[hider= MY NATION] [b]Nation Name:[/b] The Republic of Andinon [b]Chosen Colour for Nation: [/b] [color=orange]Orange[/color] [b]People of Importance: [/b] [b]Darius Thunderborn:[/b] The leader of the Arch-magi, he also holds a substantial say in the government. For the most part he stays on the coastal cities, ensuring no ships ever get close. Countless fleets have been driven off course by freak storms, or found themselves suddenly sailing back the way they came. Darius takes pride in his work is adamant that the help of others isn't needed. [b]Alfred Granious:[/b] A general of the royal guard his say is as important as anyone's in the decisions of the nation. Though he stands even shorter than most gnomes make no mistake, he's a mini-hulk in disguise. Many think the gnomes to be a physically weak race, however its a matter of choice, not ability. Alfred wields a greatword as big as a human, and you don't know terror until you see a fellow the size of your waist chopping people in half with a weapon that looks like it belongs to an ogre. If ever the gnome Royal Guard are forced into a toe to toe fight, you can count on Alfred being at the front of things. [b]Fenris Thunderborn:[/b] Greatness runs in the family. Fenris dabbled in magic but found the exhilaration of the Harriers to be more to his liking. There's nothing quite like riding a giant hare through a forest and the thrill of combat makes it that much sweeter. His understanding of strategy and tactics make him a vital part of the Harriers. [b]Ariana Glisten:[/b] A powerful illusionist that keeps ahold of the political side of things and makes sure everything runs smoothly. She is remarkably clever and more than willing to tell a half-truth here and there to ensure she gets what she wants. [b]The Red Baron:[/b] His real name is Corki[sub][s]not a referencep[/s][/sub] but his skills have earned him this moniker. Corki is a nationalist through and through, proudly serving his country with suicidal charges in his own hand-built Falcon. With a little help from his Arch-magi wingman of a wife the outfitted craft flies faster and hits harder than anything else in the sky. No mission is too dangerous for this daring gnome and the last thing you want to do is tell him somethings impossible. Corki serves as the overall commander for the Falcons. [b]Races:[/b] Gnomes TRAITS: [b]National Trait:[/b] Airmen: Your nation is just as home high in the clouds as they are with their feet on the ground, your people love to fly and have mastered the art (Your nations Fast, Fighters, Bombers and Interceptors all have an advantage in combat) [b]Army Type:[/b] For King and Country!: Your nation has proud citizenry who yearn for the chance to serve in the military. As such you have a small, well trained, and superiority equipped army to call upon; however conscripts don’t mesh well with them. (Start army size: 200 professional units, no conscripts.) Conscript Military Units: None Professional Military Units: [b]Arch-Magi:[/b] Nearly as important as their flying force are the arch-magi. They are the second trump card of the republic. Gods among gnomes crackling bolts of lighting rend furrows through the army and enemy armies, hurricanes tear apart airships and waterships alike. Few can stand before the wrath of these mighty mages. [b]Harriers:[/b] Gnomes require a unique mount given their size as normal horses would be nearly impossible to control. Instead they ride a sort of giant hare. These mounts have un-matched agility and speed far outpacing anything else on the ground. The warriors wield a mix of light bows, various throwing weapons, and lances. [b]Storm Shadows:[/b] Gnomes for the most part lack the physical strength to fight the larger races. So for the most part the rely on magic to aid there where brawns can not. They rely on powerful air magics and illusions to turn the tide against their enemies. [b]Ballista:[/b] Heavy wheeled crossbows that fire bolts capable of piercing through dozens of troops in a single shot, these are most commonly mounted upon the gnomes aircraft. However on rare occasion they will be deployed on the ground for devastating ambushes, smashing enemy lines quickly with either giant bolts or stones. [b]Royal Guard:[/b] Though the gnomes rarely have use for such an immobile force there on occasion comes a time where illusion and tricks work no longer. When this time comes the Royal Guard steps onto the battlefield, wearing amour almost as heavy as they are and massive shields. Behind which heavy maces lay, waiting to smash anyone who gets close enough to get hit. Navy Type: None Navy Units: None [b]Flight Type: [/b] Speed is of the Essence: Some nations are driven by a desire for the greatest speed imaginable, and this is evident in their Dirigibles. Used in lightening quick strikes, this air force can be a crippling force for the enemy. (Airforce Size: 100 Fast Units) [b]Flight Units, Falcons: [/b] The primary strength of the Realm of Andion, these fearsome aircrafts are the main reason for their survival. Between the fearsome magis that help these ships and the years of experience the pilots have, these falcons can devastate supply lines or an entire army in seconds before vanishing back into the sky. [b]Military Traits:[/b] [b]Wizardry: [/b] Centuries of delving into the schools of magic have granted your nation a deep understanding of how the winds of sorcery blow across the lands, and have adapted to channeling it. (Your Magi/War-Magi all have an advantage in combat) [b]Fearless:[/b] Your soldiers don’t know the meaning of fear and will charge into overwhelming odds without flinching. (Fear has no effect on your armies and they will not run till one army is wiped out unless ordered to) Against the Dark: Your men have seen and heard of the horrors that come from the shadows and have seen that it dies just like any other enemy. No more will your troops fear the Darkness, they will embrace it. (All your troops have an advantage against the Darkness) Naval Traits None [b]Flight Traits[/b] [b]Dirigibles[/b] (Requires Air-Bending/Controlled Flight): Your nation has adopted the power of flight as your own and can field a formidable Airforce. (Allows your nation to have an Airforce) [b]Ace Pilots [/b] (Requires Airmen trait): Men with no sense of fear, who thirst for the adrenaline of pushing their craft to the very limits, these pilots are legendary (Your Dirigibles all have an advantage in combat) [b]Advanced Engines[/b] (Requires Steam Engine Trait): Heavily adapting the basic steam engine into something far more powerful, your Fast Dirigibles move like a blur across the sky, heralded only by an unearthly roar of engines. (Your Fast Dirigibles can move two provinces a turn) Necromancy Traits [b]Raise Dead[/b] Divine Magic Traits None [u]Elemental Magic Traits[/u] [b]Lesser Air Magic: [/b] Your people can control the winds in minor ways, creating small barriers of air to block arrows, creating fists of solidified air, creating or diverting small breezes. (Your Magi/War-Magi all have an advantage in combat) [b]Greater Air Magic:[/b] (Requires Lesser Air Magic) You can hurl bolts of lightning or create/redirect gale force winds. All the fury of the storm is at your beck and call. (Your Dirigibles all have an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat) [b]Air-Bending:[/b] (Requires Greater Air Magic) The ability to lift themselves other people and even entire vessels is an art that has only been mastered by a select few nations, but those that have are able to field devastating Air Forces. (Allows you to take the Dirigibles trait) Lesser Earth Magic: The ground beneath your feet lends strength to you, you can reshape rock faces to a form more pleasing to you, raise small juts of earth in front of you to form small defensive emplacements or pick up and hurl a small rock and have it grow to a boulder in the course of its flight. (Your Magi/War-Magi all have an advantage in combat) [u]Illusion Magic Traits[/u] [b]Cloak of Invisibility:[/b] You are able to extend a blanket of illusion over a fair sized area and grant yourself and others the illusion of not being there. (You can enter enemy Provinces without being noticed when your Magi/War-Magi are present unless they have Homeland Security) [b]Spectral Army:[/b] You are capable of forming an entire army of imaginary soldiers from the stuff of your mind. Unfortunately at the slightest knick they poof out of existence. (Just before battle you can conjure 10 Professional/Conscript Units of your choice for every Unit of Magi/War-Magi present, but they cannot fight) [b]Flitting Shadows:[/b] (Requires 2 other Illusion Traits) From the mere glimpse of metal in sun to the reports of whole armies, your Magi can trick the scouts and spies of your enemy into spotting false numbers and movement. (You have the power to control the numbers and basic movement your enemies scouts see when your Magi/War-Magi are present) [b]Clear Vision:[/b] (Requires 3 other Illusion Traits: Free) Years of manipulating Illusion Magic yourself has allowed your Magi to see clean through any attempted Illusion Magic against them (You can see through any Illusion Traits when your Magi/War-Magi are present) [b]Technology Traits[/b] [b]Steam Engine: [/b] You can create energy by boiling water! Amazing! (Your Mechanical Walkers/Mechanical Warriors/Ironclads all have an advantage in combat) This…is….my…BOOMSTICK!: You are able to create an Arquebus, a firearm capable of piercing plate armour at close range, but at long ranges it will only penetrate lesser armours. (You are able to field Arquebusiers) Pistols (Requires Light Cavalry and This is my Boomstick) By sacrificing the power of the Arquebus, engineers have managed to create a smaller version, able to be fired from horseback, creating a swift, skirmishing unit. (Can replace Light Cavalry with "Pistoliers") [b]Racial Traits[/b] [b]No One Lives Here, Honest!(Racial): [/b] Your people are masters of concealing entire communities with a shroud of illusion, making it difficult for others to find you. (You can control the reports of your enemies Scouts against you) [b]Nation History[/b] The Republic of Andinon is an ancient gnomish civilization, that once consisted of a haggled and trapped group of gnomes that had been driven to the edge of the continent over many years by a combined force of goblins and orcs. Though the gnomes were far superior in quality, they simply couldn't match the massive number of enemies. At least they couldn't, until one their war magi leaders developed air-bending. The slow push that had occurred over centuries quickly reversed itself and the gnomes fought back and took their land, entirely leaving no survivors from the joint armies. The kingdoms that had sent the armies suddenly lost contact. After several more battalions were lost they gave up on attempting to bully the once weaker nation. From then on any who found it were given a single warning before being destroyed by the fearsome falcons that patrolled the skies and warmages that watched the borders. The gnome group had determined long ago they neither needed nor desired interaction with the other races, they were content as they were. The kingdom was large and the gnomes few in population, so expanding wasn't the highest up on the list of priorities. However with the threat of the Great Shadow the republic has realized they can't hope to stand against it as they are. They either need more land and more soldiers, or allies.[sub][s]Winter is coming[/s][/sub] [hider=MILITARY] Army Professional Military Units 60 Arch-Magi(War-Magi) 3000 Harriers(Light Calvary) 700 Storm Shadows(Magi) 15 Ballista(Artillery) 750 Royal Guard(Heavy Infantry) Total Army size of 4525 Navy N/A Airforce: 100 Falcons(Fast) [/hider] Desired location: 6, 14, 15 [/hider]