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4a-nations [2021/12/01 00:09]
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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 <WRAP column twothirds> <WRAP column twothirds>
 ==== 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></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 ==== 
-//T'ien Ch'i has long been under the yoke of barbarian kings who have imposed their traditions and destroyed the celestial bureaucracy which ruled these lands in the distant past. With the apparent weakness of their rulers in the face of colonial powers like Marignon and Portaverni new and foreign beliefs have permeated society. Now a new God rises to restore order to the realm and reorganize the Bureaucracy under their enlightened rule. Already his vicars on earth are organizing the conquest of the known world in his name and fanatically loyal armies of those who suffered under barbarian rule flock to the banners the heavenly kingdom.// 
-  * **Race:** Humans 
-  * **Military:** Large armies of fanatical peasant levies which can promote to banner troops, sacred professional soldiers from the imperial banners, arquebusiers. Warlords and Inquisitors can conscript soldiers. 
-  * **Magic:** Strong Air and Astral, some Water, Earth and Nature. 
-  * **Priests:** Average. 
-</WRAP></WRAP> 
  
 <WRAP box> <WRAP box>
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 <WRAP column twothirds> <WRAP column twothirds>
 ==== 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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 <WRAP column twothirds> <WRAP column twothirds>
 ==== 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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 <WRAP column twothirds> <WRAP column twothirds>
 ==== 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.1638317384.txt.gz · Last modified: 2021/12/01 00:09 by naaira