[hider=Orngat][b]NATION[/b] [i]Nation Name:[/i] Orngat [i]Chosen Colour for Nation: [/i]Some kind of orange? With a little bit of brown? Is that what that colour is? In any case, that colour which it has had on the map all this time. Haha. [i]People of Importance: [/i] The ten members of the Order. Note, they are all dwarves. It’s been so for time immemorial. They lead the nation with decisions and debates among themselves. [b]Kalderur Tordud[/b] – The ancient Judge of the Order. He leads all meetings. While he has no specific area of power himself, it could be argued he has the most power of all the Order members. Grumpy, but wise and with a magnificent presence which commands the respect of all the others. [b]Belden Drunarum[/b] – The representative of Construction. He’s the one who makes sure that things that are needed are built and that all construction matters are going smoothly. One likely to grin and was quite adventurous and competitive in youth. Not quite as lively in age, but he tries. [b]Gegel Burgapal[/b] – The representative of Trade. He’s the one who makes sure that the entire population has the resources they need and that nothing goes wrong in resource exchange. A stout old dwarf, he keeps his head high and is obviously very proud of his nation, and all it contains. [b]Thirbek Radadak[/b] – The representative of Foreign Matters. He’s the one who keeps tabs on what occurs around the world, making sure that Orngat stays informed and he also acts as their ambassador. He's a very polite old man who's seen as likable and honorable, but he has a merciless mind. [b]Maar Buralode[/b] – The representative of Law. He’s the one who’s mainly concerned when it comes to all the laws of the land, and believe me, there are a lot of them. Also when it comes to punishment and such. May strike you as lazy or inactive, but he knows the rules by heart and seemingly never hesitates. [b]Rasur Tharum[/b] – The representative of Engineering. There is a lot of machinery in Orngat. This one is the one who makes sure it is all working properly and developed smoothly. A rather jolly one, known to encourage ingenuity and progress, and has a wealth of knowledge to back it up with, too. [b]Rak Garkafal[/b] – The representative of Finance. He’s the one that ensures that everything is within budget. Orngat is a rather rich country, but someone needs to take care of it all. A glassed old dwarf who is known for considering the options none other would, and being quite the perfectionist. [b]Zuth Falmal[/b] – The representative of Health. She’s the one who makes sure the country is taking care of itself, and has all the things that they all need to stay healthy. A caring old dwarven lady, she's quick and professional on the matters which requires attention and sharp for her age. [b]Raru Reilode[/b] – The representative of Security. The one that is in charge of making sure that everything is safe WITHIN the country, taking care of police and beasts and the like. Somewhat known as the angry one of the Order, but there is no questioning the competence of this cranky old dwarf. [b]Azras Burapal[/b] – The representative of Defense. The one that is in charge of making sure that everything is safe OUTSIDE the country, taking care of the entire military and such. A respected old dwarf whom often looks bitter, but this may be because he's constantly reminded of his important job. [b]Anton Evald[/b] – The human representative of Orngat, and also a representative of the people. A very well-respected man, who the media loves to write about. The man most people would turn to for comfort. [b]Jonathan Roadan[/b] – A young, human mechanical genius who’s been acknowledged for his excellent mechanical ability that it was thought only dwarves could possess. He’s happy and proud of himself. He’ll be our eye from the public of Orngat, to learn how things are on a more relatable scale. [b]Penokio Dallas[/b] - A middle-aged, somewhat overweight human resident of Orngat. An engineering teacher by trade, he's supposed to be training Jonathan but the boy is already way better than Penokio ever was. Somewhat of an eccentric among the populace of Orngat, he worries a lot and thinks of many potential conspiracies as well as tries to read hidden truths in any newspapers he comes across. [i]Races: [/i]Dwarves and Humans [b]TRAITS:[/b] [u]National Trait[/u] – 1 pts (1 total) [i]-Metal Men: [/i]Gives a bonus to Mechanical Walkers and Warriors. [u]Army Type[/u] – 1 pts (2 total) [i]-For King and Country!: [/i]Gives 200 units of professional Military Units [u]Professional Military Units[/u] – 2 pts (4 total) [i]-Mechanical Walkers: [/i]Allows creation of Mechanical Walkers. [i]-Mechanical Warriors: [/i]Allows creation of Mechanical Warriors. [u]Navy Type[/u] - 1 pts (5 total) [i]-Iron Waves: [/i]Fields 50 Ironclad units. [u]Navy Units[/u] – 2 pts (7 total) [i]-Transports: [/i]Allows creation of Transports. [i]-Ironclad: [/i]Allows creation of Ironclads. [u]Flight Type[/u] – 1 pts (8 total) [i]-They Shall Fall: [/i]Fields 60 Interceptors. [u]Flight Units[/u] – 1 pts (9 total) [i]-Interceptor: [/i]Allows creation of Interceptors. [u]Military Traits[/u] [i]-Superior Forging: [/i]Gained from the +1 Military Trait from Dwarves. Soldiers have an advantage in combat. [i]-The Smell of Sulphur: [/i]Gained from the +1 Military Trait from Humans. Things that use Cannons have an advantage in combat. That'd be Ironclads, Interceptors and Walkers, right? [u]Naval Traits[/u] – 3 pts (12 total) [i]-Ship Building: [/i]Allows construction of a Navy. [i]-Ship Artillery: [/i]Fits Cannons on ships. Gives Ironclads an advantage in combat. [i]-Ironclad: [/i]Allows the selection of the Ironclad Navy Unit, for one additional point. [u]Flight Traits[/u] – 2 pts (14 total) [i]-Dirigibles: [/i]Allows construction of an Air Force. [i]-Air Artillery: [/i]Fits Cannons on dirigibles. Gives Interceptors an advantage in combat. [u]Magic…[/u] -NONE. [u]Technology Traits[/u] – 7 pts (21 total) [i]-This…is…my…BOOMSTICK!: [/i]Allows the development of gunpowder-related troops. [i]-Alchemical Alloys: [/i]Makes Mechanical Walkers and Warriors harder to kill. [i]-Cannons: [/i]Gives Mechanical Walkers and Warriors an advantage in combat. Also replaces "Catapult" with "Cannons" regarding Artillery. [i]-Steam Engine: [/i]Gives Mechanical Walkers and Warriors an advantage in combat. [i]-Mechanical Walkers: [/i]Allows the selection of the Mechanical Walker Military Unit, for one additional point. [i]-Mechanical Warriors: [/i]Allows the selection of the Mechanical Warrior Military Unit, for one additional point. [i]-Controlled Flight: [/i]Allows for the selection of the Dirigibles Flight Trait, for one additional point. [u]Racial Traits[/u] [i]-Dwarven Defences: [/i]Dwarf Racial Trait. Gives all soldiers an advantage when defending an owned province. (… That goes for mechanical ones, too, right?) [i]-Explorers by Nature: [/i]Human racial trait. Allows greater knowledge about the immediate neighbors. This takes form as a unit of capable human scouts which are commanded by Anton. They're very willful, though can't fight for life. [u]Nation History[/u] Orngat arose deep underground. In the past, a populace of dwarves fled the invaders on the surface and hid deep under a mountain, sealing the way back out. Through their excellent know-how of machines, they were able to carve out mighty halls and build their new home. They found water, and they found fish in the water which was no doubt linked to the outside world and had the capability to make crops grow in the earthly caverns so their survival was assured. They lived in there, safe and sound, for millennia. Their technology grew, their Order was founded, and the people became less and less afraid of what might await them outside. In a life-changing decision, the dwarves decided to break out to see the sun again. This was achieved, easily, but now the humans that had invaded long in the past had settled there. However, neither the humans nor the dwarves remembered their past, so the two races happily exchanged information with one another, humans sharing their experience with the above world and the dwarves sharing their technology. They became as conjoined very quickly. A peaceful nation, the Order of Orngat ruled their nation with light hands that wanted to ensure that their public was at its happiest. Over the entire nation, mechanical constructs did all the heavy work, and as such the populace has grown lazy, spoiled, yet undeniably happy. To keep their nation safe, the Order constructed the strongest warriors to keep them safe on land, the strongest ships to keep them safe on the sea and the strongest dirigibles to keep them safe in the air. Walkers on land, Ironclads at sea and Interceptors in the air. All driven by machines. And so far, it has worked. The people feel no fear. … But the Order does. They have spoiled their populace happy, and they fear changing this. No dwarf or human in the nation expects ever to be in danger. The nation of Orngat doesn’t even have any method of conscripting regular citizens, they expect this all to be done by machinery. No emergency troop procedures. The only thing that exists is a plan to possibly evacuate back into the caves they lived in for so long. The Order fears for the future, having heard of the actions of other nations, and of these ‘shadows’, from distant lands… What will happen in the future? Will their extremely powerful machines be able to keep their nation safe? Will the populace be able to remain spoiled, forever and ever? Will Orngat be able to maintain their status quo? Only time will tell. [b]MILITARY:[/b] [u]Army[/u] -150 units of Mechanical Warriors (1500 warriors) -50 units of Mechanical Walkers (50 walkers) [u]Navy[/u] -50 units of Ironclads (50 ironclads) [u]Airforce[/u] -60 units of Interceptors (60 interceptors) [u]Territory[/u] -54+56+57, which was the territory of Orngat. My apologies, orc inhabitants.[/hider]