing vessel and in poor winds will suffer beneath a rowed vessels assault, though its armaments
will give any lone attacker pause. Even a dragon might hesitate for a moment or two.

Costs:

Bireme: 20 Gold
Trireme: 30 Gold
Quinquireme: 50 Gold
Octareme:. 80 Gold
Decareme: 100 Gold
Galley: 80 Gold
Galleass: 120 Gold
Longship: 200 Gold

Sloop: 20 Gold
Dhow: 30 Gold
Schooner: 50 Gold
Caravel: 100 Gold
Barque: 140 Gold
Windjammer: 200 Gold
Frigate: 220 Gold
Galleon: 250 Gold

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