MSPA Forums
Page 1 of 12 123411 ... LastLast
Results 1 to 25 of 295

Thread: Gods, Guts and Glory - A tale of the Hebrides

  1. #1
    Lord High Plotmaster Galloglasses's Avatar
    Join Date
    Mar 2011
    Location
    Land of Frost and Law
    Posts
    1,670

    Gods, Guts and Glory - A tale of the Hebrides



    (Click the map)


    Welcome to the Hebrides.

    It hates you too.

    For 500 years the numerous human citystates and nations of the Hebrides have worked together under a loose and confusing assortment of alliances, trade agreements and diktats established by a ruling council. Both to ensure protection from the Khanate's aggressive movements, the expltative elves of the great northern forests and to ensure no Hebridean state becomes too powerful.

    Needless to say this failed in almost all respects.

    But despite setbacks and several kingdoms leaving the federation to pursue their own destinies, the federation has prospered for a time, and even managed to settle the rich Islands off its coasts and the virgin islands of the southern sea. But despite its power and prestige, the federal state is a bloated mess of bureaucracy, scandal and decay. The opulent architecture of the Burghers and nobles of the capital are rundown, and ugly, famine is common in what were once praised as breadbaskets, trade is choked by crippling state tarriffs and the ruling parliament lines its own pockets with the ludicrous state income, lords and their equivalents in the member nations of the federation chaffed under the rule of 'The Parliament in the North'.

    Something had to be done.

    Somehow,

    Someway.

    Someone.

    It was at a general meeting of the parliament in the capital over the scandal of the 'Veno concordat' which involved selling basically all the Federal state's investments in federal trading companies to the city state of Veno, that a Dwarf walked out of the House of Commons.

    Dwarves are a shady people at the best of times, little is known about them, but their kingdoms are rightly feared. Someone had managed to hire a dwarf mercenary to destroy the Federal Parliament, and that spark lit a conflageration that would erupt across the entire Hebrides and bring life and death to entire nations.

    This is a tale of those times.

    Best put the kettle on.

    ---

    So I learned much from my foray into Heirs of Perdition, I learned how to run a nation building game, and how NOT to run a nation building game.

    Also how to draw maps, that too.

    Now there are many mechanics at work in this game, most of them wont be revealed until the initial revolutionary period is over. But the most relevant to players jumping in on this game are the military mechanics, which will be explained once I have sufficient number of players.

    Now if you will look at the map you will see an absurd number of cities.

    What you will not see is the absurd number of bonuses and resources I have laid out all across that map.

    This is so that during the revolutionary period, people wont know where all the good stuff is.

    Sides, most players will be dead before the revolutionary period ends

    So yeah, I advise you not to put too much detail on your nation until the revolutionary period is over since the revolutionary period will be very very very player heavy.

    Which means that I will be lowering my entrance standards from Heirs of perdition.

    The 'good' players will shine through in the end.

    So here's the rules and her's the available unit layouts.

    Regiment sizes:
    1 regiment of Archer Levies :1000 men (ranged)
    1 regiment of Infantry Levies :1000 men (melee)
    1 regiment of Mounted Levies :600 men (cavalry)
    1 regiment of Artillery :50 Unavailable until revolution ends (siege)
    1 regiment of Mages :100 Unavailable until revolution ends (ranged/support)
    1 regiment of Priests :100 Unavailable until revolution ends (support/melee)
    1 regiment of Ships 20 :Only Frigates available to island players

    (Yes there is magic in this game, and gods, there's mechanics in play to control them, and no one will have access to priests or mages in the revolutionary period, even if they are theocracy/mageocracy Why? Blame the federation, you can make up a reason why the feds would put you in a situation where you wouldn't have them at gamestart)

    Now with that stated, I am looking for ALOT of players at gamestart, somewhere up to thirty, because it is almost CERTAIN that half of them will be dead by the end of the revolution. Hopefully somewhere close to 30

    Why?

    Because every player needs to have at least 3-4 cities owned before the revolution ends (obvious exceptions to players who somehow manage to survive the revolution with only one cities)

    So this means most players will be dead.

    So here is the rules and Application

    Player Name:
    Nation Name:
    Government:
    Leader:
    Location: (You cannot choose major cities: Black Diamond with white squares)
    National Colour:
    Flag:
    Brief Nation detail: (and I mean brief, save your detail until you survive the revolution)
    Brief History:
    Bonuses: (only allowed two)
    Initial starting army: (You may only have 6 regiments at revolution start, choose wisely from those available, any bitching about unavailable units and I will fuck you)
    Your nation in five words:

    Islanders will have an initial navy of 2 regiments of ships.

    Get cracking.

    Rules of Conduct:
    -You are encouraged to ask questions of the DM if you unsure about something to do with the game
    -The DM will NOT give you confidential information of other players nations.
    -Don't be a dick to other players or in general
    -I will kill your nation if you do.
    -RPing your leader as a complete morally reprehensible douche bag is completely fair play though.
    -When, through the actions of private messaging RP (leaders sending leaders private messages they do not want other players to see in thread) a deal, alliance or something or other is reached between two nations, the DM must be informed.
    -You will receive status updates at the start of every turn via PM, which will be a year, complete with a general overview of the game as it progresses in thread.
    -You will be free to determine how your country responds to the initial survival problems
    -National influence can be determined through various factors, including economic strength, cultural appeal, military power and other factors. This will not be readily available to you but if you observe carefully you will be able to gauge your influence in comparison to other nations.
    -Hostile interactions, mainly as military battles, will often involve multiple rounds of PMs. You will describe the tactics you use and such, and your opponent will do the same. Results will mostly be decided through use of good tactics and counteractions as well as superior weapons/numbers/fortifications/etc. Once a side loses all chance of winning, the battle will be quickly resolved and both public and (more detailed) private reports will be made.
    -It is possible to lose, unlike city states however if your country is conquered or destroyed, you will be out of the game
    Last edited by Galloglasses; 04-25-2012 at 05:53 PM.

  2. #2
    The Polymedes Palamedes's Avatar
    Join Date
    Apr 2011
    Location
    Right over there
    Posts
    6,577

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Palamedes

    Nation Name: Praegevium
    City: Faulkivit

    Government: Republic, but practically a dictatorship

    Leader: Archos Onero Satraps

    Location: Northernmost island city

    National Colour: Black

    Flag:


    Brief Nation detail: The Archos rules Praegevium with absolute control, and though nominally a republic the vast majority of the members of the government are usually only made up of his most loyal and competent servants and followers, both rich and common. Praegevium is a nation based on skill, talent, and control, with individuals being able to move up the command ladders based on their ability and loyalty alone.

    Brief History: The first city colonized by the Federation, Faulkivit was used as a staging ground in colonizing the rest of the northern isles, eventually becoming one of the predominant cities in the Federation's north. Onero Satraps was the ruler of the city, and claimed (though nobody ever dared ask for proof of this) heritage to the old Lord, or Archos, of Praegevium before the island nation was split up into smaller city-states. Though the Federation's military might kept Onero in check - without it, his city rose up almost instantly.

    Bonuses:
    For we are Legion: The commanders, soldiers, and sailors of Praegrevium march and fight as if a single mind - an unmatched, terrifying horde of blood and steel. (Large bonus to the calibre of the armed forces)
    Adherence: The Archos expects the very best of his people, as is his right. He demands respect, expects loyalty, and suffers no failure. (Bonus to loyalty among the population)

    Initial starting army: 3 infantry, 2 archer, 1 cavalry

    Your nation in five words: Big Brother Prussia is Watching
    Last edited by Palamedes; 04-27-2012 at 05:43 PM.

  3. #3
    A Killer Cuppa Tea's Avatar
    Join Date
    Nov 2010
    Location
    Drinking Tea
    Posts
    5,176

    Re: Gods, Guts and Glory - A tale of the Hebrides

    When is the game projected to start? I really want to play but wont sign up if its gonna begin in, like, the next month cos i will NOT have time.

  4. #4
    Lord High Plotmaster Galloglasses's Avatar
    Join Date
    Mar 2011
    Location
    Land of Frost and Law
    Posts
    1,670

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by A Killer Cuppa Tea View Post
    When is the game projected to start? I really want to play but wont sign up if its gonna begin in, like, the next month cos i will NOT have time.
    well I am looking for thirty or so apps before the revolution starts so you have until then.

  5. #5
    The Polymedes Palamedes's Avatar
    Join Date
    Apr 2011
    Location
    Right over there
    Posts
    6,577

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Keep in mind that the game will likely be in 'simple' mode due to the warlike nature of the beginning for some time, so I wouldn't worry too much if it starts in a couple of weeks or so.

  6. #6
    I'm your FRIEND. Call me JOEY. Vancho1's Avatar
    Join Date
    Jun 2011
    Location
    Music City
    Posts
    1,017

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Vancho1
    Nation Name: Order of Malakon
    Government: Oligarchy/Hierarchy
    Leader: Sage Antonidas
    Location: City surrounded by mountains Northwest of Veno.
    National Colour: White
    Flag:

    Brief Nation detail: The Order is an organization seeking to spread the Word of Malakon across the land. It is organized into chapters, each with its own Master, which report to the regional Grand Master. The Grand Masters are all equal, but they answer to the mysterious Sage Council, which is lead de facto by Sage Antonidas since there have been no new sages for a long time. The Order of Malakon focuses on strict rules, personal merit, and support of the arts.]

    Brief History: Malakon was a prophet who foresaw a great disaster in the future. To prepare for it, and perhaps even prevent it, he established the Order and the first Sage Council, composed of a magus, a trader, and a warrior. He then wrote his prophecies, which are guarded carefully by the Council to this day.

    Bonuses:

    Ardent Devotion: Order members, and the communities controlled by the order, are extremely loyal to the cause, and will produce higher numbers of militia if needed.
    Words of Power: The Order magi specialize in spellcraft, especially when enchanting objects.

    Initial starting army: 3 Infantry, 2 Cavalry, 1 Archer.
    Your nation in five words: Knights Templar Plus Syndicate Magi/Sages.
    Last edited by Vancho1; 04-27-2012 at 07:22 AM.
    My Stuff:
    Stuff I Like:

  7. #7
    Page of Bluff Ross_Varn's Avatar
    Join Date
    Apr 2009
    Location
    Out There
    Posts
    761

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Hold on- are we claiming cities in the Federation and the Federal Colonies or are those colorful city-states open as well? I guess they aren't since they're already named?

  8. #8
    Potassium Hydroxide Knight_of_Hide's Avatar
    Join Date
    Apr 2012
    Location
    Land of British and Columbia
    Posts
    558

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Knight_of_Hide
    Nation Name: Bead
    Government: Monarchy
    Leader: King Beader (is the leader)
    Location: Right above the 'e' in Federation
    National Colour: Dark Orange
    Flag:

    Brief Nation detail: King Beader rules Bead with the help of a number of Advisors, each appointed by the King. The nation is split into 3 groups: The King and his Advisors (The Nobles), the military commanders and troops (The Knights) and the average people living in the Kingdom (The Regulars), who are split into Tradesmen and Peasants.

    Brief History: Bead is part of the Federation Mainland, and has a large population composed of multiple ethnicities. This was gained by admitting any and all who wanted to live in Bead. Military Training has been a large part of Bead's culture, and becoming a Knight has been both a chance to advance one's status, and an opportunity for adventure for many Regulars.

    Bonuses:

    Knighthood: Troops fight stronger when nearer to their King.
    (Combat Bonus when fighting in friendly territory)
    Military Schooling: All Knights go to school to learn Military Skills. A certain number of Knights are admitted into further schooling, and research things beneficial to the Kingdom.
    (Bonus to science things)

    Initial starting army:

    choose wisely

    6 Regiments of the Horsemen

    so wise


    Your nation in five words:

    Recreation of the Feudal System
    Last edited by Knight_of_Hide; 04-27-2012 at 07:47 PM.

  9. #9
    The Polymedes Palamedes's Avatar
    Join Date
    Apr 2011
    Location
    Right over there
    Posts
    6,577

    Re: Gods, Guts and Glory - A tale of the Hebrides

    OH GOD WHICH E

    Wait no, Gallo Bead is supposed to start over the first e, underwater, I get it.

    But seriously, nice to have you and please survive the revolution so we can see the full might of the all cavalry army.

  10. #10
    Potassium Hydroxide Knight_of_Hide's Avatar
    Join Date
    Apr 2012
    Location
    Land of British and Columbia
    Posts
    558

    Re: Gods, Guts and Glory - A tale of the Hebrides

    The underwater city of Bead, fabled city of horses and people who are terrible with letters.

    And I think that my cavalry army plan is flawless. It'd be hard to die with strength like that!

    Also thank you for the welcome

  11. #11
    Supernerd's Avatar
    Join Date
    May 2010
    Location
    Land of ice and mirrors
    Posts
    4,679

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Supernerd
    Nation Name: Baugh Orbega
    Government: Massive religious cult
    Leader: Uramatlum the dark prophet
    Location: Somewhere in the southwestern-most territories.
    National Colour: Blood red
    Flag:
    Brief Nation detail: A city that has been completely taken over by a ruthless gang of devil worshipping cultists. Its population consists primarily of dark elves and half elves, with a noteworthy population of humans and lesser demons as well.

    Brief History: The Orbegan cult used to be rather obscure, and stuck to the shadows but when the mysterious dark prophet recieved the blessings of an evil god everything changed. With some demonic assistance Uramatlum took on an entire city with a small army of cultists and won.

    Bonuses:
    Deranged Cultists- The vast majority of the Orbegans are immoral and more than a bit messed up in the head, and policies which are outright inhumane can be enacted without major repercussions.
    Demon Summoning- Orbegan military regiments will be augmented by some powerful demonic creatures.

    Initial starting army:
    2 Regiments of archers
    4 Regiments of infantry

    Your nation in five words:
    Evil demon worshipping maniac central!

    (why am I the first person who thought of this?)
    Last edited by Supernerd; 04-27-2012 at 03:24 PM.

  12. #12
    Mage of Megaman Protoman's Avatar
    Join Date
    Jan 2011
    Location
    The Land of Cows and Gold (Central California)
    Posts
    1,040

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Protoman

    Nation Name: Lucren.

    Government: Academic/Commercial Mageocracy.

    Leader: The Head Grand High Master Archwizard Lupin II.

    Location: Somewhere amongst the northernmost islands, preferably somewhere with a port.

    National Colour: Blue.

    Flag: TBA

    Brief Nation detail: A mageocracy built on the search for knowledge and the quest for money to fund said search for knowledge.

    Brief History: An old school, prestigious due to its classes on magic and commerce, has created a rather large community of mages and merchants in the surrounding towns and villages. The community has grown so large and so proud over the school that they have formed a culture all their own and now feel they have the right to form their own nation.

    Bonuses: The Mage School: Our mages are of a significantly higher caliber, and access to new magic is quickly gained.

    Commercial Seafaring: The drive for knowledge is expensive! Our merchants are capable of defending themselves on the seas, and our people have a natural talent at trading.

    Initial starting army: 1 of archers, 3 of infantry, 2 of cavalry.

    Your nation in five words: Magic and money and knowledge.

    GALLO: DO NOT READ UNTIL YOU HAVE FINISHED READING THE SHEET.


    also i assume all of this is subject to change right? i wanna make sure i think this over and decide i dont have a completely shit set up for my units.
    Last edited by Protoman; 04-26-2012 at 04:10 PM.

  13. #13

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name:001
    Nation Name: Mastronere
    Government: Parliamentary Monarchy
    Leader: Yotros Mar Fidler
    Location: Island in the Southwest.
    National Colour: Lime
    Flag:
    Meh, this is about the utmost of my artistic ability. Four quadrants stand for gold, water, blood, and steel. Star is for limes, idk.

    Brief Nation detail: A city-state formed from a consortium of wealthy merchants, mercenaries, and a weak local lord.
    Brief History: Yotros Mar Fidler, an ambitious mercenary leader, convinced several of his mercantile contacts that there was profit to be had over the strategic trading choke-point that was the island of Mastronere. Having then established a colony on the island, Fidler assimilated the local peasantry and captured the fortress of an unpopular lord. With most of the region's military under his control, the new lord gradually obtained control over island. Although the allied merchants associated with its success are wealthy enough to raise an army to retake Mastronere, their business partner is seen more as an inconvenient tariff on the newly established monopoly that they already have on the island.
    Bonuses:
    Merchant fleet (bonus to trade)
    Boarding and Raiding (proficiency for boarding other ships; attacking from them)
    Initial starting army:
    3 Infantry regiments
    3 Archer regiments
    Your nation in five words: Take people's ships; get money.
    Last edited by 001; 04-27-2012 at 08:18 PM.

  14. #14
    HAHAHAHAHAHAHAAAA! *cough* CSJ's Avatar
    Join Date
    Jul 2011
    Location
    Straya
    Posts
    1,926

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: CSJ

    Nation Name: Nakkan

    Government: Theocratic Monarchy

    Leader: His Naknakness, Chief Krokodilus

    Location: Isle Nak (the colonial island with three cities - pick any one, I don't care which)

    National Colour: #30AA60 (with a splashing of red and white)

    Flag:


    Brief Nation detail: A Crocodilian Monarchy advised by a Theocratic Council with strong tribal roots, united and led primarily through Divine Providence.

    Brief History: Long before the theft of their ancestral lands, the Naknakese tribes used to posses a wealthy, but complacent empire which spanned all the islands now described as the 'Federal Colonies'. With the Federation descending into anarchy, Chief Krokodilus consulted the remaining Oracles of the Great Nak for advice; calling him to lead the Naknakese in a valiant struggle for independence. The Great Nak's presence surrounds these islands and is central to their society; it is said that it was only due to the slumbering of the Great Nak that they fell to the invaders, as those in favour of the Great Nak were known for their strength, vigour and fearsome battle cries.

    They were once a potent trading nation, specialising in spices, timber, minerals and drugs, but the colonisation of the islands has led to the Nakese being estranged from said industries.

    Bonuses:

    Blessing of Nak: Nakkan infantry and Archers are far more effective than those of other nations, especially when deployed in ambush, or fighting Mages and/or Mounted units. This is due to both the intercession of the Great Nak and their own training. However, any Nakkan army with mounted units loses these bonuses, as horses are considered unholy by the Great Nak.

    Eager Entrepreneurs: Nakkan traders and businessmen are shrewd and cunning, often able to arrange bargains with others to increase their profits. The value of Nakkan exports and their overall diplomatic ability is increased.

    Initial starting army: 2 reg. ships, 1 archers, 3 infantry.

    Your nation in five words: Crocodiles, Aztecs, Beserkers, Magitek, NAKNAKNAKNAKNAKNAKNAKNAKNAKNAKNAK...
    Last edited by CSJ; 04-27-2012 at 09:55 AM.

  15. #15
    Lord High Plotmaster Galloglasses's Avatar
    Join Date
    Mar 2011
    Location
    Land of Frost and Law
    Posts
    1,670

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by Supernerd View Post
    Player Name: Supernerd
    Nation Name: Baugh Orbega
    Government: Massive religious cult
    Leader: Uramatlum the dark prophet
    Location: Somewhere in the southwestern-most territories.
    National Colour: Blood red
    Flag: TBA.
    Brief Nation detail: A city that has been completely taken over by a ruthless gang of devil worshipping cultists. Its population consists primarily of dark elves and half elves, with a noteworthy population of humans and lesser demons as well.

    Brief History: The Orbegan cult used to be rather obscure, and stuck to the shadows but when the mysterious dark prophet recieved the blessings of an evil god everything changed. With some demonic assistance Uramatlum took on an entire city with a small army of cultists and won.

    Bonuses:
    Deranged Cultists- The vast majority of the Orbegans are immoral and more than a bit messed up in the head, and policies which are outright inhumane can be enacted without major repercussions.
    Demon Summoning- Orbegan military regiments will be augmented by some powerful demonic creatures.

    Initial starting army:
    2 Regiments of archers
    4 Regiments of infantry

    Your nation in five words:
    Evil demon worshipping maniac central!

    (why am I the first person who thought of this?)
    Gonna make an exception for your nation. The federation is pretty much all human, elves and humans hate eachother. I am interested in seeing how you reconcile your nation's unusual characteristics with the federation's past, provided you survive the revolution of course.

  16. #16
    The Wandering Fool Kocel232's Avatar
    Join Date
    Nov 2011
    Location
    The Wastes, Texas
    Posts
    2,472

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Kocel
    Nation Name: The Wulfghren Holds
    Government: Tribal-Patriarchal
    Leader: Chief Gelk Kromgar the Wolf-Brother
    Location: The city on the Eastern side of the Federation that's roughly between the mountain and the dark blue thing. Can we get a Key for this map, so we know what everything is? Or, if I picked a silly location, anywhere suitable for a barbarian tribe that decided to finally settle down.
    National Colour: Cyan
    Flag: The crude drawing of a wolf, easily replicated, on the right side of the flag with thirteen crude lines extending out to the left end of it. It is black against green cloth.
    Brief Nation detail: The Wulfghren tribe used to live in the forests/plains of the local lands, traveling from place to place, raiding small settlements, nearly getting wiped out by local authorities, being hired by the same authorities as mercenary forces to fight foreign threats... But, their most recent (and thirteenth) chief, Gelk Kromgar, had a vision one night in his tent. He saw all nomadic tribes wiped from the map, save one, which had the intelligence to seize a city from which to base their operations. The next night, Kromgar told his horde that the vision had been sent from their prime god, Korghas, the Wolf of the Heavens. His Shamans, unsure if Korgus sent the vision but in agreement that a message HAD been sent to their chief, agreed, and the Wulfghren took over the closest city, which wasn't hard, as the city had been under their protection for years in return for trade and a cut of the loot they plundered from economic rivals.

    Brief History: The Wulfghren worship wolves and have a religion consisting of five different deities, Korghus, Beaghus, Marmhen, Akhghar, and Lor. Their tribe has had thirteen different chiefs, each of which have had almost unnaturally long life-spans ranging from 80-130 years old. Their Shamans, who demand great respect, tend to be women, and they are still getting used to the idea of living in a city versus having a nomadic lifestyle.

    Bonuses:

    Their Love for You Is Like A Truck: Wulfghren warriors are capable of, under great duress, going into a horrid battle-rage. While in this rage, they can push their bodies to their absolute limits, survive wounds that would have outright killed lesser men, and swing an axe with the strength of a giant.

    Run Like The Wolves: Wulfghren units can mobilize and march extremely fast thanks to their previous nomadic lifestyle.

    Initial starting army: 4 Infantry, 2 Archers.

    Your nation in five words: Crazy dog lovers with axes.

    Tell me if I got anything else wrong, Gallo.

  17. #17
    Lord High Plotmaster Galloglasses's Avatar
    Join Date
    Mar 2011
    Location
    Land of Frost and Law
    Posts
    1,670

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Quote Originally Posted by Kocel232 View Post
    Player Name: Kocel
    Nation Name: The Wulfghren Holds
    Government: Tribal-Patriarchal
    Leader: Chief Gelk Kromgar the Wolf-Brother
    Location: The city on the Eastern side of the Federation that's roughly between the mountain and the dark blue thing. Can we get a Key for this map, so we know what everything is? Or, if I picked a silly location, anywhere suitable for a barbarian tribe that decided to finally settle down.
    National Colour: Cyan
    Flag: The crude drawing of a wolf, easily replicated, on the right side of the flag with thirteen crude lines extending out to the left end of it. It is black against green cloth.
    Brief Nation detail: The Wulfghren tribe used to live in the forests/plains of the local lands, traveling from place to place, raiding small settlements, nearly getting wiped out by local authorities, being hired by the same authorities as mercenary forces to fight foreign threats... But, their most recent (and thirteenth) chief, Gelk Kromgar, had a vision one night in his tent. He saw all nomadic tribes wiped from the map, save one, which had the intelligence to seize a city from which to base their operations. The next night, Kromgar told his horde that the vision had been sent from their prime god, Korghas, the Wolf of the Heavens. His Shamans, unsure if Korgus sent the vision but in agreement that a message HAD been sent to their chief, agreed, and the Wulfghren took over the closest city, which wasn't hard, as the city had been under their protection for years in return for trade and a cut of the loot they plundered from economic rivals.

    Brief History: The Wulfghren worship wolves and have a religion consisting of five different deities, Korghus, Beaghus, Marmhen, Akhghar, and Lor. Their tribe has had thirteen different chiefs, each of which have had almost unnaturally long life-spans ranging from 80-130 years old. Their Shamans, who demand great respect, tend to be women, and they are still getting used to the idea of living in a city versus having a nomadic lifestyle.

    Bonuses:

    Their Love for You Is Like A Truck: Wulfghren warriors are capable of, under great duress, going into a horrid battle-rage. While in this rage, they can push their bodies to their absolute limits, survive wounds that would have outright killed lesser men, and swing an axe with the strength of a giant.

    Run Like The Wolves: Wulfghren units can mobilize and march extremely fast thanks to their previous nomadic lifestyle.

    Initial starting army: 4 Infantry, 2 Archers.

    Your nation in five words: Crazy dog lovers with axes.

    Tell me if I got anything else wrong, Gallo.
    Your nation's fine and it will be interesting to see how your tribe survivied for as long as it did within Federal territory over the past few centuries. Plus you have detailed gods which will make it hella fun when I introduce the god mechanics.

  18. #18
    Galaxyrise Demonsul's Avatar
    Join Date
    Oct 2010
    Location
    GMT Nil
    Pronouns
    he/him/his
    Posts
    4,388

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Demonsul

    Nation Name: Grand Duchy of Askeria

    Government: Absolute Monarchy of sorts

    Leader: Grand Duke Soltius I

    Location: City directly below the e in Federation

    National Colour: Teal as always

    Flag:


    Brief Nation detail: An absolutist Grand Duchy with people of a fearsome caliber, although it has a history of diplomatic involvement.

    Brief History: The Grand Duchy was declared many years past when then-Duke Sendico II deposed some ancient tyrant king or other, then promptly conquered all the regions of the old and small kingdom - well, most of them. He declared the Grand Duchy to cement his hold over the other dukes. This is all old history and isn't that well remembered. Since then, the lesser dukes and nobles had their power eroded, and more than one revolution had to be crushed before the Grand Duke's word became law in his land. Although lesser titles still exist, their sole job is enforcing the rule of the Grand Duke, and much of their autonomy fell by the roadside long ago. The Grand Duke often meddled in the diplomatic affairs of other parts of the Federation, and was often happy to commit his forces to its ends.

    Bonuses:
    Noble Administration: With much of the power centralized in the Grand Duke, the nobility have learned the crafts of administration and enforcement. This has improved administration overall, as tax is collected on time, those who seek to evade them are swiftly brought to justice, and administration costs are minimized.
    Martial Understanding: A history of political meddling and contribution to the Federation's wars has made the Grand Duchy's military commanders more competent and skilled than their peers.

    Initial Starting Army: 2 melee, 2 archer and 2 cavalry.

    Your nation in five words: Centralized Absolute Duchy, Administrative Lordlings
    Last edited by Demonsul; 04-26-2012 at 02:27 PM.

  19. #19
    Aesop Formless Fable's Avatar
    Join Date
    Sep 2011
    Location
    Far away
    Posts
    104

    Re: Gods, Guts and Glory - A tale of the Hebrides

    I've been explicitly ordered to join this

    I'll think of something in a second.

  20. #20
    Daunting's Avatar
    Join Date
    Nov 2011
    Location
    ...yes?
    Posts
    324

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Daunting
    Nation Name: Viceroyalty of Sonn
    Government: Constitutional monarchy--though substantial power is held by an aristocracy.
    Leader: Viceroy _____ Sonn
    Location: Putland/Put
    National Colour: ah dangit, the blue-s are all taken, oh wait how 'bout Lime "00FF00"!
    Flag: TBD
    Brief Nation detail: Viceroyal (of the Sonn family) serves as the head of state; citizens participate in free elections for a parliament which has equal power. In the event of a disagreement between the two branches, a vote amongst the upper aristocracy serves to break ties. Technically democratic Parliament, but for the most part the leaders and representatives come from the nobility.
    Brief History: Viceroy voluntarily gave up some of his power to the nobles and parliament years back, upon realizing that if he didn't, he would either face a costly civil war or would be ousted from power.
    Bonuses: Abundance - the Viceroyalty is able to efficiently extract natural resources from mines, farms, forests, &c--providing above-average quantities of raw materials.
    Infrastructure - Towers and walled cities make the region more easily defensible; patrolled and maintained roads allow for more reliable transport of both goods and people.
    Initial starting army: 2 regiments of Archer levies; 3 regiments of Infantry levies; 1 regiment of Cavalry levies.
    Your nation in five words:
    Enlightened feudalism; mines and stuff.

  21. #21
    Aesop Formless Fable's Avatar
    Join Date
    Sep 2011
    Location
    Far away
    Posts
    104

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Player Name: Formless Fable
    Nation Name: Kingdom of Resplendor
    Government: Elective monarchy
    Leader: Queen Suina the fourth
    Location: Southmost port city on the big island furthest left, near the grey-squares nations
    National Colour: purple
    Flag: (thanks to demonsul!)
    Brief Nation detail: A trade-based kingdom built on wealth that flowed through the federation.
    Brief History:
    Bonuses:
    - Wealthy traders: trade will produce more income due to traders being based here and having far-reaching connections to many ports.
    - Superior archery tradition: guess.
    Initial starting army: 3 archer, 2 infantry, 1 cavalry
    Your nation in five words: elective trade monarchs are rich

  22. #22
    the gishi of space swampmist1142's Avatar
    Join Date
    Aug 2010
    Location
    the land of balance and frogs
    Posts
    2,684

    Re: Gods, Guts and Glory - A tale of the Hebrides

    EDIT:
    4]
    If anything doesn't work, feel free to say so
    EDIT: Is it better now?
    Last edited by swampmist1142; 04-26-2012 at 08:12 PM.
    teh meda pedas =
    000
    teh sig quotes:

  23. #23
    Lord High Plotmaster Galloglasses's Avatar
    Join Date
    Mar 2011
    Location
    Land of Frost and Law
    Posts
    1,670

    Re: Gods, Guts and Glory - A tale of the Hebrides

    Swampmist, I am kinda pressed for time so I will make this blunt: You nation is unacceptable for this fantasy setting. If you are confused by what is acceptable or not, PM me and I will clarify. But in short: no you cant have a nation of anime characters in this fantasy nations game.

  24. #24

    Re: Gods, Guts and Glory - A tale of the Hebrides

    ERM, RESERVED BUT TIME TROUBLES SO EXPECT THINGS LATER.

  25. #25
    the gishi of space swampmist1142's Avatar
    Join Date
    Aug 2010
    Location
    the land of balance and frogs
    Posts
    2,684

    Re: Gods, Guts and Glory - A tale of the Hebrides

    but... I specifically chose the non-techy ones!
    I mean, If I need to, I can change it, I just kinda don't understand why.
    teh meda pedas =
    000
    teh sig quotes:

Page 1 of 12 123411 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •