Author Topic: OOC: Kingdoms of the IV  (Read 142064 times)

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Offline SirEmilCrane

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OOC: Kingdoms of the IV
« on: April 17, 2012, 07:53:09 AM »
This is the OOC thread for Kingdoms of the IV, the fantasy counterpart to Empires of the IV. All credit for this idea goes to Rin and wherever he got it from. This is a game where you control an empire however you want. Do you want to conquer? Or perhaps trade? Perhaps you'll sit quiet the whole game and unleash your magical doomsday device at the end? Its your Kingdom, play it how you want.


We're live!
http://game-iv.com/index.php?topic=371.new#new

Spoiler for Technology, Magic and Religion:
The game begins with technology, magic and religion all set to a "standard fantasy" level. What I mean by this is that magic is fairly rare, technology is at a 13th century level and the gods can only influence your nation and on a limited level. Through time you can chose to develop one or more of these areas, though developing multiple sectors takes significantly more time than sticking to one.

Spoiler for National Focus:
At the start of the game you may select one of the three area to focus on, this allows you to get a bonus at the start of the game on one. Other advances have to come through time.
Example Bonuses:

Technology:
Gunpowder
Deep water sailing ships
Blast Furnace Steel

Magic:
Arcane Warriors
Wide Spread Magic
Racial Resistance

Religion:
Champions of the Faith
Holy Medicine
Zealous Population

Spoiler for Kingdoms Sheet:
Code: [Select]
[i][u][b]Kingdom Name[/b][/u][/i]

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[u][b]Leader:[/b][/u]

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[b][u]Territory:[/u][/b]


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[b][u]Race:[/u][/b]
[u][b]Description of Race:[/b][/u]

[u][b]Population:[/b][/u]

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[u][b]Society:[/b][/u]

[u][b]Stance on Magic:[/b][/u]

[u][b]Religion:[/b][/u]

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[u][b]Government:[/b][/u]
[u][b]Economy:[/b][/u]

[hr]
[u][b]Army:[/b][/u]
[u][b]Navy:[/b][/u]

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[u][b]Technology:[/b][/u]

[u][b]National Focus:[/b][/u]

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[u][b]Background:[/b][/u]




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[b][u]Alliances:[/u][/b]

[b][u]Trading Agreements:[/u][/b]

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[u][b]Strengths:[/b][/u]

[u][b]Weakness:[/b][/u]

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[u][b]Best Infantry Unit:[/b][/u]

[u][b]Best Cavalry Unit:[/b][/u]

[u][b]Best Naval Unit:[/b][/u]

[u][b]Best Warmachine/Seige Engine:[/b][/u]


Spoiler for Magical Creatures:
Everyone knows dragons exist on the south isles, and altmark has been trading in griffons and hippogryffs from the mountains for years. But, people who vesture too far north or too deep in the woods have a nasty habit of disappearing.

Spoiler for Diplomatic Actions:
You must inform players of any major diplomatic actions in advance before you undertake them. This is the good old days, sudden strikes are simply not done, you have to DoW (Declaration of War) someone and ensure they see it before you attack them. This also goes for peace, trade agreements, non aggression pacts and such like. Ravening hordes can ignore this.

On Conquering Kingdoms

I have a suggestion, Rin: we tell you whenever we go to war against a minor nation, we mark out the borders of that nation, and then show what we claim to conquer. And when the war is over, you edit the map with the new territory.

This will create a new rule: the larger the claim, the longer it will take. Further development of this rule will occur.

Spoiler for Final Notes:
Remember this is the olden days so tech research goes a lot slower, especially if you have a large lard based kingdom. Armies over 10 000 except for short periods of time, or for the largest empires in times of need, are not feasible.  We start on the north continent. Players are encouraged to create adventuring characters from their kingdom to have a mini RP inside and RP, and trust me, adventuring will have its rewards. The rest of the north continent is made up of small city states and lesser kingdoms, which can be conquered.
« Last Edit: April 28, 2012, 12:09:27 AM by SirEmilCrane »
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Offline SirEmilCrane

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Re: OOC: Kingdoms of the IV
« Reply #1 on: April 17, 2012, 07:53:29 AM »
LIST OF KINGDOMS
Inactive Members have been moved to the storage.
Keep in mind, your Kingdom resources and K.S are still saved onto your Kingdom Folder
within the Game Folder. If you continue playing again I will move your stuff back in place.
This is used to preserve post cap



Spoiler for The Abbasid Emirate, played by Ragez:
Kingdom Name The Abbasid Emirate


Leader: Emir Issa II


Territory: A nation of relatively large size in the middle-east of the continent, the Emirate is a largely desert nation; with the occasional oasis or savannah popping up. Farming, mining, and construction are the main sources of revenue for many Abbasids; but the Emirate's main source of income is trading, with Abbasid traders capable of being found trading their valuable goods across the entire known world. The capital city of the Emirate, Derris Kharlan, is located on a large fortified plateau; making it neigh impossible for invading forces to enter.



Race: Human
Description of Race: The Abbasids are a mostly Arabic people, with some other races intertwined. They're fairly tall, with most males averaging at 6 feet tall, and hair colors mostly coming in black or dark brown.

Population: 3.2 million


Society: Abbasid society is a mostly class-free society, with farmers, workers, and traders being looked at equally by the government. There is no 'noble' class in the strictest sense, but there are many respected and rich families that make their living as heads of industry which could be viewed as the noble class of the Emirate; but even they are not given more privileges than the average citizen.

Stance on Magic: Mages are respected throughout the Emirate, with the Emirate's main form of magic, Alchemy, being the most popular and studied form of magic. But magic still is not incredibly common in the Emirate, with only 1/6th of the population being able to use it, and even less being able to wield it proficiently.

Religion: The Abbasid Emirate has a monotheistic religion, with a single, omnipotent god being worshipped by most Abbasids.


Government: The Emirate is an absolute monarchy, with a council named the Shura Council consisting of representatives from every province in the Emirate having power, but not as much as the Emir himself. What differs the Abbasid Emirate from most monarchies is that the next in line is not decided by the current Emir, nor is it automatically his first born son. The Emir is chosen by votes gathered from all those in the Emirate, with the candidates being limited to the sons of the incubent Emir; this is to ensure that no civil wars occur for the throne.

Economy: Excellent, aside from valuable resources being plentiful in the Emirate, Abbasid traders can be found nearly everywhere. The popularity of Abbasid trading largely comes from the ability of the Emirate to acquire highly sought and very rare items, along with having honorable merchants that largely never attempt to cheat.


Army: Abbasid armies are medium sized, with the Emirate mostly depending on advanced technology or magic in place of numbers. Most soldiers are equipped with scimitars and daggers, with a few musketeers or crossbowmen scattered across the ranks. Mages are used commonly, with Alchemists and Swordmages being the most prominent Mages in the army.
Navy: Abbasid navies are, similarly, medium sized. But this is compensated by their technological ability second to that of the Atmark navy, and their rare use of magically enchanted ships. Cannons are commonly used, but boarding tactics using small and fast ships are equally common.


Technology: The Emirate's technology is fairly advanced, thanks to trading and efforts made by Abbasid scientists. Abbasid Steel is among the most sought-after steel in the world, but gunpowder is mostly imported from other nations. Basic deep water sailing ships also exist.

National Focus: Blast furnace steel, and magically-enhanced technology.


Background: The Abbasids originate from Beduin tribes that wandered across the continent, without any real territory to call their own, but having a sense of cultural identity that kept them together. One day, Abbas I, the founder of the Emirate, grew tired of this. He had little authority over the tribes, being one of the smaller ones, but one day declared that his tribe would walk till the ends of the planet until they found a land that called out to them; and when they found this land, they would make it their homeland.

His tribe, unquestioningly devoted to him, follow him. And they walked and walked until one day they arrived at the top of a large plateau. Abbas suddenly declared that this land would be their homeland, much to the confusion of his tribe who saw nothing but desert in the area. When asked why by his tribe, Abbas replied with this: "Look at the sky, my tribe, do you not see how it's clouds offer us respite by shading this land? Feel the wind, my tribe, do you not feel it's gentle breeze dispelling your weariness? Look at the earth, my tribe, do you not see the potential hidden beneath it?"

To prove his point, Abbas told his tribe to wait for a few hours for the sun to inconvenience them with it's glare and heat; it did not. He then told them to feel if the wind ever became too humid or too fast within a three day period; it did not. He then dug a small hole, and asked his followers to feel if the soil was damp; it was.

His tribe soon settled the area, and the other tribes -enticed by the promise of a homeland-, soon followed. And thus began the Abbasid Emirate.


Alliances: None currently, but the Abbasids are nearly always willing to ally with other nations.

Trading Agreements: The Abbasids are practitioners of free trade, with exceptions being made to nations that they're at war with. Trade favors are often used in negotiations.


Strengths: High quality steel, Alchemy, magically enhanced technology, strong plate armor, and and highly trained soldiers.

Weakness: Comparatively small numbers, a small amount of musketeers due to the importing of gunpowder, and a lack of experience with war.


Best Infantry Unit: The Gandalfr, a group of Alchemist Swordmages with heavy plate armor. Bringing together the best of both types of Abbasid magic, Gandalfrs are incredibly useful on the battlefield.

Best Cavalry Unit: The Faris, fast horsemen armed with all manner of weaponry, lances and long scimitars being the most common.

Best Naval Unit: Heavy Dhows, with some being magically enhanced.

Best Warmachine/Seige Engine: Heavy Bombard Cannons.

Spoiler for The Kingdom of Praof, played by wisekill1:
Kingdom Name Kingdom of Praof


Leader: King Lami the singer.

This noble man has brown eyes with thick eyebrows, his hair is black.
He has  broad shoulders and his skin is white.
He loves to sing and always wears his crown, he has lost it 3 times, 1 time while hunting, the crown was returned later by a peasent who was in turn awarded with a small fief. And two times while sailing, after both times he said: "The god Errir of the soft sea has demanded a small offering of gold, I gave my crown just as the common sailer would give his gold."

Territory:
This is a map of the territory owned by the Kingdom of Praof with the start of the game, it's not likely too be updated but it would still give you a picture of the inner kingdom later in the game:


Race: Human
Description of Race: The people of Praof are long man and woman, equally in lenth they have an average of 170CM (5.8 Feet for all you non metric people.)

Population: 2.3 million


Society: The kingdom of Praof is a constitutional monarchy, with the king as head and a council of nobles (Elected by other nobles) the provide the king with advise and limit his power. after the king and the council the most powerfull people are dukes, they can (with approval of the king/queen) start wars with each other or colonize unclaimed land. Their titles are inherited by the oldest son or daughter of the duke.
Below the dukes are High priests allthough they do not own much land they have huge tempels that honor the many gods. when a High priest dies the council chooses a new high priest, All forms of crime are punished by death if they are commited on "The land of the gods" and all for all nobles and even peasants it's a honor to give suplies to the church.
Below the High priests there are Barons they often control a single or small amount of fiefs and are not allowed to wage war against each other, it's not uncommon to reward a knight with a barons title.
After the Barons there are Courtiers living in the court of the king they are very rich and powerfull, but without controling any land.


Stance on Magic: Magic is accepted but rare, all magicians must either work in a healing house or serve in the millitary/navy

Religion: The people of Praof honer many gods


Government: Constitutional monarchy the first male or female heir of the king inherits the title.
Economy: The people of Praof use water powered sawmills to produce timber on an almost industrial level, this makes almost everything apart from castles houses of richer people of wood. This also makes sure ships are cheap to make since the wood is abundant.


Army: The kingdom of Praof has a strong calvalry division used to keep order in the northern colonies these riders are fast and equiped with lances and mail armour. The infantry is armed mostly with melee weapons but also has a few very basic handguns. altilery is used as defensive weapons and support.
Navy: The kingdom of Praof has a large but not very strong navy, their ships are strong and can sail far but are not realy made for combat.


Technology: The people of Praof have water powered industry and stong horses but they are still low level on gunpowder.

National Focus: Deep water sailing ships


Background: The Kingdom of Praof originated from the west of the kingdom, from there it took many genarations to colonize into the main continent, conquering small city states who wouldn't bow to their new kings.





Alliances: None yet

Trading Agreements: The Navari are a strong trading partner of the kingdom.


Strengths: The kingdom of Praof has many cunning strategist and generals, combine this with a very orginized army and you get something that matter as much as numbers or firepower in a war. Some city states surrenderd only at the sight of the Army marching towards them.

Weakness: The millitary is small in the peacefull regions of the state, because it's on a peninsula a strong line of fortresses and defensive structures protect the kingdom from everything. Anyone who sneaks past this might be able too take quite some land before reinforcements arrive


Best Infantry Unit: The Heartlock soldiers are the longest and toughest men you can find in the army they have a light chain mail and sometimes leather armour but carry with them a two bladed battleaxe, when the enemy was close to the main army in some battles they sometimes run after the heavy cavalry in a charge and only arrive a few seconds later, leaving the charge itselfs to the cavalry but killing everything near them before the enemy routs.

Best Cavalry Unit: The Firehare riders are not often used in battle, they patrol the roads and are used as rangers and scouts. only protected by leather they ride on red-brown horses and use their lances and bows to take down everything that isn't welcome in the kingdom.


Best Naval Unit: Caraval

Best Warmachine/Seige Engine: The heavy cannon can fire heavy metal balls towards anyone who comes near, it however does not often hit the target.

Spoiler for The Undead, played by LordNecross:
The Necropolis


Leader:Theras the Mad Lich
Spoiler for Theras:


Territory:A Large expanse of lands in front of a place known as the GrimStone Mountains.
Capitol city- The Necropolis- City of the Dead, this city used to be a thriving Human community, that was powerful and had one time conquered all the known lands, now its just a city of black stone with nothing but phantoms and the undead within its halls and cities. Besides the Grim and Dark Beauty of the city, or its once beauty the most Notable features are the Large Human shaped Collosusi carved into the the Mountain, and two Mostly Buried ones before the Palace. These Collussi are the most Powerful things to exist in any land army, though they cannot be brought to War they simply Defend the City, under no ones command besides the ancient magics that made them.
Two of these stand to either side of the City, unmoving but attack with magic in crisis, but cannot be commanded or controlled
Spoiler for Mountain Colossi:
These two are Burried in the Grounds before the palace, and only emerge to defend the city, and nothing else.
Spoiler for Buried Colossi:



Race:The Undead
Description of Race: The undead are those who have died regardless of species or past life, if they are killed and retrieved by other undead or Phantom carriages then they will join the undead. Undead vary from tortured ghosts, to Shambling skeletons, to Zombies of all sorts.

Population: 3 million Undead can include people from any nation any species as well, their numbers always increase with those who them have claimed, their smaller national numbers are made up by the fact that if needed all of them could go to war, which is something they will never do.


Society: Society is grim, as they are undead, they hate a hate of the living, not because they have life but because they can die unlike those who become cursed. The entire society is enslaved to the will of the Lich, with few exceptions.

Stance on Magic: Magic is an integral part of their society as the  Mad Lich is the most powerful masic user in the region. Magic can also be used by lesser lich and undead sorcerers.

Religion: They worship the Angel of Death, in hopes that the reaper will have mercy one day and take their lives finally.


Government: Monarchy, The Mad Lich is the sole leader and mastermind of every decision made.
Economy: Gathering of the dead is their largest purpose, they also punish Prisoners of other kingdoms who leave the criminals for the Undead to take back to the Necropolis, this is done with trades of materials, while for the most part they are self reliant due to their nature of being undead. Materials for wars and weapon production is standard though.


Army: The Army relies on numbers, and fear tactics and magic to win wars. Armies are generally large, and contain units for a wide variety of tasks. They have tactics which undermine standard marching armies and colliding in lines of men, these tactics are used in war but when facing an unprepared enemy they many surprise them and ensue chaos from within. Ground Armies are particularly powerful and the mainstay of this Kingdom, using cheap units that have high numbers, and are highly resistant to many things do to their nature of undeath. Their are Elite units that would give the elite units of any other army pause, their numbers are less, and their are ways of forcibly improving cheap units by spending resources on enhancing them through tactics no living creature could withstand.
Navy: The Navy is nearly non-existant, a few ships have been seen, mostly ghost pirates, they act of thier own accord though, but can be called upon by the Lich Lord Theras in times of need.


Technology: Metalurgy is common and standard, forging weapons for the army, usually cheaply as number make up for any lacking, These weapons are not high quality, but have curses upon them as standard, very simple curses with finality, those wounded with these weapons will join the Undead, eventually, even if the survive and recover from an injury. There is a unique resource that is only found in the Grimstone mountains, like its name sake it is the unique material known as GrimStone, which can be used in forging stone weapons that Never Dull and can accept more enchantments than other material, this can also be used in armor making with similar results, only the Undead know how to successfully craft such items, the down side is they are heavier than regular metal counter parts, but not so much as to be unusable.

National Focus: Magic- which includes enchanting, Undead with Magical abilities, and unique units.


Background: Not Much is known about them, except that they were created from what was once a powerful kingdom, but with their power they became arrogant and blasphemous. The Leader Theras, was not actually the Leader he was the high Sorcerer for the Ancient Emperor, but he some how angered the a god that cursed him with Undeath, a curse that spread through the entire kingdom making it an unsuitable land for the living. With his power though he Brought the undead under his command and waged  ancient wars against the living, which may be the reason so many people fear them, there are however no memories of these times, only the Undead knows what happened long ago, but it seems the Powerful Lich became Docile with time, seeming to give into his Curse and with time he went Mad, not entirely though. When questioned on the Past he may never tell the same story twice, but neither does he lie as there is some truth in each thing he says.




Alliances: None currently, though due to agreements made in life, the Mad lich has brought his army to bear for other nations who were able to prove that he owed them.

Trading Agreements: Its easy to make one, as giving prisoners along with materials for alchemy or metallurgy is how they trade, it would take more convincing to get standard resource trade, and their unique resources is impossible to acquire, only adventurers have ever been able to claim items made from Grim Stone.


Strengths: Numbers are their largest strength, they have unique and powerful units, but for the most part they aren't needed because with each war it adds more to their army, as people struck down by the Undead will rise as one of them. The Units are Diverse and typically outnumber any army, since more undead can be called to fight. They are also good with magic that makes them hard to put down as they may just get back up again, so it makes Lesser Lich priority Targets, but the Lich themselves are powerful spell casters usually protected by more elite units. Elite Units include, Undead Knights, Undead Assassins, Heavy Archers, Bone Giants, And Various levels of Lich, Zombies can also be considered Elite, but they are just harder to kill. Basic units include Skeletons Warriors which make up most of the army, they are strong but fragile units but can be equipped with armor to make them tougher, usually the armor they died wearing, the Skeletons can also be Archers, Horsemen Archers and other infantry. All infantry can be improved Magically with enhancements to their body structure, Turning them into Black Skull warriors, Warriors that have received a Metal infusion to their bone structure including marks of enchantment on the metal, increasing their resilience, but making them loud and clanking in combat. This is an upgrade any undead unit can receive. They are also extremely immune to dark magic, and have a higher damage threshold due to the inability to feel pain, also small projectiles are not as effective against skeletal warriors because a lack of body mass.

Spoiler for High Lich Priest:

Spoiler for Lesser Lich:
Spoiler for Assassin:
Spoiler for Heavy Archer:

Weakness: Besides  not being war prone unless the Lich commands it, they also have a strong aversion of holy items and land, they also have no Navy to speak of currently.


Best Infantry Unit: Black Skull Warriors, those who recieve the Metal Infusion into their bones with Enchanted metals, making them highly resistant to all damage, but can still be felled, they are usually divided into Leader like positions of larger units of regular Skeletal warriors, an entire Unit of them would be a nightmare to behold.
Spoiler for Black Skull:

Just Imagine the Bone part as black with markings and Metallic sheen

Best Cavalry Unit: Grimstone Knights- Bone Knights on Skeletal Horseback, both of which have recieved the Black skull treatment, and on top of that these knights also use GrimStone Armor and Weapons, they are far fewer, and are usually leader units, adding their strength to standard Knight Calvary, or Lesser Calvary.
Spoiler for GrimStone Knight:
Best Naval Unit: Current
ly the only Naval unit available is the Ghost Pirate ships, and they usually act on their own accord because of their distance from the Dead lands, since it is a land locked Nation
Spoiler for Ghost Pirate Ship:

Best Warmachine/Seige Engine: Bone Catapults- These catapults use a Large Skeltal Forearm and Hand for flinging rocks and boulders, which they can fling farther than a standard catapult but not as far as a trebuchet, they make up for this with numbers.
Spoiler for Catapult:

Spoiler for Kingdom of Navari, played by Tobbs:
Kingdom Name Kingdom of Navari


Leader: Queen Sofia II


Territory: A nation of respectable size on the northwestern edge of the continent. Besides the inland, the kingdom has 7 large islands and hundreds of small ones, most of the latter uninhabited. Navari's position has put them right on a major trade route "junction", and as a result, trade is a large part of Navari society.



Race: Human
Description of Race: A fairly tall people for their time, Navarian men are in average 180cm tall and women between 160 and 170cm. Most Navarians are also blonde and have blue or green eyes, though they are nowadays very varied in appearance.

Population: 3,8 million


Society: Being an absolute monarchy, Navari is built up in a social hierarchy ranging from the common farmer at the bottom, to the nobles, priests and mages near the top, where the king or queen subsides. Nobility is earned through birthright, but people who are deemed unworthy of their nobility will be stripped of it. Their offspring will keep the title of nobility, but people still tend to look down on them because of their parents. Navari is widely known for its equality between the genders - they see nothing wrong with a man doing what others would see as women's labour, and women doing men's work.

Stance on Magic: Magical abilities are looked up to in Navari, and those who possess this gift are encouraged training in order to further hone their skills. As almost a fifth of the population have magical abilities at different degrees, you will generally see a public School of Arcane Arts in any Navarian city, though exceptions exist.

Religion: Navarians tend to worship two gods: Vivia, the Goddess of Order, and Asiel, the God of Chaos. Neither of these two are malevolent, for they work together to make the world work. Despite people of many cultures arriving because of the trade route, practicing worship of any god other than Vivia or Asiel is forbidden, and is often punished by death, unless you're from another kingdom, in which you'll be exiled to go back to where you came from.


Government: Absolute Monarchy: the monarch reigns from the time the last king or queen dies, and rule for the rest of their lifetime, unless they abdicate for any reason. And when they die, their offspring take their place.
Economy: Navari economy is stable and growing, among others pulling profits from being in the center of a trade rout junction spreading to most of the continent. And since Navari culture largely promotes honesty, Navarian merchants are popular throughout the land, though there are of course swindlers taking advantage of this.


Army: Navari military is among the largest, and are even contesting with the distant Crusader States. Infantry is a large focus in the army, resulting in Navari having the finest heavy infantry troops and formidable bowmen and arquebusiers. But their cavalry and artillery are still very competent and able to break lines. But Navari's greatest asset is their wide usage of mages on the battlefield; warlocks chanting in the distance and so-called Vanguards charging in the front lines.
Navy: Navari has a fairly large navy, though they are mostly used to patrol the waters around the islands. Their ships generally have thick wooden hulls and most commonly between twenty and thirty guns, but their efficiency cannot be compared to technologically advanced states like the Altmark.


Technology: Trade has allowed Navari to adopt certain technologies from other nations, such as gunpowder and well-forged steel. They also have basic deep-sailing ships for patrolling the islands.

National Focus: Heavy infantry


Background: Originating from the Nalan tribes in the far north, the Navarians moved down the continent and originally settled on the largest of the seven islands - björntandsön. Slowly they began settling the surrounding islands and eventually grabbed a piece of the inland which slowly grew from conquest of minor states. Since then, Navari influence has kept spreading to the surrounding areas.





Alliances: None.

Trading Agreements: Because of their position, Navari is open to trade with practically anyone. This has greatly helped avoid wars through the centuries, and Navari is known to protect these trade routes well, so most people feel safe while travelling on Navari roads.


Strengths: Excellent heavy infantry, arcane warriors, steel and a spreading usage of gunpowder.

Weakness: Small usage of light and medium infantry, lies a bit behind on using gunpowder, though catching up, relying on their trade routes to keep up national expenses. Also uses slightly aged military doctrine, using brute force more in war than other more modern nations.


Best Infantry Unit: Nordländare - infantry unit in fully-covering heavy armor with the kingdom's green tabard on top. Nordländare are knights from the second largest and most-northern island Nordön. Equipped with a steel shield and broadsword as well, they are capable of causing some damage.

Best Cavalry Unit: Heavy knights, equipped with everything from lances to swords to morning stars.

Best Naval Unit: Galleon

Best Warmachine/Seige Engine: Currently the trebuchet, but cannons are slowly taking their place.

Spoiler for Crusader States, played by Grif101:
Kingdom Name: Crusader States
Leader: Richard I, King of the Crusaders
Territory: A collection of Kingdoms, Duchies, Archduchies and Principalities. Desert, Valleys, Farmland, Grassland and Coastline are the predominant terrain in this Kingdom
Race: Human
 
Description of Race: Northerner, Southerner and Arabic. Average height for males is 6"0' and females 5"5'
 
Population: 3.7 million
Society: The Crusader States are a multicultural, multiethnic and multireligious state though the Holy Trinity is the state religion. Class hierarchy is based on birth. At the bottom are the peasants, while at the top are the Knight Grandmasters, Cardinals, Dukes, Archdukes, Princes and Kings of the Realm.

Stance on Magic: Tolerant, though all magic users must submit to the Church and aknowledge the authority of the Church and State. Failure to do either results in death by burning, beheading, drawn-and-quartering, torture or banishment to the undead lands.

Religion: The Holy Trinity, though other faiths are tolerated.
Government: Royal Confederation. The rulers of the Crusader Realms make up the Council of Nobles. From this council the King of the Crusaders is elected. The current king is Richard I, King of the Levant. The Realms that make up the Crusader States are semi-sovereign, and handle their own internal affairs, including their own armies. However the various Realms acknowledge the authority of the King in external matters, and even internal matters if it affects the Crusader States as a whole.

Economy: Control of the major land trade routes such as the Levant Road and Spice Road, in addition the Kingdom's lucrative maritime trade has granted the Kingdom a strong and stable economy.
Army: The largest army next to the undead, the army is made up of professional Knights, Heavy Infantry and the elite religious Military Orders that contribute to the Kingdom's defence, these make up the Kingdom's backbone. However most of the army is made up of the semi-professional Men-at-Arms, Pikeman, Matchlock-wielding musketeers and the Arquebus/Halberdier formations. The Knights use full-plate, while the Heavy Infantry use an advanced partial plate design that affords mobility and protection. The rest of the army use partial-plate, that only covers the vital regions.

Navy: The Navy, though armed with cannon is small, as most of the budget goes towards the army. However, the few ships there are are heavily hulled and armed Galleons. Though they cannot match the naval superiority of nations like Altmark, they are a strong enough deterrent against war and have proven to hit above their weight.
Technology: The Crusader States are decently advanced nation, employing things such as steel and gunpowder.

National Focus: Zealous population, advanced plate designs
Background: The Crusader States was founded by Crusaders from the North, who came to reclaim their Holy Lands from the unbelievers. After a series of wars they finally managed to capture the Holy Land. From those conquests arose the Kingdom of Levant, Principality of Antioch, Duchy of Acre, Archduchy of Tripoli, Kingdom of Outremer and the County of Edessa. At first, these realms fought amongst each other. However, with the rise of Altmark, the nearby undead hordes and the Alladin Sultanates growing around them, the Crusader realms saw the importance of uniting to ensure the Holy Land did not fall to the infidel or undead. Now the Crusader States, as they called the new realm, boasts one of the mightiest armies in the world, a rich economy and a zealousness to the faith that ensures they will fight to the death to keep the Holy Land in the hands of the faithful.   
Alliances: None

Trading Agreements: Have excellent trading relations with Altmark, due the Crusader States abundance in sought after and expensive exotic goods, as well as gold and silver mines.
Strengths: A powerful land army with a strong economy to back it up. The army is a steamroller of steel, gunpowder and zealotry that crushes all who stand in their way.

Weakness: A very small navy that is only capable of adequately defending port cities. The navy is not capable of exercising a prolonged naval campaign, and though capable of deepwater travel, struggle with navigating such waters.
Best Infantry Unit: Levant Knights

Best Cavalry Unit: Knights Hospitaller

Best Naval Unit: Galleon

Best Warmachine/Seige Engine: Culverin

Spoiler for The Altmark Republic, played by SirEmilCrane:
The Altmark Republic


Leader: Sir Charles Blackthorne, Prime Minister


Territory: A small nation on the north coast, mostly farmland and forest.



Race: Humans
Description of Race: Pale, ranging 5 to 6 feet tall with brown and black hair and grey eyes.

Population: 1.5 million


Society: Altmark is a noble republic. Landed nobility exists, and the nobility convene in a parliament to enact policy decisions. Society is hierarchical but class mobility exists and is common. Money is the main source of class division, nobility is qualified by money, not birth. Altmark cities tend to be crowded and dirty, full of merchants and swindlers. Despite this the population is generally happy.

Stance on Magic: Magic is almost unheard of in Altmark, and those with the gift are feared, sometimes killed by the wary peasantry.

Religion: Due to being a cultural cross roads any and all religions are tolerated in Altmark, but the majority of the populace are not particularly religious.


Government: Noble parliamentary republic
Economy: Early form of capitalism, trade based using the resources Altmark has in abundance, gold and guns


Army: The Altmark Army is a small professional force based around armored musket armed infantry, thanks to bayonets they can also function as spear-men. Altmark also fields noble heavy cavalry units. 
Navy: Almark fields a huge navy, which enjoys dominance thanks to large numbers of cannons. The largest ships boast hundreds of crew and up to fifty guns.


Technology: Altmark has some of the best technology in the world, including access to steel, advanced ships and gunpowder weapons.

National Focus: Gunpowder weapons, working on deep water sailing ships.


Background: Altmark was founded by the Cranes, a rich family from the south. After series of wars the Cranes managed to control a significant portion of the north coast. With access to the coast invention of ships was inevitable. This lead to trade, giving the Altmarkers unprecedented wealth, thanks in large part to the huge gold mines present in their territory. The spread of ideas brought many new technologies to Altmark including gunpowder which has become their greatest asset. During the great plague of undeath, Altmark managed to emerge relatively unscathed due to their large numbers of guns. Currently Altmark trading posts exist in every major nation in the world. 





Alliances: None

Trading Agreements: Altmark will and do trade with anyone and everyone


Strengths: Guns and steel, professional experienced soldiers

Weakness: Small numbers, reliant on their navy, will not stay in wars that are unprofitable


Best Infantry Unit: While most of the Altmark army is armed with guns a small cadre called the Linebreakers use massive two handed swords and wear full plate armor. They are used where the fighting is thickest and can be counted on to hold or break a line.

Best Cavalry Unit: The Altmark Regiment of Horse, armed with lance, sword or mace and two pistols they are adaptable and hit hard. They are equipped with full plate and ride barded horses.

Best Naval Unit: Altmark first rate ships of the line have up to 50 guns and thick wooden hulls. They mostly stick to the coast but can venture into the deep sea if necessary. They have large crews and come with a full compliment of marines.

Best Warmachine/Siege Engine: The 24 pdr cannon is the standard artillery piece of the Altmark army. It can be fired at ships, infantry and castles and boasts an extremely long range.

Spoiler for Kingdom of Unani:

Kingdom of Unani


Leader: Cyrus Hoshira   |   Rin Hoshira


Territory: Capital of Aloveria in the Islands of Tyril



Race: Human, Fe'Juk
Description of Race:
Spoiler for Human:
The Average height of a human ranges from 5'7" to 6'5" for males, and between 5'0" to 5'8" for females. Skin colour ranges from Beige to a dark brown color. Eye Colour can be within the range of any known colour. On the back of both hands there is a Symbol that ranges in colours. Magic Wielders carry a Symbol on the back of their hands
Spoiler for Fe'Juk:
The Fe'Juk is a blue or green skinned creature who's height ranges from 4'10 to 5'8" for males and 4'6 to 5'4" for females. Eye Colour can be within the range of any known colour. Magic Wielders carry a symbol on the back of their hands

Population: 4 Million


Society: Peaceful society that both embraces and encourages Magic Users to the extent that users from all over the realm that know of the Unani Kingdom have gone to seek refuge from the places that look down upon them. Laws are set to allow integration perfectly between Magic and non magic users

Stance on Magic: Highly Tolerant

Religion: The vast majority of the Unani warship the God Feron, Though Religion is opened with citizens allowed to warship any god they choose, with some even going Godless


Government: Early Democracy. Districts share political power
Economy: Capitalist


Army: Army consists of Magic and Non Magic Users. Sorcerers and Swordsmen taking preference with Gunmen as special forces
Navy: Due to the nature of the Islands of Tyril, the Kingdom of Unani have developed boats which allow them to travel throughout the islands.


Technology: Gunpowder, Swords, Metalworking

National Focus: Hybrid of Technology and Magic


Background:
The Kingdom of Unani is based inside of the Islands of Tyril, with the capital having a single highly defended entrance. The Unani Kingdom has adopted laws that have made it the number one choice for magic users to move to with society being highly tolerant of both magic and non magic users alike. The Government is based off of an early democracy which was conceived by the previous king and queen of the Unani, with Rin and Cyrus Hoshira being the first every ministers. The Humans and Fe'Juk have always been together, having allied together much earlier into the Evolution and Migration cycle. When it was time, the two races worked together to create the capital city of the Unani which is known as Aloveria.


Alliances:

Trading Agreements:


Strengths: The Kingdom of Unani takes its strengths from being heavily unified. The Unani is hard to invade due to the requirement of Boats to get to the Inner Kingdom

Weakness: The Kingdom of Unani is known to be too trusting and due to being mostly peaceful and not needing to go to war often, less than average amounts of soldiers have actual combat experience.


Best Infantry Unit: M.I.D.A.F operate in tight-nit squads without a command structure. MIDAF soldiers are highly trained, magic capable, and are the only soldiers in the empire to have firearms. They have access to the best equipment and are given free range to take whichever actions needed to succeed.

Best Cavalry Unit: The Shadow-Mere is the horse of choice for Citizens and Military alike in the Unani. They travel at fast speeds, and for military they are normally armoured up.

Best Naval Unit: The Utaro Battleship is loaded up with cannons on all sides as well as massive sails which allow it travel fast throughout the water

Best Warmachine/Seige Engine: The Amin SiegeCannon which is a large sized cannon on wheels normally pulled around by two or three Shadow-Mere horses during battle. It fires a heavy cannonball that is usually lit on fire though an agent to cause extra damage

Spoiler for Raenmellann, Played by Godur:
Kingdom Name
Raenmellann

Leader:
Royalist side: Sicranniye Kelmoriel Faala, T'an Corolion -- Official sovereign (King).
Council of the Two Paths: Nevriye Tenevel Uliandon, T'an Luneriel -- Head of the Council.


Territory:
Capital: Dahere
A large nation, consisting mostly of plains and jungle, situated along the coast and a fair distance inland on the island just east of the main continent. A few larger cities spread mostly around the coast and along river banks and smaller lakes.

Race:Felyana - Elves
Description of Race:
The elves of Raenmellann are often slender,and usually somewhat shorter than the average of humanity. Smooth facial features, and sometimes pronounced cheekbones, are commonplace. Most prominently their ears are sharply pointed.

Skin colors range between a darker dusky gray to bright and fair, and frequently numerous tints of  dark, tanned and bronze skin inbetween.  Eyes usually range between golden and amber to violet and blue. Almost all elves have hair in silver or very, very pale golden hues.

Population: Approximately 5.6 million.


Society:
Raenmellann is officially an absolute monarchy, where the Sicranniye (or King) rules with the help of advising aristrocrats and feudal lords.  Inofficially however much of the country is largely controlled by an opposing faction called the Council of the Two Paths. The two factions are strongly opposing one another, due to political and quasi-religious reasons, and both have many followers both among the nobles and the common people.

Stance on Magic:
Magic is highly respected and prestigious. To the point where noble houses sometimes attempt to adopt anyone who prove to have magical affinity.
Religion:
Three large faiths:
* Ilasi, the mother of all elves, and her daughters form the pantheon a polytheistic religion, usually referred to as Ilasion Felyana, and has been the dominant religion in Raenmellonn for many centuries.

*The Two Paths is a sect of Ilasion Felyana that has spread and gained in followers lately, and is largely similar to its mother faith with the exception that it refers to a difference between Felyana'Vani'a and Felyana'Cian (meaning Elf -of-Night and Elf-of-Morning respectively) something which followers of Ilasion Felyana find blashpemous at best.

*The Five Laws of Life, which is more a philosphy detailing a series of guidlines of how to live one's life. This is most often incorporated into the other two.

Government: Officially a monarchy where the King has absolute power, though some cities and privinces are controlled by the council of the Two Paths, which has 12 seats, six for Felyana'Vani'a and six for Felyana'Cian respectively. (Though most of the Felyana'Cian seats are vacant. On a local level land is governed by a Nevriye, or Miraye (Lord and Lady).
Economy:
The economy of Raenmellonn is strong thanks to large population and good soil, but mostly stagnant, and on thin ice, due to in-fighting and large expenses.

Army:
The elven armies consists mostly of highly disciplined warriors and officers who all have at least decades of training before they may call themselves such. It relies heavily on light and medium, rather than heavy, troops, alongside various beasts, to strike at their enemy supply lines and to conduct raids and skirmish battles. Large battles happen rarely, and in such cases limited militia support may also be called.  Magic is also commonly used in warfare.
Navy:
With little interest in a navy capable of invasive actions the elven fleets are small, and mostly consists of small and fast ships meant to hunt pirates, protect the harbours and occassionally launch raids.

Technology:
Elven technology is respectable, with advanced enough metalurgy to create good suits of armour and weaponry for its armies, and ships, and capable of using a material known commonly as Elf Glass for these purposes. However it lacks the infrastructure for mass-production, and lack any means to both use and produce gunpowder weapons.

Elven society in the cities is often rather advaned, with aqueducts and other luxuries, but where life outside the cities is often simpler.

Technological development is slow and the elven society has trouble adopting technology from other cultures.

National Focus:
Widespread magic and beast mastery; giving good units and highly magical society.

Background:
The elves first reached Raenmellann after having been driven from their original homes on the main continent by the expanding human civilizations. However this was many, many hundreds, of not thousands of years ago and the elven civilization has grown and flourished on their island home since then.

Over the centuries the elves have developed an advanced culture, with art, music and sophisticated buildings and a mostly comfortable way of life, however their long life-spans, and therefore comparatively quick reproduction, has led to its share of problems. Among them are vast expenses, deadly rivalries and decadent courts, and struggles and so called Cullings that have led to temporary declines. The Cullings especially have been bloody, long and viscious, and have all dealt great blows to the population. Overall these troubles have formed a society that is generally seen to have a lesser regard for life than many others.
Most recently, in the last decade or two, in Raenmellonn a sect to the dominant religion has cropped up everywhere, claiming that there are two kinds of elves rather than one. Despite the new faiths view that both elven kind are equal, only that they should have different roles in society, this has been seen as an offense to already established religious doctrines of Ilasion Felyana, and the two factions have been struggling since the beginning.

This struggle quickly erupted into skirmishes between noble houses supportng both sides, the Royalists on one side and the Council on the other, and lately, since a great massacre that took place in the capital, its also now become a popular war among the commoners.  As it stands now its only matter of time before civil war is formally declared.



Alliances:
None at this time.
Trading Agreements:
Both factions trade with mostly anyone who has anything they need, but foreign trade is restricted to specific cities and trade-ports. (As a rule so are embassies) Otherwise no specific trade agreements exist.

Strengths:
Steel and elven glass, good archery and beast units, very large population, strong magic.
Weakness:
Stagnating economy, religious strife and civil war, poor variety of heavy cavalry.

Best Infantry Unit:
Vosialea Alean, the elite battallion of knights who are chosen and entrusted with guarding the Sicranniye, and his family, and are sworn to defend them with their lives. Only the best are admitted to join them and they carry the best steel and elven glass armour available. Normally they engage enemies with the formidable  sword known as Lyfali and a shield or the powerful Serine bow, and always on foot alongside tiger companions.
(The Council of the Two paths employ their own variant known as Vosialea Hea.)
Spoiler for Hiden:
Something like these, but less proncounced shoulder-guards though.
Best Cavalry Unit:
Cevi'Neve Sinase, Light and medium cavalry who ride fearsome lizards called Cevi'Neve. They are capable of great feats of strength in combat, and thanks to their agility can travel in even difficult terrain at great speed. They usually engage with their Ishani polearms, the light noilon bow and the claws and teeth of their mounts.
Spoiler for Hiden:
But with less silly-looking spear/polearm

Best Naval Unit:
Uisige'Raka, these ships make up the bulk of the elven navy and are fast ships primarily meant to catch pirates and conduct raids. They have perfect maneuverability in shallow water. Normally they are armed with ballistas and carry compliments of archers, marines and battle-mages.
Spoiler for Hiden:
Best Warmachine/Seige Engine:
Kelmon'Kaela, catapults made to be easily transported through difficult terrain and forests. They are built using strong and flexible materials to compensate for their lacking size.

Spoiler for Northern Giants Tribes:
Northern Giants Tribes


Leader: StoneLord Grell'ack


Territory: Northern Peninsula, Capital: Delthuum, and other various encampments among the tundra and mountains.



Races: Grell'Napa , Grell'Dag, Nefim'Grellk

Description of Race:  Grell'Napa- The Stone People as they call themselves, they are actually large Humanoid creatures, known as Giants by the smaller races. They look much like humans having different hair colors and eye colors and complexions, however they are extremely strong in ratio to humans, having very dense bones and skin that seems to be naturally tougher. The Variety that live in the mountains are fair skinned while the plains and tundra Giants can have a mild to medium tan skin. They are typically 20 feet tall and can be even taller, some have been known to reach a towering height of 30 feet. Typical Attire consists of Hides and furs of the animals the hunt and herd, and they usually have tattooed body art that can be simple or complex, and varies in location. Their Attire is Tribal, but still has a style to it, and is an attire suited to where they live. They also typically all wear armor of sorts, priding themselves in combat and living in a hostile environment demands it, armors are typically the standard of the time, being mail, scales, and plate of various compositions. Style can depend on region as well, and the Smiths personal style.

Grell'Dag- Half Stones, or Half Giants they can be known as, are half blooded, having Human in the mix, how giants reproduced with Humans at any point in time is a mystery but it must have happened in ancient times enough to create a stable population of these half giants. They are perhaps what most Humans consider actual giants as full blooded Giants may come as a shock to most and the Half Giants are far more common, having populations elsewhere in the world at large. They are also stronger and tougher than Humans in comparison having stronger bones, muscles and tougher skin, however not to the same extent as the full blooded giants. They range in heights from shortest being 15 feet tall to tallest being 20 feet, so sometimes it is hard to tell the difference between a tall Half Giant and a short full giant, but it should be noted that there are differences in proportions that can make it easier to tell the difference and the nails of the fingers can also cue one to which is which, as half giants have human like nails, while full giant's nails have a smooth stone like appearance. Their attire is wholly the same as full Giants, and they also commonly wear armor.

Nefim'Grellk- Mixed Blood Stones, are the lowest form of Giants the product of further breeding with Humans. The Nefim (For short) always give birth to Nefim, even if they breed with Humans again. So it seems Giant blood cannot be bred out, however if a Male Nefim breeds with a Human female, their is equal chance the Human will give birth to either a human or Nefim, how it is determined is unknown. Like their Larger Brethren, they are also stronger and tougher than humans, ranging from 9-12 feet tall. They are near identical to Humans though larger and stronger, they wear a similar attire to their Giant Brethren, but are equally prone to more civilized attire in the few towns and cities there are in the territory. They  tend to follow different faiths, but still honor that of the Giant's StoneFather. Armor is less common among them as only warriors and those mercenaries and adventurers worry about being armed.

Anatomy: Grell'Napa- They have Dense bone structures and musculature, they seem to also have natural tough fibers in their skin that help prevent physical damage and make it harder to pierce. They have two Hearts, and Lungs that are design to take in more air and absorb more oxygen, helping the massive Humanoid to have extremely efficient oxygen intake for their muscles. They tend to heal more effectively, and completely leaving no scar tissue even on damaged organs, their Organs can also regenerate, so long as they are not killed, of course this happens over normal periods of time like Humans, they do not heal faster than Humans, though decently faster compared to their size. They also have an extreme Resistance to Magic, and Immunity to Disease. They live extremely long lives though it is not known how long they can live as death may come from combat with the deadlier creatures of the Region. It is also believe their blood can be used as a panacea.

Grell'Dag- Are exactly like Giants though are less tough than their larger Brethren, they have a high magic resistance, and powerful Disease immunity. They have two Hearts and efficient Lungs exactly like their  full Giant Brethren. They can live for approximately a thousand years.

Nefim'Grellk- They have  Dense bones and dense muscles as well as tough skin, they Have two Hearts and efficient Lungs like their Larger Brethren. They have Decent Magic Resistance and Great Immunity to disease. They typicall have a lifespan Double a humans, ranging from 200- 300 years. They keep their youth longer as well typically reaching their mid point slightly after a Humans full capable life.

Giants are Incapable of Performing Magic, but can Enchant items through Faith, and other Methods.

Population: 10,000 Giants 50,000 Half-Giants 400,000 Mixed-bloods


Society: Tribal mostly but united through Common Beliefs and Brotherhood and Honor. They can do as they please but their are laws in place, set by the StoneLord. Pride is taken in physical prowess and Martial skill and so contests of strength and tribal rituals of proving Manhood and Womanhood are common. The Lesser Giants Revere the full Giants in an unquestionable Respect. They have militia that many train in as a mandatory part of life, giving them great discipline and skill. They also pride themselves in craftsmanship of their chosen career.

Stance on Magic: They are fine with Magic, but to only a minor extent

Religion: Multi-Religious, Unanimous reverence of the StoneFather regardless of Faith.


Government: Tribal, with a Lord ship
Economy: Mostly trading of goods and skill, using coinage is a more recent developement inherited from Local Human populaces, though goods works just as well. They are quite open to trade.


Army: The Army is small and well trained, they are not as technological as others, but are typically well armed, and being naturally stronger and larger than others makes them a force to be reckoned with, the Army is also a mercenary Army that other nations can pay for use.
Navy: Minor, mostly ships bought from other societies, and are only used by the Nefim. The Navies only use is protecting the shores and overseeing fishing as well as as combat against the Horrors of the deep.


Technology: Production of Decent steel is their most technological advancement, they do not use firearms, and use mostly Massive bows or Crossbows for ranged combat, they do have a good understanding of armoring and melee weapons though.

National Focus: Magic- Entirely Focused on Magic Resistance


Background: The Giants have been around since the beginning, or slightly after as it is told in myth. They originate from the Colossus known as the StoneFather, He was one of the First beings on the World, Born of the Ground he rose from the lava, given life by something, it is unsure what, which has lead many to accept other Faiths as maybe the StoneFather was created by a god.
The StoneFather had a Woman who was born of him when he grazed a mountainside south of him, chipping some of his stoney flesh which gave life to the Mountains. They came to love one another, but she was fickle and betrayed him for a Demons promises which corrupted her. The StoneFather then had to fight that which he loved, and he smote her, but he was dealt a blow to his side that proved fatal, and even with her Betrayal what killed him was heart break a wound that proved more deadly than the wound on his side.

He traveled North to his place of Birth, and he lay dying. His Heart shattered and with a piece of his heart the First Grell'Napa was born into flesh. And from the Body of the Stone Giant came the First Grell'Napa woman. The two came to love one another and lamented their creators slow passing, but before he died they pulled four more couples, that paired man and woman each. The First Giants had been born, and the First Grell'Napa became the First StoneLord when he carve a Heart from a piece of the Stone Fathers heart and replaced his left heart with it.

With time the Grell'Dag came into being when they met Mankind and then the Nefim came after. They Honored their Creator and lived in the North together, some of the Halflings left to other places and Nefim as well, But the Giants stayed. Eventually they became myth to most and Mankind forgot them.

Time passed and the third StoneLord's coronation, as the last one was allowed to rejoin the stone, a terror from the south came, Rumors came of a Crusade of the Dead had been ravaging the lands of the Living. And then the Dead Armies came, and did Battle with the Giants and their Bretheren. The Battle was long and Difficult and a Nightmare known as Theras did come, a Lich of Great Power, the Lich after slaying many became frusterated that the Giants were immune to his influence. Then the Mad Lich Theras did battle with the StoneLord Grell'ack, and Theras did slash his Scythe Across the Chest of the StoneLord marring it black as the blade was made from the Bones of the StoneFather's Traitor Woman. Grell'ack Retaliated with a Blow from his Mighty Hammer made of the StoneFather's pure bone, upon the Lich's head did it crash and with that the Lich was sent flying , his Army Retreating with him, as the Lich flew over the massive bay south from whence he came.

To this Day, so much time After, Grell'ack stays as the StoneLord if only to keep watch and be prepared for the Lich who has not stirred from his lands since.





Alliances: Nuetral

Trading Agreements: With any willing to Trade. Trade mostly happens with independent traders willing to risk the danger of the North to see the Giants.


Strengths: Extremely Strong and Tough, they are hard to hurt and have no match in strength among Mankind and other humanoids, Only massive Beasts have a match with their strength. They have great Immunity to magic and Disease, increasing with purity of the Blood, meaning Full Giants are the bane of Magic
« Last Edit: October 27, 2012, 10:01:55 PM by SirEmilCrane »
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Offline SirEmilCrane

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Re: OOC: Kingdoms of the IV
« Reply #2 on: April 17, 2012, 07:53:45 AM »
[reserved]
« Last Edit: April 20, 2012, 12:20:29 PM by SirEmilCrane »
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Offline SirEmilCrane

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Re: OOC: Kingdoms of the IV
« Reply #3 on: April 17, 2012, 08:06:24 AM »
[reserved]
« Last Edit: April 20, 2012, 12:59:36 AM by SirEmilCrane »
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Offline Grif101

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Re: OOC: Kingdoms of the IV
« Reply #4 on: April 17, 2012, 08:21:49 AM »
I'm thinking new realm, which we would create, wouldn't mind someone with the ability to make one to make us a map

Alright then. How about regular research? Will that work similairly to Empires or will there be a new system?
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Offline SirEmilCrane

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Re: OOC: Kingdoms of the IV
« Reply #5 on: April 17, 2012, 08:24:45 AM »
Alright then. How about regular research? Will that work similairly to Empires or will there be a new system?

Regular research will be the same, I just wanted to standardize out of the gate tech levels
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Offline Grif101

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Re: OOC: Kingdoms of the IV
« Reply #6 on: April 17, 2012, 08:37:01 AM »
Regular research will be the same, I just wanted to standardize out of the gate tech levels

Will there be something similair to Galactic Threats?
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Offline SirEmilCrane

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Re: OOC: Kingdoms of the IV
« Reply #7 on: April 17, 2012, 08:43:09 AM »
Will there be something similair to Galactic Threats?

Oh yes, but I'm waiting for a little bit on that, also, sheet up

EDIT: Added some new fields on the sheet, tell me if I'm missing anything
« Last Edit: April 17, 2012, 08:44:53 AM by SirEmilCrane »
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Offline Grif101

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Re: OOC: Kingdoms of the IV
« Reply #8 on: April 17, 2012, 08:48:16 AM »
Oh yes, but I'm waiting for a little bit on that, also, sheet up

EDIT: Added some new fields on the sheet, tell me if I'm missing anything

Looks good to me.

So even considering this is fantasy based, how realistic are we going to be here?
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Offline SirEmilCrane

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Re: OOC: Kingdoms of the IV
« Reply #9 on: April 17, 2012, 08:50:39 AM »
Looks good to me.

So even considering this is fantasy based, how realistic are we going to be here?

As realistic as you want your empire to be

high magical empires will be able to pull some crazy excrement, but guns still kill people and economics still wins wars, kind of like EotIV
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Offline Tobbs

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Re: OOC: Kingdoms of the IV
« Reply #10 on: April 17, 2012, 12:09:41 PM »
I like it, but I must ask something on the considering the Kingdom sheet - what exactly is meant by "Stance on magic"?

Keep calm and move along.

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Re: OOC: Kingdoms of the IV
« Reply #11 on: April 17, 2012, 01:36:38 PM »
I like it, but I must ask something on the considering the Kingdom sheet - what exactly is meant by "Stance on magic"?

Whether its accepted, respected, feared, outlawed, etc also note there if magic is common or not in your kingdom
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Offline Tobbs

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Re: OOC: Kingdoms of the IV
« Reply #12 on: April 17, 2012, 01:45:25 PM »
Whether its accepted, respected, feared, outlawed, etc also note there if magic is common or not in your kingdom
Okay, then.

Keep calm and move along.

Offline LordNecross

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Re: OOC: Kingdoms of the IV
« Reply #13 on: April 17, 2012, 02:58:24 PM »
Adventurer class characters need to be added. This can be used by anyone, and no hinderances on who you can be in regards to available races. Of course adventurers can only be based off of current kingdoms, and people who have not made a kingdom can still play as an adventurer.

As for Gods, We need a high god a King of the gods sort, and then we can start coming up with the variances, such as Gods of the Harvest love and all that good stuff. Lesser deities and ones based on moral alliance should also be created.

Offline PMorgan18

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Re: OOC: Kingdoms of the IV
« Reply #14 on: April 17, 2012, 03:25:35 PM »
Adventurer class characters need to be added. This can be used by anyone, and no hinderances on who you can be in regards to available races. Of course adventurers can only be based off of current kingdoms, and people who have not made a kingdom can still play as an adventurer.

As for Gods, We need a high god a King of the gods sort, and then we can start coming up with the variances, such as Gods of the Harvest love and all that good stuff. Lesser deities and ones based on moral alliance should also be created.
Holo is the god of harvest the anime said so!  :P
« Last Edit: April 17, 2012, 03:29:47 PM by PMorgan18 »

Leave you nothing left to hold
When you're nothing it's a good time to remind you of one thing
The pursuit begins when this portrayal of life, ends

Offline Ragez

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Re: OOC: Kingdoms of the IV
« Reply #15 on: April 17, 2012, 03:29:24 PM »
Holo is the god of harvest the anime says so!  :P
Heck yeah!

Also; how big can my nation be?
"You accept darkness, yet choose to live in the light. So why is it that you loathe us who teeter on the edge of nothing? We, who were turned away by both light and dark - never given a choice?"

Offline LordNecross

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Re: OOC: Kingdoms of the IV
« Reply #16 on: April 17, 2012, 03:33:00 PM »
I would assume the Nations should be small. Since these are kingdoms. I don't think they should be too big. Populations will also be smaller definitely.

Offline Tobbs

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Re: OOC: Kingdoms of the IV
« Reply #17 on: April 17, 2012, 03:36:02 PM »
I think I might try something different...I've never been human in any RP where you can choose race :sorcerer:

Also, I approve of Holo being Harvest goddess.

Keep calm and move along.

Offline LordNecross

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Re: OOC: Kingdoms of the IV
« Reply #18 on: April 17, 2012, 03:41:27 PM »
I think this site will help with Name generation.
http://www.seventhsanctum.com/generate.php?Genname=adname

Holo. Seriously? :P Be more creative than that.

Offline PMorgan18

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Re: OOC: Kingdoms of the IV
« Reply #19 on: April 17, 2012, 03:44:20 PM »
I think this site will help with Name generation.
http://www.seventhsanctum.com/generate.php?Genname=adname

Holo. Seriously? :P Be more creative than that.
No.  :|

3 for Holo
1 for not Holo.
We win and stuff.   :sorcerer:

Leave you nothing left to hold
When you're nothing it's a good time to remind you of one thing
The pursuit begins when this portrayal of life, ends

Offline LordNecross

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Re: OOC: Kingdoms of the IV
« Reply #20 on: April 17, 2012, 03:47:39 PM »
No.  :|

3 for Holo
1 for not Holo.
We win and stuff.   :sorcerer:
We will see. Anyways, if you want her as the Harvest god she won't be of course a major deity, and will probably look different than what you want, but you can feel free to Imagine her as you like.

Still need a high God, something  Zeus like. Something that says power and command.

Offline Tobbs

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Re: OOC: Kingdoms of the IV
« Reply #21 on: April 17, 2012, 03:50:18 PM »
I think this site will help with Name generation.
http://www.seventhsanctum.com/generate.php?Genname=adname
Some of my results that I liked. Like Asiel the best.

Asiel
Reramiel
Taniel
Natael

Keep calm and move along.

Offline Tobbs

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Re: OOC: Kingdoms of the IV
« Reply #22 on: April 17, 2012, 03:51:46 PM »
No.  :|

3 for Holo
1 for not Holo.
We win and stuff.   :sorcerer:
Actually, I retract my vote for Holo and instead side with Sen.

lol

Keep calm and move along.

Offline LordNecross

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Re: OOC: Kingdoms of the IV
« Reply #23 on: April 17, 2012, 03:54:45 PM »
Some of my results that I liked. Like Asiel the best.

Asiel
Reramiel
Taniel
Natael

Yes Asiel sounds pretty good, we will see what others think and overall what SEC thinks whenever he gets back on.

Offline Grif101

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Re: OOC: Kingdoms of the IV
« Reply #24 on: April 17, 2012, 06:10:53 PM »
Does a Kingdom have to worship this Pantheon? Suppose I wanted my Kingdom to worship the Holy Trinity.
I'm back people...