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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.

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.

Carcosa

Once known as Ys, Carcosa is now a warped reflection of its ancient self. When R'lyeh opened the void gate and unleashed its horrors upon the world no one was ready for it. Merrow and their morgen rulers did all in their power to stem the tide but horrors from beyond imagination and seemingly endless hordes of lobotomized madmen were too much for them. In their darkest hour as the city was about to fall they prayed for the last time and prepared for their final stand. Somehow, something did listen to their prayers and offered them salvation. And now morgen and their servants are awaiting the coming of their new master who will soon claim this world as theirs.

  • Race: Morgen, Merrow, human cultists in land forts.
  • Military: Amphibious Merrow and Morgen, merrow in coastal forts use iron gear, some human mages and cultists
  • Magic: Astral, Air, Water, Death, Blood, Earth
  • Priest: Mediocre

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.

  • Race: Ichtyids with summonable Atlantian mages.
  • Military: Amphibian troops in heavy armor, slave warriors, limited firearms.
  • Magic: Astral, Water, Fire, Death, Nature, some Earth.
  • Priests: Average.

Diomedes

More then two centuries ago, the Raghanite Imperium crushed the once proud military of the old Kingdom with ease. Sweeping aside the valiant Heart Companions and purging the cult of the Sibyls. Only the reclusive mystics; carrying precious fragments of ancient lore escaped the devastation of Arcoscephale. While lesser men might have turned their fury on the Imperium, the Mystics knew of the true seed of evil in the world; The pretending gods who vied for power in the absence of the true Pantokrator. With the destruction of their ancient kingdom the mystics had nothing left to lose. In secret, the survivors founded an organization dedicated to opposing the forces of pretending gods.

  • Race: Mostly humans, supported by scattered groups of tribal peoples and the outcasts of fallen empires.
  • Military: Mercenaries, mismatched independent kingdom troops, secret soldiers of freedom. No sacred troops
  • Magic: Astral, Nature, weak or limited access to all other paths.
  • Priests: Powerful anti-priests that drive out the dominion of false gods and are able to sway others to the cause of freedom.
  • Dominion: Conflict bonus +2, Dominion doesn't spread without preaching.

Córdova

Once Córdova was known as New Marignon, the vast colonial holdings of the Decayed Empire that stretched for thousands of miles along the shores of the new world. A kingdom seeking redemption for the sins of their homeland, they have declared total independence from the Empire of Marignon and hold the demonic forces of the new world at bay via the same fanatical strength that the Fiery Kingdom once used to defeat the terrible threat of old Ermor. The missionaries of Córdova will never again taint their hands with virgin blood. No matter what that resistance costs them.

  • Race: Humans, half-devils and tribal natives.
  • Military: Human infantry supported by various forms of divine power
  • Magic: Fire, Astral, Nature, limited air, water and earth.
  • Priests: Powerful.

Agartha

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.

Stygia

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

Erytheia

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.

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.

Machaka

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

Daura

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.

Atlantis

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.

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.

Naticav

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.

Mictlan

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.

Nations in development

Svartalfheim

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.

Phlegra

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.

Marignon

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.

Shambhala

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.

More nations in development can be found on the Fourth Age Discord Server!

4a-nations.1638317961.txt.gz · Last modified: 2021/12/01 00:19 by naaira