TreasureOP

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May 10th, 2018
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  1. AETHERIA
  2.  
  3. >Population:
  4. 10,378
  5. >Food production:
  6. 13,500
  7. >Population growth:
  8. 2%
  9. >Hunger:
  10. None
  11. >Territory:
  12. 1
  13. >Outposts/towns/cities:
  14. Terässydän (Capital)
  15. >Happiness:4
  16. >Technologies:
  17. Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges III, Masonry I, Medicine II, Swords III, Armor II, Brewing II (Beer, Mead), Military Training I
  18. >Buildings:
  19. Terässydän:
  20. Teräs Sielu
  21. Extra Housing
  22. Forge
  23. Iron Mine
  24. Tavern
  25. Wheat Farm
  26. >Standing Army:
  27. >Resources:
  28. Food: Wheat, potatoes, onions, cows, sheep
  29. Luxury: Silver, Marble
  30. Industrial: Copper, tin, wood, stone, iron+, coal
  31. >Magic:
  32. None
  33. >Divine Favor:
  34. N/A
  35.  
  36. TROYA
  37.  
  38. >Population:
  39. 12,244
  40. >Food Production
  41. 19,250
  42. >Population growth:
  43. 6.5%
  44. >Hunger:
  45. >Territory:
  46. 25
  47. >Outposts/towns/cities:
  48. Troy (City)
  49. Rhodes (City)
  50. Percote (outpost)
  51. Happiness:
  52. 5
  53. >Technologies:
  54. Industrial: Ironworking, Bronzeworking, Masonry II, Shipbuilding IV (Quadriremes), Pickaxes I (Bronze), Slavery I, Forges I, Metallurgy I
  55. Military: Armor I (Leather), Exotic Weapons I (Nets), Blunt Weapons I (metal-ringed clubs), Slings I, Shields I, Trojan Mounted Combat I
  56. Economic and Agriculture: Animal Husbandry I, Farming III, Pottery I, Selective Breeding II, Fishing I (Nets), Mills I (Animal-powered), Slavery I
  57. Infrastructure and Education: Roads I, Trojan Alphabet, Caste System I, Code of Laws I, Religion I (Poseidon), Magical Training I, Very Slavery I, Trojan Clothing I, Surveying I
  58. >Buildings:
  59. Troy:
  60. The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Legendary Trojan Harbour (Damaged), Temple of Poseidon, Trojan Metalworks (Damaged), Trojan Iron Mine, Fishing Fleet (Mobile)
  61. Rhodes:
  62. Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor, Military Command Post
  63. Percote:
  64. Temple of Poseidon, Paved Roads, Lumberyard
  65. >Standing Army:
  66. 60 Trojan Armoured Net Militia (+15 for every 100), 360 Trojan Armoured Clubmen (+15 for every 100), 100 Chariots (+15 for every 50), 300 Slingers (+15 for every 100)
  67. 10 Trojan Triremes (+10 to combat for every 5) 35 Quadriremes (+10 for every 5)
  68. >Resources:
  69. Food: Shellfish, Wheat+, Trojan Cows, Fish+, Sheep, Flour, grapes, onions
  70. Luxury: Pearls, Gold
  71. Industrial: Copper, tin, Wood+, Rope, Stone, Leather, Trojan Horses, Iron
  72. >Magic:
  73. Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)
  74. Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat))
  75. >Divine Favor:
  76. Poseidon (Water, Storms, Animals, Life) - 1
  77.  
  78. GOTLAND
  79.  
  80. >Population:
  81. 10,000
  82. >Food production:
  83. 14,000
  84. >Population growth:
  85. 1.75%
  86. >Hunger:
  87. None
  88. >Territory:
  89. 1
  90. >Outposts/towns/cities:
  91. Visby (Capital)
  92. >Happiness: 3
  93. >Technologies:
  94. Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges I, Medicine I, Spears II, Shipbuilding III (Triremes), Fishing I (Pole), Armor II, Military Training II, Bows II, Masonry I, Surveying I, Brewing I (beer)
  95. >Buildings:
  96. Clan Hall (Visby)
  97. Extra Housing (Visby)
  98. Harbor (Visby)
  99. Barracks (Visby)
  100. Stone Walls (Visby)
  101. Tavern (Visby)
  102. Lettuce Farm (Visby)
  103. >Standing Army:
  104. >Resources:
  105. Food: Wheat, lettuce+, potatoes, sheep, pigs, fish
  106. Luxury: Marble, silver
  107. Industrial: Copper, tin, wood, stone, iron, limestone
  108. >Magic:
  109. None
  110. >Divine Favor:
  111. N/A
  112.  
  113. ROMANS
  114.  
  115. Name: The Romans (Formerly Villanovans)
  116. Color: Purple
  117. >Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.
  118. >Population:
  119. 14,014
  120. >Food production:
  121. 18,250 (+extra food resources x2)
  122. >Population growth:
  123. 2%
  124. >Hunger:
  125. None
  126. >Territory:
  127. 35
  128. >Outposts/towns/cities:
  129. Roma - Capitol city
  130. Florentia - Outpost
  131. Naples - Outpost
  132. >Happiness:
  133. + 10 (Moderately Happy)
  134. + 2 Feel Good Tokens (+5 to one roll)
  135. >Technologies:
  136. Bronzeworking, Animal Husbandry I, Farming III, Metallurgy I, Swords I, Military Training I, Armor I (Bronze), Shields I (Bronze Villanovan), Shipbuilding I (Galleys), Clothmaking I (Linen), Chain of Command I, Fishing I, Republic II, Patrolling I, Spears I (Bronze pilum), Siege Weapons III (Battering Ram, Catapult), Code of Laws I, Villanovan High Alphabet, Villanovan Low Alphabet, Police Force I, Slavery I, Measurement System I, Forges I, Ironworking, Irrigation I, Horse Equipment I (Saddles), Roman Military Structure I
  137. >Buildings:
  138. >>Roma
  139. + [Senatusconsultum] - capitol building
  140. + [Small Temple of Apollo]
  141. + [Simple Stone Walls]
  142. + [Wheat Farm]
  143. + [Improved Villanovan Barracks]
  144. + [Amphitheater]
  145. + [Great Statue of Scruffitius Gaius Servillius]
  146. >>Florentia
  147. + [Winery]
  148. + [Cow Farms]
  149. + [Simple Stone Walls]
  150. >>Naples
  151. + [Roman Statue of Apollo]
  152. >Standing Army:
  153. 659 Roman Legionnaires (+17 to combat rolls for every 100)
  154. 541 Roman Javeliners (+17 to combat rolls for every 100)
  155. 250 Roman Equites (+17 to combat rolls for every 100)
  156. 25 Roman Galleys (+6 to combat rolls for every 5 galleys, naval unit)
  157. >Resources:
  158. Food: Wheat+, Grapes+, Olives+, Cows+++, Fish, Horses, Lettuce, Iron
  159. Luxury: Marble, Wine
  160. >Magic
  161. None
  162. >Divine Favor:
  163. Apollo (Fire, light, life, protection) - 6
  164.  
  165. WALLACHIA
  166.  
  167. Nation Name: Wallachia
  168. Color: Dark-Red/ Burgundy
  169. Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.
  170. Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.
  171. >Population:
  172. 10,718 (700 SA)
  173. >Food production:
  174. 14,500 (12,118 in use)
  175. >Population growth:
  176. 1.75%
  177. >Hunger:
  178. None
  179. >Territory:
  180. 1
  181. >Outposts/towns/cities:
  182. Curtea de Danube (capital)
  183. >Happiness:
  184. 7
  185. >Technologies:
  186. Bronze-working, Iron-working, Animal Husbandry III, Farming II, Forges II, Military Training III (Officer training), Mounted Combat I, Swords I, Armor I, Wallachian Mathematics III, Wallachian Currency, Code of Laws I, Medicine I, Masonry I, Architecture I, Engineering I, Wallachian Shields I,
  187. >Buildings:
  188. The Court over Danube (Named Capital Building)
  189. Orphanage (Curtea de Danube)
  190. College of Curtea de Danube
  191. Extra Housing (Curtea de Danube)
  192. Barracks (Curtea de Danube)
  193. Stone Walls (Curtea de Danube)
  194. Wheat farms (Curtea de Danube)
  195. >Standing Army:(700) +10 for every 100 troops.
  196. 330 Wallachian Swordsmen
  197. 330 Wallachian Horsemen
  198. 20 Wallachian Engineers
  199. 20 Wallachian Officers
  200. >Resources:
  201. Food: Wheat+, carrots, garlic, cows, pigs, horses
  202. Luxury: Furs
  203. Industrial: Copper, tin, wood, stone, iron
  204. >Magic:
  205. None
  206. >Divine Favor:
  207. Yeshua, Lord of Hosts.
  208. (Water, life, protection, light) - 3
  209. AISEIRIGH
  210. >Population: 13,746
  211. >Food production: 17,750
  212. >Population growth: 4
  213. >Hunger:
  214. >Territory:
  215. 55
  216. >Outposts/towns/cities:
  217. Loch Iarainn (Capital), Achaidh (City), Leicester (City)
  218. >Happiness:
  219. 5 (Moderately happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)
  220. >Technologies:
  221. Ironworking, Animal Husbandry II, Farming II, Dyemaking II, Military Training III, Spears III (Spears, Javelins), Clothing II (Down-Stuffed Clothing), Pottery I, Surveying II, Forges II, Shipbuilding I (Galleys)
  222. >Buildings:
  223. Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms
  224. Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms
  225. Leicester: Potato Farm
  226. >Standing Army: 250 Shortswords, 697 Spearbrothers. (+12 for every 100)
  227. >Resources:
  228. Food: Wheat+, potatoes, sheep+++, Cabbage, Chickens, Aiseirigh Potatoes+
  229. Luxury: Dyes (from Basic Dyemaking), Wool+ Cloth
  230. Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron
  231. >Magic:
  232. >Divine Favor: 3, Brigid: Fire, Metals, Life, Strength
  233.  
  234. SKRAEL
  235.  
  236. >Nation name: Skræl
  237. >Color: Green
  238. >Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.
  239. >Happiness:
  240. 8 (Ecstatic)
  241. >Territory:
  242. 17
  243. >Population:
  244. 18,558
  245. >Population growth:
  246. 3%
  247. >Food production:
  248. 17,000
  249. >Hunger:
  250. None
  251. >Outposts/towns/cities:
  252. Inuksuk(capital)
  253. >Technologies:
  254. Bronzeworking, Skraeli Metallurgy I, Armor III (Bronze Reinforced Bonescale), Trapping I, Clothing I (Wool), Animal Husbandry II, Farming I, Fishing V (Spear, Net, Clamdigging, Line), Shipbuilding V (War Quadriremes), Carpentry I (Skræli longhouses), Medicine of Ataninnuaq V, Surgery II, Hygiene III (saunas, Toothpaste), Sewage I (Outhouses), Perfumes I, Skræli Alphabet, Music III (Throat Singing, drums, lyres), Philosophy I
  255. >Buildings:
  256. Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge
  257. >Standing Army:
  258. 572 Skraeli militia (+5 to combat for every 100)
  259. 10 War Quadriremes (+8 to combat rolls for every 5 ships).
  260. >Resources:
  261. Food: Wheat, fish, yaks, Sheep, Crabs, Whales, Shellfish, Halibut
  262. Luxury: None
  263. Industrial: Copper, tin, wood, Yak/Sheep Wool Cloth
  264. >Magic:
  265. None
  266. >Hero Pantheon:
  267. Ataninnuaq (+5 healthcare rolls) (Died at 100 yrs old)
  268. Tabukvik (+5 to actions relating to boats and fishing) (65 yrs old)
  269.  
  270. HAN
  271.  
  272. The Han (Bazrael)
  273. >Population:
  274. 17768
  275. >Food production:
  276. 24,000
  277. Feeding: Civilian 17768+Military (2666) = 20434
  278. >Population growth:
  279. 4.75% base
  280. >Hunger:
  281. Content
  282. >Territory:
  283. 27
  284. >Outposts/towns/cities:
  285. Xinyang (Capital City)
  286. Xi'iang (City)
  287. Shènglì (Outpost)
  288. >Happiness:
  289. 6 (+Code of Laws)(+Jade)
  290. GREAT WALL:
  291. The Great Wall of the Han (Xinyang Section)
  292. The Forbidden Fortress (Xinyang) (Legendary)
  293. >Technologies:
  294. Bronzeworking, Animal Husbandry II, Farming III, Fishing I (crawfish pots), Crop rotation I, Architecture II, Code of Laws I, Conscription I, Education II, Surveying I, Han Alphabet, Medicine I, Construction Tools I (Bronze), Military Training I, Optics I, Spears II (Han Spears, Han Pikes), Crossbows I, Han Nationalism I, Poetry I, Magical Training II, Religion I (Xi Wangmu), Scholar Caste, Han Water Purification I, Han Pottery I (Han Porcelain)
  295. >Buildings:
  296. The Red Fortress capitol building (Xinyang)
  297. +Extra Housing (Xinyang)
  298. Xi Wangmu Academy - Legendary Barracks (Xinyang)
  299. Xi Wangmu Temple (Xinyang)
  300. University (Xinyang)
  301. Honor and Virtue District (Xinyang)
  302. Han Magic Academy (Xinyang)
  303. Han Rice Terraces (Xinyang)
  304. Cattle Ranch (Xinyang)
  305. Salt Mine (Xinyang) building
  306. Rice Farm (Xi'iang)
  307. >Standing Army:
  308. 798 Elite Soldiers +11 to combat rolls for every 100 troops
  309. 535 Standard Han Crossbowmen (+8 to combat for every 100)
  310. >Resources:
  311. Food: [+extra food resources x4] Rice+++, cabbage, soybeans, chickens, Barley, Crawfish, Oxen+, potatoes
  312. Luxury: Jade, Han Porcelain
  313. Industrial: Wood, Copper, tin
  314. >Magic:
  315. Minor Plant Growth Spell
  316. Han Dragonthorn spell
  317. Minor Guidance of Xi Wangmu (Protection) spell
  318. >Divine Favor:
  319. 3 favor
  320. Xi Wangmu (Earth, metals, plants, protection)
  321. >Other
  322. Peacetime Soldierly Employ +5 to Construction Actions but half strength when active (ACTIVE/PEACE)
  323.  
  324. QARTHAK
  325.  
  326. >Nation name: Qarthak
  327. >Color: Pink
  328. >Fluff:
  329. At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland.
  330. Over time more and more people came to this oasis againt the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. Acity that stood aginst the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.
  331. Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves. Thus the city of Colored Cloth and Brown Stone exists.
  332. >Population:
  333. 10,718
  334. >Food production:
  335. 15,500
  336. >Population growth:
  337. 1.75%
  338. >Hunger:
  339. None
  340. >Territory: 1
  341. >Outposts/towns/cities:
  342. Qarthak (Capital)
  343. >Happiness:
  344. 5
  345. >Technologies:
  346. Bronzeworking, Ironworking, Forges I, Animal Husbandry II, Farming III, Fishing I (Pole), Shipbuilding II (Galleys), Spears I, Armor I, Bows I, Masonry I, Clothmaking I, Dyemaking I, Medicine I
  347. >Buildings:
  348. Hall of Colors
  349. Extra Housing (Qarthak)
  350. Harbor (Qarthak)
  351. Stone Walls (Qarthak)
  352. Fig Farms
  353. Dyer's Shop (Qarthak)
  354. Forge (Qarthak)
  355. Jeweler's Workshop (Qarthak)
  356. Harbor (Qarthak)
  357. Dye Farms (Qarthak)
  358. >Standing Army:
  359. 100 Qarthakian Spearmen (+5 to combat rolls for every 100 troops)
  360. 100 Qarthakian Archers (+5 to combat rolls for every 100 troops)
  361. 10 Qarthakian War Galleys (+5 to combat rolls for every 5 ships)
  362. >Resources:
  363. Food: Wheat, figs+, grapes, cows, sheep, fish, olive
  364. Luxury: Dyes++, Rubies
  365. Industrial: Copper, tin, wood, stone, iron, wool cloth
  366. >Magic:
  367. None
  368. >Divine Favor:
  369. Baal Hamon (Domains available: Air, storms, plants, life) 1
  370. (Extra favor condition: Complete actions which advance your mastery of plants and vegetation)
  371. >Nation name:
  372. Babylon (Kingdom Of The Babylonians)
  373. >Color:
  374. Blue
  375. >Fluff:
  376. The Glory of Babylon is not determined by its army, which is grand indeed, but rather, by it's intimate understanding of letters and numbers. Its legal code is true and just, and its algebra allows it to maintain larger cities and armies easier than most.
  377. ~~~~
  378. >Population:
  379. 14,385
  380. >Food production:
  381. 19,250 (+ Basic Recordkeeping)
  382. >Population growth:
  383. 4.25%
  384. >Hunger:
  385. None
  386. >Territory:
  387. 35
  388. >Outposts/towns/cities:
  389. Babylon(Capital)
  390. Alu-Marduk(Shrine Outpost)
  391. Alu-Sarrum(Southern Capital/City)
  392. Alu-Tiamatu(Coastal City)
  393. >Happiness:
  394. 2 (Slightly Happy)
  395. >Technologies:
  396. Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Babylonian Mathematics III, Recordkeeping II, Babylonian Writing II, Babylonian Alphabet, Forges II, Shipbuilding II (galleys), Babylonian Spears II, Shields I, Selective Breeding II, Mills I, Babylonian Bows II, Paper I (Nile Papyrus)
  397. >Buildings:
  398. [Etemenanki(Renovated)(Babylon)]; [Holy Goat Tower(Babylon)]; [Extra Housing(Babylon)]; [Harbour(Alu-Tiamatu)]; [Date Farms(Alu-Tiamatu)]; [Palisade(Alu-Marduk)]
  399. >Standing Army:
  400. [1254/200 Disciplined Babylonian Militia Spearmen/Bowmen (+14(+15) to combat rolls for every 100)]
  401. >Heroes:
  402. [Nabonassar (General, +1 to combat rolls per 100 troops)]
  403. >Resources:
  404. Food: Wheat, Dates+, Sheep, Goats, Babylonian Apples, Cows, Peas
  405. Luxury: Silver, Babylonian Gold
  406. Industrial: Copper, Tin, Stone, Sheep Wool Cloth, Babylonian Iron Ore, Babylonian Iron
  407. >Magic:
  408. None (yet)
  409. >Divine Favor:
  410. (Marduk (Air, protection, life, metals) - 6)
  411.  
  412. FRANCISIA
  413.  
  414. >Nation name:
  415. Francisia
  416. >Color:
  417. Blue
  418. >Fluff:
  419. Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.
  420. >Population:
  421. 13,386
  422. >Food production:
  423. 14,000
  424. >Population growth:
  425. 1.75%
  426. >Hunger:
  427. None
  428. >Territory:
  429. 14
  430. >Outposts/towns/cities:
  431. Portes du Paradis (capitol city)
  432. Fercollines (Iron mining/Limestone quarry outpost)
  433. >Happiness:
  434. 2
  435. >Technologies:
  436. Bronzeworking, Animal Husbandry I, Farming I, Code of Laws I, Military Training I, Carpentry I, Wood Finishing I, Shields II (Wooden), Metal Casting I, Bows I, Francisian Currency, Pottery I, Fishing I, Economics I, Clothmaking II (Francisian Linen, Looms), Taxation I, Labor Specialization I, Mathematics I, Combat Techniques II (Francisian Fencing), Francisian Mechanisms V (Basic machines, gears, linen/iron torsion springs), Swords II (Iron Rapier), Measurement System II, Shipbuilding II (Raft, Galley), Police Force I, Physics II, Masonry III (cement mortar), Pumps I, Cranes I, Siege Weapons I (Ballistae), Construction I (Tile Roofs), Perfumes I (Essential Oils)
  437. >Buildings:
  438. Le Palais du Peuple (capitol building)
  439. Salle De Compétition
  440. >Standing Army:
  441. 281 Francisian Swashbucklers (+14/100)
  442. 140 Archers (+14/100)
  443. 15 Francisian galleys (+7 to naval combat rolls/5 ships)
  444. >Resources:
  445. Food: Wheat, Cabbage, Cows
  446. Luxury: Francisian Linen+
  447. Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas
  448. >Magic:
  449. None
  450. >Divine Favor:
  451. Melusine (water, darkness, war, ice) 3
  452.  
  453. COGOTAS
  454.  
  455. >Nation name: Cogotas
  456. >Color: Gold
  457. >Fluff: The Cogotasi are a strange yet industrious people. Natives to the central region of the Iberian peninsula they have lived and grown away from most of the strife and conflict caused by the gods and their proxies. Predominantly a herder people, having more cattle herders than farmers. They are known to the neighboring tribes for their black pottery, strange animal statues watching over their cattle fields, and necropolis. Since no god has approached them yet they believe in spirits of nature, animals, and people and seek to deal with or control them into doing what they desire. Now with the rise of a new warlord they seek to extend their dominance to those around them as well.
  458. >Population:
  459. 12,398
  460. >Food production:
  461. 13,500
  462. >Population growth:
  463. 2.25%
  464. >Hunger:
  465. None
  466. >Territory:
  467. 12
  468. >Outposts/towns/cities:
  469. Cogotas (capitol city)
  470. Vindras (outpost)
  471. >Happiness:
  472. 2 (Content)
  473. >Technologies:
  474. Bronzeworking, Ironworking, Forges I, Animal Husbandry III, Farming I, Cogotan Pottery I, Spears I (Iron spears), Mounted Combat I, Medicine I, Armor I (Iron), Religion I (Bandua), Military Training I
  475. >Buildings:
  476. Warchief's Hold
  477. Extra Housing (Cogotas)
  478. Wheat Farms (Cogotas)
  479. Temple of Bandua (Cogotas)
  480. >Standing Army:
  481. 345 Cogotasi Horsemen (+9 to combat for every 100 troops)
  482. >Resources:
  483. Food: Wheat++, grapes, carrots, cows, sheep, horses
  484. Luxury: Silver, Marble
  485. Industrial: Copper, tin, iron
  486. >Magic:
  487. Minor Shape Metal
  488. >Divine Favor:
  489. Bandua (Fire, War, Air, Minerals) - 0
  490.  
  491. KINGDOM OF THE NILE
  492.  
  493. Kingdom of the Eternal Nile (Javmoj)
  494. >Population:
  495. 12,784
  496. >Food production:
  497. 16,000
  498. >Population growth:
  499. 6.5%
  500. >Hunger:
  501. None
  502. >Territory:
  503. 37
  504. >Outposts/towns/cities:
  505. Giza (CAPITAL!)
  506. Qoseir (City)
  507. Benben (City)
  508. Rhakotis (City)
  509. >Happiness:
  510. 9 (+5 Bonus to all rolls)
  511. >Technologies:
  512. Bronzeworking, Animal Husbandry II, Farming III, Masonry II, Architecture III, Nile Spears II (Bronze), Shipbuilding IV (Superior Nile Quadriremes), Nile Cartography II, Paper II (Nile Papyrus), Fishing I (Nile nets), Medicine II, Babylonian Alphabet
  513. >Buildings:
  514. Palace of the Pharaoh (Capital Building)
  515. Nile Granary
  516. Pyramid of the First Builder, Pyramid of the First Pharaoh
  517. Great Pyramid Of Khufu (The Second Pharaoh)
  518. Tombs (Southern Border)
  519. Hospital (Giza)
  520. >Standing Army:
  521. 600 Nile Spearmen (+5 to combat rolls for every 100)
  522. >Resources:
  523. Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish
  524. Luxury: Gold
  525. Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds, Life Flower
  526. >Magic:
  527. None
  528. >Divine Favor:
  529. Osiris 12 (Condition for extra favor: Build extravagant tombs and memorials for the dead, particularly those of great importance)(Domains available: Earth, metals, life, protection)
  530.  
  531. RUS
  532.  
  533. >Population:
  534. 13237
  535. >Food production:
  536. 19,000 (feeding 12115civ+700mil=13937)
  537. >Population growth:
  538. 3%
  539. >Hunger:
  540. None
  541. >Territory:
  542. 18
  543. >Outposts/towns/cities:
  544. Moskva (capital city)
  545. Lipin Bor (city)
  546. Tula (outpost)
  547. >Happiness
  548. 10
  549. 3 tokens
  550. >Technologies:
  551. Ironworking, Animal Husbandry III, Farming I, Military Training I, Swords I (Iron), Mounted Combat II (Horseshoes), Forges II, Pickaxes III (Steel), Bows I, Fishing I (Pole), Roads I, Religion I (Svarog), Messenger Service I, Animal Training II (Falcons), Administration I, Farming Equipment I (ploughs), Rus Alphabet, Engineering I, Steelworking I, Pumps I
  552. >Buildings:
  553. Palace of the Royal Family (Moskva) also capital building
  554. Temple of Svarog (Moskva)
  555. School (Moskva)
  556. Town hall (Lipin Bor)
  557. Rus Fisheries (Lipin Bor)
  558. Paved Roads (Lipin Bor to Moskva, Moskva to Tula)
  559. Forge (Moskva)
  560. Rus Lord's Palace (Tula)
  561. Church of Svarog (Tula)
  562. >Standing Army:
  563. 150 tatar horsemen +15 to combat rolls for every 100 troops
  564. 200 cossacks +15 to combat rolls for every 100 troops
  565. >Resources:
  566. Food: Wheat, potatoes, sheep, horses, goats, Fish++, cows
  567. Luxury: Gold, Marble, Furs
  568. Industrial: Copper, tin, wood, stone, Iron, crude Rus steel
  569. >Magic:
  570. Minor Shape Metal
  571. Minor Firebolt
  572. >Divine Favor:
  573. 4
  574. >Religion
  575. Svarog - fire, metals, life, protection
  576.  
  577. MEDITERRANS
  578.  
  579. Mediterrans (Tansen)
  580. >Population:
  581. 14282
  582. >Food production:
  583. 16,250
  584. >Population growth:
  585. 3.5%
  586. >Hunger:
  587. None
  588. >Territory:
  589. 19
  590. >Outposts/towns/cities:
  591. Mediterra (capital)
  592. Ferrumterra (Outpost) (Sardinia)
  593. Aureumterra (outpost) (Corsica)
  594. >Happiness:
  595. +3
  596. >Technologies:
  597. Food: Farming II, Fishing III (Mediterran Nets), Animal Husbandry II
  598. Industrial: Bronzeworking, Shipbuilding III (Triremes), Clothmaking II (Linen, Sailcloth), Ironworking
  599. Military: Bows I (Mediterran Bows) Mediterran Amphibious Assault Training I, Spears I (Bronze Tridents), Military Training I
  600. Science: Mediterran Alphabet
  601. Cultural: Brewing II (Mediterran beer)
  602. >>Buildings:
  603. >Capital
  604. Mediterran court of the king and his people
  605. Mediterran Temple of Salacia (Iron, Marble, Bronze)
  606. Harbor (Mediterra)
  607. Barracks (Damaged)
  608. Taverns (Mediterra)
  609. >Ferrumterra
  610. Mediterran Temple of War
  611. >Standing Army:
  612. >Naval;
  613. 21 Mediterran Triremes (+10 to combat for every 5 triremes, naval unit)
  614. >Ground; 687 regulars +11, 497 elites+14
  615. 324 bowmen
  616. 363 trident/net
  617. +11 to combat rolls for every 100 troops
  618. 497 Elite Soldiers (+14 to combat rolls for every 100).
  619. >Miscellaneous;
  620. 1 Messiah (Scipio di Salacia)
  621. >Resources:
  622. Food: Fish, wheat, chickens, Shrimp, Oranges, oxen
  623. Special: Mediterran Sailcloth, Mediterran Figureheads, Blessed Medicine
  624. Luxury: Mediterran Beer, Marble, Gold
  625. Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron
  626. >Magic:
  627. Blessed Medicine
  628. >Divine Favor:
  629. Salacia, the Queen of the Seas.
  630. (Domains available: Water, storms, life, protection)- 6)
  631.  
  632. REBELLION: +1 to combat rolls against tabulaterra
  633.  
  634. ELSASS
  635.  
  636. FREE CITY OF ELSASS
  637.  
  638. >Population:
  639. 11,260
  640. >Food production:
  641. 14,000
  642. >Population growth:
  643. 2%
  644. >Hunger:
  645. None
  646. >Territory:
  647. 1
  648. >Outposts/towns/cities:
  649. 1 Capitol City
  650. >Happiness:
  651. 8 (+5)
  652. >Technologies:
  653. Bronzeworking, Ironworking, Forges II, Animal Husbandry II, Farming II, Mining II, Swords I, Religion IV ("God Below"), Medicine I, Police Force I, Armor I (Iron), Terraced Farms I, Shields I, Spears II, Elsass Military Training I, Elsass Patrolling I, Elsässer Alphabet
  654. >Buildings:
  655. Schloss Graustein
  656. Extra Housing (Free City of Elsass)
  657. Iron Mines (Free City of Elsass)
  658. Sapphire Mines (Free City of Elsass)
  659. Temple of Mantus (Free City of Elsass)
  660. Statue of Mantus (Free City of Elsass
  661. >Standing Army:
  662. 900 Elsass Swordsmen (+11 for every 100)
  663. >Resources:
  664. Food: Wheat, lettuce, sugar beets, cows, chickens
  665. Luxury: Gold, Sapphires, Silver
  666. Industrial: Copper, tin, wood, stone, iron+, coal
  667. >Magic:
  668. Darkvision (strength 5)
  669. >Faith: 1
  670. >Divine Favor:
  671. Mantus (Earth, Metals, Darkness, Protection): 3
  672.  
  673. BORBOGRAD
  674.  
  675. >Nation name:
  676. Borbograd
  677. >Color:
  678. Red
  679. >Fluff:
  680. It all started with one farmer (whose name translates to "By the grace of God, a Dragon") who would challenge travelers to fight. Nothing fancy, just a fistfight or grapple, typically with some stakes, like a day of work on the farm vs a bottle of kvass. Some stuck around and made their farms nearby, and the tradition of fighting was started. Fighting was entertainment, dispute resolution, bonding and even a method of courtship. A system of honor developed, and a physically strong and socially-cohesive group grew, whose life purpose was to win the next fight. Crime was almost non-existent, for self-defense was almost assumed, and, when threatened from the outside, they made up for their lack of strategy, and sometimes even weapons by the incredible physical fitness and hand-to-hand combat capabilities of these people.
  681. Muzhchina Voinovna, a great-granddaughter of that first pugilist-farmer, and one of the city's most elite fighters, has recently earned the title of Nayagina, roughly "Princess", a title which places upon her the responsibility of taming the unruly city, and turning their vigor to productive ends. And there is much to be done! There is a great wide world outside the city walls, with many places to explore, sights to see, and faces to punch!
  682. Motto:
  683. "Train and Fight!"
  684. >Population:
  685. 10,899
  686. >Food production:
  687. 15,750
  688. >Population growth:
  689. 3.5%
  690. >Hunger:
  691. None
  692. >Territory:
  693. 1
  694. >Outposts/towns/cities:
  695. Borbograd City
  696. >Happiness:
  697. 5
  698. >Technologies:
  699. Bronzeworking,
  700. Ironworking,
  701. Animal Husbandry III,
  702. Farming III,
  703. Forges I,
  704. Unarmed Combat II (Brawling, martial arts)
  705. Exotic Weapons II (Borbograd Cestus)
  706. Armor I (Leather)
  707. Code of Laws I
  708. Brewing I (Kvass),
  709. Masonry I,
  710. Medicine I
  711. Philosophy I
  712. >Buildings:
  713. Borbograd:
  714. The Krepost
  715. Extra Housing
  716. Arena
  717. Stone Walls
  718. Rye farms
  719. Granary
  720. Town Hall
  721. Barracks
  722. >Standing Army:
  723. 500 Brawlers (+10 per hundred)
  724. >Resources:
  725. Food: Wheat, rye, potatoes, onions, pigs, sheep
  726. Luxury: Emeralds
  727. Industrial: Copper, tin, wood, stone, iron, horses
  728. >Magic:
  729. None
  730. >Divine Favor: 1
  731. Extra favor condition: Increase troop strength
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