[quote=James Hartson]In a world a-slumber; one crafted by our dreams: All shall be immortalized at dawn of world's meet. We must live forever, as such none can forget.[/quote] Welcome to Valedenia, the war of the worlds is upon us. All creation will be besieged with the glory and bloodshed of war. The elven bell-towers ring the chimes of battle, the orcish drums pierce the mind of berserkers. Shrieks of battle horns surround the world. Powers rise, powers fall. Terror descends. [img]http://i.imgur.com/xRFB3wY.jpg?1[/img] The tech level with is medieval with high fantasy supplements. Think lord of the rings, but more a bit more magic. I have an inspiration source cited later in the post, play that to get a feel for some of the bases. This will be stat based, but with an emphasis on how you deal with the stats IC. You will be creating a race and warriors for your nation using the sheets below: [hider=Nation Sheet] Race: (Please do not go too far past your basic dwarf, elf, halfling and other basic DnD things. No humans, unless they are in hybrid form, i.e. centaur, satyr, etc. Please include description even if you are going mega-ultra generic. Visuals are nice. This should be 1 para if you have a visual, 2 without.) Claim: (Please draw borders round you hexes you wish to occupy. I require names for most geographical things. Please label provinces, mountains, hills valleys, landforms, seas, rivers, lakes, provinces, and cities. Note the capital. You may only place such aforementioned landforms and cities on the appropriate hex, unless there is no hex for it. In that case, use your judgement. This should take up a very large portion being I want descriptions. Try to keep descriptions to one line, but overall I would like 3 paras. If you have not enough areas for this, please elaborate on the given areas. Label [i]everything[/i]. Forts should be placed on strongpoints. Currency: (Include it's value relative to the USD. A brief description of it's appearance would be nice. Again, visuals are amazing. 1† (common currency) is worth $1, so use (alt+t) for comparisons.) Treasury value Inports/Deficiencies: Exports/Surpluses: Customs: (Include religion, culture, popular clothing, entertainment. Even savage orcs must do something outside of war. Try for 2-3 para.) Military:[hider=Mini Warrior Info sheet] Name: Archetype: (If it is not included, skip. If you have more than one per archetype, list both as the same archetype.) Equipment: (average) Chain of Command: (Please try for about 5 ranks) Leader: Appearance: •Visual: (optional, but nice) Strengths: Weaknesses: Other:[/hider] Specialty: (Things that aren't really included as an archetype but that your nation still has.) Cleric: (Druid/Monk/Priest/Crusader. If you are an atheist nation, it might be a martial arts master. I generally mush them in with this.) Warrior: (Paladin/Berzerker/Fighter/Battlemaster. Whatever. Definitely the most broad. I require two of this particularly category, due to it's broadness.) Ranger: (Can be a hunter, a loosely-aligned wanderer, a beast master, a marksman, a sniper, whatever. Also broad. Crossbows work too. Guns maybe, but make sure you weigh power.) Helper: (I would caster, but magic is too rare to call it that. This would be more medic. Or maybe siege technician. This is again, very broad) Siegeworks: (Catapult, trebuchet, Ram, Mobile Arrow Keep, Glider, whatever. Keep your imaginations broad. I do not need an engineer's manual, just quick overview on it's workings.) Mage: (For every 10 units that you have of your siege works, you are lucky to have one mage. They are immensely powerful. One hex on that map could be turned to ash by a sorcerer's ring of 8.) Cavalry: (Any sort of mounted unit. Get creative.) Tech: (Again, dark ages. Some people [i]may[/i] have cannons, but that is like a nuke in 1950. However, you still probably have some farming inventions, magic cement, whatever. Warrants 1-2 para) Magic: (Again, just a little more than LotR. For every 1,000 people, 1 magically gifted person may exist. Of these, 5 in 10 are educated enough to be competent. Magic is insanely powerful however. Just illustrate how it works) Strengths: Weaknesses: [/hider] [url=http://www.notdoppler.com/warlords-epicconflict.php]Warlord–Epic conflict. An inspiration.[/url] [hider=Stat Sheet] Armed Forces Statistical Report of the [Nation Name] Military •Troop Type (All stats 1-10) •Strategy •Survival/Stability •Morale/Rage •Armor •Arms Quality •Arms Training •Recon •Leadership •Agility/Movement •Strength •Troops per Unit •Units in Military •Troop value (A single mage is worth 100000†. A common spearman is worth 100† each.) Repeat the above for all troop types. [/hider] [hider=How War Works] 0) An attacker faction decides to attack a defender faction. The attacker announces his surrender condition. If the defender chooses to meet these, all battle procedures are skipped and the defender gives the attacker the surrender conditions. 1) 2 factions compete for a group of hexes. 2) Each faction sends an amount of units. Each nation within a faction must send at least 1 unit. If there are more units on one side than the other, the rolls and stats of 2 units are combined against one unit. 3) A GM or Co-GM decided the stats that apply. For example, Recon may not matter in an open field, but Strategy might be worth 2 counts. Counts are explained in the next step. 4) Said GM or Co-GM rolls a d10 for each stat count. A count is the amount of times a stat applies. If Strategy is worth 2 counts, than a d10 for strategy is rolled 2 separate times for each unit. 5) Modifiers are applied to each count. These are the stats in your Troop stat report. If a 5 was rolled for one count of leadership, and my leadership stat is 6, I get an 11 for leadership. Other bonuses may be added at the GM/Co-GM's discretion (For example, if one unit ambushed the other). 6) Count the wins and losses of both factions for each count. If the blue (attacker) faction won 6 counts, and the red (defender) faction won 5 counts, then blue wins. Because blue is the attacker, his surrender conditions are met. In addition, he also gains the combined troop value of all red units that he beat. If red won one of the battles, blue does not get that unit's troop value, even if he won the battle as a whole. If blue is composed of multiple factions, surrender conditions and other spoils are distributed according to the troop value that a nation sent. If red wins, red gains 2x the army value of all blue factions (debt is distributed by blue's troop value contributions) split among the defender nations according to troop value. [/hider] [hider=Acceptable Race Sources (Please site when presenting race)] Greek/Roman Mythology (Satyrs, Centaurs, Minotaurs, many Herculean beasts, gorgons, plenty more.) Norse Mythology (Giants/Ogres, Frost Elves, Demons, and more.) Tolkien (The classics: Orcs, Dwarves, Elves, and [s]Humans[/s]) DnD Playable Races (Includes exotic) EverQuest (They have one of the better race-selections options wise, at least in my opinion) Celtic Mythology (Not really sure what is here. I will accept it, being it is one of the Ancient European Mythologies on which most fantasy is based) [i][u]Classic[/u][/i] Subraces (Dark elves, White orcs, many elven subraces, dark dwarves, also anything found in DnD. Just do not go too insane. Technically, your nation is a subarea anyways, but please try to pick a theme from one of these.) If you think there is something I forgot, PM me. Demons/Devils (most likely led by an Archdevil/Arkdaemon) are playable and so are Angelborn (Most likely led by an Archangel) [/hider] PM me if you want to be Co-GM. I need quite a few. PM me with questions, comments, or concerns, or post them! Please use the most updated map. Even if a player is not accepted or leaves for one reason or another, I reserve the right to use your nation as an NPC nation.