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4a-nations

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Fourth Age Nations

Fourth Age

The Fourth Age features a diverse lineup of nations intended to answer the "What if?" question of what a post-LA age would look like if Illwinter decided to add one to the base game.

To ensure some level of balance each nation undergoes a revision where the lead mod designer, TiredTaleTeller, tests the performance of the nation against other 4A nations as well as vanilla LA nations. The nations are therefore divided into four categories depending on how far they have come in their development:

  • Accepted nations have undergone review and are considered done.
  • Finished nations are considered done but pending a review.
  • Playable nations are still in development but are in a playable state.
  • Nations in development are still on the drawing board and needs more work before they can be played.

A number of unofficial nations can also be found on the Fourth Age Discord. These nations can be played with the Fourth Age mod but they are not going to go through the revision process of the official mod nations.

Accepted nations

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

Portaverni

Sailing far and wide explorers of Portaverni are well known. They've reached many places, even the far eastern lands. They've sailed through the Sea of Storms. A perilous place where rock and storm destroy most ships. Through there they've found much wealth. Now the kingdom is strong, stretching along the coasts of many lands.

  • Race: Humans.
  • Military: The coastal forts have access to imported firearms. They also spawn random outposts with foreign mercenaries.
  • Magic: Fire, Water, Air, some Astral and Earth.
  • Priests: Average to good, most are inquisitors tasked with hunting demons.

Asgard

The Gjallarhorn has sounded, the Bifrost is shattered. The gates of Valgrind have been flung wide open and the legions of Asgard will march against the forces assaulting the world. Powerful Aesir titans command Stormborn valkyries to lead legions of animated Einherjar, while the humans who were willing to fight the last war join them, Asmeg descendants of the Aesir form the majority of the heavy forces for the nation.

  • Race: Aesir Titans, Asmeg, Valkyries, Storm constructs and men.
  • Military: Sacred Constructs, Aesir titans, Asmeg artillery and human chaff.
  • Magic: Strong Air, Some Death and Astral. Aesir and Asmeg have access to most paths, Skalds highly random.
  • Priests: Powerful Aesir, Strong Valkyries, Human Godes and Asmeg Jarls.
  • Mechanics: Valkryies summon Sacred Einherjir constructs, Sacreds and Asmeg have storm power.

Bemenda

In the distant past the little people who call themselves Bemenda were forced out of their ancestral home by great evil. Traveling through jungles they stumbled upon a great plateau which would prove to be an ideal new home. In the centre of the plateau they found what appeared to be ruins of a giant city filled with marvelous statues of humanoid elephants and deep under the city a huge system of catacombs was uncovered soon after. Bemenda, who worshipped elephants as the biggest and most powerful being in the jungle, believed to have discovered the city of the gods. After many generations have passed since the Bemenda settled and multiplied on the great plateau a great evil found them again. The elephant divinities came back to rescue their ancient home and brought with them their God.

  • Race: Tusked ones, Pygmies
  • Military: Powerful Tusked ones, pygmies are small and weak but plentiful
  • Magic: All except blood, mostly nature and elemental magic
  • Priest: Powerful

Pangaea

The Old Faith has been nearly forgotten. The Centaurs and those halfmen who followed them abandoning it in favor of worshiping iron and gold. Now the groves that were once considered sacred lie empty. The last of the Panii; a race once mighty, but now fallen low still hold true to the Old Faith. While they have watched and waited for centuries, they will not wait any longer for the axes of men to come and claim what little remains. With those few creatures who still remain true to the old ways, Pangaea marches. Though the Panii know they are doomed, they will fight for the forest. One last time.

  • Race: Forest beings, many stealthy units, some troops will heal battle afflictions, greatly decreased gold income.
  • Military: Blessed Guardians of the Forest, returned halfmen and vinemen and manikin freespawn.
  • Magic: Magic tunes, Nature, Earth, some Death, Water and Astral
  • Priests: Average, temples are expensive but generate nature gems.

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.

Muspelheim

After the fall of Utgard, the Seiths forsaw the end times, and concocted a ritual to open the way for the Muspel to come, and bring about Ragnarok to the mortal world. The Muspel are giants of great strength and rage. The Jotun make up the majority of the populace of Muspelheim. Humans still aid their Jotun allies, undeterred by the eventual end their brothers in arms intend to bring. The Maw, the gate which the Muspel can be called from, can be opened by a communion of Seithver at the Ruins of Neifelheim over the course of a year.

  • Race: Muspel Giants, Jotun and Humans.
  • Military: Heavy Jotun infantry and Firepower, Human Infantry and Siethkarl, Sacred Muspel Giants.
  • Magic: Strong Fire, Death, Earth, Some Water, Air, and Astral.
  • Priests: Weak Jotun Priest-Leaders, Stronger Muspel Priest-Lords.
  • Mechanics: No recruitable sacred troops, Muspel Spawn from the Maw.

Suazia

Suazia was once a small outpost built by Pythian emperor to secure an important strait from east to west. Were it not for the civil war in Caelum, growth of Raghan Empire and war between Abysia and Gath Suazia would most likely remain as it was for centuries, a military outpost. With shrewd administration the suazian governors quickly turned the military complex into a sprawling trading hub and giant metropolis rivaling the Pythium itself which was at that time plagued with dozens of heretical cults, corruption and internal threats. Seeing as Pythium was quickly declining the rulers of Suazia rebelled and gained indepence from the collapsing empire.

  • Race: Humans, Mermen Prefers Heat +1. Increased income in coastal provinces.
  • Military: powerful capital only troops mixed in with locals, mermen in coastal and underwater forts
  • Magic: Astral, Water, Air, Fire, Earth, Nature
  • Priest: Mediocre.

Finished Nations

Pelewathiipi

The Tutugi are descendants of Atlantians who fled the madness under the waves. They resemble toads and have become known as toad men, although they have some fish-like traits as well. The Tutugi have become more toadlike since they settled along the great river and some have evolved other traits previously not found in Atlantis. Perhaps it's an adaption to the new land or the influence of their new masters, the Ginebig. The Tutugi use primitive armor. They've learned the secrets of metalworking on land under tutilage of the Ginebig but the nature of iron to rust is of little use to them. Their wealthier warriors found bronze to be much more effective.

  • Race: Atlantians and horned serpents.
  • Military: Primitively armored Atlantians descendants of varying sizes, spears and javelins dominate.
  • Magic: Nature, Water, Earth, some Fire and limited Astral.
  • Priests: Average, all practice magic.

Ulm

The Malediction killed Ulm, though the Iron Kingdom's death was slow and lingering. Magic was condemned, and those accused of those forbidden arts were hunted down and murdered like rabid dogs in the streets. The end came suddenly. As blood flowed freely in the homes of noble and commoner alike, the Grand Elector Frederick Wilhelm forged a new national identity. Only by embracing the Hunger that the perverse Iron Cult had fought against for so long, could Ulm be at last restored to its former greatness.

  • Race: Vampires and their human subjects. Troops are undead and need not eat. Death and Growth scales have half the standard effect on income and population growth.
  • Military: Disciplined infantry armed with cutting edge weaponry. Sacred Totenkopf units.
  • Magic: Blood, limited Death and the mastery of Black Powder.
  • Priests: Powerful. Priests kill or maim heretical users of magic.

Taakiin-Taoul

The Taakiin are a confederation of several tribes of draconic beings. They inhabit cities of gold built into the walls of ancient and active volcanoes. The greatest of these cities is Taakiin-Taoul, their Capitol. At its center lies a great lake of gold, the Crisol Taakiin, which has been fed with offerings from their people from time immemorial. Only the fabled goldsmiths of their people are permit to draw from this divine well, to produce and affix the ceremonial arms and armour of their people.

  • Race: The Taakin-Taoul are divided into 4 tribes, The Belikr, The Vs'shtak, The Ja'Mayuul and The Nojoch Kaan.
  • Military: Weak Belikr Infantry, Strong Vs'shtak Heavy Infantry, Ja'Mayuul flying raiders and Living Siege engines in the Kaan.
  • Magic: Strong Fire, Earth and Air mages.
  • Priests: Weak Belikr priests.
  • Mechanics: No recruitable Sacreds, Sacred Commanders are event based heroes.

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.

Playable Nations

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.

Nations in development

Name

Description

4a-nations.1638278297.txt.gz · Last modified: 2021/11/30 13:18 by naaira