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nations-ma [2021/04/15 06:25]
fenrir fixed a typo
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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 ====== Nations of the Middle Ages ====== ====== Nations of the Middle Ages ======
  
-**The Middle Ages** (also known as the Middle Age, or MA) is the Second of Three eras that one can set their Ascension War in. Most of the living legends of the previous Ages have passed, but their footprints on the world can still be seen. Civilization has refined as a whole, with most of the chaotic, disorganized nations of the past either assuming some structure or giving way to better-built realms. There are a couple exceptions to this orderly trend, of course, but most of the Ages' thirty-five nations have adopted better equipment and more-formal positions for their denizens.  \\ +**The Middle Ages** (also known as the Middle Age, or MA) is the Second of Three [[Ages|eras]] that one can set their Ascension War in. Most of the living legends of the previous Ages have passed, but their footprints on the world can still be seen. Civilization has refined as a whole, with most of the chaotic, disorganized nations of the past either assuming some structure or giving way to better-built realms. There are a couple exceptions to this orderly trend, of course, but most of the Ages' thirty-five nations have adopted better equipment and more-formal positions for their denizens.
-\\ Click on the flags to get to the in-depth pages for each nation.+
  
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-<WRAP startpage_col_head>Arcoscephale, The Old Kingdom</WRAP>+<WRAP startpage_col_head>[[arcoscephale-ma|Arcoscephale, The Old Kingdom]]</WRAP>
 <WRAP column>[[arcoscephale-ma|{{:nations:flags:ma_arcoscephale.png?nolink}}]]</WRAP> <WRAP column>[[arcoscephale-ma|{{:nations:flags:ma_arcoscephale.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>S4}}\\ {{path>F2W2E2N1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>4S1N}}\\ Cheap Labs\\ Dominion Scouts </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>S4}}\\ {{path>F2W2E2N1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>4S1N}}\\ Cheap Labs\\ Dominion Scouts </WRAP></WRAP>
-<WRAP column half>The Arcoscephale of the Middles Ages takes after the Kingdom of Macedon, which historically "inherited" Greek culture by conquering the city-states after the end of their Golden Era. While early Arcoscephale was playable at the height of its civilization, the Middle-Age Kingdom of Arcoscephale is already old and kinda crusty by the time you can play it; its Phalanx, Chariots, and War Elephants are all quite impressive, but you've missed the era when no one could match them by a century or two. On the other hand, practically no one else can drum up Healers quite like them, and their Astral Mages are remarkably cheap for their niche  </WRAP><WRAP>{{:nations:ma:arcoscephale:hoplite_commander.png?nolink}} {{:nations:ma:arcoscephale:heart_companion.png?nolink}}\\ {{:nations:ma:arcoscephale:astrologer.png?nolink}} {{:nations:ma:arcoscephale:archousa.png?nolink}} {{:nations:ma:arcoscephale:mystic.png?nolink}} {{:nations:ma:arcoscephale:hiereia.png?nolink}} \\ {{:nations:ma:arcoscephale:chariot.png?nolink}}+<WRAP column half>The Arcoscephale of the Middles Ages takes after the Kingdom of Macedon, which historically "inherited" Greek culture by conquering the city-states after the end of their Golden Era. While early Arcoscephale was playable at the height of its civilization, the Middle-Age Kingdom of Arcoscephale is already old and kinda crusty by the time you can play it; its Phalanx, Chariots, and War Elephants are all quite impressive, but you've missed the era when no one could match them by a century or two. On the other hand, only a handful of nations have Astrologers of their caliber, and Healing has become something of a lost art everywhere elseHealers and Communions elevate the Old Kingdom's troops </WRAP><WRAP>{{:nations:ma:arcoscephale:hoplite_commander.png?nolink}} {{:nations:ma:arcoscephale:heart_companion.png?nolink}}\\ {{:nations:ma:arcoscephale:astrologer.png?nolink}} {{:nations:ma:arcoscephale:archousa.png?nolink|Arch-Healers}} {{:nations:ma:arcoscephale:mystic.png?nolink}} {{:nations:ma:arcoscephale:hiereia.png?nolink|Junior Healers}} \\ {{:nations:ma:arcoscephale:chariot.png?nolink|That Archer doesn't actually fire}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>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>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>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>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Pythium, Emerald Empire</WRAP>+<WRAP startpage_col_head>[[pythium-ma|Pythium, Emerald Empire]]</WRAP>
 <WRAP column>[[pythium-ma|{{:nations:flags:ma_pythium.png?nolink}}]]</WRAP> <WRAP column>[[pythium-ma|{{:nations:flags:ma_pythium.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>S4A3}}\\ {{path>W2F1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>2A1W5S}}</WRAP></WRAP> <WRAP>**Paths:**\\ {{path>S4A3}}\\ {{path>W2F1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>2A1W5S}}</WRAP></WRAP>
-<WRAP column half>Centered on a distant Ermorian province of that once belonged to Sauromatian cannibals, Pythium is based on the Eastern Roman (or Byzantine) Empire. Like how the eastern half of the Roman Empire cut itself off from the west to avoid western problems, Pythium separated itself from Ermor when the Heavens told the local Mage-Priests what was going on in the imperial capital. These Mage-Priests, known as Theurgs, have continued to follow the Heavens and are now some of the most-skilled Human wizards in the world, bolstering their power in battle with the help of interns. The Pythian Legion has been less successful, though it now uses the native serpents as beasts of war.</WRAP><WRAP>{{:nations:ma:pythium:velite.png?nolink}}{{:nations:ma:pythium:principe.png?nolink}} {{:nations:ma:pythium:triarius.png?nolink}}\\ {{:nations:ma:pythium:theurg_communicant.png?nolink}}{{:nations:ma:pythium:theurg_acolyte.png?nolink}} {{:nations:ma:pythium:theurg.png?nolink}} {{:nations:ma:pythium:arch_theurg.png?nolink}}\\ {{:nations:ma:pythium:battle_vestal.png?nolink}} {{:nations:ma:pythium:angel_of_the_host.png?nolink}}\\ {{:nations:ma:pythium:serpent_lord.png?nolink}}+<WRAP column half>Centered on a distant Ermorian province that once belonged to Sauromatian cannibals, Pythium is based on the Eastern Roman (and/or the Byzantine) Empire. Like how the eastern half of the Roman Empire cut itself off from the west to avoid western problems, Pythium separated itself from Ermor when the Heavens told the local Mage-Priests what was going on in the imperial capital. These Mage-Priests, known as Theurgs, have continued to follow the Heavens and are now some of the most-skilled Human wizards in the world, bolstering their power in battle with the help of interns. The Pythian Legion has been less successful, though it now uses the native serpents as beasts of war.</WRAP><WRAP>{{:nations:ma:pythium:velite.png?nolink}} {{:nations:ma:pythium:principe.png?nolink}} {{:nations:ma:pythium:triarius.png?nolink}}\\ {{:nations:ma:pythium:theurg_communicant.png?nolink}}{{:nations:ma:pythium:theurg_acolyte.png?nolink}} {{:nations:ma:pythium:theurg.png?nolink}} {{:nations:ma:pythium:arch_theurg.png?nolink}}\\ {{:nations:ma:pythium:battle_vestal.png?nolink}} {{:nations:ma:pythium:angel_of_the_host.png?nolink}}\\ {{:nations:ma:pythium:serpent_lord.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Man, Tower of Avalon</WRAP>+<WRAP startpage_col_head>[[man-ma|Man, Tower of Avalon]]</WRAP>
 <WRAP column>[[man-ma|{{:nations:flags:ma_man.png?nolink}}]]</WRAP> <WRAP column>[[man-ma|{{:nations:flags:ma_man.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>N4A3}}\\ {{path>E2F1W1}} \\ {{path>H1}} \\ **Gems:** \\ {{gems>2A3N}} \\ Cheap Temples</WRAP></WRAP> <WRAP>**Paths:**\\ {{path>N4A3}}\\ {{path>E2F1W1}} \\ {{path>H1}} \\ **Gems:** \\ {{gems>2A3N}} \\ Cheap Temples</WRAP></WRAP>
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 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Eriu, Last of the Tuatha</WRAP>+<WRAP startpage_col_head>[[eriu-ma|Eriu, Last of the Tuatha]]</WRAP>
 <WRAP column>[[eriu-ma|{{:nations:flags:ma_eriu.png?nolink}}]]</WRAP> <WRAP column>[[eriu-ma|{{:nations:flags:ma_eriu.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>A4N3}}\\ {{path>W2E1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>3A2N}} \\ Cheap Temples </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>A4N3}}\\ {{path>W2E1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>3A2N}} \\ Cheap Temples </WRAP></WRAP>
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 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Ulm, Forges of Ulm</WRAP>+<WRAP startpage_col_head>[[ulm-ma|Ulm, Forges of Ulm]]</WRAP>
 <WRAP column>[[ulm-ma|{{:nations:flags:ma_ulm.png?nolink}}]]</WRAP> <WRAP column>[[ulm-ma|{{:nations:flags:ma_ulm.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>E2F1}}\\ {{path>A1S1}} (rare) \\ {{path>H2}} \\ **Gems:** \\ {{gems>5E}} \\ Bonus Resources </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>E2F1}}\\ {{path>A1S1}} (rare) \\ {{path>H2}} \\ **Gems:** \\ {{gems>5E}} \\ Bonus Resources </WRAP></WRAP>
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 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>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>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Mictlan, Reign of the Lawgiver</WRAP>+<WRAP startpage_col_head>[[mictlan-ma|Mictlan, Reign of the Lawgiver]]</WRAP>
 <WRAP column>[[mictlan-ma|{{:nations:flags:ma_mictlan.png?nolink}}]]</WRAP> <WRAP column>[[mictlan-ma|{{:nations:flags:ma_mictlan.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>S3N3}}\\ {{path>F2A2W2}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1F1A1W1S1N}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Fortresses </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>S3N3}}\\ {{path>F2A2W2}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1F1A1W1S1N}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Fortresses </WRAP></WRAP>
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 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>T'ien Ch'i, Imperial Bureaucracy</WRAP>+<WRAP startpage_col_head>[[t-ien-ch-i-ma|T'ien Ch'i, Imperial Bureaucracy]]</WRAP>
 <WRAP column>[[t-ien-ch-i-ma|{{:nations:flags:ma_tien_chi.png?nolink}}]]</WRAP> <WRAP column>[[t-ien-ch-i-ma|{{:nations:flags:ma_tien_chi.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>W3}}\\ {{path>F2A2E2S2N2}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1A1W1E2S}} </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>W3}}\\ {{path>F2A2E2S2N2}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1A1W1E2S}} </WRAP></WRAP>
-<WRAP column half>Middle-Age T'ien Ch'i is a Celestial Empire, led by a family supposedly chosen by Heaven itself. In practice, nothing is expected of the Imperial family, and we aren't sure if the Emperor is even aware of the Ascension Wars. Those handling the affairs of the Empire are the Emperor's Eunuchs, who attend to all corners of the Empire and engineer all aspects of its society. Much of the nation's Early-Age character has been overwritten for the sake of stability, but professionals sponsored by the Emperor and the Eunuchs have filled most of the resulting holes with their own brands of Magic. Meanwhile, the army hasn't gotten much better.</WRAP><WRAP> {{:nations:ma:tien_chi:imperial_footman.png?nolink}} {{:nations:ma:tien_chi:imperial_guard.png?nolink}} {{:nations:ma:tien_chi:imperial_crossbowman.png?nolink}} \\ {{:nations:ma:tien_chi:minister_of_magic.png?nolink}} {{:nations:ma:tien_chi:minister_of_rituals.png?nolink}} {{:nations:ma:tien_chi:imperial_alchemist.png?nolink}} {{:nations:ea:tien_chi:celestial_master.png?nolink}} \\ {{:nations:ea:tien_chi:celestial_soldier.png|strong summon from Heaven}} {{:nations:ma:tien_chi:celestial_servant.png|This guy's as useful as he looks}} +<WRAP column half>Middle-Age T'ien Ch'i is a Celestial Empire, led by a family supposedly chosen by Heaven itself. In practice, nothing is expected of the Imperial family, and we aren't sure if the Emperor is even aware of the Ascension Wars. Those handling the affairs of the Empire are the Emperor's Eunuchs, who attend to all corners of the Empire and engineer all aspects of its society. Much of the nation's Early-Age character has been overwritten for the sake of stability, but professionals sponsored by the Emperor and the Eunuchs have filled most of the resulting holes with their own brands of Magic. Meanwhile, the army has made small-but-notable improvements.</WRAP><WRAP> {{:nations:ma:tien_chi:imperial_footman.png?nolink}} {{:nations:ma:tien_chi:imperial_guard.png?nolink}} {{:nations:ma:tien_chi:imperial_crossbowman.png?nolink|Chu-Ko-Nu!}} \\ {{:nations:ma:tien_chi:minister_of_magic.png?nolink}} {{:nations:ma:tien_chi:minister_of_rituals.png?nolink}} {{:nations:ma:tien_chi:imperial_alchemist.png?nolink}} {{:nations:ea:tien_chi:celestial_master.png?nolink}} \\ {{:nations:ea:tien_chi:celestial_soldier.png?nolink|strong summon from Heaven}} {{:nations:ma:tien_chi:celestial_servant.png?nolink|This guy's as useful as he looks}} 
 </WRAP></WRAP> </WRAP></WRAP>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Machaka, Reign of Sorcerors</WRAP>+<WRAP startpage_col_head>[[machaka-ma|Machaka, Reign of Sorcerors]]</WRAP>
 <WRAP column>[[machaka-ma|{{:nations:flags:ma_machaka.png?nolink}}]]</WRAP> <WRAP column>[[machaka-ma|{{:nations:flags:ma_machaka.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>F3E3N3}}\\ {{path>D2}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1F2E2N}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 2</WRAP></WRAP> <WRAP>**Paths:**\\ {{path>F3E3N3}}\\ {{path>D2}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1F2E2N}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 2</WRAP></WRAP>
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 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Agartha, Golem Cult</WRAP>+<WRAP startpage_col_head>[[agartha-ma|Agartha, Golem Cult]]</WRAP>
 <WRAP column>[[agartha-ma|{{:nations:flags:ma_agartha.png?nolink}}]]</WRAP> <WRAP column>[[agartha-ma|{{:nations:flags:ma_agartha.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>E4}}\\ {{path>D2F1W1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1F3E1D}} \\ Good Golems </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>E4}}\\ {{path>D2F1W1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1F3E1D}} \\ Good Golems </WRAP></WRAP>
Line 90: Line 89:
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>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 continuingly 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>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Caelum, Reign of the Seraphim</WRAP>+<WRAP startpage_col_head>[[caelum-ma|Caelum, Reign of the Seraphim]]</WRAP>
 <WRAP column>[[caelum-ma|{{:nations:flags:ma_caelum.png?nolink}}]]</WRAP> <WRAP column>[[caelum-ma|{{:nations:flags:ma_caelum.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>A4W3}}\\ {{path>F1S1D1}} \\ {{path>H1}} \\ **Gems:** \\ {{gems>3A2W}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 3 \\ Ice Castles </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>A4W3}}\\ {{path>F1S1D1}} \\ {{path>H1}} \\ **Gems:** \\ {{gems>3A2W}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 3 \\ Ice Castles </WRAP></WRAP>
-<WRAP column half> Middle-Age Caelum is brokenpractically shatteredIts Priesthood's sacred goal was ruined by the Harab Seraphs, the representatives of the Raptor bros in the magocracy, when they crossed Fire & Death out of curiosityThe Seraphs of the Airya Clan (whose sisters were the Priestesseswanted blood for this forbidden and ruinous act, leading to a civil war that scattered the Raptor bros and scared the remaining Yazatas away. Now the Airya Seraphs rule unopposedbarely tolerating the Spire Horn bros (who remained neutral) and bitterly opposed to everyone else. Caelum'Dominion has gotten colder, along with the nation's mood, but the Airya Seraphs and their Iceclad soldiers couldn't be happier about that.  </WRAP><WRAP> {{:nations:ma:caelum:iceclad.png?nolink}} {{:nations:ma:caelum:caelian_seraph.png?nolink}} \\ {{:nations:ma:caelum:storm_guard.png?nolink}} {{:nations:ma:caelum:spire_horn_seraph.png?nolink}} \\ {{:nations:ma:caelum:wingless.png?nolink}} \\ {{:nations:ma:caelum:high_seraph.png?nolink}}+<WRAP column half> Middle-Age Caelum is sunderedhaving lost its guiding light and over a third of its peopleThe white-winged Airya Clanentrusted with the sacred flames of its Yazad patronswas devastated when the Fire crossed with Death. Only the black-winged Seraphs (mage-chiefsknew Death Magic, so the Airya held them responsible, leading to a civil war. The Airya won, but they lost the Yazatas and the Harab Serpahs' followers in the process; they still livebut not in Caelum. Only the gray-winged Spire Horn Caelians remain with the Airya, having stayed neutral in the fighting. Caelum'dominion has since gotten colder, along with the nation's mood, but the Airya Seraphs and their Iceclad soldiers couldn't be happier about that. </WRAP><WRAP> {{:nations:ma:caelum:iceclad.png?nolink}} {{:nations:ma:caelum:caelian_seraph.png?nolink}} \\ {{:nations:ma:caelum:storm_guard.png?nolink}} {{:nations:ma:caelum:spire_horn_seraph.png?nolink}} \\ {{:nations:ma:caelum:wingless.png?nolink|Probably a Spire Horner, actually}} \\ {{:nations:ma:caelum:high_seraph.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>C'tis, Miasma</WRAP>+<WRAP startpage_col_head>[[c-tis-ma|C'tis, Miasma]]</WRAP>
 <WRAP column>[[c-tis-ma|{{:nations:flags:ma_ctis.png?nolink}}]]</WRAP> <WRAP column>[[c-tis-ma|{{:nations:flags:ma_ctis.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>D3N3}}\\ {{path>W2S1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1W2D2N}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 2 \\ Miasma </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>D3N3}}\\ {{path>W2S1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1W2D2N}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 2 \\ Miasma </WRAP></WRAP>
Line 111: Line 110:
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Pangaea, Age of Bronze</WRAP>+<WRAP startpage_col_head>[[pangaea-ma|Pangaea, Age of Bronze]]</WRAP>
 <WRAP column>[[pangaea-ma|{{:nations:flags:ma_pangaea.png?nolink}}]]</WRAP> <WRAP column>[[pangaea-ma|{{:nations:flags:ma_pangaea.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>N4E3}}\\ {{path>B2W1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>5N}} \\ Fortresses \\ Cheap Temples </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>N4E3}}\\ {{path>B2W1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>5N}} \\ Fortresses \\ Cheap Temples </WRAP></WRAP>
Line 118: Line 117:
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>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>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>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 prevented the Vanir from looking outward, while Humanity has settled in their lands. In previous Ages, the only Humans in Vanheim were thralls taken from other lands by Vanir raiders, but now they are born and raised here under their own chiefs. 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 raidersnow they are born and raised hereunder 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>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Jotunheim, Iron Woods</WRAP>+<WRAP startpage_col_head>[[jotunheim-ma|Jotunheim, Iron Woods]]</WRAP>
 <WRAP column>[[jotunheim-ma|{{:nations:flags:ma_jotunheim.png?nolink}}]]</WRAP> <WRAP column>[[jotunheim-ma|{{:nations:flags:ma_jotunheim.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>W3D3N3B3}}\\ {{path>S2A1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1W1S2D1N}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 2 </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>W3D3N3B3}}\\ {{path>S2A1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1W1S2D1N}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 2 </WRAP></WRAP>
Line 139: Line 138:
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>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 </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:draug.png|(This one's a dead Vanir!)}} {{: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>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Bandar Log, Land of the Apes</WRAP>+<WRAP startpage_col_head>[[bandar-log-ma|Bandar Log, Land of the Apes]]</WRAP>
 <WRAP column>[[bandar-log-ma|{{:nations:flags:ma_bandar_log.png?nolink}}]]</WRAP> <WRAP column>[[bandar-log-ma|{{:nations:flags:ma_bandar_log.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>S4N3}}\\ {{path>W1E1}} \\ {{path>H1}} \\ **Gems:** \\ {{gems>3S2N}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 2 </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>S4N3}}\\ {{path>W1E1}} \\ {{path>H1}} \\ **Gems:** \\ {{gems>3S2N}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 2 </WRAP></WRAP>
-<WRAP column half> At the end of the Early Ages, the Yakshas of Mount Kailasa decided it was time to go, while the Rakshasas of Lanka either did the same or were crushed sometime before then. That left the Bandar Log with no living gods to follow. Seeing no one above them to do the job, the Bandar apes codified the soft caste system of the Early Ages; the small, chittering Markatas were left at the bottom, the lanky Vanaras were to wear black and stay in the middle, and the Bandars were to wear red and do all the ruling. The white-furred Vanaras had been blessed with higher intelligence by the Yakshas, however, and were exempted from the caste system; they do what they want, while knowing that their next life will be awful if they sin. </WRAP><WRAP> {{:nations:ma:bandar_log:markata.png?nolink}} {{:nations:ma:bandar_log:markata_archer.png?nolink}} \\ {{:nations:ma:bandar_log:vanara_captain.png?nolink}} {{:nations:ma:bandar_log:vanara_chakram_thrower.png?nolink}} \\ {{:nations:ma:bandar_log:bandar_noble.png?nolink}} {{:nations:ma:bandar_log:bandar_commander.png?nolink}} {{:nations:ma:bandar_log:bandar_archer.png?nolink}} \\ {{:nations:ma:bandar_log:white_one.png?nolink}} {{:nations:ma:bandar_log:brahmin.png?nolink}} \\ {{:nations:ma:bandar_log:rishi.png?nolink}}+<WRAP column half> At the end of the Early Ages, the Yakshas of Mount Kailasa decided it was time to go, while the Rakshasas of Lanka either did the same or were crushed sometime before then. That left the Bandar Log with no living gods to follow. Seeing no one above them to set rules, the Bandar apes codified the soft caste system of the Early Ages; the small, chittering Markatas were left at the bottom, the lanky Vanaras were to wear black and stay in the middle, and the Bandars were to wear red and do all the ruling. The white-furred Vanaras had been blessed with higher intelligence by the Yakshas, however, and were exempted from the caste system; they do what they want, while knowing that their next life will be awful if they sin. </WRAP><WRAP> {{:nations:ma:bandar_log:markata.png?nolink}} {{:nations:ma:bandar_log:markata_archer.png?nolink}} \\ {{:nations:ma:bandar_log:vanara_captain.png?nolink}} {{:nations:ma:bandar_log:vanara_chakram_thrower.png?nolink}} \\ {{:nations:ma:bandar_log:bandar_noble.png?nolink}} {{:nations:ma:bandar_log:bandar_commander.png?nolink}} {{:nations:ma:bandar_log:bandar_archer.png?nolink}} \\ {{:nations:ma:bandar_log:white_one.png?nolink}} {{:nations:ma:bandar_log:brahmin.png?nolink}} \\ {{:nations:ma:bandar_log:rishi.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Shinuyama, Land of the Bakemono</WRAP>+<WRAP startpage_col_head>[[shinuyama-ma|Shinuyama, Land of the Bakemono]]</WRAP>
 <WRAP column>[[shinuyama-ma|{{:nations:flags:ma_shinuyama.png?nolink}}]]</WRAP> <WRAP column>[[shinuyama-ma|{{:nations:flags:ma_shinuyama.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>F3E3D3}}\\ {{path>W2N2}} \\ {{path>H1}} \\ **Gems:** \\ {{gems>1F1W1E2D}} \\ Fortresses </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>F3E3D3}}\\ {{path>W2N2}} \\ {{path>H1}} \\ **Gems:** \\ {{gems>1F1W1E2D}} \\ Fortresses </WRAP></WRAP>
Line 160: Line 159:
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Ashdod, Reign of the Anakim</WRAP>+<WRAP startpage_col_head>[[ashdod-ma|Ashdod, Reign of the Anakim]]</WRAP>
 <WRAP column>[[ashdod-ma|{{:nations:flags:ma_ashdod.png?nolink}}]]</WRAP> <WRAP column>[[ashdod-ma|{{:nations:flags:ma_ashdod.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>D4}}\\ {{path>F3E3S3}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1F2E1S1D}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 2 </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>D4}}\\ {{path>F3E3S3}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1F2E1S1D}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 2 </WRAP></WRAP>
Line 167: Line 166:
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Uruk, City-States</WRAP>+<WRAP startpage_col_head>[[uruk-ma|Uruk, City-States]]</WRAP>
 <WRAP column>[[uruk-ma|{{:nations:flags:ma_uruk.png?nolink}}]]</WRAP> <WRAP column>[[uruk-ma|{{:nations:flags:ma_uruk.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>S4W3}}\\ {{path>N2A1E1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1W1E2S1N}} \\ {{:misc:scales:heat.png?15&nolink}} Heat \\ Costly Temples</WRAP></WRAP> +<WRAP>**Paths:**\\ {{path>S4W3}}\\ {{path>N2A1E1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1W1E2S1N}} \\ {{:misc:scales:heat.png?15&nolink}} Heat \\ Costly Temples</WRAP></WRAP> 
-<WRAP column half> There is now more than one city in the land of Ur. One of these was chosen by the Entu (Priestess-Queen) of the Moon, EnHedu'anna, to be the site of her Great Temple of the Moon, and the First City's influence was lost as a result. With the loss of centralized spiritual power, the Priest-Kingdom fragmented into several different city-states, now collectively known as Uruk; luckily, they all follow the same Pretender, since EnHedu'anna herself foresaw its arrival. Uruk's faith in its Gods is as strong as it was in the Early Ages, so its Pretender never loses Magic paths when returning from the Underworld. However, no expense is spared on Uruk's Temples, so they now cost 800 gold apiece -- at least they look nice.  </WRAP><WRAP> {{:nations:ma:uruk:maiden_of_the_moon.png?nolink}} {{:nations:ma:uruk:gala.png|The Underworld-shamers}} {{:nations:ma:uruk:entu.png?nolink}} \\ {{:nations:ma:uruk:ashipu.png?nolink}} {{:nations:ma:uruk:mashmashu.png?nolink}} {{:nations:ma:uruk:ensi.png?nolink}} \\ {{:nations:ma:uruk:umu-apkallu.png|Research Incarnate}}+<WRAP column half> There is now more than one city in the land of Ur. One of these was chosen by the Entu (Priestess-Queen) of the Moon, EnHedu'anna, to be the site of her Great Temple of the Moon, and the First City's influence was lost as a result. With the loss of centralized spiritual power, the Priest-Kingdom fragmented into several different city-states, now collectively known as Uruk; luckily, they all follow the same Pretender, since EnHedu'anna herself foresaw its arrival. Uruk's faith in its Gods is as strong as it was in the Early Ages, so its Pretender never loses Magic paths when returning from the Underworld. However, no expense is spared on Uruk's Temples, so they now cost 600 gold apiece -- at least they look nice.  </WRAP><WRAP> {{:nations:ma:uruk:maiden_of_the_moon.png?nolink}} {{:nations:ma:uruk:gala.png|The Underworld-shamers}} {{:nations:ma:uruk:entu.png?nolink}} \\ {{:nations:ma:uruk:ashipu.png?nolink}} {{:nations:ma:uruk:mashmashu.png?nolink}} {{:nations:ma:uruk:ensi.png?nolink}} \\ {{:nations:ma:uruk:umu-apkallu.png|Research Incarnate}}
 </WRAP></WRAP> </WRAP></WRAP>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Nazca, Kingdom of the Sun</WRAP>+<WRAP startpage_col_head>[[nazca-ma|Nazca, Kingdom of the Sun]]</WRAP>
 <WRAP column>[[nazca-ma|{{:nations:flags:ma_nazca.png?nolink}}]]</WRAP> <WRAP column>[[nazca-ma|{{:nations:flags:ma_nazca.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>F2A2E2S2D2}}\\ {{path>N1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1F1A1E1S1D}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 1 \\ Fortresses</WRAP></WRAP> <WRAP>**Paths:**\\ {{path>F2A2E2S2D2}}\\ {{path>N1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1F1A1E1S1D}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 1 \\ Fortresses</WRAP></WRAP>
-<WRAP column half> Nazca is an Inca-themed splinter state of Caelians, cleft from Caelum during the civil war. Most of them are Raptor bros, to the point where they don't even use that name anymore, but the Kingdom also contains the family of the last Yazata to leave the earth. Isolation has done strange things to these Caelians; their technology has regressed, their language has changed completely (Yazatas are now called "Huacas", for example"), and dead officials are mummified to preserve their expertise. When a Yazata-descended Inca (King) and/or his Harab-Seraph-descended Coya wife dies, their spouse is mummified alongside them to create an Undead power couple. </WRAP><WRAP> {{:nations:ma:nazca:inca.png?nolink}} {{:nations:ma:nazca:aclla.png?nolink}} \\ {{:nations:ma:nazca:hurin_priest.png?nolink}} {{:nations:ma:nazca:coya.png?nolink}} \\ \\ {{:nations:ma:nazca:royal_mallqui.png?nolink}}+<WRAP column half> Nazca is an Inca-themed splinter state of Caelians, cleft from Caelum during the civil war. Most of them are Raptor bros, to the point where they don't even use that name anymore, but the Kingdom also contains the family of the last Yazata to leave the earth. Isolation has done strange things to these Caelians; their technology has regressed, their language has changed completely (Yazatas are now called "Huacas", for example), and dead officials are mummified to preserve their expertise. When a Yazata-descended Inca (King) and/or his Harab-Seraph-descended Coya wife dies, their spouse is mummified alongside them to create an Undead power couple. </WRAP><WRAP> {{:nations:ma:nazca:inca.png?nolink}} {{:nations:ma:nazca:aclla.png?nolink}} \\ {{:nations:ma:nazca:hurin_priest.png?nolink}} {{:nations:ma:nazca:coya.png?nolink}} \\ \\ {{:nations:ma:nazca:royal_mallqui.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Xibalba, Flooded Caverns</WRAP>+<WRAP startpage_col_head>[[xibalba-ma|Xibalba, Flooded Caverns]]</WRAP>
 <WRAP column>[[xibalba-ma|{{:nations:flags:ma_xibalba.png?nolink}}]]</WRAP> <WRAP column>[[xibalba-ma|{{:nations:flags:ma_xibalba.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>W4E3}}\\ {{path>D2N2B2A1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>3W1E1D}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Fortresses</WRAP></WRAP> <WRAP>**Paths:**\\ {{path>W4E3}}\\ {{path>D2N2B2A1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>3W1E1D}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Fortresses</WRAP></WRAP>
-<WRAP column half> What, you think Agartha had it bad? At least Agartha wasn't flooded by a catastrophic meteoric impact on the ocean floor. The flood cut the Zotz population down from millions to thousands, with most of the survivors being those who had invaded the rainforests of Mictlan as part of the Sun-seeking crusade. Then came the Atlantian Basalt Kings, who were forced in by the currents and sank the last Xibalban city with their powerful magic. Xibalba is now primarily populated by Atlantians, who have become more toad-like and now call themselves the Muuch. The Muuch are far less cost-effective than the Zotz, so the Muuch Kings actively subjugate every Zotz refuge they find (mostly forests & caves) and force them to serve. </WRAP><WRAP> {{:nations:ma:xibalba:way.png?nolink}} {{:nations:ma:xibalba:camazotz.png?nolink}} \\ {{:nations:ma:xibalba:ah_itz.png?nolink}} {{:nations:ma:xibalba:ah_ha_.png?nolink}} {{:nations:ma:xibalba:wo_muuch.png?nolink}} \\ {{:nations:ma:xibalba:muuch_k_uhul.png?nolink}} {{:nations:ma:xibalba:bacab.png?nolink}}\\ {{:nations:ma:xibalba:jaguar_toad.png|I just wanna pet it!}}+<WRAP column half> What, you think Agartha had it bad? At least Agartha wasn't flooded by a catastrophic meteoric impact on the ocean floor. The flood cut the Zotz population down from millions to thousands, with most of the survivors being those who had invaded the rainforests of Mictlan as part of the Sun-seeking crusade. Then came the Atlantian Basalt Kings, who were forced in by the currents and sank the last Xibalban city with their powerful magic. Xibalba is now primarily populated by Atlantians, who have become more toad-like and now call themselves the Muuch. The Muuch have learned most of the Zotz's old secretsbut their Kings still actively seek out every Zotz refuge they can find (mostly forests & caves) for their services. </WRAP><WRAP> {{:nations:ma:xibalba:way.png?nolink}} {{:nations:ma:xibalba:camazotz.png?nolink}} \\ {{:nations:ma:xibalba:ah_itz.png?nolink}} {{:nations:ma:xibalba:ah_ha_.png?nolink}} {{:nations:ma:xibalba:wo_muuch.png?nolink}} \\ {{:nations:ma:xibalba:muuch_k_uhul.png?nolink}} {{:nations:ma:xibalba:bacab.png?nolink}}\\ {{:nations:ma:xibalba:jaguar_toad.png|I just wanna pet it!}}
 </WRAP></WRAP> </WRAP></WRAP>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Phlegra, Deformed Giants</WRAP>+<WRAP startpage_col_head>[[phlegra-ma|Phlegra, Deformed Giants]]</WRAP>
 <WRAP column>[[phlegra-ma|{{:nations:flags:ma_phlegra.png?nolink}}]]</WRAP> <WRAP column>[[phlegra-ma|{{:nations:flags:ma_phlegra.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>F4E3}}\\ {{path>A2W2D2}} \\ {{path>N1}} \\ {{path>H1}} \\ **Gems:** \\ {{gems>2F2E1D}} \\ Chaos</WRAP></WRAP> <WRAP>**Paths:**\\ {{path>F4E3}}\\ {{path>A2W2D2}} \\ {{path>N1}} \\ {{path>H1}} \\ **Gems:** \\ {{gems>2F2E1D}} \\ Chaos</WRAP></WRAP>
-<WRAP column half> Phlegra is the successor to Mekone, a Giant-led city-state that was famous for its terminal hubris. The Gigantes' God-Slayers ultimately failed, and the Gigantes that fought in or supported the war were cursed by a divine decree. They lost their reason and discipline, and their descendants lost their beauty. While stronger and somehow even more prideful than before, the Gigantes can't even understand their own legacy anymore, aside from whole slavery thing. They increasingly rely on the Elder Cyclopes to build everything for them, and have even begun to invite Human scholars known as the Trophimoi to decipher the Mekonean secrets for them; one from Pythium has made a breakthrough regarding Communions.</WRAP><WRAP> {{:nations:ma:phlegra:phlegran_tyrant.png?nolink}} \\ {{:nations:ma:phlegra:elder_cyclops.png?nolink}} {{:nations:ma:phlegra:trophimos_oppressor.png?nolink}} {{:nations:ma:phlegra:shackled_mage.png?nolink}} {{:nations:ma:phlegra:trophimos_priest.png?nolink}} {{:nations:ma:phlegra:trophimos_sage.png?nolink}}+<WRAP column half> Phlegra is the successor to Mekone, a Giant-led city-state that was famous for its terminal hubris. The Gigantes' God-Slayers ultimately failed, and the Gigantes that fought in or supported the war were cursed by a divine decree. They lost their reason and discipline, and their descendants lost their beauty. While stronger and somehow even more prideful than before, the Gigantes can't even understand their own legacy anymore, aside from the whole slavery thing. They increasingly rely on the Elder Cyclopes to build everything for them, and have even begun to invite Human scholars known as the Trophimoi to decipher the Mekonean secrets for them; one from Pythium has made a breakthrough regarding Communions.</WRAP><WRAP> {{:nations:ma:phlegra:phlegran_tyrant.png?nolink}} \\ {{:nations:ma:phlegra:elder_cyclops.png?nolink}} {{:nations:ma:phlegra:trophimos_oppressor.png?nolink}} {{:nations:ma:phlegra:shackled_mage.png?nolink}} {{:nations:ma:phlegra:trophimos_priest.png?nolink}} {{:nations:ma:phlegra:trophimos_sage.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Phaeacia, Isle of the Dark Ships</WRAP>+<WRAP startpage_col_head>[[phaeacia-ma|Phaeacia, Isle of the Dark Ships]]</WRAP>
 <WRAP column>[[phaeacia-ma|{{:nations:flags:ma_phaeacia.png?nolink}}]]</WRAP> <WRAP column>[[phaeacia-ma|{{:nations:flags:ma_phaeacia.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>A4W3}}\\ {{path>F2S2E1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1F1A1W1E1S}} \\ Sailing \\ Sea Trade</WRAP></WRAP> <WRAP>**Paths:**\\ {{path>A4W3}}\\ {{path>F2S2E1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1F1A1W1E1S}} \\ Sailing \\ Sea Trade</WRAP></WRAP>
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 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Ind, Magnificent Kingdom of Exalted Virtue</WRAP>+<WRAP startpage_col_head>[[ind-ma|Ind, Magnificent Kingdom of Exalted Virtue]]</WRAP>
 <WRAP column>[[ind-ma|{{:nations:flags:ma_ind.png?nolink}}]]</WRAP> <WRAP column>[[ind-ma|{{:nations:flags:ma_ind.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>S3B3}}\\ {{path>F2E2N2D2W1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1F1W1E2S}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Weak Dominion</WRAP></WRAP> <WRAP>**Paths:**\\ {{path>S3B3}}\\ {{path>F2E2N2D2W1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1F1W1E2S}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Weak Dominion</WRAP></WRAP>
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 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Na'Ba, Queens of the Desert</WRAP>+<WRAP startpage_col_head>[[na-ba-ma|Na'Ba, Queens of the Desert]]</WRAP>
 <WRAP column>[[na-ba-ma|{{:nations:flags:ma_naba.png?nolink}}]]</WRAP> <WRAP column>[[na-ba-ma|{{:nations:flags:ma_naba.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>F4A4}}\\ {{path>E2S1N1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1F1A1W1E1S}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 2 \\ Cheap Sand Labs</WRAP></WRAP> <WRAP>**Paths:**\\ {{path>F4A4}}\\ {{path>E2S1N1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1F1A1W1E1S}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 2 \\ Cheap Sand Labs</WRAP></WRAP>
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 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Atlantis, Kings of the Deep</WRAP>+<WRAP startpage_col_head>[[atlantis-ma|Atlantis, Kings of the Deep]]</WRAP>
 <WRAP column>[[atlantis-ma|{{:nations:flags:ma_atlantis.png?nolink}}]]</WRAP> <WRAP column>[[atlantis-ma|{{:nations:flags:ma_atlantis.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>W5}}\\ {{path>F2E2S2}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>5W}} \\ UW</WRAP></WRAP> <WRAP>**Paths:**\\ {{path>W5}}\\ {{path>F2E2S2}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>5W}} \\ UW</WRAP></WRAP>
Line 223: Line 222:
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>R'lyeh, Fallen Star</WRAP>+<WRAP startpage_col_head>[[r-lyeh-ma|R'lyeh, Fallen Star]]</WRAP>
 <WRAP column>[[r-lyeh-ma|{{:nations:flags:ma_rlyeh.png?nolink}}]]</WRAP> <WRAP column>[[r-lyeh-ma|{{:nations:flags:ma_rlyeh.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>S4W3}}\\ {{path>E1D1N1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>2W3S}} \\ UW</WRAP></WRAP> <WRAP>**Paths:**\\ {{path>S4W3}}\\ {{path>E1D1N1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>2W3S}} \\ UW</WRAP></WRAP>
-<WRAP column half> The R'lyeh of the Early Ages was practically vaporized by a catastrophic meteoric impact on the ocean floor (the same one that destroyed Atlantis and Xibalba). Ironically, said meteor was a piece of another world, containing the remnants of another R'lyeh from just outside the Stellar Sphere. This R'lyeh is run by Illithids, squiddy Magic Beings who drain life with a touch and overpower minds at a whim. Like their Terrestrial predecessors, the Illithids rely on hordes brainwashed slaves as they attempt to take root, performing heinous experiments with Humans and underwater races in an attempt to subvert their competition. These guys also have a connection to almost-indescribable beings from beyond the stars, however. </WRAP><WRAP> {{:nations:ma:rlyeh:hybrid_commander.png?nolink}} {{:nations:ma:rlyeh:hybrid_trooper.png?nolink}} {{:nations:ma:rlyeh:star_child.png?nolink}} \\ {{:nations:ma:rlyeh:starspawn_2.png?nolink|Squid Priest}} {{:nations:ma:rlyeh:starspawn.png|Squid Mage}} \\ \\ {{:nations:ma:rlyeh:greater_otherness.png|(An alien, apparently)}} {{:nations:ma:rlyeh:formless_spawn.png|(Another one?)}}  +<WRAP column half> The R'lyeh of the Early Ages was practically vaporized by a catastrophic meteoric impact on the ocean floor (the same one that destroyed Atlantis and Xibalba). Ironically, said meteor was a piece of another world, containing the remnants of another R'lyeh from just outside the Stellar Sphere. This R'lyeh is run by Illithids, squiddy Magic Beings who drain life with a touch and overpower minds at a whim. Like their Terrestrial predecessors, the Illithids rely on hordes of brainwashed slaves as they attempt to take root, performing heinous experiments with Humans and underwater races in an attempt to subvert their competition. These guys can also beckon almost-indescribable beings from beyond the stars, however. </WRAP><WRAP> {{:nations:ma:rlyeh:hybrid_commander.png?nolink}} {{:nations:ma:rlyeh:hybrid_trooper.png?nolink}} {{:nations:ma:rlyeh:star_child.png?nolink}} \\ {{:nations:ma:rlyeh:starspawn_2.png?nolink|Squid Priest}} {{:nations:ma:rlyeh:starspawn.png|Squid Mage}} \\ \\ {{:nations:ma:rlyeh:greater_otherness.png|(An alien, apparently)}} {{:nations:ma:rlyeh:formless_spawn.png|(Another one?)}}  
 </WRAP></WRAP> </WRAP></WRAP>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Pelagia, Triton Kings</WRAP>+<WRAP startpage_col_head>[[pelagia-ma|Pelagia, Triton Kings]]</WRAP>
 <WRAP column>[[pelagia-ma|{{:nations:flags:ma_pelagia.png?nolink}}]]</WRAP> <WRAP column>[[pelagia-ma|{{:nations:flags:ma_pelagia.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>W4}}\\ {{path>A2E2S2N2}} \\ {{path>F1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>4W1N}} \\ UW</WRAP></WRAP> <WRAP>**Paths:**\\ {{path>W4}}\\ {{path>A2E2S2N2}} \\ {{path>F1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>4W1N}} \\ UW</WRAP></WRAP>
-<WRAP column half> Despite being thoroughly-acquainted with its Early-Age rivals and losing its allies on-land, Pelagia has survived to the Middle Ages. Survival didn't come without changes, however; its Giant Triton Kings relinquished their spiritual authority, its tribal distinctions dissolved (save for the Pearl & Coral Clan nobles, & the Amber Clans that joined after being thoroughly-stomped by the Atlantians), and it traded out its ocean-derived equipment for works of bronze from the surface. Pelagia even allows Mermen to dream of owning stakes in the Closed Realm (the surface), though the Kingdom still distrusts Mermen and only nurtures them because dry land is far too valuable to ignore. Fire has become a major Mermen "heresy".</WRAP><WRAP>  {{:nations:ma:pelagia:apostate_of_the_closed_realm.png?nolink}} {{:nations:ma:pelagia:merman_priest_2.png?nolink}} {{:nations:ma:pelagia:daduchos.png?nolink}} \\ {{:nations:ma:pelagia:pearl_mage.png?nolink}} {{:nations:ma:pelagia:amber_clan_mage.png?nolink}} \\ {{:nations:ma:pelagia:triton_king.png?nolink}}+<WRAP column half> Despite being thoroughly-acquainted with its Early-Age rivals and losing its allies on-land, Pelagia has survived to the Middle Ages. Survival didn't come without changes, however; its Giant Triton Kings relinquished their spiritual authority, its tribal distinctions dissolved (save for the Pearl & Coral Clan nobles, & the Amber Clans that joined after being thoroughly-stomped by the Atlantians), and it traded out its ocean-derived equipment for works of bronze from the surface. Pelagia even grooms Mermen for conquering the Closed Realm (the surface) now, though the new Kings distrust Mermen and only train them because dry land is far too valuable to ignore. Fire has become a major Merman "heresy".</WRAP><WRAP>  {{:nations:ma:pelagia:apostate_of_the_closed_realm.png?nolink}} {{:nations:ma:pelagia:merman_priest_2.png?nolink}} {{:nations:ma:pelagia:daduchos.png?nolink}} \\ {{:nations:ma:pelagia:pearl_mage.png?nolink}} {{:nations:ma:pelagia:amber_clan_mage.png?nolink}} \\ {{:nations:ma:pelagia:triton_king.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Oceania, Mermidons</WRAP>+<WRAP startpage_col_head>[[oceania-ma|Oceania, Mermidons]]</WRAP>
 <WRAP column>[[oceania-ma|{{:nations:flags:ma_oceania.png?nolink}}]]</WRAP> <WRAP column>[[oceania-ma|{{:nations:flags:ma_oceania.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>N4W3}}\\ {{path>E2A1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>2W3N}} \\ UW \\ Fortresses</WRAP></WRAP> <WRAP>**Paths:**\\ {{path>N4W3}}\\ {{path>E2A1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>2W3N}} \\ UW \\ Fortresses</WRAP></WRAP>
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 <WRAP box round> <WRAP box round>
 <WRAP column third> <WRAP column third>
-<WRAP startpage_col_head>Ys, Morgen Queens</WRAP>+<WRAP startpage_col_head>[[ys-ma|Ys, Morgen Queens]]</WRAP>
 <WRAP column>[[ys-ma|{{:nations:flags:ma_ys.png?nolink}}]]</WRAP> <WRAP column>[[ys-ma|{{:nations:flags:ma_ys.png?nolink}}]]</WRAP>
 <WRAP>**Paths:**\\ {{path>A4W3}}\\ {{path>E2S2}} \\ {{path>F1N1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>2A2W1E}} \\ UW </WRAP></WRAP> <WRAP>**Paths:**\\ {{path>A4W3}}\\ {{path>E2S2}} \\ {{path>F1N1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>2A2W1E}} \\ UW </WRAP></WRAP>
 <WRAP column half> Ys is a Breton-themed nation tied in with the story of the Tuatha. It's centered around Ker-Ys, an opulent city founded by a Tuatha named Malgven, after Malgven married a Human vassal chieftain named Grandlon (a legendary King of the Bretons). When Malgven left Ker-Ys to resume her campaigns in the north, she found that the Tuatha's era had passed, while her spouse died of old age and their daughter Dahut was greeted by fleeing Tuatha Sorceresses. At the behest of the Sorceresses, Dahut hid Ker-Ys beneath the waves, where she and the Sorceresses transformed into Morgens. These "elves" are only found in Ker-Ys, but Ys has green Merfolk to call upon under the sea, while Grandlon's tribe lingers on the shore. </WRAP><WRAP> {{:nations:ma:ys:kernou_noble_warrior.png?nolink}} {{:nations:ma:ys:kernou_chieftain.png?nolink}} {{:nations:ma:ys:swanherd.png?nolink}} {{:nations:ma:ys:kernou_druid.png?nolink}} \\ {{:nations:ma:ys:ysian_militia.png?nolink}} {{:nations:ma:ys:ysian_scout.png?nolink}} {{:nations:ma:ys:ysian_druid.png?nolink}} \\ {{:nations:ma:ys:knight_of_ys.png?nolink}} \\ {{:nations:ma:ys:morgen_princess.png?nolink}} <WRAP column half> Ys is a Breton-themed nation tied in with the story of the Tuatha. It's centered around Ker-Ys, an opulent city founded by a Tuatha named Malgven, after Malgven married a Human vassal chieftain named Grandlon (a legendary King of the Bretons). When Malgven left Ker-Ys to resume her campaigns in the north, she found that the Tuatha's era had passed, while her spouse died of old age and their daughter Dahut was greeted by fleeing Tuatha Sorceresses. At the behest of the Sorceresses, Dahut hid Ker-Ys beneath the waves, where she and the Sorceresses transformed into Morgens. These "elves" are only found in Ker-Ys, but Ys has green Merfolk to call upon under the sea, while Grandlon's tribe lingers on the shore. </WRAP><WRAP> {{:nations:ma:ys:kernou_noble_warrior.png?nolink}} {{:nations:ma:ys:kernou_chieftain.png?nolink}} {{:nations:ma:ys:swanherd.png?nolink}} {{:nations:ma:ys:kernou_druid.png?nolink}} \\ {{:nations:ma:ys:ysian_militia.png?nolink}} {{:nations:ma:ys:ysian_scout.png?nolink}} {{:nations:ma:ys:ysian_druid.png?nolink}} \\ {{:nations:ma:ys:knight_of_ys.png?nolink}} \\ {{:nations:ma:ys:morgen_princess.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
nations-ma.1618467956.txt.gz · Last modified: 2021/04/15 06:25 by fenrir