Sunday, February 19, 2006

Necromancers


Read more...

You're a necromancer lord who animates the dead to create an unstoppable horde of zombies and other undead creatures.


The bread and butter of your army are zombies. Zombies can be raised by the dead by yourself or any of your necromancer acolytes. Each one has virtually no intelligence of its own but will obey the will of its necromancer master. They are 50% stronger than humans, 50% less fast and dexterous, and extremely difficult to kill. To take down a zombie you must hack it to pieces, cut off its dead, or otherwise pulverize the body until it is useless. Animating a zombie takes a ten minute ritual and can be preformed on any more or less intact corpse. Zombies do not decay, but do wear out over time. For each year that passes, 1% of the zombies in this army become unusable for some reason such as injury, rot, wearing out, or something similar. As other undead, they are immune to poison, disease, thirst, hunger, fatigue, etc.


Animating a creature as the undead doesn't just enslave the body, it enslaves the soul. The soul of the unfortunate victim is wrenched out of the afterlife and imprisoned in their rotting body. Trapped in their fetid corpse, they exist in a fog of agonizing cold, mental anguish over their state, and horrific nightmare-like visions of the worst parts of their former lives. They do not display any intellect because the torment of their undead state is so consuming that they cannot think clearly on their own. Because their soul is utterly enslaved by necromantic power, they are compelled to obey every order of their necromancer master even if it involves killing people whom they once loved - actions which will repeat themselves in their mind over and over again. The only release from this tormented state is total destruction of their corpse which breaks the chains of evil magic and releases the soul. Should a necromancer be destroyed, his zombie slaves will be free from his control but still imprisoned inside its corpse, they will have been driven mad by so much suffering and will attack any living thing that they see.


The limitation of zombies is that any one necromancer can only control so many at a time. As necromancer lord, you can control 10,000 zombies at once. Normal necromancers can control 5,000 zombies each. Acolytes can control 1000 zombies at once.


Necromancers can create more advanced undead creations as well. These are more difficult to control and more time consuming to create.


Wights are a powerful form of undead created by necromancers. Each one takes a single necromancer a week to create from a humanoid body. A wight is twice as strong as a mortal, just as dexterous, and even more durable. Wights can only be killed if their bodies are completely destroyed, even decapitation cannot destroy them. Also, they do not wear out as zombies do. Each wight has human-like intellect but only the vaguest memories of its human life, it is now devoted to the necromancer. Any weapon wielded by a wight courses with dark necrotic energy, causing it to instantly kill any living creature it pierces the flesh of. When a wight kills a living creature, it recovers from 10% of what ever wounds that it has, meaning that 10 kills will restore a wight to full health. Another variant of a wight is a death knight, a human wight with a wight horse steed. Because it takes more energy to control and maintain wights, each one counts as 10 zombies for a necromancer to control and a death knight counts as 20.


Necromancers can also animate other creatures as zombies than humans. These creatures become zombies in much the same way as humans do - having their strength increased by 50%, their speed and dexterity decreased by 50%, and becoming as difficult to kill as any undead are. Zombies of non-humans are, however, often a little more difficult to control than those of humans. Hobbit, goblin, hobgoblin, gnomes, and dogs/wolves count as a one human zombie each for purposes of control. Dwarves, elves, beastmen, and horses count as two each. Draconians, ogres, bears, worgs, and large cats count as 10 each. Flying eagles count as 50 each. Elephants or rhinos count as 100 each. Baby dragons or giants count as 1000 human zombies each. Other creatures will be decided based on their power and size. None of these special zombies have any supernatural power they had in life - a gnome zombie is simply a smaller version of a dwarf zombie and has power over earth or stone.


Abominations are huge undead constructs made from the bones of giant creatures or numerous smaller creatures. They are a mishmash of flesh and bone, sometimes with numerous limbs or multiple heads or layers of bone armor. They are gigantic, weighing thousands of pounds and having the strength of over 20 men, though they are slow and lumbering. They are virtually impossible to destroy, requiring siege machines, explosives, magical weapons, or other creatures of incredible strength. They are, however, particularly vulnerable to holy weapons and the power of good priests. They have the lack of free will of zombies and all of the immunities of zombies as well. Creating such a creature requires a year of constant work by a single necromancer, though the labor can be split between multiple necromancers for a faster job - 6 necromancers wold take two months. Abominations count as 500 zombies for purposes of control. Abominations slowly wear out like zombies, they need 1000 pounds of dead flesh added per year to prevent it from losing 5% of its strength and durability.


Necromancers are what make this undead army possible. All necromancers, including you as lord, get the following powers. They can animate undead as above. Any living creature within 50 feet who makes eye contact with a necromancer will die and instantly become a zombie if the necromancer has the ability to control more minions. A necromancer can surround himself with a cloud of necrotic energy, making himself immune to harm and magic as long as he maintains concentration and and doesn't move faster than a slow walk, though even when he is not concentrating this necromantic energy reduces the effectiveness of all attacks against him, physical and magical, by half. Necromancers can shoot a ray of dark energy from their finger tips with a range of 500 feet, any creature struck by it will instantly die or be stunned for 10 minutes if undead. Undead creatures attacking a necromancer, whether in melee, with a ranged weapon, or magically, have only half of their strength, dexterity, or accuracy to do so and their magic only has 1/4 of the normal effect. Necromancers can heal any wounds they have suffered by touching an enemy and draining its life force - one touch of a necromancer will kill any living thing if the necromancer wishes. Necromancers can focus their attention on another magic user within 500 feet, while doing this they can counter any spell cast by that magic user before it can take effect. Countering spells this way takes concentration, but they can still walk at half speed while doing so. Necromancers do not die from old age as normal humans do, but rather merely get more withered over time until at the age of around 100 they become an undead being with the powers and abilities of a wight in addition to their necromancer powers. If a necromancer should lose his mortal life by violence, he will arise as a necromancer wight one day later.


As necromancer lord, you have a few additional powers. With a second of concentration, a necromancer lord can take control of an enemy undead creature within 100 feet, the undead will then serve the necromancer for the next hour unless it is a lich priest, tomb king, or vampire. Once per day you can surround yourself with a cloud of dark energy that reduces the strength, dexterity, and courage of living beings (aside from fellow necromancers) by half within its 500' radius - this power lasts for an hour. Once per day, you can curse a land that is within your line of sight, causing 100 acres of vegetation to die. A necromancer lord doesn't need to concentrate to use his necrotic energy shield, but he cannot cast spells or use special abilities while it is in effect, though even without this field being active he still only suffers 25% of the effect of all attacks because of the necrotic energy which protects him.


Necromancers have access to one additional power chosen from the list below:


Phylacteries - the necromancer knows the secrets of storing souls in phylacteries instead of merely in the body of an undead creature. However, only willing individuals with some degree of magical power can have their souls stored this way. All of your necromancers (including the necromancer lord but not acolytes) are now liches - having all of the powers of wights and necromancers combined. In addition, when ever a lich dies its body crumbles into dust and will reform 1 month later at the location of the phylactery. These phylacteries are immune to all magical scrying and divination and are protected by powerful magical enchantments.


Unholy Abomination - your necromancers know the secrets to creating a much more powerful form of abomination. This creature requires 10 years to create divided by the number of necromancers working on it. It requires at least 1000 man sized or larger corpses. It is a massive lumbering beast with limbs constructed of many smaller creatures bodies and wailing faces of the dead looking out from its massive body. It has the strength of 50 men and is terribly difficult to destroy, even massive attacks which may severally damage it do not harm, only cause a shower of maggots and black blood to rain down on attackers. The creature can regenerate damage by consuming smaller creatures - essentially eat creature is devours has its body added to the undead mass and effectively heals an equal amount of flesh to the victim's mass. The unholy abomination must consume 10,000 pounds of flesh each year or lose 5% of its strength and vitality. All who look upon the unholy abomination who aren't immune to fear suffer a 25% reduction in their combat ability (assuming they don't flee) because of the terror the beast inspires. The unholy abomination counts as 2500 zombies for the purposes of control.


Wraiths - you have the ability to create wraiths by enslaving the soul of a dead humanoid without trapping it in its body. A wraith has normal human dexterity and double a human's strength. A Wraith appears as a dark and ghostly spiritual form, like a skeleton wreathed in flowing black robes and emanating darkness. The touch of a wraith kills any living creature. It can only be injured by magical weapons and even then, it is resilient to harm and requires many blows to destroy. A wraith takes a week long ritual to create and counts as 500 zombies for the purposes of control.


Vampirism - the necromancer lord and all of his necromancer followers (but not acolytes) have transformed themselves into vampires through necromantic magics. They all of the abilities and weaknesses of fledgling vampires and retain their necromancer powers as well.


Instant Animation - your necromancers need to only touch a corpse and speak magic words for 10 seconds to animate a dead creature into a zombie. For acolytes they must chant the words for 1 minute while the necromancer lord may do it in 5 seconds.


Acolytes are those who have begun their training in the dark arts of necromancer but have yet to become full fledged necromancers. They can only animate zombies and only control 1000 at a time. Aside from that, the only other supernatural ability that they have is to kill with a touch, which heals them of their own injuries.


You begin play with 50 necromancers, each of which is master over 1000 zombies, any number of which can be traded for wights or death knights. You also have 250 acolytes. You personally control 5,000 zombies or equivalent value in wights or death knights. You cannot begin play with an abomination, but can begin construction.


In addition to the above servants, you get 50,000 human servants who worship and serve you, hoping to eventually become a necromancer or be given immortality by you. These people can reproduce among themselves as normal humans do. You can have up to a number of necromancers equal to .1% of your human population, and each necromancer can have up to 10 acolytes under him.


Necromancer armies start with access to 13th century technology, but most of their equipment will be stolen along with the dead.

Vampires


Read more...

You are a vampire lord and rule over a kingdom of humans and lesser undead creatures. The majority of your subjects are mere mortals who fear and adore you, though the most elite are your fellow vampires.


As a vampire you are immortal, your body is eternally young and vigorous. Your strength is 8 times as great as the human maximum and your dexterity is 4 times the human maximum. Your combat ability is also at the human peak. Minor wounds inflicted to your body heal within seconds while major injuries like having a severed limb take minutes to heal - the exception being damage dealt by sunlight or holy items or powers, such injuries take many days or even weeks to recover from. You can continue fighting at almost maximum efficiency unless you are decapitated or your body is thoroughly demolished - you are virtually immune to pain. Even if your body is destroyed, you will quickly heal from those injuries, even recovering from decapitation within an hour or so. There are only two ways to permanently kill you - death by sunlight or being decapitated and then having your head and body burned separately. Sunlight is highly damaging and painful to your, burning your flesh like fire. The sun burns about 10% of your body per minute of direct exposure or 1% per minute of indirect or covered exposure - meaning you permanently die within between 10 and 100 minutes of exposure to the sun. The sunlight also has the added effect of reducing your strength and dexterity down to peak human levels.


As a vampire, you must drink a pint of humanoid blood every week or lose 5% of your physical prowess for each week missed. You also crave the blood of the living and have trouble resisting the urge to kill and drink blood. Among your other weaknesses are that you can't enter holy ground, you take damage from the touch of a good holy symbol, you can be repelled by those with faith or an extremely innocent heart.


On the plus side, you have a number of other powers. You can see perfectly well at night, even in absolute darkness. You have a sense of smell and hearing twice as good as that of a human. Despite being virtually immune to pain, you still have human pleasures and sensations. You can magically sink into the earth to prevent yourself from being exposed to sunlight or attack, doing this takes a full minute of concentration but once completed no amount of digging can reveal your body. You can adhere on any surface like an insect and move at normal speed. In addition, any land where vampires have dwelled for more than 50 years (including the starting homeland of the vampire lord) can be covered with thick black storm clouds at the will of the lord vampire. These clouds will protect vampires from the sun.


Your greatest servants are vampires. Each vampire has the same basic powers as you but is only 6 times as strong as the human peak and 3 times as dexterous. You can have as many vampire servants in your army as 1/500 of the number of human subjects in your kingdom. Vampires who die can be replaced by the lord vampire turning a human subject into a new vampire, this takes only a day.


All vampires have additional personal powers as well. The vampire lord can pick three of the powers below while normal vampires may only pick two :


The vampire can look into a mortal's eyes and make him or her its slave. It merely speaks the words and the mortal must obey. It can only command 10 (100 for a lord or 1 for a fledgling) such mortals at a time, but once it takes control, that mortal remains under control until the vampire releases him or the vampire dies.


The vampire have the power to fly through the air at a speed of 50 (100 for a lord or 25 for a fledgling) mph. It can move quite gracefully or even hover in place.


The vampire can become completely invisible, not because light passes through it but because it clouds the minds of observers. It cannot attack or fight and remain invisible, but if it isn't violent you can sneak past anyone quite effortlessly. Becoming invisible takes about 30 seconds of concentration.


The vampire can animate zombies just as an acolyte necromancer can, controlling up to 1000 zombies at a time as a lord or 100 as a normal vampire or 10 for a fledgling.


The vampire can create a field of necromantic energy around itself that makes it immune from all harm. For normal vampires to do this it must remain perfectly still and take no other action, vampire lords can still walk at a slow pace and maintain the protection. The only thing that can penetrate this protection is the light of the sun. Fledgling cannot take this power.


The vampire has such great speed that it can dodge any attack directed against it, even magical attacks and those it isn't aware of. Vampires have a 50% (75% for a lord or 25% for a fledgling) chance of ignoring any attack directed against them.


The vampire's skin is as hard as iron and cannot be pierced by normal weapon, only magic or enchanted weapons can affect it or damage its flesh. Fire will still damage it though.


The vampire is resistant to the light of the sun, taking damage from sunlight per 10 minute time interval instead of per minute.


The vampire is stronger than most vampires, its strength increases by 4 times the strength of the strongest human or 1 times the strength of the strongest human for a fledgling.


The vampire no longer has as strong a need for human blood, it only needs to drink a pint a month instead of a week. If this power is taken for normal vampires, they each count as half a vampire for the purposes of determining the total number of vampires in the army. If taken for a fledgling, it causes it to count as only 2 servants instead of 5.


The vampire can magically sink into the earth to prevent it from being exposed to sunlight or attack, doing this takes a full minute of concentration but once completed no amount of digging can reveal its body.


The vampire has the power to drain the life from any enemy with but a touch - anything alive dies that the vampire touches and undead creatures are drained of their animating life force and collapse.


The vampire becomes supernaturally attractive and charming, all who see the vampire will be drawn to him or her and feel inclined to obey or serve the vampire, though those charmed will not take actions that are against their nature to appease the vampire.


The vampire can control animals, a certain number of pounds of animals (down to the size of rats or bats) can be controlled at a time. Master vampires can control 1000 lb and normal vampires 100 lb while fledgling can control 50 lb. Any vampire can with this power can control its riding mount, even if it exceeds the weight allowance.


The vampire has a fearsome appearance, striking terror into all who see it. Weak willed individuals flee in terror at the sight of the vampire, while even battle hardened warriors suffer a 25% penalty to their combat reflexes while in close proximity to the vampire.


Each vampire can command up to 50 (500 for the lord) servants*, chosen from the list below. if these servants are killed, they can be replaced with a human servant (for blood slaves), a corpse (for ghouls), or a wolf or dog (for hell hounds) - in each case it takes no more than a week to replace all casualties if the proper materials are available.


The vampire can change its shape into animal or humanoid of its own size or smaller, down to the size of a small bat or mouse. This can include the ability to look like any human, but also allows the vampire to take the shape of flying animal to gain its mode of transportation.


*Blood slaves are humans who are addicted to vampire blood. They are twice as strong as normal humans and are so fanatically loyal to their vampire master that they are immune to fear. They also have advanced healing abilities and are able to recover from wounds in a matter of minutes or hours, depending on the severity of the wound and can even heal back severed arms or legs. These humans tend to have at least one peak ability, such as peak human fighting ability, peak human intelligence, extreme beauty, etc. A blood slave is created by feeding vampire blood to a mortal.


*Ghouls are lesser undead in service to vampires. They are twice as strong as the strongest humans, just as dexterous as humans, and have the same durability as vampires do, though they do not regenerate from their wounds nearly as quickly - it takes them hours or days to recover from injury instead of seconds or minutes. They have intelligence and free will, but are about 20% less intelligent than humans. They appear to be rotted corpses with luminescent eyes, sharp teeth, and claws. They have the same weaknesses as vampires to holy items and ground, though they do not burn in the daylight but merely become 50% weaker. They insatiably crave the flesh of the dead and must eat or lose their strength as vampires do when they do not feed on blood. They have perfect vision in absolute darkness. A ghoul is created by feeding vampire blood to a corpse.


*Hell Hounds are huge ferocious dogs or wolves that have been feed the blood of a vampire. They are twice as large and powerful as a wolf and slowly regenerate at the same rate that blood slaves do. They are totally obedient to their vampire master and have an erie cunning that most canines do not have. They have all of the abilities of canines, including the ability to track by scent. Hell hounds are created by feeding a wolf or large dog the blood of a vampire.


*The vampire can have a swarm of insects, rats, birds, or bats. These creatures occupy about 1000 cubic feet of space. They can generally only inflict minor injuries unless the victims are unable to escape, but are great at causing fear or acting as a distraction.


*The vampire can have a fledgling vampire as a servant. This vampire has the same powers and weaknesses of normal vampires, though they only have 3 times the strength of the human peak and twice the dexterity or the human peak. A fledgling vampire has only 1 vampiric power and it must be one that its master has. A fledgling vampire counts as 5 servants instead of one.


As a vampire lord, you start with 50,000 human subjects which gives you 100 lesser vampires. Each vampire in your army, except the vampire lord which can have 500, can have 50 servants at any one point in time. Meaning that you begin play with 5,500 servants. This means your total undead population is ultimately based on your mortal population. Vampire armies have access to 14th century technology.

Wednesday, February 1, 2006

Humans of the West


Read more...

The elite warriors of the Western Humans are knights. Each knight has maximum human physical and combat prowess, they are also immune to fear and never run from the enemy. Each wears full chain mail armor and carries a shield along with a lance and hand weapon, their horses have cloth barding. Knights are skilled at fighting on foot as well as upon horseback. Knights have enchanted shields and swords, their shields can deflect any attack including magical attacks such as beams of energy or a dragon's fire, while their swords can ignore magical defenses and treat magical armor or barriers as mundane instead. Knights get one additional power, based on their color below:


Red Knights - these knights can shoot out a cone of fire from their weapons at a range of 50 feet and a terminal width of 10 feet. Furthermore they are immune to fire themselves as are their steeds. When in close combat, red knights and their mounts seem to burn with magical flame, inflicting flaming damage on anything within 5 feet of them.


Green Knights - these knights have inhuman vitality and energy. They quickly heal from any wound inflicted upon them, recovering from even lethal wounds in a matter of minutes. To kill a green knight permanently his head must be severed from his body. The green knight is also 20% stronger and tougher than other knights.


Black Knights - any who make eye contact with these knights within 10 feet find the life force sapped from their bodies and instantly die. Furthermore, blacks knights are immune to pain and can continue to fight even while missing limbs or grievously injured. Any living creature whose flesh is cut by the blade of a black knight instantly dies - should a black knight kill a foe in close combat, he is immediately healed of all his injuries as the life force of the enemy heals his wounds.


Blue Knights - these knights can ride like the wind itself, their steeds can carry them at a speed of 75 mph which allows their change to become incredibly deadly. They can also ride through the air just as though it were the ground, letting them fly. Unmounted, a blue knight can fly 25 mph or can swim at a similar speed. Blue knights can breath underwater. When the blue knights charge, the wind gusts with them buffeting their enemies and causing arrows to miss their targets or to strike too weakly to inflict damage.


If you desire, you can have these knights be champions instead, who have no horses or riding skill but have a 20% increase to their strength and toughness.


Another troop type which is common among the humans of the west are rangers. Rangers are masters of wilderness survival. They can survive in the wild on their skills alone, needing no additional source of food and water. They have incredible physical prowess, in the top 10% of humans, especially their endurance - they can travel through the most difficult and impassible terrain with little rest. They are expert archers and use powerful long bows, though they only wear light armor if any at all. They are also expert wilderness trackers and woodsmen, they are also very difficult to track as well. Rangers generally use large dogs for tracking and fighting, each ranger will have an average of 3 such dogs who are as big, strong, and ferocious as normal dogs can get as well as being good at tracking and as watch dogs.


Many of the troops of the Western Humans are longbowmen. These troops are high skilled archers, having trained with the use of the long bow since a young age and their skill at archery is unmatched. About half of the longbowmen in an army will wear chain mail shirts, the other half will only have cloth or leather armor.


Western armies also have nymphs as allies. These creatures appear as beautiful women. They have the ability to move silently and unseen in any wilderness area, even being able to teleport a short distances if it is within a forest. Because of their unearthly beauty, they have an 90% chance of seducing any human they attempt to. Nymphs can also speak with animals and gain their friendship, though control is beyond their ability. With the wave of their hand, a Nymph can cause a single living creature to fall into a magical slumber from which it cannot awake for at least an hour. They have normal human female strength and toughness and twice human peak agility. If a nymph's body is destroyed, it can reform itself a year later within the woods where it originally came from.


Among the most powerful combatants in a western army are wizards. All wizards have the ability to create magical force fields around themselves - which completely prevents all magic or physical attacks from penetrating, though they cannot take any other action while doing this. Even when not concentrating they are surrounded by a protective aura which is the protective equivalent of steel plate armor and gives them a 50% to resist any magical effect directed at them. Wizards can focus their attention on another magic user within 500 feet, while doing this they can counter any spell cast by that magic user before it can take effect. Countering spells this way takes concentration, but they can still walk at half speed while doing so. They other powers of the wizard is based on the color of the wizard - that is the focus of their magical mastery. Females are called witches. Wizards each have a familiar, a small animal which has almost human like intelligence and a mental connection with the wizard. If a familiar is slain, the wizard cannot get a new one for 5 years.


Red Wizards - these wizards can control the power of flame. They can shoot out jets of fire 500 feet long and 10 feet wide with a split second of effort. Their force field is fiery, causing any who touches it to burst into flame and suffer terrible injuries. They can cause a flame to appear anywhere within range of sight that will cause minor burns or set flammable materials on fire. A red wizard can create a barrier of flame that severally burns all who try to pass through it - this is essentially a wall that can be 100 feet long, 20 feet high, and 10 feet thick - though it can also be used to form a 20 foot radius bubble around the red wizard. Finally, a red wizard is completely immune to fire and can extinguish any flame within 100 feet of them.


Green Wizards - these are wizards of nature and life. They can cure diseases or heal injuries with an hour long ritual. They can also cause trees to grow and for fields to become extremely healthy and fertile. Their power can also increase human fertility as well, causing high rates of pregnancy and completely healthy births. Green wizards regenerate from any injury they receive within a matter of hours, and even if their body is destroyed, they will reform after a year in a nearby forest. A green wizard can even restore the dead to life, though doing so causing them to lose their green wizard powers for a year. Green wizards can also survive in the woods without food and water - nature provides for them. No natural animal will attack or harm a green wizard.


Black Wizards - these are wizards of death and destruction, some say that their magic is related to that of necromancers. Any living creature within 50 feet who makes eye contact with a black wizard will die instantly. Black wizards can shoot a ray of dark energy from their finger tips with a range of 500 feet, any creature struck by it will instantly die or be stunned for 10 minutes if undead. Black wizards can heal any wounds they have suffered by touching an enemy and draining its life force - one touch of a black wizard will kill any living thing if the wizard wishes - killing somebody in this way can restore a month of youth to a black wizard if he so desires it.


Blue Wizards - these are wizards of the sky and of the water. They can affect the weather, causing or stopping rain or increasing or decreasing wind speed by up to 50 mph. They can fly through the air, as though riding the wind itself, at a speed of 50 mph or can swim at 50 mph as the water carries them. With total concentration they can control water - animating it almost like a living creature. This animated water can occupy up to a million cubic feet and can attack things like a living creature - having the strength of 10 men. This animated water can travel as far away from the blue wizard as he can see, and it is essentially immune from harm aside from massive damage from fire or magic - though it will turn back into normal water should the blue wizard be injured or become distracted. Blue wizards can surround themselves with a vortex of blowing wind that protects them from all non-magical ranged weapons. Blue wizards can breath underwater and are immune to pressure and cold of deep water.


The leader of a western human nation can either be a white wizard, a white knight, or a dark faerie.


A white wizard has all of the powers of a red wizard, a green wizard, and a blue wizard combined. In addition, his force field can be active without total concentration - though he can't have it active while using other powers or within a second of activating another power. White wizards can also teleport back to their own sanctum or anywhere within eye sight range with a second of concentration. When a white wizard is king of your nation, you receive double the normal number of wizards as long as none of them are black.


A white knight has all of the abilities of a red, blue, and green knight. In addition, his armor is so strong that it reducing the force of all attacks against him, including magical attacks, by 50%. The white knight and his steed have physical prowess 50% greater than a normal maximum of their species. The sword of a white knight strikes enemies with twice the strength that his arm can swing it with and can cleave through non-magical substances with ease. A white knight inspires bravery and excellence among others in his army, all who follow him into battle see their bravery and combat prowess increased by 10%. Finally, if a white knight is king of your nation, you receive double the number of knights as long as none of them are black.


A dark faerie, you have power over illusions, fear, and darkness. You can create what ever illusions you desire within 100 feet of yourself. This can include sights, sounds, smell, even sensations like heat and cold. This includes making oneself or others appear different or even creating entire illusionary landscapes. These illusions can even provide tactile sensation, though they cannot inflict real harm. Illusions of this kind can also make things invisible, including large structures. A dark fae can teleport to anywhere it has been before with merely a thought or may fly through the air at a speed of 100 mph. By concentrating on a single foe within line of sight, you can create illusions of that victim's worst fears - causing them to fly in terror. A dark fae can cause a huge area to become dark and shadowy, like twilight, this area can be extended out from the fae at a radius of 1000 feet and it causes all living creatures in the area to become afraid and nervous. The dark fae can control the dreams of anyone whom he or she knows the full name of - this can cause the victim to go insane with nightmares within a week of such torment or may merely be used as a form of communication or influence.


The dark fae has twice a the strength and toughness of the peak human ability and 4 times the dexterity. The dark fae cannot be harmed by non-magical weapons, though cold iron, magic, and holy weapons can effect it normally. The dark fae has incredible senses, it can see in the deepest darkness or can hear a mouses heartbeat from a mile away, despite this it does not suffer from sensory overload. The fae is immortal, it does not need to sleep, eat, or breath nor is it affected by cold - though extreme heat and fire can still harm it. Should the dark fae's body be destroyed, it will reform within the center of its realm in 1-5 years. A dark fae suffers painful burns from touching cold iron or items that have been blessed.


The dark fae lives in its own special realm, one that is in between the faerie realm and the material world. This realm is centered at some special area - such as an enchanted glade or castle and extends out from that area for a 1 mile radius. Within this realm, the dark fae is a virtual god - its illusions can harm people as though they were real, the fae can make it day or night, summer or winter, can control time or temperature, can raise or lower mountains, and has control over every animal and plant. Changes made within this realm cannot affect the world outside, though mortals can enter this realm if the dark fae allows it, in doing so they put themselves at the dark faerie's mercy.


The Western Human nation has 50,000 normal human citizens. For every 100 citizens you will have a single knight of what ever color you choose, meaning that you start with 500 of them. For every 10 citizens there will be a longbowman, meaning that you start with 5,000. For every 500 citizens you will have 1 wizard of what ever color that you choose - a total of 100. For every 50 citizens there will be 1 ranger, meaning that you begin with 1,000. There will also be 1 Nymph ally for your nation for every 1,000 citizens, meaning that you start with 50. Western nations can raise additional troops, they have the equivalent technology of 12th century Europe.

Humans of the East


Read more...

The mainstay of the eastern human armies are horse archers. A large percentage of the armies are composed of these elites troops, drawn from among nomadic and semi-nomadic horsemen. The horse archers are expert riders and highly skilled with their composite bows as well, there horses are relatively small but also swift and enduring. They are generally lightly armored, having shirts made of layers of silk and sometimes an outer covering of hardened leather. For close combat, they carry curved swords, much like cavalry sabers. Each horse archer likely owns a number of horses in the event that some fall in battle.


Another part of the eastern armies are ninjas - highly trained assassins who use both combat skills and mystical abilities to kill their victims. Ninjas have peak human combat ability along with dexterity, they also have above average strength and toughness. They are highly skilled at stealth, including moving silently at night, disguise, and making themselves blend into crowds - their skills at such things border on the supernatural. They have a variety of equipment that allow them to climb walls, pick locks, and to otherwise penetrate defenses. Ninjas carry a variety of weapons, though most commonly they use short swords or other easily concealable weapons. Each ninja also has access to one of the following abilities:


Poison Use - the ninja is an expert poisoner. He can create and use poisons that can be used to coat blades, poison wells, or slipped into an enemy's food. This causes even the smallest scratch of a ninja's sword or throwing star to cause a lethal wound for a humanoid sized creature, though death takes around 10 seconds. It also causes death for any roughly human-like creature eating or drinking the poison, though death in that case takes about 10 minutes. If a dose is put into a well or other large supply of food, it merely makes the victims sick - suffering half strength, dexterity, and endurance for a weak after ingesting the poison.


Invisibility - The ninja can become literally invisible and inaudible, though supernatural senses may still detect him. He cannot fight while invisible, any time he attacks or physically interacts with a target he becomes visible again for at least 10 seconds.


Master of Combat - the ninja has superhuman physical prowess and reflexes. He has peak human strength and toughness, his dexterity is twice the human maximum.


Enhanced Senses - The ninja has superhuman senses. He can see in absolute darkness, can smell as well as a tracking dog, can hear a pin drop from whiles away, and can sense nearby movement from vibrations in the ground. The ninja can even sense emotions of those around him as well as whether or not some being that he is observing has supernatural powers. Even if one sense is taken from the ninja, he can still function normally by relying on the others.


Enhanced Movement - the ninja can run at a speed of 60 mph. He can jump effortless 50 feet into the air. He can run across the surface of water or snow or balance on small tree limbs. He can climb up a wall as effortlessly as an insect can or can squeeze through opening that a cat might have difficulty with. he can swim like a fish and hold his breath for an hour. He also has nearly infinite endurance for running, jumping, and climbing - though he still needs to eat, sleep, and drink normally.


Focused Energy - the ninja can focus his energy in ways that give him a number of special powers. He can lash out with it, striking people at a distance of up to 100 feet with mystical energy which has roughly the same destructive power as a sledge hammer strike. He can create a force field around himself that provides the same amount of protection as heavy steel plate armor. He can move objects telekinetically, exerting up to 50 pounds of force on any object within 25 feet. Finally, he can channel this energy into a punch or kick, giving that attack 5 fives as much destructive force at it would normally have and also protecting the ninja's hand or foot from being damaged.


Mystical Accuracy - by taking 5 seconds to concentrate, the ninja can use a missile weapons (usually a bow) with perfect accuracy. This can include such feats of skill as shooting someone in the eye from hundreds of feet away, splitting another arrow in half, or even hitting a fly while blind folded - the only limitation is that it doesn't work at a range greater than 500 feet or beyond the maximum range of the weapon being used.



Among the eastern armies, there are also mystics - women and women who are masters of controlling and concentrating their internal energy. They have access to the following ninja powers: Focused Energy, Mystical Accuracy, Enhanced Senses, Enhanced Movement, and Master of Combat. They tend to fight unarmored and sometimes unarmed as well.


As the head of an eastern nation, you may be either a transcendent, a master general, or a celestial dragon.


As a transcendent, you are a mystic of supreme power and enlightenment. You can sense into the near future and block or dodge 75% of attacks directed at you. You have 2 times the strength of the strongest man, 150% of his toughness, and 3 times the dexterity of any man. You can project your energy out at a range of 500 feet, demolishing your target with the power of battering ram - though it takes about 5 seconds to focus that energy. The blows of your bare hands can shatter stones or crumple armor, your skin is as hard as plate armor. Your mind is so strong that you are immune to mind control and illusions, as well as to fear and pain. You need only an hour of meditation a night and only 500 calories of food a day to survive. All of the mystics who are your students receive a 10% bonus to their physical prowess for having such a skilled and demanding master. You also have all of the powers that mystics generally have.


Alternatively you can be a master general. The master general has the peak combat ability of a horse archer as well as high quality weapons and armor. His sword has been magically crafted and passed down through numerous generations, allowing him to cut through any non-magical substance as easily as a hot knife through butter. The main ability of the general is his knowledge of warfare and tactics. The general will always know the best places to place his troops, the most effective ways to exploit his enemies weakness, and the safest way to minimize the weaknesses of his own force. The general is so skilled at training his forces that all members of his army see their combat prowess improved by 10% under his command. Furthermore, his strategic and tactical knowledge are priceless. When being lead by a general, I (as Game Master) will always assume you use the best tactics against any particularly foe.


Finally, there is a the Celestial Dragon. You are a serpent-like eastern dragon, 50 feet long or more. Though you have no wings, you can fly through the air at a speed of 100 mph. You can breath fire with a range of 100 feet and has a width of 20 feet at the end of the cone - it can use this once per 5 minutes. Your scales are as strong as steel plate armor and your massive body and dense muscles can take massive punishment before it dies. You have the strength of over 30 men and claws and teeth that are like swords. The dragon is also highly resistant to magic, suffering only half of the normal damage or effect from any magical attack directed against it. The dragon has tremendous speed and skill in combat as well, lashing out with its claws, tail, and jaws - each blow capable of easily crushing a horse or ogre. It also has incredible intelligence, an equivalent human IQ of at least 200.


As master of the Eastern Humans, you have 50,000 regular citizens in your nation. For every 10 normal citizen, there is a single horse archer, meaning that there are 5,000 horse archers to begin. For every 500 normal citizens there will be a single ninja and a single mystic, meaning that you begin with 100 of each. You may raise additional troops from among your citizens and have the technology available to 13th century Japan.

The Holy


Read more...

You rule over a human nation which has dedicated itself to service of goodness and light, likely a deity who personifies such things. Among your followers you count fearless paladins who can smite the forces of evil along with powerful healers who can cure diseases or bring someone back from the brink of death.


Among the most powerful warriors in your nation are paladins. These are brave knights who have sworn fealty not only to their earthly leader but also to their god. They have peak human strength, dexterity, toughness, and combat ability - they are also completely fearless and immune to all forms of mind control or mental influence. They also have the ability to resist magical effects and spells - each one directed at a paladin has a 75% chance of failing. Paladin's weapons are blessed, allowing them to terribly injure any creature of evil struck - including instantly destroying any demon and bypassing the natural defenses and armor of magical creatures, including penetrating magical force fields and armor. A paladin's armor is also blessed, causing magical weapons to affect the armor as if they were not magical. Paladins also ride into battle upon warhorses of exceptional quality, these warhorses have peak (for a warhorse) physical prowess and are immune to fear and highly resistant to pain and injury. When a paladin rides into battle, he inspires courage and bravery for all allied forces who can see him - improving bravery by 25% of those allies. Paladins wear high quality full plate armor and their horses have similarly high quality barding.


Another important aspect of your forces are healers. Healers are exceptional people who have been given the gift of healing others with their touch. With a single touch and 10 minutes of concentration, a healer can heal a single living creature of any disease, injury, or infirmity - including inborn condition or deformities. A healer touch will also exercise a demon or transform a beastman back into his human form, it will also break enchantments upon people such as curses or magical mind control. Healers can also restore the dead back to life, but doing so forfeits their own life. Healers have a 50% chance of resisting magical attacks directed against them. Healers can also bless the land - each day a healer can bless a single acre of land, causing that land to become fertile and productive - reversing droughts, purifying poisoned water, or restoring over-worked fields.


Another major element of a holy nation's army are flagellants. People driven by fanatical zeal and devotion to purge themselves of sin through inflicting pain upon themselves. Flagellants are fearless in battle, showing no signs of pain and fighting until the death. They have twice the strength and toughness of the peak human, and because they are so resistant to pain and injury they can take three times the amount of damage as a normal person can before dying. They are also completely immune to mind control. As a sign of their contempt for death, they do not wear armor into battle, though they do use large heavy weapons which let them inflict terrible wounds upon the enemy. Flagellants will never surrender or even flee from the enemy, they will fight to the last man without turning from the enemy - because of their devotion they are blessed by their god - 75% of any attacks or effects that would normally kill or injure them are ignored: bullets fly past their heads, sword blows strangely miss, even area of effect attacks seem to kill others but leave the flagellants unscathed.


Holy armies also have priests among their ranks. Priests keep morale high among the people, preaching to them of the righteousness of their cause of of the holiness of their god. Any member of the faithful who is blessed by a priest has a 25% chance to resist any negative supernatural effect which targets them - generally every soldier in a holy army will be so blessed. If a priests gives a sermon or homily before battle, it increases the combat prowess of all who hear by 10%. Priests can bless weapons, including arrows and other missile weapons, allowing those weapons to inflict injuries on evil supernatural creatures which are otherwise resistant. Any missile weapon blessed by a priest will be exceptionally accurate as well, hitting chinks in armor or vital areas more frequently as well as find its target almost every time. Any supernatural creature of evil within 10 feet of a priest finds its strength and dexterity reduced by 25%. If priest prays intensely, taking no other action, then it can prevent supernatural evil creatures from coming within 100 feet of him and he also becomes immune to magic during this time. If a priest touches a creature of evil with his holy symbol, it will cause a terrible burn upon that creature.


The leader of a holy nation will either be a holy champion or a saint.


A holy champion is like the combination of a priest and paladin, the earthly leader of the faith and beacon for believers. He has all of the abilities of a priest and a paladin with some additions. The holy champion's blessing makes someone 50% likely to resist magical effects, not just 25% likely. When the holy champion performs a ritual of blessing before the battle, the combat prowess and bravery of all combatants is improved by 25%. Any weapon blessed by a holy champion not only becomes holy, but inflicts twice as much damage to all supernatural creatures. The weapons and armor of holy champion as particularly holy, the armor is 50% stronger than even the highest quality steel and makes the champion take only 10% damage from negative magical effects, high weapons can cleave through any substance, magical or otherwise and will instantly slay evil magical creatures.


A saint has access to all of the powers of a healer with some exceptions. The saint can heal just a healer can, but it only requires a 5 second touch and not 10 minutes. Saints can bring the dead back to life with a touch and an hour of concentration, though may only do this once per day and not on someone who has been dead longer than a month. The touch of a saint will instantly destroy any demon or undead creature. Saints are completely immune to all negative magical effects. Any living creature will feel the aura of goodness radiating from a saint, as a result only 50% of living beings can bring themselves to attack a saint or to act against the saint. Any evil magical spell or effect attempted within 100 feet of the saint has a 50% chance of failing.


A holy nation has 50,000 human citizens. There will also be 1000 paladins, 1000 priests, 1000 healers, and 1000 flagellants. There are also 1000 other such special people in your nation. The total number of those special types combined cannot be greater than 10% of the number of normal citizens within your nation. Your technological level is roughly equal to 1400 europe and you can raise other troops to supplement your paladins and flagellants (like longbowmen, crossbowmen, men at arms, peasants with spears, etc.)


The Infernal


Read more...

Infernalists are humans who have become worshipers of demonic forces. In exchange their worship and sacrifices, they receive unholy powers from their demonic masters - including a promise of eventual immortality either on earth or in the next world.


Most members of an Infernal nation are normal humans, they receive no special powers or benefits from their demonic lords. They fight and work just as normal humans do, having the equivalent technological level of 12th century Europe.


One of the elite kinds of soldiers available to infernal armies are infernal beastment. Beastmen were once normal humans, transformed by dark magic into a vile mixture of animal and human characteristics - this 6 hour ritual requires 1 warlock and 12 cultists to perform - during which time the human is transformed into a beastman. Should the ritual be interrupted before it is finished then the mortal dies. Infernal beastmen are utterly loyal to the one who created them, the magic that has deformed their bodies has also bound their soul even if the unfortunate victim was resistant at first. After the transformation, beastmen become incredibly violent and evil in addition to becoming loyal - they delight in murder, torture, rape, and cannibalism - in fact they will engage in such acts against defeated enemies unless ordered not to and even then 10% of them will lose control and commit such terrible acts if not directly supervised.


Each beastman is bound to the warlock who created him and is subservient. Individual warlocks can only have 100 beastmen each bound to them at a time, beastmen created over this maximum become Horrors who are uncontrolled and attack anything in sight.


Unlike animal people, infernal beastmen do not have the traits of just one animal, but may have the traits of various different creatures in one form, sometimes having mismatched limbs or strange unnatural features. In general, they all have certain characteristics. They are twice as strong and tough as humans are and 10% more dexterous. They also have some form of natural weapon from claws to sharp teeth to horns or spines.They each get to select 3 of the special traits below to represent their animal features.


Animal Legs - the beastman's legs resemble those of some animal, ending in either hooves or claws. It can run 50% faster than a human can.


Venom - the beastman's has either the bite of a serpent, the tail of a scorpion, or some other method of injecting poison into an enemy. The beastman can use this poison on other weapons as well.


Water Breathing - the beastman has the ability to breath underwater and in the air.


Natural Armor - the beastman has either scales, thick leathery skin, boney plates, or insect-like chitin. This counts as bronze scale armor.


Wings - the beastman has wings, usually like those of a giant bat or bird but insect-like wings aren't unknown. These wings allow the beastman to fly at a speed of 20 mph. This counts as 2 special traits.


Hideous Appearance - the beastman is hideous to behold and strikes terror in the hearts of living creatures. Any living being that faces this beastman in close combat suffers a 10% loss in combat ability because of fear and revulsion.


Enhanced Senses - the beastman can see in almost absolute darkness, has hearing twice as good as a human, and can ability to smell like a bloodhound.


Inhuman Vitality - the beastman is inhumanly tough and resistant to pain and injury. The beastman can sustain twice as much damage before falling in combat. The beastman also heals at 5 times the normal rate and can recover from almost any wound that doesn't outright kill it.


Great Prowess - the beastman is 3 times as strong as a human instead of twice as strong.


Blood Rage - in combat, the gains triple human strength and toughness along with peak human combat ability and immunity to pain and fear. Though the beastman has a 100% chance of murdering, raping, or cannibalizing defeated foes.


Serpentine - the beastman has a long serpent tail instead of legs. This reduces movement rate by 50% but it also gives the beastman a poisonous bite and scaly natural armor.


About 5% of of those who undergo the ritual become dire beastmen. These are huge beastmen which are larger and more powerful than their brethren. They stand at least 8 feet tall and are 3 times as strong as a normal beastman of their type and twice as tough. They only get 2 of the above special traits. Another 5% of those who undergo the ritual become horrors instead.


Horrors : These are infernal beastmen that went wrong, turning into horrible mutations with little intelligence or self control. They are hideous to behold, having multiple misshapen limbs, or combining elements from numerous creatures. Horrors have only an equivalent IQ of about 50 and attack anything in sight unless commanded by their master not to. They have 3 times the strength of a human, 20% less dexterity, and are virtually immune to pain and fear - allowing them to take 5 times as much punishment than a human can before dying. They only live about 5 years after the transformation.



For every 10 normal citizens in your nation, there will be 1 cultists. Cultists have a single special power given to them for their devotion and sacrifices made to their demonic masters. Aside from this power, they are normal humans, though they are frequently better trained and/or educated than common citizens of the infernal nation. Choose a two infernal power from the list below, either of which can be exchanged for a beastman trait above. For every 10 cultists, you will have a infernal champion who has 4 infernal powers.


Hell Fire - The cultist can shoot hellfire from the tips of his fingers, inflicting terrible wounds and pain. The burns inflicted from this terrible fire cannot be healed non-magically. This attack has a range of 100 feet. If the demonic overlord desires, his servants can substitute another kind of attack such as acidic spray or icy wind.


Regeneration - The cultist regenerates from its wounds, recovering from most injuries within minutes and taking about an hour to recover from grievous wounds such as missing limbs. The cultist can only be killed by massive bodily damage such as decapitation.


Demon Flesh - The cultist has skin like iron, its flesh is as protective as full plate armor.


Demon Wings - The cultist has huge bat-like wings that allow it to fly at a speed of 40 mph.


Immunity - The cultist is immune to one kind of energy - heat, cold, electricity, etc.


Alluring - The cultist is breathtakingly beautiful and seductive, seducing people in the same way as a succubus does.


Hell's Champion - The cultist becomes a master of hand to hand combat, gaining peak human fighting ability and physical prowess.


Swarm - The cultist can control a swarm of insects or other small animals (snakes, rats, birds, etc.), up to 100 pounds of such creatures at a time.


Changeling - The cultist can change his shape to resemble any similarly sized humanoid.


Shadow Form - The cultist can change into a shadowy inky cloud of darkness - allowing him to move completely unseen at night and to become immune to normal weapons and attacks. On the down side, the cultist cannot attack or physically interact with material objects in this form.


Demon Weapon - you wield a weapon possessed by a demon. Any wound inflicted by this weapon, even a tiny scratch, will incapacitate the victim with horrible pain for 5 minutes. Furthermore, these wounds inflicted with this weapon wont heal naturally and will kill the victim unless they can be magically healed within the month. The weapon also cannot be destroyed or damaged. The blade is supernaturally strong and armor counts as being half as strong against this weapon.


Lycanthropy - With a special ritual the cultist can put on the skin of a large predatory animal and them assume a monstrous beast form that combined that animal's characteristics with that of a human. In this animal form, the lycanthrope has 4 times the strength, 3 times the toughness, and twice the dexterity of what they had in human form. They grow massive teeth and claws that allow them to rip a normal human to shreds. They become immune to pain and fear as well. In this form, they quickly heal from any injury inflicted unless it comes from a holy source or pure silver - other wounds heal within mere seconds. The lycanthrope also gains the land speed of the animal they are coming to resemble - usual a wolf. This power can only be used at night, the change back into human form during the day. This counts as two powers.


For every 100 cultists, there will be a single warlock, a high priest of sorts for the demonic powers. warlocks receive a number of more powerful gifts from their demonic masters. Warlocks are completely immune to fear, having knowledge that their demonic patron will look over their souls. Warlocks do not age, nor do they suffer from sickness or disease. Warlocks may perform the ritual to turn a human into a beastman, they can also summon demons. In addition, warlocks each get 4 infernal powers above, any number of which may be exchanged for beastman traits.


Summoning a demon requires single warlock to perform. It also requires a sacrifice of a single sentient living creature and an hour long ritual. The demon will remain on the earthly plane for a single month or until destroyed - each warlock can only have single demon in his service at any one point in time.


Demons all have certain abilities : they are immune to hunger, thirst, and fatigue. They do not need to sleep, eat, or breath. They are highly resistant to physical harm, taking only 10% of the damage from physical non-magical attacks. Demons also quickly regenerate wounds that aren't caused by holy sources, it usually takes a matter of minutes to recover from any such wound.


Succubus : These demons appear as beautiful women with large bat wings and small horns upon her head, though she can create the illusion of looking like any humanoid creature of roughly the same size. A succubus has twice the strength and dexterity of the human maximum. Succubi can read the mind of any living being it sees and knows its deepest darkest desires, this gives the succubus a 99% chance of seducing any humanoid living creature that isn't a player character. A succubus will usually choose to flee instead of fight, though if forced to fight she has peak human combat ability and will grow razor sharp claws on the ends of her fingertips. A succubus can fly at a speed of 50 mph using its wings.


Fiend : a fiend is a massive demon covered with iron plate. This creature stands 8 feet tall and has the strength of 10 men, maximum human dexterity, and skin like solid steel. It also has peak human combat ability. War demon's weapons burn with hell fire, causing deadly burns to anyone touched even through normal armor.


Shadow : A shadow is a demon of pure darkness. It is invisible in darkness but can be seen when exposed to light, looking like nothing more than an animated shadow. Its touch causes terrible pain as he life force of the victim is leeched out, it takes 1 such touch to kill a living victim per 50 lb of that victim's weight, though the pain of the touch will incapacitate any living creature for 10 seconds. Shadows are immune to non-magical weapons, though they can be killed by fire or magic.


Imp : An imp is a small demon with wings and a tail. It is about between 1 and 2 feet tall and is not that good in combat, though it can spray a jet of hellfire up to 30 feet. The benefit of the imp is that it can deflect spells cast at its warlock master. Any spell cast at a warlock protected by an imp or the imp itself has an 80% chance of deflecting the attack instead. An imp can fly at a speed of 25 mph using its wings or it can teleport 1000 feet with a second of concentration.


Hell Hounds : Instead of a single demon being summon, the ritual summons 10 hell hounds. These demons appear as huge and ferocious wolf-like creatures who seem to be ringed in flame. Each is twice as strong and tough as a large full growth wolf and just as fast. They shoot flame from their mouths, up to 10 feet, which counts as hellfire, their bite also burns like the fires of hell as does their touch. They can track by smell just as wolves can. They are incapable of carrying out complex commands, having about the same intellectual ability as a highly intelligent canine - though they are more ferocious than any normal dog.


Possession : The demon possesses the body of the victim instead of manifesting pysically. This is the only case where the demon can stay longer than a month. The possessed mortal will have twice the strength and toughness it normally had and will be completely immune to pain and fear - though it wont have any other of the demonic immunities or powers. If attacked with holy magic, the demon can be forced out of the victim's body.


As leader of the Infernalists, you are a demon prince - either a demon who has risen within the ranks of hell to rule over over demons or a warlock who has amassed such power and success that he has been elevated to the level of demon. All demon princes are immune to non-magical weapons and heal even from magical damage within minutes if the damage is not from a holy source. They can teleport anywhere on earth they have been before with but a thought. They have all of the powers of lesser demons as well. Should a demon prince be destroyed, it can be summoned back to earth with a normal demon summoning ritual, though at least a year must pass before this can be done. Choose below the kind of demon prince you will be:


Master Incubus / Mistress Succubus - you are a demon of carnal energy and power. You have all of the powers of a Succubus above with the following changes. You have a 100% chance of seducing any sentient target excluding player characters, though even they will be favorably inclined towards you because of your charms. Once a mortal is seduced, they will be obedient to you until death, though they wont necessarily betray their closest loved ones for you, they will be as loyal to you as to anyone. You have 3 times the strength and speed of peak human. You can focus your attention on any one living being within 500 feet and cause them to become incapacitated with intense pleasure for as long as you concentrate on them. You have 10 succubi and/or incubi as a part of your personal harem who can remain on earth all the time and may be re-summoned if destroyed.


Arch-Fiend - You are a demon which personifies war and destruction. You tower over 9 feet tall and have a terrible appearance. You have the strength of 12 of the world's strongest men and 2 times the dexterity. You have fighting ability which exceeds that of any mortal. Your flesh is stronger than steel and can only be damaged by the most powerful magical effects, creatures, or by holy items. Your weapons burn with unholy fire and will kill any mortal with but a touch and will slice through any non-magical substance as if it were not there. You have the hellfire ability as well.


Greater Shadow - You are a demon of darkness and the night. You appear as a living shadow, a vaguely humanoid cloud of darkness. You are invisible and inaudible in the darkness, and can fly through the air at 200 mph. Your touch will instantly kill any living creature. You can control darkness itself, making anywhere within 1000 feet as dark as you desire including making certain areas dark or forming mobile shapes or creatures of shadow.


Dybbuk - You are a demon which has no material physical form, instead of acting with a physical body you instead possess the bodies of mortals. Without a body, you are invisible and intangible, and can be harmed only by magical effects, not physical attacks. You can pass through any physical barrier save those protected with magic, you can also fly and hover at a speed of 300 mph. You can enter into the body of any living creature, though 10% of sentient creatures have the willpower to resist possession including al player characters. At this point you become like one of the possessed above, having twice the strength and toughness of the living creature used to have and becoming immune to pain. You can leave a body at will, though if a body dies while you are possessing it, you become weakened and cannot possess another body for an hour. If you are exercised while possessing a body, you will be expelled to hell and must be summoned back by your warlock followers. If you are affected by a magical attack while in spirit form, you will be destroyed and sent back to hell.


Infernal armies have 50,000 human citizens. For every 10 normal citizens there will be 1 cultists, meaning that you begin with 5,000 cultists and therefore 50 warlocks and 500 infernal champions. Cultists are limited to 10% of your total human population while your warlocks are limited to .1% of your human population. Since each warlock can control 100 beastmen, you have a maximum of 5,000 beastmen, though you start with none.

Travelers


Read more...

Your "nation" may instead be a group of nomadic people, tied together roughly by their shared ethnic heritage and cultural history. They travel about the world in small groups of 10's of individuals or perhaps a few hundreds in some rare cases. The total population of your people, at least those who share a direction connection or loyalty to your group, is 50,000 - though no more than 500 can gather in one place unless there are exceptional circumstances and no more than 10 such groups of 500 can exist. Most of your people will live in groups of 50 or less. There reasons for this are not supernatural but rather that greater gathering of your people turn the local people against them. Even in such small groups, the travelers are still sometimes hated or despised by the locals and can only remain in one particularly area for 1 turn before moving on.


10% of your people, and no more than 20% of any given gathering or group of them, will be thieves. Thieves have extremely high dexterity and are highly skilled in stealth, picking locks, picking pockets, and other equivalent skills. They aren't necessarily that skilled at combat though, and prefer to run when confronted. In addition to the skills mentioned, each thief has one additional skill form those listed below:


Assassination - the thief is a skilled killer and knows how to slit a throat or straggle someone from behind.


Deception - the thief is extremely charming and charismatic. This allows him to trick 75% of sentient creatures into believing some lie or story, if the story is particularly plausible, mostly true, or of minor importance then the chance can increase up to 90%.


Combat Trained - your thief is a skilled fighter as well as a rogue, he has combat skill putting him in the top 10% of human combatants, his style of fighting will emphasize small and light weapons which can utilize his agility.


Seduction - the thief is a beautiful woman who uses her charm and looks to seduce and manipulate men. Because of her skills, she has a 50% chance of seducing any man she sets her sight upon, though this increases to 75% if he is already inclined towards seduction or looking for a relationship. Once seduced, the man will do what he can to help the seductress as long as it doesn't violate his principles or put him in serious risk - if he is able he may also want to marry her which may put her into a position of power and influence. This is not a supernatural effect and wont make people do things against their will, though it also cannot be countered by magical resist either.


Entertainer - the thief can incredible ability at some sort of performance skill - dancing, singing, playing an instrument, telling stories, poetry, acting, acrobatics, etc. This allows him to gather crowds of people to watch him perform, create a cover for his illegal activities, or allow him to make contacts with wealthy or influential individuals.


5% of your people, and no more than 10% of any one group, are blade dancers. These are individuals who are highly skilled with the use of blades and weapons. They have peak human combat ability. These utilize small and easily concealable weapons such as daggers, short swords, cane swords, or other such weapons. They have an almost supernatural ability to avoid harm and danger, letting them dodge or otherwise avoid 50% of attacks directed against them even magical effects.


1% of your people, and no more than 2% of any given group, are seers, people who have the ability to look into the future and sometimes use other magical effects. Seers can use some form of divination - such as a crystal ball, tarot cards, casting bones, reading innards, or the like to predict minor events in the future. This can be used to determine future weather conditions, if someone will have good or bad luck, or even the outcomes of battle. Because your people have access to seers they can adjust their behavior in accordance to these readings - effectively improving their luck by 10%. Seers can also communicate with other seers through dreams or other special divination magic, which allows all of your people to stay in close contact despite being spread across the world. Seers each have one additional power as well, chosen from below:


Awareness - the seer can recognize any supernatural being on sight and can tell exactly what it is even if it is trying to conceal its nature. She can also see through illusions or can even see the invisible. She can also recognize when a creature is under the effects of magic.


Good Luck - the seer has an increased likely hood to win any game of chance, she gets the statistical equivalent of a reroll when she engaged in any game of chance. For example, if flipping a coin she would have a 75% chance of winning instead of 50% even without looking into the future.


Curse - the seer can put a curse on one other person who she can touch or has some personal item of. This curse effectively causes extremely bad luck for the victim, giving the equivalent of a reroll for any random event where successes are rerolled. Alternatively, the curse can cause some minor health effect like hair falling out, a wart growing on the nose, an itchy rash, etc. The curse is permanent unless ended by the seer or some other individual. Magic using creatures (including necromancers, other seers, warlocks, vampires, even paladins and priest) are immune to this power.


Potions - the seer can brew potions which have a variety of minor magical effects. A potion can cure minor physical ailments - restore lost hair, remove warts, cure diarrhea, increase fertility, etc. A potion can give someone a 10% greater chance of winning the heart of a love interest. A potion can be used to cause a euphoric effect that lasts an hour. A potion can give someone a 20% chance to resist magical effects for a single day. A potion can be poured onto a wound to prevent infection, reducing the chance an injured person will die.


Remove Curse - the seer can remove any one negative supernatural effect from a single victim. For the curses of other seers, this takes only an hour long spell and always works, for more powerful curses or magical effects it takes a full day and only has a 50% chance of success - failure means that it cannot be cured by a seer.


In addition to their own special individual skills, travelers pick up other people from their journeys and either learn their special skills from them or adopt them as members of the group. Up to .1% of your people will be those with special supernatural skills - meaning you start with 50 such people. These people are so special and rare that you can have them distributed among your own groups in what ever ratios you would like - though evil people cannot be in the same group as good ones. Evil types are underlined while good are italic.


Choose from the following list, though no more than 10 people can have the same sort of power - acolyte necromancers (Necromancers), warlocks (Infernal), fledgling vampire (Vampires), red wizards (Humans of the West), blue wizards (Humans of the West), green wizards (Humans of the West), black wizards (Humans of the West), blue knights (Humans of the West), red knights (Humans of the West), green knights (Humans of the West), black knights (Humans of the West), healers (Holy), paladins (Holy), priests (Holy), priests (Hobbit), rogues (Hobbit), merchants (Hobbit), ninjas (Humans of the East), and mystics (Humans of the East).


Leader of your group of travelers can with be an elder seer or prince of thieves.


The Elder seer is just like a normal seer but has far greater powers. The elder seer has all 5 special seer powers instead of only 1. The elder seer can see into the future with such clarity that the player can ask me any questions that they want about any course of action and the repercussions up to 1 turn into the future. The elder seer can curse someone with death, causing them to lose 1% of their vitality each day until they finally die after 100 days, this only effects living creatures who the seer can touch or has a personal item from. The elder seer is resistant to magical attacks, being affected by them only 50% of the time and only the suffering half of the normal effect.


A prince of thieves is a master thief whose ability to steal is unsurpassed. The prince of thieves has all of the thief special abilities. He also has peak human fighting ability and double peak human dexterity. The master thief can pick any lock, any pocket, or gain entry into any dwelling even if it is magically guarded. If danger is presented, the prince of thieves is so talented at escape and evasion that he has a 90% chance of successful escaping even if it would be otherwise impossible because of magical or mundane reasons. The prince of thieves has also trained his underlings well, all thieves have peak human dexterity instead of merely high dexterity. The price of thieves is also highly skilled at selling and transporting stolen goods, so that all stolen items can be liquidated safely.


Aside from the special units available, travelers have access to 10th century technology, though if they openly brandish weapons or wear armor which is not concealable they will usually be ejected from what ever nation they reside in. Despite having a relatively limited ability to make their own weapons and armor, it is not uncommon for them to have access to more advanced goods from their travels such as gun powder. Over all, your nation consists of 50,000 travelers, of which 5,000 are thieves, 2,500 are blade dancers, 500 are seers, 50 are special individuals with skills form other factions, and 1 is either a prince of thieves or elder seer.