[center][u][b]Colliding Worlds: Europe 1200 AD[/b][/u][/center] [IMG]http://i60.tinypic.com/i281fl.jpg[/IMG] [center][url=http://www.roleplayerguild.com/topics/42975/posts/ooc?page=1#post-1284283]Post sheets in nation sheet thread. (For templates, find them near the bottom)[/url][/center] [b]Major NPC Nations[/b] Current Season: Spring 1200 A.D Red = Kingdom of England Light Blue = Kingdom of France Dark Blue = Kievan Rus Dark Yellow = Ayyubid dynasty Purple = Basilieon ton Rhomaion [b] Played by So Bored[/b] [hider=Nation Status][i]Overview[/i] [b]Current Leader:[/b] Emperor Alexios Komnenos [b]Leader Traits:[/b] ~Champion of Mankind: -10% to losses against Gorrikans, immune to horrifying effect. | Roman Emperor: -1 to rout rolls, including pre-battle rout rolls. | Legacy of Alexander: +1 to enemy rout and pursue rolls [b]Regions Owned:[/b] 10 [b]Religion:[/b] Orthodox Christian [b]Race Disadvantages:[/b] No tech tree or magical bonuses early game. [b]Magic Use:[/b] Not present. [i]Population[/i] [b]Humans[/b] 10,000,000 + [b]Human Replenishment Rate:[/b] ∞ [i]Military[/i] [b]Army Cap:[/b] 105,000 [b]Army Replenishment Rate ( Per season):[/b] 2,000 [b]Army Cap Increase Per Territory:[/b] 10,000 [b]Militia Cap:[/b] 155,000 [b]Militia Replenishment Rate (Per season):[/b] 2,500 [b]Army Cap Increase Per Territory:[/b] 15,0000 [b]Siege Weapon Cap:[/b] 120 [b]Siege Weapon Replenishment Rate (Per season):[/b] 10 [b]Siege Weapon Cap Increase Per Territory:[/b] 10 [i]Diplomacy[/i] [b]Alliances:[/b] Kievan Rus [b]Ceasefires:[/b]Ayyubid Dynasty [b]War:[/b][/hider] Bright Yellow = High Domain of Nillanor Orange = Holy Roman Empire [b]Gorikan Nations[/b] Dark Grey = [url=http://www.roleplayerguild.com/topics/42975/posts/ooc?page=1#post-1286352]The Empire of Vyrndar[/url] Light Green = [url=http://www.roleplayerguild.com/topics/42975/posts/ooc?page=1#post-1284353] The First Hastin Empire[/url] Black = [url=http://www.roleplayerguild.com/topics/42975/posts/ooc?page=1#post-1290966]Isarimer Hunting Grounds[/url] Light Blue = [url=http://www.roleplayerguild.com/topics/42975/posts/ooc?page=1#post-1306275]Mayelin Sanctuary[/url] Sand = Sav Omoz Light Brown = [url=http://www.roleplayerguild.com/topics/42975/posts/ooc?page=1#post-1355820]The Vrael Evermind[/url] [hider=Time Line]1106 AD Battle of Tinchebray- An English war of succession came to an end at the Battle of Tinchebray, in Normandy. It began with the death of William II, King of England on August 2nd, 1100. Henry I (Beauclerc) seized the throne, but was opposed by his brother Robert II (Curthhose), of Normandy. Henry defeated Robert at Tinchebray and returned him in chains. Robert spent the rest of his life in prison. 1125 AD Henry V Dies Matilda Returns to England- Henry V, King of Germany and the Holy Roman Empire, died after leading an expedition against the French Louis VI. His widow, Matilda, returned to England where her father forced English nobles to accept her as his successor after the death of his son at sea. When Henry I, her father, died Stephen of Blois, Henry's nephew, refused to accept Matilda's rule and he seized power. This resulted in a ten-year war of succession. 1143 AD Alfonso I King Of Portugal- Under the terms of the Treaty of Zamora in 1143, the independence of Portugal was recognized. Alfonso I became the first King. 1147 AD Second Crusade - The Second Crusade was organized by Louis VII, King of Spain and Conrad III, King of Germany. The Crusade came to a disastrous end due to a lack of leadership and control. It ended with an aborted siege of Damascus. 1147 AD Morrocco Conquered By Almohads - Morocco was conquered by Abd al-Mumin, the leader of the Berber Muslim Almohad Dynasty. This conquest brought to an end the Almoravid Dynasty. By 1152, Algeria was also brought under the control of the Almohads. 1157 AD Eric IX Jedvardsson Defeats Finns- Eric IX (Jedvardsson) Christian King of Sweden, defeated the Finns. He then forced them to convert to Christianity. 1163 AD One of the most notable gothic churches was begun in 1163- Notre Dame. The church was conceived by Maurice de Sully, bishop of Paris. 1168 AD The school of Oxford was founded in 1168. After the founding of the University of Paris in 1200 Oxford became an offshoot of it. 1171 AD Saladin Founds Ayyubid Dynasty- Saladin, ruler of Egypt, proclaimed the end of the Fatima dynasty that had ruled Egypt since 968. He declared himself Caliph of the new Ayyubid dynasty. 1171 AD Henry II Launches Invasion of Ireland- Henry II, King of England responded to a request for help from Ireland's deposed King Dermot MacMurrough, by sending forces to Warford. Henry was recognized as the ruler of Ireland by the Treaty of Windsor in 1171. 1174 AD Henry II defeated William the Lion, King of Scotland at the siege of Alnwick Castle in 1174. William officially accepted Henry as the ruler of Scotland. 1176 AD The Holy Roman Emperor, Frederick I (Barbossa) was decisively defeated by the Lombard League at Legano. Frederick was attempting to reassert his authority over northern Italy. 1184 AD Streets Paved In Paris- The streets in front of the Louvre were paved. This marked the first time streets in Paris were paved. 1185 AD The Japanese Tairo clan was decisively defeated by the Minamoto clan in a naval battle that took place off Dannoura. The child emperor Antoku, who had been held prisoner by the Taira, was killed in the battle. Japan entered the Kamakura period in the aftermath of the battle. It was a era marked by a clear division between the powerless imperial court and the dominant military government. 1187 AD BChristian forces from the Kingdom of Jerusalem attacked a caravan carrying the sister of Saladin. In retaliation, he began a holy war against the Crusaders. At the Battle of Hittim, he defeated a combined Christian army. He then laid siege to Jerusalem and captured it, although he did not sack the city after the conquest. 1186 AD Second Bulgarian Empire- A successful revolt took place against the Byzantine rule of Bulgaria. 1192 AD Spurred by Saladin's triumph, the Christians launch the Third Crusade, led by Richard the Lionhearted. Despite many difficulties, they reached the coastal area of the Holy Land and successfully captured the Acre fortress. Richard negotiated a truce with Saladin that ensured Christian access to holy sites in Jerusalem. 1199 AD Richard The Lionhearted Dies- Richard the Lionhearted died of an arrow wound while besieging Chalus in Western France. Richard, ruler of England since 1189, had actually spent very little time there. Instead, he helped lead the Third Crusade. Richard had been imprisoned by the Holy Roman Emperor in 1193, but managed to purchase his freedom. He fought an on-going battle with Philip II of Normandy. While Richard was involved in affairs outside England, the land was administered for him by Jubert Walter. 1200 AD Winter is marred by intense storms that batter the land. Shortly after, the ‘Colliding of Worlds’ occurs, bringing forth alien populations of mythical beings. [/hider] [b][u][center]The Exodous of Gorika[/center][/u][/b] The world of Gorika was dying, and none knew the reason. The land cracked beneath the feet of those who lived upon it; entire nations crumbled into fissures, and the seas boiled as the planet’s core sought to escape its prison. The skies sent forth volleys of corrosive rain down onto the inhabitants of Gorika, devouring those who were not fortunate enough to live under the protection of hastily erected magical forcefields. Knowing their doom, the grand multitude of Gorika’s races gathered together on the last barely surviving continent, even as the very ground they stood on slipped into the abyss, and there, despite centuries of war, they allied themselves against the unstoppable force of nature. Thousands of wizards, mages and sorcerers merged their power as one, and vied to match the Quiet One’s strength by achieving a Godly feat of passage. Calling to them the chaotic energies erupting from the planet’s surface, this gathering magical practitioners were able to force open a series of portals, through which their kin could escape. They paid a heavy price, however, as to keep the destruction from following those they were saving, they had to remain behind to ensure the portals were closed. This selfless sacrifice is known to all as ‘The Great Giving’. [b][u][center]Europe, 1200 AD[/center][/u][/b] The portals bypassed space and time, appearing instantly on planet Earth. This was never the design of their creators, whom lacking adequate preparation, had simply projected them towards a random star far from their dying home world. The skies above Europe were torn a sunder, as unseasonal storms boiled from seemingly nowhere, striking the ground beneath them with forks of malevolent lightning. The Atlantic Ocean, reeling from the sheer power wrought by the gateways connecting Earth and Gorika, was whipped into producing gigantic waves. These destructive walls of water crashed across Spain and Great Britain, threatening to submerge them entirely, but withholding at the last second. Earthquakes racked France and Germany, bringing towns and cities to their knees. Millions perished in these catastrophes, and entire Kingdoms were toppled by their enormity. The portals appeared randomly, all over Europe. The first of Gorika’s refugees to emerge, were the High Elves of the now non-existent Realm of Quandier. Appearing outside of the very walls of Rome, they were heavily sickened by the tolls taken on their bodies from traversing the gateways. Pope Innocent III, proclaiming that Hell had spewed forth its legion, ordered the Catholic nations of Europe to rally their armies for the ‘end times’. Markward von Anweile, the Holy Roman Emperor’s defacto ruler of a recently defeated Kingdom of Sicily, descended upon the High Elves with an army of twenty thousand men. [i]… We came upon them at dawn, many of us mounted upon beast, and we fell upon them with lance and sword. They were a strange peoples; shorter than we, with long white hair, pale angular faces and piercing eyes of sapphire. They pleaded with us in an unknown tongue; but we heeded not the words of the devils, whom had surely come to claim our souls. For the greatness of God, we put them to the sword without question. Men, women and children all. Some resisted, and their weapons were of a strange quality, but they bled the same as us and soon victory was ours…[/i] – Makward Von Anweile, the Massacre of Prince Thalas’ column. Other portals soon opened however, pouring into the world a multitude of various beings. Some were as helpless as the High Elves at Rome; others, like the Orcs of Blackspire were not. Normandy burned as the Orcish Warchief Brakkar Fellblade led his warbands across the vast expanse of the Norman countryside, pillaging and slaughtering as he went. The English fought back with Arthur of Brittany leading the charge. After a bloody battle outside of Caen, Brakkar was finally brought to heel, but not before he had put the greater part of the region to the torch. As the human Kingdoms and Empires fought a war of genocide against the ‘demon spawn of Hell’, Gorika’s refugees started to rally. Realising they had happened upon a hostile world, those who were fortunate enough not to appear in the face of the enemy from the moment they stepped from the portals, established themselves as armies with the objective of securing a foothold from which their people could continue to congregate safely. The second High Elf column, appearing outside of Rome, and seeing the remains of their massacred kinsmen, quickly stormed the city. After a fierce melee upon the city’s walls, and a brutal engagement in the streets, the High Elves overcame the Papal army with the heavy use of lesser magic. After seeing fireballs launch from the hands of their adversaries, it was not long until other native forces within the city’s immediate bounds retreated north and south to the safety of the Holy Roman Empire. The Pope was held responsible for the murder of the High Elven prince and his peoples, and was burned alive for ‘crimes against the innocent’; an ironic end to a man of such standing. With Rome secured, and the human population subdued under the boots of the High Elven occupiers, the way was clear for the rest of their kin to safely make passage through the portal; thus allowing them to establish the first Gorika kingdom on Earth. Other races from Gorika started to follow suit; despite early native victories, they were able to forge their way through the hostile world, and lay claim to areas of land which they would later call home. The Colliding of Worlds was in full swing… [b][center][u]The Role of the Players[/u][/center][/b] You lead the last of your kind in a hostile world. Secure yourself a foot hold, driving away the native humans who see you as a Devil to be put to the sword. Divulge in diplomacy with your agressors, to see if you can sway their minds to accept you as an ally – or drive home your military advantage and enslave them to bolster your cause. Will the light of your people die out in this alien landscape? Or will it thrive, and consume all that it sees? [b][center][u]The Natives[/u][/center][/b] Major NPC human nations will start off at a disadvantage due to the races of Gorika having access to magic. However, they grossly outnumber the Gorikans, and already have establish naval assets (for those countries with access to the sea, that is). As the RP progresses, mankind will adapt and evolve to counter the Gorikan threat; this includes learning magical arts from captured enemies, and fashioning their armies to better deal with the extra-terrestrials. Minor NPC human nations are left grey on the world map. They will be significantly weaker than the major nations, making them ripe for the taking by the Kings of Europe and the survivors of Gorika. They will be under the control of myself, allowing for me to create a very animated world. All diplomacy and battles with them will be resolved by me. They will not stand unitied against the races of Gorika however, and their borders will contract and expand as King turns on King in a bid to capitalise on the chaos. [b][center][u] Gorikans[/u][/center][/b] Gorikan players have the early game advantage. The humans, whilst universally hostile to them, are terrified and paralysed by their arrival. The magic borne by the Gorikan races will not only deal out casualties to early human armies, but it will also rout them easily. However, your people are the last of their kind, and the majority of them have perished on your home planet. You will find yourself able to cut through the early human masses, but mid-late game will require you to utilise the humans you rule over to bolster your forces. You will also face human rebellions, if you are not quick to quell them with garrisons or other means. Bolstering your magical powers or increasing your population via the tech tree are sure fire ways for a Gorikan race to go solo, but it is a narrow tightrope to walk. For every human felled, ten more rise up to replace them. [b][center][u]The High Elves[/u][/center][/b] The High Elves were the first of the races to create the portals that saved the remains of Gorika’s inhabitants. This they did out of benevolence, and at great cost to themselves. However, some of the more aggressive races of Gorika were able to forge their own portals, whilst others attacked High Elven citadels and commandeered the gateways to Earth that had already been established. They are considered to be the oldest known race on the planet, and their history is deeply intertwined with the lore of ancient warring Gods. As a result, they are largely revered – and feared – by all of the Gorikan races. From their bastion in Rome, they are attempting to assemble the last of their great mages. Given time, they will be able to unlock Earth’s magical potential, allowing for all races capable of bearing magic to draw on greater powers. They will issue quests to all nations, asking them to secure certain regions and to retrieve artefacts from enemy hands. Each completed quest bears a reward. [b][center][u]MECHANICS[/u][/center][/b] [b]Recruitment:[/b] Human nations can replenish their professional losses by 2,000 per season. Gorikan race replenishment will be set by me following the publication of the player’s race. Human militias, used by both native and Gorikan nations, are replenished at a rate of 5,000 per season. Units replenished are taken from the race’s available adult population. Players will be trusted to maintain their army replenishment, following the rate at which it is set. However I will step in if someone abuses this trust, and decides that 2,000 fire breathing dragons the size of a bus can be summoned/created In one season. The best way to deal with powerful units, is to use common sense. The bigger and stronger they are, the less you should be able to raise in a season. Gorikans do not have access to home-grown militias. [b]Troop Cap:[/b] Major NPC Human nations start with the following caps: Professional soldiers (Knights, men-at-arms, archers etc): 15,000 Militia (Spear/bow/sword/horse levies): 20,000 Gorikan nation troop caps will be set by me following the publication of the player’s race. Caps can be expanded in two ways: 1) Tech tree 2) Conquering land Major NPC human nations will gain +10.000 to their professional cap, and +15,000 to their militia cap, per land. Gorikans cap increases will be set by me following the publication of the player’s race. [b]Population:[/b] Human population increases 10% per season. Gorikan population increase will be set by me following the publication of the player’s race. Gorikans must watch the “happiness” of their human subjects, which will fluctuate from time to time. Can be countered by the tech-tree, or by placing garrisons on troubled regions. Once a population falls below 10,000, it is considered to be decimated. [b]Army Types:[/b] There are two forms of armies in this game. Professional, and Militias. The two cannot be combined, but can take part in the same battle. In this case, the militia would engage first, with the professional army engaging what remains of the enemy. In the event of someone having a stack of armies, the professional troops and militias would be totalled to give two figures. Militias suffer penalties on the battlefield, when pitched against professional armies. Players can form as many armies as they wish, so long as the numbers of troops do not exceed the cap limit. [b]Creating an Army:[/b] Players will state at the head of their IC posts the armies they have in the field. These are called army cards, will be concealed in hiders for the sake of neatness, and will look like this: Army Status Cards [hider=The Sorrowsong Host] [b][i]The Sorrowsong Host [/i][/b] [b]Current General:[/b] King Marhorn Dryadson [b]Location:[/b] Scotland [b]Morale:[/b] 100% [b]Strength/Unit Breakdown:[/b] [indent] - /// -/<4.000>/ - /<4,000>/ - /<850>/< Superior archers, well trained, will not break > - /<1,000>/[/indent] [b]Current Action:[/b] Marching on England. [/hider] When detailing units in your army, you will see the ‘bonuses’ section. Include here any significant information, but be warned, abuse of this will lead to me ignoring the bonuses if you fail to balance them. Your average soldier will not have any bonuses, but your better or special troops will. As above in the example, you can see that the Levies have no bonuses, because they are basic troops, but the Glade Watchers are elite and therefore have bonuses. Players can form as many armies as they wish, but the total number of troops must not exceed the cap limit. So if your cap was 10,000, two armies of 5,000 would be okay, but an army of 5,000 and an army of 6,000 would be exceeding the cap by 1,000. [b]Special Actions:[/b] In certain situations, you can attempt to use special actions. The sky is really the limit in creativity, but their success will be dice rolled. Usually a 50/50 split on success or failure. Examples include: - Hiding units that have ‘stealth’ as a bonus, so that they can cut off the enemy retreat following your victory. They would be removed from the battle, but the enemy’s ‘pursued losses’ would be greatly increased.. If the roll failed, they would be found out and have to face the full force of the enemy by themselves prior to the battle starting. - Assassinating a King/Lord/Sultan. Sending in an elite section of your army to sneak into a city, and remove the nation’s leader, would impair the morale of their army in any imminent battle. Failure would result in the loss of the units sent. [b]Battle Mechanics:[/b] There are a series of rolls to determine the outcomes of battle. This will be made by me. You will then need to take the results and elaborate on them in your IC posts – definitely the most entertaining part of the RP in my opinion. Before commencing a battle, I will permit the sending of scouts to gauge a nation’s military. I use simple six sided dice, to keep the system simple and brief. [u]Phase One: Casualty Roll[/u] This dice roll determines your initial losses in the battle. [u]Phase Two: Special Event/Disaster Roll [/u] This dice roll determines whether or not your army is blessed with success, or wrought by disaster in the field. [u]Phase Three: Victory or Defeat[/u] Victories are decided by the gap between the opposing armies’ casualties. The bigger the gap, the bigger a defeat or victory. It is here that an army’s/race’s modifiers will be brought in to play, to total up the casualty figures. [u]Desertion Roll[/u] If an army is badly beaten, it will roll to see how many of its troops desert. [u]Rout Roll[/u] A badly beaten army must roll to see if it routs or retreats in an orderly fashion. [u]Pursued Roll[/u] A routing army is pursued by the victors, and a roll is made to decide how many are cut down. [u]Morale[/u] Armies start with 100% morale. Losses and defeats lowers this morale. It will creep back up over time, or can restored by victories and territorial gains. At the end of the battle result, you will be told by how much your army’s morale has dropped, or increased. Morale factors in to the combat effectiveness of your army, and adds losses at certain levels. Following the battle, I will post the raw dice data and the result in the IC. You will be informed what the aftermath is. For example, whether the retreating army was able to make it to the safety of a city, or whether or not you have captured the territory. [u]Army Size Difference[/u] Armies that are significantly bigger than their enemies will take less casualties in the battle. Armies that are significantly smaller than their armies will take more casualties. This is to balance the system, and to prevent ‘Thermopylae Syndrome’. [b]Seafaring:[/b] Navies are effectively your armies, but made seaborne. Races that are amphibious will be able to jump right into the water and start going off to their destination. Races that are land-based will need to halt for [b]two seasons[/b] to prepare ships to carry them. Once the ships are made, they will be free to travel the seas. Naval battles will be resolved the same as army battles, however depending on the types of races involved, certain modifiers will be removed/added to reflect their seafaring capabilities. [b]Army Movement:[/b] Land armies can move one territory per season. For navies, there is a line on the map to give you a rough idea how far they can travel. I will rebuke you if I feel you’ve sailed too far. [b]Siege Weapons:[/b] Siege weapons modify your army rolls thusly: Per 10 siege weapons = -1% to enemy defence bonus | +5% enemy casualties on open battlefield. [b]Defending a City:[/b] If you feel that your forces are best served by defending, then you can IC them falling back to either a city or a prepared defensive location. Doing so gives you the following bonuses: +10% to enemy casualties and -10% to your casualties. However, if the enemy decide to lay siege, your army will run out of food stuffs in [b]6 seasons[/b] and will not be able to move whilst besieged. Furthermore, the besieged army’s replenishment will freeze, and you will be unable to build the force up or replace its losses until the siege is lifted. You can however sally forth from your defences and attempt to break the siege. If the 6 seasons is up, then your army surrenders or is destroyed. Either way, they’re gone. Attacking a besieging army will total the defending forces, with the relief force, into one army for the dice rolls. [b]Nation Status:[/b] Your nation status will be at the [b]bottom[/b] in a hider in the [b]first[/b] OOC post. This will be administered by me, and it is up to [b]you[/b] to watch for changes. Information included will be: [list] - Population total. - Population replenishment rate. - Army cap. - Army replenishment rate. - Nation/Racial traits. - Religion % - Human population total. - Human religion % - Human contentment. - Alliances, ceasefires and wars[/list] [b]Seasons:[/b] A game turn is an Earth season. They last around 48 hours in the real world, which I think is adequate time for everyone to post during that turn. I will announce in the IC the start of a new season. When a new season begins, you may replenish your troops and move your armies/navies. Different seasons will add modifiers to battles or armies depending on which part of the map they’re based. [b]Tech Trees:[/b] Each race will be given their very own tech tree via PM. Techs are researched at a rate of seasons, and provide your nation with bonuses and unit cap extensions. To research a tech, simply tell me which one you want to go after, either through the PM or in the OOC and I’ll set it in motion. Researched bonuses will then be added to your battle modifiers or nation statuses automatically by me. [b]Templates:[/b] For those of you new to Titanpad, DO NOT edit the text. Copy it into your word processors or else it’ll break the template for everyone else. If you happen to do this by accident, then let me know and I’ll right it. For creating Armies: [url=https://titanpad.com/D4vnhyfejU]Army Card Templates[/url] Remember these have to posted at the top of your IC post. This makes it easier for me to find them. [url=https://titanpad.com/eeYaQQgOkN]Nation Sheet Template[/url] [url=http://www.roleplayerguild.com/topics/42975/posts/ooc?page=1#post-1284283]Post in nation sheet thread.[/url] [b]Going AFK:[/b] If you up and leave without a word said, I reserve the full right to neutralise your nation. If you’re going somewhere, or won’t be around etc, within the 48 hour season period, then let me know either via the OOC or with a PM. Neutralised players will be named and shamed, and their regions will revert to human control. I am tired of people thinking it’s okay to just f**k up an RP because they can’t be arsed to get up and write something. If you commit to RP, you commit to the players as well, and any unmentioned absence that goes beyond 48 hours may well result in neutralisation. This might sound harsh, but seriously, it’s a huge problem on this guild. If you need to leave the RP because your life is “busy”, then that’s fine. Let me know, and there will be no hard feelings. If you’re going away for a long time, then we will try to reach an arrangement so that you can return to the RP. [b]Gorikan Nation Statuses [/b] [i]Here you will find the information you need in order to replenish armies accurately, and to manage your nation. Also included, are your racial bonuses/disadvantages, your population levels, human contentment and religious information.[/i] ------------------------------------------------------------------- [b][i]The First Hastin Empire[/i][/b] [hider=Nation Status] The Humlon [i]Overview[/i] [b]Current Leader:[/b] Lord Emperor Hastin [b]Leader Traits:[/b] Leadership Caste. -5% to losses of an army this man leads. +5% to enemy losses. [b]Regions Owned:[/b] 2 [b]Religion:[/b] Paganism [b]Race Bonuses:[/b] Masters of Siege Warfare (Negates defender's bonus//+10% to enemy casualties when defending a city) | 5+ To enemy losses (Research) [b]Race Disadvantages:[/b] Reliant on vegetation. Armies operating in desert or snow regions are weakened, causing 10% casualties per battle. [b]Magic Use:[/b] +25% to siege weapon damage to defending forces//+10% siege weapon damage to attacking armies. | -5% to casualties. [i]Population[/i] [b]Humlon Adult Population:[/b] 133,000 [b]Humlon Population Replenishment Rate (Per season):[/b] 15% [i]Military[/i] [b]Army Cap:[/b] 15,000 [b]Army Replenishment Rate ( Per season):[/b] 2,000 [b]Army Cap Increase Per Territory:[/b] 5,000 [b]Human Militia Cap:[/b] 15,000 [b]Human Militia Replenishment Rate (Per season):[/b] 2,500 [b]Human Militia Cap Increase Per Territory:[/b] 5,000 [b]Siege Weapon Cap:[/b] 80 [b]Siege weapon Replenishment Rate (per season):[/b] 30 [b]Siege Weapon Cap Increase Per Territory:[/b] 20 [i]Diplomacy[/i] [b]Alliances:[/b] [b]Ceasefires:[/b] Kingdom of France [b]War:[/b][/hider] [b][i]The Empire of Vyrndar[/i][/b] [hider=Nation Status] The Lorenvolk [i]Overview[/i] [b]Current Leader:[/b] Vel'Nardoc, High King of Vyrndar, The Tyrant of Vol'Kariz [b]Leader Traits:[/b] Towering Giant = When leading a force increases opposing human rout chance by 1 | Maev'Sil'Vien's Chosen = Extra bonus roll to avoid death | Mriswring Armour - increases heroic duel success by 1. | Dragon Master = Can have [b]five[/b] dragons in an army lead by him. [b]Regions Owned:[/b] 4 [b]Religion:[/b] Maev'Sil'Vienism [b]Race Bonuses:[/b] Superior Warriors = +15% to human casualties//+10% to Gorikan casualties | 5% to kills from research. [b]Race Disadvantages: Big Targets = Penalties against missile heavy armies. +5% casualties per 25% enemy army that is missile based.| Bane of Nillanor = High Elves are hostile[/b] [b]Magic Use:[/b] +5% Enemy casualties | -5% Friendly casualties | Negates 25% of Enemy's offensive magic bonus. [i]Population[/i] [b]Lorenvolk Adult Population:[/b] 104,000 [b]Lorenvolk Population Replenishment Rate (Per season):[/b] 7% [i]Military[/i] [b]Army Cap:[/b] 17,500 [b]Army Replenishment Rate ( Per season):[/b] 2,000 [b]Army Cap Increase Per Territory:[/b] 2,500 [b]Human Militia Cap:[/b] 10,000 [b]Human Militia Replenishment Rate (Per season):[/b] 2,500 [b]Human Militia Cap Increase Per Territory:[/b] 5,000 [b]Siege Weapon Cap:[/b] 50 [b]Siege weapon Replenishment Rate (per season):[/b] 10 [b]Siege Weapon Cap Increase Per Territory:[/b] 10 [b]Dragon Cap:[/b] 10 [b]Dragon Replenishment Rate (Per season):[/b] 2 [i]Diplomacy[/i] [b]Alliances:[/b] [b]Ceasefires:[/b] [b]War:[/b][/hider] [b][i]Isarimer Hunting Grounds[/i][/b] [hider=Nation Status] The Isarimer [i]Overview[/i] [b]Current Leader:[/b] LesaLikl (Beast of the Shadow) (Le-sah Lee-kuul) [b]Leader Traits:[/b] Deadly Warrior = Heroic Fighter Roll +25% to enemy casualties | Fatal Adversary = Can reroll Heroic Duels twice if defeated | +10% to enemy casualties -5% to casualties to an army led by this man. [b]Regions Owned:[/b] 4 [b]Religion:[/b] Sunrise [b]Race Bonuses:[/b] Horrorfying = Human armies must make rout rolls prior to engagement | Unstoppable = 20% to enemy losses | 5% to kills from research. [b]Race Disadvantages:[/b] Overconfident = 5% casualties in battle | Failed Bluff = Human armies that do not rout recieve -5% losses and 5% kills. | Lightly armoured = Penalty to missile heavy armies at a rate of 5% casualties per 25% of enemy army made up of missile troops.| Human population increase frozen. [b]Magic Use:[/b] The Shadow of Sunrise = 10% Gorikan casualties and 15% human casualties inflicted. [i]Population[/i] [b]Isarimer Adult Population:[/b] 71,00 [b]Isarimer Population Replenishment Rate (Per season):[/b] 15% [i]Military[/i] [b]Army Cap:[/b] 17,500 [b]Army Replenishment Rate ( Per season):[/b] 2,000 [b]Army Cap Increase Per Territory:[/b] 2,500 [b]Lesser Breed Cap:[/b] Infinite (Starting at 10,000) [b]Lesser Breed Replenishment Rate = 500 per region owned. (Per season):[/b] 2000 [b]Siege Weapon Cap:[/b] 60 [b]Siege weapon Replenishment Rate (per season):[/b] 10 [b]Siege Weapon Cap Increase Per Territory:[/b] 10 [i]Diplomacy[/i] [b]Alliances:[/b] [b]Ceasefires:[/b] [b]War:[/b][/hider] [b][i]The Mayelin Sanctuary[/i][/b] [hider=Nation Status] The Mayelin [i]Overview[/i] [b]Current Leader:[/b] Miseyala, Princess of Milesyn, [b]Leader Traits:[/b] Army led by this woman will not lose troops to desertion or persuit following a defeat | Heroic Fight Pre-roll 1-3 = vanish 4-6 = fight | May attempt to 'steal' an opposing army. Cannot be used on Isarimer or Lorenvolk. Can be used once per six seasons. | [b]Regions Owned:[/b] 1 [b]Religion:[/b] None [b]Race Bonuses:[/b] Ignorance is Bliss = Humans think the Mayelin are of Heaven, and will not attack them unless threatened.| Servants of the Mayelin = Human militia replaced by human soldiers | Humans do not suffer unhappiness from Mayelin occupation. [b]Race Disadvantages:[/b] Reliant on humans for armies. | Cannot replenish [b]Magic Use:[/b] Persuit and desertion saving rolls | Ability to hide armies (1 per season, lasts three seasons, passing enemies must roll a 'magic check' or face ambush | Ability to hide entire regions (1 per season, lasts 3 seasons, invading armies must roll a "magic check") | Enemy armies must roll a 'will check' when fighting a Mayelin army containing 5% of that race. Failure results in the enemy army suffering casualties due to mind control [i]Population[/i] [b]Mayelin Adult Population:[/b] 5,500 [b]Mayelin Population Replenishment Rate (Per season):[/b] 5% (Researched) [i]Military[/i] [b]Army Cap:[/b] 5,000 [b]Army Replenishment Rate ( Per season):[/b] 0 [b]Army Cap Increase Per Territory: 0[/b] [b]Human Army Cap:[/b] 20,000 [b]Human Army Replenishment Rate (Per season):[/b] 2,500 [b]Human Army Cap Increase Per Territory:[/b] 5,000 [b]Siege Weapon Cap:[/b] 60 [b]Siege weapon Replenishment Rate (per season):[/b] 30 [b]Siege Weapon Cap Increase Per Territory:[/b] 20 [i]Diplomacy[/i] [b]Alliances:[/b] [b]Ceasefires:[/b] [b]War:[/b][/hider] [b][i]Sav Omoz[/i][/b] [hider=Nation Status] The Ozkavosh [i]Overview[/i] [b]Current Leader:[/b] Lucifash, Omoz Arkosh, The Fallen [b]Leader Traits:[/b] The Fell King = 15% to Gorikan Casualties if this man leads an army//25% to human casualties | Cannot be killed, "death" in battle banishes him for 6 seasons [b]Regions Owned:[/b] 3 [b]Religion:[/b] Lucifash [b]Race Bonuses:[/b] Immune to fire magic | 5% to enemy losses from the heat they generate | 10% to non-human Crusading armies. [b]Race Disadvantages:[/b] Suffers against Human Crusading and Mayelin Armies (10% automatic casualties) | [b]Magic Use:[/b] 15% to enemy losses. [i]Population[/i] [b]Ozkavosh Adult Population:[/b] 110,250 [b]Ozkavosh Population Replenishment Rate (Per season):[/b] 5% [i]Military[/i] [b]Army Cap:[/b] 20,000 [b]Army Replenishment Rate ( Per season):[/b] 2,000 [b]Army Cap Increase Per Territory: 5,000[/b] [b]Human Militia Cap:[/b] 20,000 [b]Human Militia Replenishment Rate (Per season):[/b] 2,500 [b]Human Militia Cap Increase Per Territory:[/b] 5,000 [b]Siege Weapon Cap:[/b] 50 [b]Siege weapon Replenishment Rate (per season):[/b] 15 [b]Siege Weapon Cap Increase Per Territory:[/b] 10 [i]Diplomacy[/i] [b]Alliances:[/b] [b]Ceasefires:[/b] [b]War:[/b][/hider] [b][i]The Vrael Evermind[/i][/b] [hider=Nation Status] The Vrael [i]Overview[/i] [b]Current Leader:[/b] The Evermind, Vrael Queen [b]Leader Traits:[/b] Leads every army, conferring the following boosts: 10% to human casualties, 5% to Gorikan casualties | Can only be eliminated if Ukraine is taken. | Nation is paralysed upon Queen's death for 2 seasons, leaving it defencless. After two seasons, a new Queen is born. Adaption bonuses reset. [b]Regions Owned:[/b] 1 [b]Religion:[/b] None [b]Race Bonuses:[/b] The Scourge of Gorika - Evolves and adapts to enemies, at a rate of 5%+ kills and -5% losses per 2 battles fought with that race. Caps at 35% kills, and -35% losses. | Infinite Population | No Army Cap [b]Race Disadvantages:[/b] Drowned in Blood - Recieves a 10% penalty when attacking a settlement or entrenched army. | No tech tree [b]Magic Use:[/b] Queen's Domain: 25% to enemy casulaties when fighting in Ukraine. [i]Population[/i] [b]The Vrael[/b] ∞ [b]The Vrael Population Population Replenishment Rate (Per season):[/b] ∞ [i]Military[/i] [b]Army Cap:[/b] ∞ (Drone count at start: 20,000) [b]Army Replenishment Rate ( Per season):[/b] 5,000 [b]Army Cap Increase Per Territory:[/b] 0 [i]Diplomacy[/i] [b]Alliances:[/b] [b]Ceasefires:[/b] [b]War:[/b][/hider]