>>53299
>Cleavers and armor are unit techs
Nation Name: The Vog-Mesda Commandery
Background: The War-bred, or Vog-Mesda in their own tongue, are a relic of their creators. Their lands had never known conflict in those times, but their creators grew paranoid over those years of peace. They had also previously created another race, the Low-bred to do their manual labor for them, and they feared that they would eventually revolt., and thus they created the Vog-Mesda. Some time in the past, the creators left, died out, or for whatever reason vanished, leaving the Low-bred and War-bred to their own fate.
After countless years, the region stabilized, the great city their creators wasted away until only a small hamlet's worth of buildings were left. Now the Vog-Mesda seek to expand, raid, and conquer the other people's of the world.
Color: Steel Gray
Location: Central Plains, near the mountains.
Pop: 10 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Materials: 10 +2/turn
S. Resources: 0/0
Settlements:
[Hamlet](Commandery Eda)
Infrastructure:
[Uld-Mesda Farms] (Commandery Eda)
[Material Building Name] (Settlement Name)
Defenses:
[Commandery Fortifications (2)] (Commandery Eda)
Military:
2 [Ned-Vog Fledglings] (1 Strength, 0 Materials, [Expendable])
Military Deployment: (determines how many units are present in a settlement)
2 Units (Commandery Eda)
Magic:
Technology: Cleavers, Armor
Bonus: [Despoilers]: When you capture a settlement you may as a free action begin ransacking it in its entirety to boost an existing settlement you own. The degredatation lowers its level by 1 every turn and boost the receiving settlement by 1 in return even a hamlet boosting a small city into a proper city!
>>53300
>Guilds boost material production
Nation Name: The Shattered Collective
Background: Once there was a world made by two gods. Twin creators, they made a world of perfect balance. Until one day one god betrayed the other, and the betrayer was cast down to earth. From his rage came life, vibrancy, energy, and all impulses that drove existence. For eons the betrayer and the betrayed fought, and so for eons life bloomed…until the betrayed one forgave the betrayer. The resulting lack of rage drained the world of all motion, locking all things into a crystalline stasis until they shattered harmoniously. Known as The Great Calming, the peoples of the world fled to whatever universes they could break into, no matter the cost.
This is the legend of The Shattered Collective, a nation made up of dozens of races and guilds that fled The Great Calming onboard a mobile city known as The Fractal Bastion. The trip was so brutal though that the Bastion began to break and change course, and a massive chunk of it fell through the edge of the universe they now inhabit. Now the many races and guilds of The Shattered Collective aim to make their way through a hostile world, bound to one another by naut but common tongues, rules, and a single legend.
Color: Black
Location: Way to the left at the edge where that forest has two mountains near it
Pop: 10 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Materials: 10 +3/turn
S. Resources: 0/0
Settlements:
[Hamlet](The Fractal Shard)
Infrastructure:
[Old World Grainery] (The Fractal Shard)
[Material Building Name] (Settlement Name)
Defenses:
[Covered Trench System (2)] (The Fractal Shard)
Military:
2 [0-1 Null Soldiers] (1 Strength, 0 Materials, [Expendable])
Military Deployment: (determines how many units are present in a settlement)
2 Units (The Fractal Shard)
Magic: Teleportation 10/15
Technology: Guilds
Bonus: [Calamitious Unity]: Your people are united by trauma and there is no reason why this not need apply to those in this world as well. Whenever a player rolls a nat 1 you gain some of their population lost and learn some of their secrets for yourself.