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Generic's Drunken Nation

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Oct 26th, 2015
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  1. Name: Angle Confederation
  2. Race: Primarily human
  3. Color: [Easiest for GM]
  4. Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.
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  6. Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.
  7.  
  8. Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.
  9.  
  10. Government Type: Militaristic Confederate Republic.
  11. Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.
  12. Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.
  13. Location:
  14.  
  15. >>> [You are a courtier of Necro Imperialis]
  16. >>> [You use the same statistics your main nation, Necro Imperialis.]
  17. >>You are mobilized: Industrial Efficiency: 100%
  18. >>Lose 1.2/pop; Your corpse supply is being drained. (set resource: Corpses to decreasing)
  19. >>Set mobilization status: 2 turns. Your legitimacy is impacting the strength and effectiveness of the mobilization.
  20. >>Population: (23.9) (1.1/turn)
  21. >>Food: N/A
  22. >>Raw Currency: (2) (+1/turn)
  23. >>Legitimacy: Martial Law [Uprising]
  24. Government:Military Oligarchy
  25. >>Culture: (9)
  26. >>Industry: (17)
  27. >>Unique Buildings:
  28. Oakwell [Town][Ruined]
  29. [Necro stuff below]
  30. The Council Tower
  31. [The grand arena]; +4 culture; +1 industry
  32. [Embassy] Air Dwarves
  33. Xor [Town]; +1 hex; +.1/pop a turn
  34. Orgul Bridge, North [Fortress]
  35. Road Network [Simple]; Industry: +3
  36. Statues of Pezar +2 culture +2 industry
  37. The Necropolis [Fortress] Heavily Damaged
  38. >>Defenses:
  39. Interlocked Bone Wall [Medium]
  40. >>Military Units:
  41. +3 Confederate Irregulars [Very Strong]
  42. >>Resources/Quantity:
  43. Stone, [Sustainable]x2
  44. Wood, [Sustainable ]x2
  45. Iron [Strained]+
  46. Roc Corpses [Sustainable]
  47. Mercenary Command Crowns [A Few]
  48. Flux [Sustainable]
  49. Odd Machinery [Some]
  50. Modular High-Energy Cables [A lot]
  51. Ioun [Sustainable]
  52. Corpses [increasing]
  53. >>Magic/Spells:
  54. >Necromancy, Basic spells:
  55. Curse Terrain, Simple
  56. Mass Raise Undead [Simple]
  57. >Technology: (Stone, Wood, Copper, Iron)
  58. Sturdy Construction, Average
  59. Command Crowns, Simple (can create mercenary command crowns of the same level) requires necromancy.
  60. Air Transport, Improvised
  61. Exotic creature training [Average]
  62. [Subtle means]
  63. War Animal Training [Average]
  64. Specialized Modification [Simple])
  65. Undead-Living Diplomacy [Simple]
  66. Airships [Average]
  67. Projected Energy Theory [Primitive]
  68. Total Mobilization [Simple]
  69. Civil Defense: Simple
  70. Morgazian Air-War [Simple]
  71. Standardization [Improvised]
  72. Urban Warfare [Basic]
  73. >>Territory: (24)
  74. >>Bonuses:
  75. 1. Piratical: Every time you destroy enemy units or units generally, roll a d100 to see what kind of things you pull from their stupid corpses. [This occurs once following combat and works on NPCs.]
  76. 2. Perfectionist: [Necro]
  77. >>Eccentricities:
  78. 1. Power-oriented: [Necro]
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