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nations-ma [2023/04/19 02:22]
reinc Draugs are a regional summon, not national. Likho would fit better.
nations-ma [2023/09/21 04:18] (current)
fenrir added some priest details next to the holy paths; also moved mentions of Blood Sacrifice there, and nodded to Marignon's passive dominion resistance mechanic
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 <WRAP startpage_col_head>[[ermor-ma|Ermor, Ashen Empire]]</WRAP> <WRAP startpage_col_head>[[ermor-ma|Ermor, Ashen Empire]]</WRAP>
 <WRAP column>[[ermor-ma|{{:nations:flags:ma_ermor.png?nolink}}]]</WRAP> <WRAP column>[[ermor-ma|{{:nations:flags:ma_ermor.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>D4}}\\ {{path>F2S2A1W1E1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>9D}}\\ {{:misc:scales:death.png?15&nolink}} Death 3 \\ Popkill </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>D4}}\\ {{path>F2S2A1W1E1}} \\ {{path>H3}} (Unholy) \\ **Gems:** \\ {{gems>9D}}\\ {{:misc:scales:death.png?15&nolink}} Death 3 \\ Popkill </WRAP></WRAP>
 <WRAP column half>Ermor is DEAD! The glorious Human Empire of the Early Ages didn't decline very gracefully, especially with the dark secrets that it held. Push came to shove, and Death itself came knocking. The new God of Ermor is a Pretender of the Underworld, one who finds the self-destruction of the Empire hilarious and greatly enjoys raising its corpses to do their bidding. There are no national troops to pay for in Ermor, so you don't have to worry too much about Ermorian Dominion turning its taxpayers into ash -- not that you can do anything about it, given the rate of decay. Forts and Temples are of utmost importance, however, as they denote ownership of the completely-wasted lands and provide valuable Death Gems. </WRAP><WRAP>{{:independents:longdead_velite.png?nolink}} {{:independents:longdead_principe.png?nolink}} {{:independents:longdead_triarius.png?nolink}}\\ {{:nations:ma:ermor:bishop_of_eldregate.png?nolink}} {{:nations:ma:ermor:arch_bishop_of_eldregate.png?nolink}} {{:nations:ma:ermor:dusk_elder.png?nolink}}\\ {{:nations:ma:ermor:wailing_lady.png?nolink}} {{:nations:ma:ermor:censor.png?nolink}}\\ {{:nations:ma:ermor:wraith_lord.png?nolink}} <WRAP column half>Ermor is DEAD! The glorious Human Empire of the Early Ages didn't decline very gracefully, especially with the dark secrets that it held. Push came to shove, and Death itself came knocking. The new God of Ermor is a Pretender of the Underworld, one who finds the self-destruction of the Empire hilarious and greatly enjoys raising its corpses to do their bidding. There are no national troops to pay for in Ermor, so you don't have to worry too much about Ermorian Dominion turning its taxpayers into ash -- not that you can do anything about it, given the rate of decay. Forts and Temples are of utmost importance, however, as they denote ownership of the completely-wasted lands and provide valuable Death Gems. </WRAP><WRAP>{{:independents:longdead_velite.png?nolink}} {{:independents:longdead_principe.png?nolink}} {{:independents:longdead_triarius.png?nolink}}\\ {{:nations:ma:ermor:bishop_of_eldregate.png?nolink}} {{:nations:ma:ermor:arch_bishop_of_eldregate.png?nolink}} {{:nations:ma:ermor:dusk_elder.png?nolink}}\\ {{:nations:ma:ermor:wailing_lady.png?nolink}} {{:nations:ma:ermor:censor.png?nolink}}\\ {{:nations:ma:ermor:wraith_lord.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[sceleria-ma|Sceleria, The Reformed Empire]]</WRAP> <WRAP startpage_col_head>[[sceleria-ma|Sceleria, The Reformed Empire]]</WRAP>
 <WRAP column>[[sceleria-ma|{{:nations:flags:ma_sceleria.png?nolink}}]]</WRAP> <WRAP column>[[sceleria-ma|{{:nations:flags:ma_sceleria.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>S3D3}}\\ {{path>A1W1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1S4D}}</WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>S3D3}}\\ {{path>A1W1}} \\ {{path>H3}} + Unholy \\ **Gems:** \\ {{gems>1S4D}}</WRAP></WRAP>
 <WRAP column half>Sceleria is one of the many Human factions spun from the old Ermorian Empire, and it comes first in the list for a very important reason. Seeing where Ermor's dark stuff was headed, the Heavens warned various Mage-Priest groups about it, and one such group encouraged a civil war to try and prevent fate from playing out. Needless to say, it was a self-fulfilling prophecy, and Sceleria is the winning faction of the civil war. Viewing Ermor as their cross to bear, the Mage-Priests have established a Death Cult that uses the same stuff that ruined their former Empire in a more-disciplined manner, hoping to hold the Undead off with more Undead. The living have stayed true to the Ermorian Legions, though without cavalry. </WRAP><WRAP>{{:nations:ma:sceleria:velite.png?nolink}} {{:nations:ma:sceleria:principe.png?nolink}} {{:nations:ma:sceleria:triarius.png?nolink}}\\ {{:nations:ma:sceleria:scelerian_cultist.png?nolink}} {{:nations:ma:sceleria:thaumaturg.png?nolink}} {{:nations:ma:sceleria:grand_thaumaturg.png|Shh, nothing to see here}}\\ {{:nations:ma:sceleria:shadow_vestal.png?nolink}} {{:nations:ma:sceleria:censor.png?nolink}}\\ {{:independents:longdead_horseman.png?nolink}} <WRAP column half>Sceleria is one of the many Human factions spun from the old Ermorian Empire, and it comes first in the list for a very important reason. Seeing where Ermor's dark stuff was headed, the Heavens warned various Mage-Priest groups about it, and one such group encouraged a civil war to try and prevent fate from playing out. Needless to say, it was a self-fulfilling prophecy, and Sceleria is the winning faction of the civil war. Viewing Ermor as their cross to bear, the Mage-Priests have established a Death Cult that uses the same stuff that ruined their former Empire in a more-disciplined manner, hoping to hold the Undead off with more Undead. The living have stayed true to the Ermorian Legions, though without cavalry. </WRAP><WRAP>{{:nations:ma:sceleria:velite.png?nolink}} {{:nations:ma:sceleria:principe.png?nolink}} {{:nations:ma:sceleria:triarius.png?nolink}}\\ {{:nations:ma:sceleria:scelerian_cultist.png?nolink}} {{:nations:ma:sceleria:thaumaturg.png?nolink}} {{:nations:ma:sceleria:grand_thaumaturg.png|Shh, nothing to see here}}\\ {{:nations:ma:sceleria:shadow_vestal.png?nolink}} {{:nations:ma:sceleria:censor.png?nolink}}\\ {{:independents:longdead_horseman.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[marignon-ma|Marignon, Fiery Justice]]</WRAP> <WRAP startpage_col_head>[[marignon-ma|Marignon, Fiery Justice]]</WRAP>
 <WRAP column>[[marignon-ma|{{:nations:flags:ma_marignon.png?nolink}}]]</WRAP> <WRAP column>[[marignon-ma|{{:nations:flags:ma_marignon.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>F4S3}}\\ {{path>A1E1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>4F1S}} </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>F4S3}}\\ {{path>A1E1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>4F1S}} \\ Faithful People </WRAP></WRAP>
 <WRAP column half>Marignon is kind of a sister-Kingdom to Ulm, since both rose from the ashes of the same Empire. Marignon is far more zealous and far less minerally-gifted, however. It's kind of silly to imagine that their Spanish-or-French-themed soldiers in red shirts would've been considered "heavy infantry" in the Early Ages, especially since the Middle Ages have Blacksteel and crossbows. Marignon takes what it can get, however; you can't be picky with your recruits when the shadows of death are ever-present, after all. Being a heathen or a heretic outside Marignon is just as bad as being one within it, though, since religious fervor isn't only for the incompetent. </WRAP><WRAP> {{:nations:ma:marignon:halberdier.png?nolink}} {{:nations:la:marignon:flagellant.png?nolink}} {{:nations:ma:marignon:grand_master.png?nolink}} {{:nations:ma:marignon:high_inquisitor.png?nolink}}\\ {{:nations:ma:marignon:royal_guard.png?nolink}} {{:nations:ma:marignon:knight_of_the_chalice.png?nolink}}\\ {{:nations:la:marignon:angel_of_fury.png?nolink}} <WRAP column half>Marignon is kind of a sister-Kingdom to Ulm, since both rose from the ashes of the same Empire. Marignon is far more zealous and far less minerally-gifted, however. It's kind of silly to imagine that their Spanish-or-French-themed soldiers in red shirts would've been considered "heavy infantry" in the Early Ages, especially since the Middle Ages have Blacksteel and crossbows. Marignon takes what it can get, however; you can't be picky with your recruits when the shadows of death are ever-present, after all. Being a heathen or a heretic outside Marignon is just as bad as being one within it, though, since religious fervor isn't only for the incompetent. </WRAP><WRAP> {{:nations:ma:marignon:halberdier.png?nolink}} {{:nations:la:marignon:flagellant.png?nolink}} {{:nations:ma:marignon:grand_master.png?nolink}} {{:nations:ma:marignon:high_inquisitor.png?nolink}}\\ {{:nations:ma:marignon:royal_guard.png?nolink}} {{:nations:ma:marignon:knight_of_the_chalice.png?nolink}}\\ {{:nations:la:marignon:angel_of_fury.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[abysia-ma|Abysia, Blood and Fire]]</WRAP> <WRAP startpage_col_head>[[abysia-ma|Abysia, Blood and Fire]]</WRAP>
 <WRAP column>[[abysia-ma|{{:nations:flags:ma_abysia.png?nolink}}]]</WRAP> <WRAP column>[[abysia-ma|{{:nations:flags:ma_abysia.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>B4F3S3}}\\ {{path>E1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>5F}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 3 \\ Blood Sacrifice </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>B4F3S3}}\\ {{path>E1}} \\ {{path>H3}} + Sacrifice \\ **Gems:** \\ {{gems>5F}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 3 </WRAP></WRAP>
 <WRAP column half>Abysia has seemingly entered a golden age of sorts. Its Warlocks have finally perfected their craft, wielding some of the strongest Blood Magic in the world, and continuously using it to try and "perfect" their race. While their Demonbred creations have gotten better and more useful, their magnum opus of the Middle Ages is the Humanbred, a subspecies of Abysian with Human blood. The Humanbred Abysians live ten years longer than traditional Abysians and breed like fleshy creatures, giving the nation relatively-cheap and plentiful manpower. On the other hand, the Warlocks have still doomed their own race and are still unaware of that fact, just as the Abyssal architects of their traditions intended. </WRAP><WRAP> {{:nations:ma:abysia:humanbred.png?nolink}} {{:nations:ma:abysia:humanbred_2.png?nolink}} {{:nations:ma:abysia:abysian_infantry.png?nolink}} {{:nations:ma:abysia:abysian_infantry_2.png?nolink}} \\ {{:nations:ma:abysia:anathemant_salamander.png?nolink}} {{:nations:ma:abysia:anathemant_dragon.png?nolink}} {{:nations:ma:abysia:warlock_apprentice.png?nolink}} {{:nations:ma:abysia:warlock.png?nolink}} \\ {{:nations:ma:abysia:demonbred.png?nolink}} {{:nations:ma:abysia:warlord.png?nolink}} \\ {{:nations:ma:abysia:salamander.png?nolink}} <WRAP column half>Abysia has seemingly entered a golden age of sorts. Its Warlocks have finally perfected their craft, wielding some of the strongest Blood Magic in the world, and continuously using it to try and "perfect" their race. While their Demonbred creations have gotten better and more useful, their magnum opus of the Middle Ages is the Humanbred, a subspecies of Abysian with Human blood. The Humanbred Abysians live ten years longer than traditional Abysians and breed like fleshy creatures, giving the nation relatively-cheap and plentiful manpower. On the other hand, the Warlocks have still doomed their own race and are still unaware of that fact, just as the Abyssal architects of their traditions intended. </WRAP><WRAP> {{:nations:ma:abysia:humanbred.png?nolink}} {{:nations:ma:abysia:humanbred_2.png?nolink}} {{:nations:ma:abysia:abysian_infantry.png?nolink}} {{:nations:ma:abysia:abysian_infantry_2.png?nolink}} \\ {{:nations:ma:abysia:anathemant_salamander.png?nolink}} {{:nations:ma:abysia:anathemant_dragon.png?nolink}} {{:nations:ma:abysia:warlock_apprentice.png?nolink}} {{:nations:ma:abysia:warlock.png?nolink}} \\ {{:nations:ma:abysia:demonbred.png?nolink}} {{:nations:ma:abysia:warlord.png?nolink}} \\ {{:nations:ma:abysia:salamander.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[asphodel-ma|Asphodel, Carrion Woods]]</WRAP> <WRAP startpage_col_head>[[asphodel-ma|Asphodel, Carrion Woods]]</WRAP>
 <WRAP column>[[asphodel-ma|{{:nations:flags:ma_asphodel.png?nolink}}]]</WRAP> <WRAP column>[[asphodel-ma|{{:nations:flags:ma_asphodel.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>N4D3}}\\ {{path>W1E1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1D6N}} \\ Popkill \\ Palisades </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>N4D3}}\\ {{path>W1E1}} \\ {{path>H2}} + Unholy \\ **Gems:** \\ {{gems>1D6N}} \\ Popkill \\ Palisades </WRAP></WRAP>
 <WRAP column half> Asphodel is a renegade faction of Pangaea, gripped with terror. In response to the expansion of Human civilizations, a dark god arose from the Vengeful Woods, convinced that civilization is the "death" of Nature and must be destroyed. The god's chosen disciples and Panii converts were struck with black fur, leading to their exile from Pangaea, thus allowing the god to teach them the powers to "reclaim" Nature. But what is dead cannot be truly restored; all that Nature can do is bind the dead thing's soul to its body and puppet it around with vines, and Nature under the dark god has started to do this to things that aren't even dead. These planty puppets don't pay taxes, but they still need money for fertilizer, annoyingly enough.</WRAP><WRAP> {{:nations:ma:asphodel:satyrmanikin.png?nolink}} {{:nations:ma:asphodel:black_dryad.png?nolink}} {{:nations:ma:asphodel:carrion_lady.png?nolink}} {{:nations:ma:asphodel:dryad_hag.png?nolink}} \\ {{:nations:ma:asphodel:black_harpy.png?nolink}} {{:nations:ma:asphodel:black_centaur.png?nolink}} \\ {{:nations:ma:asphodel:panic_apostate.png?nolink}} {{:nations:ma:asphodel:carrion_lord.png?nolink}} <WRAP column half> Asphodel is a renegade faction of Pangaea, gripped with terror. In response to the expansion of Human civilizations, a dark god arose from the Vengeful Woods, convinced that civilization is the "death" of Nature and must be destroyed. The god's chosen disciples and Panii converts were struck with black fur, leading to their exile from Pangaea, thus allowing the god to teach them the powers to "reclaim" Nature. But what is dead cannot be truly restored; all that Nature can do is bind the dead thing's soul to its body and puppet it around with vines, and Nature under the dark god has started to do this to things that aren't even dead. These planty puppets don't pay taxes, but they still need money for fertilizer, annoyingly enough.</WRAP><WRAP> {{:nations:ma:asphodel:satyrmanikin.png?nolink}} {{:nations:ma:asphodel:black_dryad.png?nolink}} {{:nations:ma:asphodel:carrion_lady.png?nolink}} {{:nations:ma:asphodel:dryad_hag.png?nolink}} \\ {{:nations:ma:asphodel:black_harpy.png?nolink}} {{:nations:ma:asphodel:black_centaur.png?nolink}} \\ {{:nations:ma:asphodel:panic_apostate.png?nolink}} {{:nations:ma:asphodel:carrion_lord.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[vanheim-ma|Vanheim, Arrival of Man]]</WRAP> <WRAP startpage_col_head>[[vanheim-ma|Vanheim, Arrival of Man]]</WRAP>
 <WRAP column>[[vanheim-ma|{{:nations:flags:ma_vanheim.png?nolink}}]]</WRAP> <WRAP column>[[vanheim-ma|{{:nations:flags:ma_vanheim.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>A4E3}}\\ {{path>B2F1D1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>2A3E}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 1 \\ Blood Sacrifice </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>A4E3}}\\ {{path>B2F1D1}} \\ {{path>H2}} + Sacrifice \\ **Gems:** \\ {{gems>2A3E}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 1 </WRAP></WRAP>
 <WRAP column half> Vanheim's land, faith, magic, and government haven't changed, but virtually everything else about it has. An entire era of fighting the Frost Giants has thinned the Vanir's ranks, while Humanity has settled in their lands. In previous Ages, the only Humans in Vanheim were thralls taken from other lands by Vanir raiders; now they are born and raised here, under their own chiefs. Self-admittedly expendable compared to the relatively-few Vanir, Humans now serve as Vanheim's infantry; even the elites are Men enchanted by the Vanir,  while the average Van prefers fighting on horseback. Vanheim also reunited with Helheim at some point, and can now recruit Valkyries into their standing armies.  </WRAP><WRAP> {{:nations:ma:vanheim:hirdman_2.png?nolink}} {{:nations:ma:vanheim:einhere.png?nolink}} {{:nations:ma:vanheim:skinshifter.png?nolink}} \\ {{:nations:ma:vanheim:van.png?nolink}} {{:nations:ma:vanheim:valkyrie.png?nolink}} \\ {{:nations:ma:vanheim:vanadrott.png?nolink}} \\ {{:nations:ma:vanheim:dwarven_smith.png?nolink}} <WRAP column half> Vanheim's land, faith, magic, and government haven't changed, but virtually everything else about it has. An entire era of fighting the Frost Giants has thinned the Vanir's ranks, while Humanity has settled in their lands. In previous Ages, the only Humans in Vanheim were thralls taken from other lands by Vanir raiders; now they are born and raised here, under their own chiefs. Self-admittedly expendable compared to the relatively-few Vanir, Humans now serve as Vanheim's infantry; even the elites are Men enchanted by the Vanir,  while the average Van prefers fighting on horseback. Vanheim also reunited with Helheim at some point, and can now recruit Valkyries into their standing armies.  </WRAP><WRAP> {{:nations:ma:vanheim:hirdman_2.png?nolink}} {{:nations:ma:vanheim:einhere.png?nolink}} {{:nations:ma:vanheim:skinshifter.png?nolink}} \\ {{:nations:ma:vanheim:van.png?nolink}} {{:nations:ma:vanheim:valkyrie.png?nolink}} \\ {{:nations:ma:vanheim:vanadrott.png?nolink}} \\ {{:nations:ma:vanheim:dwarven_smith.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[vanarus-ma|Vanarus, Land of the Chuds]]</WRAP> <WRAP startpage_col_head>[[vanarus-ma|Vanarus, Land of the Chuds]]</WRAP>
 <WRAP column>[[vanarus-ma|{{:nations:flags:ma_vanarus.png?nolink}}]]</WRAP> <WRAP column>[[vanarus-ma|{{:nations:flags:ma_vanarus.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>A3}}\\ {{path>F2W2D2N2B2}} \\ {{path>E1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1F2A1D1N}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 2 \\ Blood Sacrifice </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>A3}}\\ {{path>F2W2D2N2B2}} \\ {{path>E1}} \\ {{path>H2}} + Sacrifice \\ **Gems:** \\ {{gems>1F2A1D1N}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 2 </WRAP></WRAP>
 <WRAP column half> Vanarus takes after the Kievan Rus', a Slavic state formed by Scandinavian adventurers. Its tale began when Vanir adventurers founded the city of Novgård around the Pine of Skulls, a holy site to the Rusian Humans and Chudes. The war practically started itself; unfortunately for the Chudes, their Human allies were easily swayed by the "glamour" of the Vanir, while the Chudes themselves could only claim their excellence through being stronger than the Humans. The conflict ended right when Ulm tried (and failed) to conquer the place, with the Vanir as the pyrrhic victors. The Vanir rule their Kingdom, and nobody denies it, but their numbers are limited. The Humans have been quick to try and learn their new, darker magic.</WRAP><WRAP> {{:nations:ma:vanarus:vyedma.png|Try and get some forests, by the way}} {{:nations:ma:vanarus:chud_skinshifter.png?nolink}} {{:nations:ma:vanarus:vyedun.png|Lots and lots of forests}} \\ {{:nations:ma:vanarus:vanarusian_berserker.png?nolink}} {{:nations:ma:vanarus:oath-bound.png?nolink}} {{:nations:ma:vanarus:vanarusian_sage.png?nolink}} \\ {{:nations:ma:vanarus:vanabog.png?nolink}} {{:nations:ma:vanarus:lady_midday.png|(One of your summons)}} {{:nations:ma:vanarus:simargl.png|(This one's a doggie!)}} <WRAP column half> Vanarus takes after the Kievan Rus', a Slavic state formed by Scandinavian adventurers. Its tale began when Vanir adventurers founded the city of Novgård around the Pine of Skulls, a holy site to the Rusian Humans and Chudes. The war practically started itself; unfortunately for the Chudes, their Human allies were easily swayed by the "glamour" of the Vanir, while the Chudes themselves could only claim their excellence through being stronger than the Humans. The conflict ended right when Ulm tried (and failed) to conquer the place, with the Vanir as the pyrrhic victors. The Vanir rule their Kingdom, and nobody denies it, but their numbers are limited. The Humans have been quick to try and learn their new, darker magic.</WRAP><WRAP> {{:nations:ma:vanarus:vyedma.png|Try and get some forests, by the way}} {{:nations:ma:vanarus:chud_skinshifter.png?nolink}} {{:nations:ma:vanarus:vyedun.png|Lots and lots of forests}} \\ {{:nations:ma:vanarus:vanarusian_berserker.png?nolink}} {{:nations:ma:vanarus:oath-bound.png?nolink}} {{:nations:ma:vanarus:vanarusian_sage.png?nolink}} \\ {{:nations:ma:vanarus:vanabog.png?nolink}} {{:nations:ma:vanarus:lady_midday.png|(One of your summons)}} {{:nations:ma:vanarus:simargl.png|(This one's a doggie!)}}
 </WRAP></WRAP> </WRAP></WRAP>
nations-ma.txt · Last modified: 2023/09/21 04:18 by fenrir