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4a-nations [2021/11/30 23:25]
naaira [Playable Nations]
4a-nations [2022/09/13 22:59] (current)
fenrir Sturm pulled out
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 ===== Accepted nations ===== ===== Accepted nations =====
  
-<WRAP box> +
-<WRAP column third centeralign>  +
-{{ :mod:4a:loringia:loringia_logo.png |}}  +
-{{ :mod:4a:loringia:imperialflag.png |}} +
-[[4A-loringia|Loringia Nation Page]] +
-</WRAP> +
-<WRAP column twothirds> +
-==== Loringia ==== +
-//Loringia is a realm of perilous mountains and fertile valleys at the crossroads of the two great empires of Marignon and Ulm. With the malediction devouring Ulm and demon worship corrupting Marignon, soon a new syncretic faith which opposed both was born. No longer shall humanity chafe under the yoke of demons from beyond, nor sustain those who have forsaken it in pursuit of immortality.// +
-  * **Race:** Humans and coastal Hoburgs +
-  * **Military:** Professional heavy infantry and cavalry, no recruitable sacred units. +
-  * **Magic:** Strong Fire and Earth, Water, Astral Air +
-  * **Priests:** Average +
-</WRAP></WRAP>+
  
 <WRAP box> <WRAP box>
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 </WRAP></WRAP> </WRAP></WRAP>
  
-<WRAP box> +
-<WRAP column third centeralign> +
-{{ :mod:4a:iram:sunbanner.png |}} +
-{{ :mod:4a:iram:sunflag.png |}} +
-[[4A-iram|Iram Nation Page]] +
-</WRAP> +
-<WRAP column twothirds> +
-==== Iram ==== +
-//The people of Iram are the descendants of the ancient civilization of Na'Ba. As the last of the Jann and their Adite servants were slain, they turned to worshipping the Pantokrator and the divine emissaries who enforced his decrees. But as the city grew, prayers went unanswered and the decrees were no longer adhered to, the old faith reemerged and many turned their attention to darker pursuits. Now Iram is a nation divided by different cults, oligarchs and petty warlords in search of power, salvation or simply a purpose in service of the awakening god.// +
-  * **Race:** Humans, prefers Heat scale +1 +
-  * **Military:** Tribesmen and well trained household troops. Military orders in the capital and later in other forts. +
-  * **Magic:** All except Earth and Nature. Primarily Fire, Air, Death and Astral. +
-  * **Priests:** Mostly weak, Guardian of the Light and Grandmaster of moderate skill. +
-  * **Capital:** Starts with immense fortifications and additional population in the capital. +
-</WRAP></WRAP>+
  
 <WRAP box> <WRAP box>
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 </WRAP></WRAP> </WRAP></WRAP>
  
-<WRAP box> +
-<WRAP column third centeralign> +
-{{ :mod:4a:qadesh:qadeshlogo.png |}} +
-[[4A-qadesh|Qadesh Nation Page]] +
-</WRAP> +
-<WRAP column twothirds> +
-==== Qadesh ==== +
-//Qadesh is a dry wasteland ruled by the few remaining 'Adites and Gittites, giants of an earlier age. No rain falls on these endless dunes and the desert leaves any lifeform in a constant struggle for survival. Civilization is spread thin with small settlements formed around the scarce water sources and roaming bands of nomads united in a loose federation. At the center of Qadesh lies the valley of Megiddo, the site of an ancient struggle between Abysians and Rephaim, ancestors of the Caphtorim. With the last giants' exile to this inhospitable land, an ancient presence has awoken and the deserts seem to grow as if they had a will of their own. Long forgotten kings and warriors rise again to lead their descendants to a safe future and reclaim what has been taken from them.// +
-  * **Race:** Avvim, Caphtorim, Jann, undead giants, Human nomads. Death and Growth scales have half the standard effect on income and population growth, no effect on supplies. Prefer heat scales. +
-  * **Military:** Recruitment limited giants, lightly armed nomads, undead Rephaim. Pilgrims of the lost Tribes. +
-  * **Magic:** Fire, Earth, Air, Death +
-  * ** Priests:** Mediocre, temples produce Death gems +
-  * **Dominion:** Kills 1% of population and reanimates undead giants dependent on dominion strenght, forts preserve around 3000 people. +
-</WRAP></WRAP>+
  
 ===== Playable Nations ===== ===== Playable Nations =====
-<WRAP box> 
-<WRAP column third centeralign> 
-{{ :mod:4a:ikai:ikailogo.png |}} 
-[[4A-ikai|Ikai Nation Page]] 
-</WRAP> 
-<WRAP column twothirds> 
-==== Ikai ==== 
-//When the Onmyoji first managed to pass the Boundary to Ikai, the spirit world, they rejoiced, for here lay the promise of knowledge, and more importantly true immortality. In their hubris they did not realize that their meddling outside of this world may draw unwanted attention. Now the will of the awakening god is manifesting itself, and the ever waning and waxing boundary of reality is fading. Jomon will become a realm of twilight, forever trapped in a dense fog. The imperial bureaucracy's control over the nation is slipping as the days grow shorter, and mankind sees no light, but only endless dusk.// 
-  * **Race:** Humans and youkai 
-  * **Military:** Well drilled Ashigaru, Samurai warriors and cavalry and ninja assassins. Supernatural apparitions of Ikai. 
-  * **Magic:** Access to most paths of magic except blood and earth 
-  * **Priests:** Mediocre, immobile spirits cause darkness. 
-  * **Dominion:** Causes unrest, temples spawn youkai, strong immovable spirits and astral pearls. Freespawn varies between different province types. No effects until the Pretender awakens. 
  
-</WRAP></WRAP> 
  
-<WRAP box> +
-<WRAP column third centeralign> +
-{{ :mod:4a:pythium:pythiumlogo.png |}} +
-[[4A-pythium|Pythium Nation Page]] +
-</WRAP> +
-<WRAP column twothirds> +
-==== Pythium ==== +
-//Pythium is an ancient empire, centered around the greatest city of the world. Over the centuries much has been lost to younger empires, less burdened by bureaucratic corruption, sectarian strife and rigid traditions. Now the ancient promise of the Prophet in White is about to come true and a new God will reveal itself, but many can't accept the truth. Much of the capital has been brought to ruin by rebellion and will need to be reclaimed in order for Pythium to be restored to former greatness.// +
-  * **Race:** Humans +
-  * **Military:** Heavily armed but outdated infantry and cavalry, skirmishing auxiliaries. Cults of the capital provide specialist troops once subjugated. +
-  * **Magic:** High Astral and Nature, strong but limited access to every path except Air. +
-  * **Priests:** Very strong, can join communions. Bishops and Archbishops gain additional Priest and Astral levels if chosen as the Prophet. +
-  * **Mechanics:** Starts with Cult related magic sites, fortifications and additional population distributed around the capital. +
-</WRAP></WRAP>+
  
 <WRAP box> <WRAP box>
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 ==== Nadené Aaní ==== ==== Nadené Aaní ====
-//Ichtyids are trapped in a giant sea shell by R'lyeh. Some are taken away for experimentation. They will remain in the water and become the Land Otter People. Others are rescued by a great being they call Raven. He brings them to a great island. Then on the horizon several magical canoes appear with Atlantian refugees. Atlantian refugees bless the Ichtyids with magical powers. One teaches them how to use metal. They decide to live in the wilderness and act as guardians to the wild, their domain.//+//As R'lyeh dominated the ocean it's mages began to experimentOn merman and Atlantian alike, even on Ichtyids. As time went on more and more of their kin were taken away for horrible experiments. They were rescued by a great being they learned to call Raven. He guided them to a large island. As they explored their new dry home on the horizon canoes appeared. These magical canoes carried Atlantian refugees from the cold northThe Atlantians blessed them with magical secrets. One among them taught them how to bend metal to their will. //
   * **Race:** Ichtyids with summonable Atlantian mages.   * **Race:** Ichtyids with summonable Atlantian mages.
   * **Military:** Amphibian troops in heavy armor, slave warriors, limited firearms.   * **Military:** Amphibian troops in heavy armor, slave warriors, limited firearms.
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 <WRAP column twothirds> <WRAP column twothirds>
 ==== Agartha ==== ==== Agartha ====
-Description+//While the Pale Ones faded from the world, the Olms receded. Miles beneath the earth, the Olms delved, and there they found a new race. The Olms chose to aid this fledgling race, who called themselves Davlin, or Dwarfs, in the tongues of men, as they had once aided the Pale Ones. In the upper reaches of the earth, the human kingdoms of Agartha were destroyed; burned and bled under the terrible onslaught of endless black wings. The survivors fled for their lives, and while some escaped to the surface, others followed the tunnels deeper into the earth. Escaping, for a time, from the nightmare that followed them. Now the three races that are all that remain of Agartha must fight together, less the Deep Kingdoms suffer the same fate as those who came before them.// 
 +  * **Race:** Olms, Dvalin, and Humans with limited darkvision. 
 +  * **Military:** Dvalin soldiers, Human refugees and Olms. 
 +  * **Magic:** Earth, Fire, Water, Death, limited Astral and Nature. High magic gem income. 
 +  * **Priests:** Average.
 </WRAP></WRAP> </WRAP></WRAP>
  
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 <WRAP column twothirds> <WRAP column twothirds>
 ==== Stygia ==== ==== Stygia ====
-Description+//Underneath the Island of Once-Phaeacia, the River Styx ran, carry the souls of the dead to their resting places beneath the waves. In the wake of the Skyfall, the ancient channel of souls burst its banks, and spilled forth out of the bowels of the island. In its wake came the Lords of the Styx, Arbiters of justice. Powerful beings who had seen the eras of sin that the Colossi had been responsible for, they cursed to colossi for the sins of their past. Cursed waters now leak from the maw of the Styx, poisoning the very land. The curse of the Lords has turned the men into malformed husks, and the queens into something more, twisted reflections of the Melqarts they once worshiped. Now the pirate queens of the shattered isle raid coast and ship alike, bringing souls and gold back to offer the Lords for the redemption of their souls.// 
 +  * **Race:** Cursed Collosi and Gigantes 
 +  * **Military:** Amphibious Husks, Colossi heavy infantry, Gigantes Sacreds 
 +  * **Magic:** Strong Death, Water, Good Nature, Earth, Some Fire and Air 
 +  * **Priests:** Weak Colossi Seeress', Good Gigantes, Powerful Lords of The Styx 
 +  * **Mechanics:** Dominion Spreads Disease, Unrest. Coastal Income bonus
 </WRAP></WRAP> </WRAP></WRAP>
  
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 <WRAP column twothirds> <WRAP column twothirds>
 ==== Erytheia ==== ==== Erytheia ====
-Description+//Erytheia is now a monarchy only in name. The conspiracies for the crown spiralled out of control, spilling over into civil war at several times in recent history. The turmoil and bloodshed weakened the realm and turned many inhabitants into refugees – not to speak of those that perished in the clashes for power. Today the nation have rebuilt much of what was lost during the eras of upheaval. A proud amphitheatre stands in the mouth of the Red River accessible to all, air breathing or not.// 
 +  * **Race:** Amphibious Merfolk, aquatic Tritons. Some airbreathers. 
 +  * **Military:** Medium and heavy infantry. Polearms and various blackpowder weaponry. 
 +  * **Magic:** Astral, Fire and Water. Access to Nature, Earth and Death. 
 +  * **Priests:** Weak.
 </WRAP></WRAP> </WRAP></WRAP>
  
-<WRAP box> 
-<WRAP column third centeralign> 
  
-[[4A-tien-chi|T'ien Ch'i Nation Page]] 
-</WRAP> 
-<WRAP column twothirds> 
-==== T'ien Ch'i ==== 
-Description 
-</WRAP></WRAP> 
  
 <WRAP box> <WRAP box>
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 ==== Machaka ==== ==== Machaka ====
-Description+//Machaka has been resurgent after the rise of the great king and the regimentation of their military... using heavy encirclement tactics and their new military doctrine, known as Impi, the tribes have been united and under the strength of the lion have rose to power unseen since the early eras. After spending so many years isolated, they have adopted a form of shamanism, and their spiritual leaders can communicate with the great animal spirits. The Rhino, Lion, Bird and Hyena tribes are united and they will trample the other nations to the sound of thunder.// 
 +  * **Race:** Humans, long in the past mixed with colossi blood. 
 +  * **Military:** Regimented Impi Warriors, Auxilleries from various clans 
 +  * **Magic:** Good Air, Fire, Earth, Some Water, Nature and Death 
 +  * **Priests:** Mediocre Shamans, Strong Thundercallers
 </WRAP></WRAP> </WRAP></WRAP>
  
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 <WRAP column twothirds> <WRAP column twothirds>
 ==== Daura ==== ==== Daura ====
-Description+//Daura is a nation of Machakan descendants who fled persecution at the hands of Spider Clan. While many Lion Queens fled for Berytos, one among their number refused to debase herself with Melqart worship and instead looked for new lands to settle. She came upon the mouth of a mighty river, and following it's treacherous banks, led her people inland. There she encountered the Ishoki spirits. With the coming of the age of sail, the disparate people who separated during the days of Sarki have once again united in the face of these new threats.// 
 +  * **Race:** Machakan humans 
 +  * **Military:** Sacred cavalry, elite cavalry, light and medium armoured infantry and skirmishers. Stealthy forest recruits. 
 +  * **Magic:** Astral and air, some water, nature, earth, fire 
 +  * **Priests:** Strong.
 </WRAP></WRAP> </WRAP></WRAP>
  
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 <WRAP column twothirds> <WRAP column twothirds>
 ==== Atlantis ==== ==== Atlantis ====
-Description+//After the drowning of Lemuria, the haggard remnants of the Atlanteans forsook the depths of the sea. They claimed the lands that stretch along the forsaken coast, from the shattered land of Tien'chi to the realms of the Ragha Imperium. There they found the nomadic people of the Vulture Tribe, tradesmen and caravaneers who worship the Great Vultures who can be found along the Bone Road. They joined their peoples together to form a solidified Nation. They are a proud, industrious nation, whose sworn duty is to safeguard the land and travelers from the terrors of the depths as they travel along The Bone Road.// 
 +  * **Race:** Atlanteans and Shamblers, Former Eagle Clan Caelians.  
 +  * **Military:** Legions of Regimented Atlanteans, Sacred Vulture riders. Air Rifles, Harpoon Guns, Glaives and Pikes. 
 +  * **Magic:** Good Air, Death, Fire, Earth. Some Water. 
 +  * **Priests:** Powerful Vulture Kings, Strong Bonefleet Admirals, mediocre Captains and Caravaneers. 
 +  * **Mechanics:** Coastal fort recruit elite troops and casters, Waste and Cap only Sacred Vultures. 
 +</WRAP></WRAP> 
 + 
 +<WRAP box> 
 +<WRAP column third centeralign> 
 +[[4A-abysia|Abysia Nation Page]] 
 +</WRAP> 
 +<WRAP column twothirds> 
 +==== Abysia ==== 
 +//Purebloods are gone and so is smouldercone, humanbreds are all that remains, there is a conflict between the ancient caste of anathemants and a new cult of the sun.// 
 +  * **Race:** Fire resistant Abysian Humanbreds. 
 +  * **Military:** Heavily armoured humanbreds, warbreds, hellspawn 
 +  * **Magic:** Fire, Blood, Death, Nature, Astral, Air 
 +  * **Priests:** Powerful.
 </WRAP></WRAP> </WRAP></WRAP>
  
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 ==== Naticav ==== ==== Naticav ====
-Description+//With the destruction of Eldregate by the infernal legions of Marignon death slowly drained from the wasteland of Eldregate. New settlers have arrived, particularly from Pythium. Those who claimed Ermorian ancestry in Pythium felt a pull to reclaim the home of their ancestors. In the ruins they found a new god and rebuild the great cathedral from the ruins. A small population however can't easily defend their wealth against outside forces. Thus mercenaries were hired to bolster their army. Over time mercenaries became to dominate the army. Organized they began to assert their influence. To counter this the merchant princes called upon the priests of Eldregate to reanimate more and more of their ancestral kin. Now the villas of the merchant princes are guarded by reanimated warriors while mercenary warriors gather outside the walls of the cities.// 
 +  * **Race:** Humans. 
 +  * **Military:** Weak recruitable units, use merc captains to gather mercenaries instead. Workshops allow for fantastical weapons of the future.  
 +  * **Magic:** Astral, Nature and Death, some Fire, Earth, Water and Blood. 
 +  * **Priests:** Average to good, masters of life and death. Priests reanimate sacred undead.
 </WRAP></WRAP> </WRAP></WRAP>
  
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 ==== Mictlan ==== ==== Mictlan ====
-Description+//Mictlan is an ancient tribal empire that has always worshipped the two faces and two dominions of their God; Sun and Moon, Rain and Forest. For a time, powerful Atlantean mages known as the Kings of Rain ruled in Mictlan, but when invaders from beyond the sea were defeated under the cover of darkness, the Kings forgot to offer suitable sacrifice to the Moon for their victory. For their hubris, they were punished and a foul plague decimated the lands of Mictlan until the Vengeful God finally granted them mercy. Now the Moon Priests rule in Mictlan, overseeing the mage-priests celebration of the two faces of the Vengeful God as Mictlan begins to turn its attention to the world around it once more.// 
 +  * **Race:** Humans and Atlantians, prefers Heat scale +1 
 +  * **Military:** Light Infantry with slings and javelins, sacred warriors and Atlantians.  
 +  * **Magic:** Strong Astral and Blood. Access to Water, Death, Fire and Nature.   
 +  * **Priests:** Powerful, can perform blood sacrifices, Dominion does not spread unless blood is sacrificed.
 </WRAP></WRAP> </WRAP></WRAP>
  
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 <WRAP box> <WRAP box>
 <WRAP column third centeralign> <WRAP column third centeralign>
 +{{ :mod:4a:svartalfheim:svartalfheim_logo.png |}}
 [[4A-svartalfheim|Svartalfheim Nation Page]] [[4A-svartalfheim|Svartalfheim Nation Page]]
 </WRAP> </WRAP>
 <WRAP column twothirds> <WRAP column twothirds>
 ==== Svartalfheim ==== ==== Svartalfheim ====
-Description+//Following the end of the Late Age, both the gygjas of Vaettiheim and the völvas of Midgard saw a terrible vision of things that must come to pass. That the world must be burnt to ash. Now the Vanir and Vaettir are united in a desperate bid to prevent the ascendance of Muspelheim. Only the Eternal Winter may contain the flames of Muspelheim and grind the Cycle to a halt. Only the Fimbulvetr may end Time itself.// 
 +  * **Race:** Hordes of Vaetti, and the last of the Svartalfs and Vanir 
 +  * **Military:** Vaetti form the majority of the military, Vanir thugs and Svartalf mages. 
 +  * **Magic:** Strong Water, Air, Earth, Death, Some Nature, and Astral 
 +  * **Priests:** Weak Vaetti Gygja, Svartalfs and Vanir 
 +  * **Mechanics:** Strong Svartalf Smiths, Svartalf forged constructs.
 </WRAP></WRAP> </WRAP></WRAP>
  
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 ==== Phlegra ==== ==== Phlegra ====
-Description+//When the great lie was uncovered and the mountains where the monstrous Laestrygonians were trapped exploded all the tranquility and order was lost. In the following centuries people have reconquered their freedom and established the true meritocracy, where birthright means nothing, no man can be a slave to another and skill is valued above all. Judges hunt down the filthy preachers and mind mages while the nation roars in triumphant ecstasy, each ready to lay his life for the country and the awakening pretender god.// 
 +  * **Race:** Humans with some young cyclops and the hidden elite of starchildren.  
 +  * **Military:** Highly disciplined yet lowered Magic resistance troops armed with pretty mundane weapons. Zealots appear among men and are suicidally brave. Cyclops can be recruited in limited numbers. 
 +  * **Magic:** Astral, fire and earth. Occasional death, air or water can be found.  
 +  * **Priests:** Weak but can root out enemy dominion very effectively.  Templed provinces can establish Courts that function like extra temples.
 </WRAP></WRAP> </WRAP></WRAP>
  
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 ==== Marignon ==== ==== Marignon ====
-Description+//Across vast oceans, endless deserts and impenetrable forests the conquistadors of Marignon have travelled. With faith and steel these explorers cleared a path for the word of the True Faith to spread far beyond the original borders of Marignon and in doing so, they forged an empire upon which the sun never sets. But the darkness that infests the culture of Marignon could not be suppressed by sunlight alone. For what was once a house of justice now rots from within under the weight of its own indulgent corruption. Now Marignon struggles to survive, beset on all sides by enemies who smell the weakness of a predator grown injured and old. Only time will tell if the Empire can survive this time of troubles, but for all the decay at its core Marignon remains a force to be reckoned with, and under the guidance of the New God it may reclaim its place as an Empire upon which the sun never sets.// 
 +  * **Race:** Humans and Cambions, Ocean sailing, gains increased national income.  
 +  * **Military:** Human and Cambion infantry, crossbows and firearms  
 +  * **Magic:** Weak access to all magic paths except death, selecting a cult changes path access 
 +  * **Priests:** Weak, one available priest of average level. Some cults have more powerful priests.  
 +  * **Dominion:** Increases unrest.
 </WRAP></WRAP> </WRAP></WRAP>
  
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 ==== Shambhala ==== ==== Shambhala ====
-Description+//In the ancient kingdom of Bandar Log, a wise Bandaraja chose to expel a sect of sun worshiping monks from his lands. He soon realised these were the best of his people and bid them return, but few did. The rest journeyed far to the east, to find a land shrouded in dense jungle, and within it a great temple complex tended by a curious race of feline halfmen called the Chhma. Installing themselves in these temples they erected great walls around the site, and began a many centuries long isolation from the world. Now, however, the world has declined into war and greed as was prophesied. Soon the gates will swing open and from them will come an army to vanquish the dark forces and usher in a golden age of peace and enlightenment.// 
 +  * **Race:** Chhma, agile halfmen native to dense jungles, sacred Vanara monks in capital.  
 +  * **Military:** Light stealthy infantry, medium armoured infantry, elephants. Sacred monks, some of which are extremely mobile. 
 +  * **Magic:** High Astral. Good access to Fire, Water, Earth and Nature. Limited Death. 
 +  * **Priests:** Medium, Synecretic. 
 +  * **Special:** National luck scales are increased or decreased by 3 depending on Gate status, the Gate being open allows for powerful offensive rituals.
 </WRAP></WRAP> </WRAP></WRAP>
  
 More nations in development can be found on the [[https://discord.gg/btXfMatvdC|Fourth Age]] Discord Server! More nations in development can be found on the [[https://discord.gg/btXfMatvdC|Fourth Age]] Discord Server!
4a-nations.1638314707.txt.gz · Last modified: 2021/11/30 23:25 by naaira