Yeah that could just be him on a temporary break from feeling all the pain of the universe for all eternity.

Nah, he just has to float around watching Luke (Dark Empire), Jacen & Jaina in the old EU, Ben Solo in the New Trilogy, and all his other various and sundry descendants across various media and adaptations go "I know! I will turn to the Dark Side but it will be in a good cause and I totally won't screw everything up because I'm special."

And he screams, and he screams, because why can't any of his descendants grasp this thing called "Pattern Recognition".
 
Nah, he just has to float around watching Luke (Dark Empire), Jacen & Jaina in the old EU, Ben Solo in the New Trilogy, and all his other various and sundry descendants across various media and adaptations go "I know! I will turn to the Dark Side but it will be in a good cause and I totally won't screw everything up because I'm special."

And he screams, and he screams, because why can't any of his descendants grasp this thing called "Pattern Recognition".
Two words.

'Kylo Ren'

"Give me the strength, grandfather"

'You piece of shit this is the one thing I don't want!'
 
When it comes to the eternal punishment/reward of anyone I merely wish to say that I believe that, unless otherwise stated, the afterlife is governed by an intelligence infinitely greater and wiser than our own and thus we can rest assured that ultimately each soul will get what it deserves and thus one can focus on other matters without worry.
 
Oh, what's the problem? He seems like a very friendly guy, much better than the last, clearly insane king.
OOC I am 100% sure of that. IC however most Morrocans didn't read the headline "Insane Polish king wants our coast" but rather "Poland demands our coast". Untill we get more evidence to the contrary most Moroccans are just gonna assume all of Poland is crazy.
 
Oh, what's the problem? He seems like a very friendly guy, much better than the last, clearly insane king.

Not contend with the shitstorm they conjured up in Africa, the Moroccan eyes wandered in search of another feud so they could fill their shrivelled hearts wanting from love with the fire of rage and they beheld Poland...
 
Still a work in progress.





Kongeriget Danmark - 1683

Name:
Kingdom of Denmark
Current Ruler: Queen Skuld I Swedebane
Expected Heir: None Currently
Type of Government: Absolute Monarchy
Population: 1,197,000
Capital: Copenhagen

Magical Artifacts:
Skofnung - is the sword of legendary Danish king Hrolf Kraki. "The best of all swords that have been carried in northern lands", it is renowned for supernatural sharpness and hardness, as well as for being imbued with the spirits of the king's 12 faithful berserker bodyguards. It conveys upon the user the ability to worsen physical ailments affecting the living in a particular area, minor cuts become gashes and fairly serious injuries become life threatening.

Helskór - literally 'Hel-shoes' are traditionally an artifact that protects the wearer from the dead within the underworld. On earth they serve a double purpose, ensuring to protect the wearer from any chosen undead at the will of the wearer. In addition while upon the ground they allow the user to pinpoint the location of human dead within a substantial area

Brísingamen - The torc of the Goddess Freya, it contains within it the power to convey the essence of the Goddess upon the wearer. Making any wearer seem beautiful to any onlooker but in a way personal to the onlooker. In addition it conveys upon the words and deads of the user a level of charisma that ensures the loyalty and love of followers to forge a near unbreakable loyalty.

Economic Status:
- Power - 6
- Status - 4 (Stagnant)

Major Actions: (2 Base + 6 Economy + 2 Trade) = 10
  1. TBC
  2. TBC
  3. TBC
  4. Military Spending
  5. Military Spending
  6. Military Spending
  7. Military Spending
  8. Military Spending
  9. Military Spending
  10. Military Spending

Internal Events:

-Any internal events to talk about...

Techlevels:
Average - 1920
Biology: 1920
Electronics: 1915
Organic Chemistry: 1920
Inorganic Chemistry: 1911
Industry: 1925
High Energy Physics: 1925
Medicine: 1920
Rocketry and Aeronautics: 1922
Infantry: 1925
Armor: 1920
Airpower: 1920
Naval: 1922

Military
- Manpower - 79,800
- Manpower Used - 17,220
- Military Points - 7,000
- Used Military Points - 6,996

Total Army Manpower - 12,500
Army Military Points - 2,216

Royal Danish Battalions
Size: 10 Battalions
Overall Personnel: 10,000 Men
Individual Battalion Personnel: 1000
Current Deployment: Denmark
Experience: Trained
Equipment Modifiers: Squad Mages (x2), Field Medics (x1.25), Mechanised (x2.5)
Total Attached Units:
Individual Attached Units:
Total Cost:
10*1.25*2*2.5*10 = 625 MP

Royal Danish Commandos
Size: 20 Sections
Overall Personnel: 400 Men
Individual Company Personnel: 20
Current Deployment: Denmark
Experience: Trained
Equipment Modifiers: Squad Mages (x2), Paras (x1.5)
Total Attached Units:
Individual Attached Units:
Total Cost:
0.2*1.5*2*20 = 12 MP

Royal Danish Marines
Size: 10 Companies
Overall Personnel: 2500 Men
Individual Company Personnel: 250
Current Deployment: Denmark
Experience: Trained
Equipment Modifiers: Squad Mages (x2), Marines (x1.25), Shock Troops (x1.25)
Total Attached Units:
Individual Attached Units:
Total Cost:
2.5*1.25*1.25*2*10 = 79 MP

Armies of the Risen
Size: 6 Corps
Overall Personnel: 300,000 (Undead)
Individual Corps Personnel: 50,000
Current Deployment: Denmark
Experience: Green
Equipment Modifiers: Undead (x0.5)
Total Attached Units:
Individual Attached Units:
Total Cost:
500*0.5*6 = 1500 MP

Navy Military Points - 3,720
Navy Manpower - 3,720

3x Battleship 600
12x Destroyer Lead Light Cruisers 1080
24x Torpedo Destroyer 1440
31x Submarine 620

Airforce Military Points - 1,060
Airforce Manpower - 1,060

Air Superiority Wings
Size: 4 Wings
Overall Planes: 240 Planes
Individual Squadron Planes: 60
Current Deployment: Denmark
Experience: Trained
Equipment Modifiers:
Total Attached Units:
Individual Attached Units:
Total Cost:
240 Military Points

CAS/Dive Bomber Wings
Size: 3 Wings
Overall Planes: 180 Planes
Individual Squadron Planes: 60
Current Deployment: Denmark
Experience: Trained
Equipment Modifiers: CAS (x1.2)
Total Attached Units:
Individual Attached Units:
Total Cost:
180*1.2 = 216 Military Points

Medium Bomber Squadrons
Size: 7 Squadrons
Overall Planes: 140 Planes
Individual Squadron Planes: 20
Current Deployment: Denmark
Experience: Trained
Equipment Modifiers: Medium Bomber (x1.4)
Total Attached Units:
Individual Attached Units:
Total Cost:
140*1.4 = 196 Military Points

Interceptor Wings
Size: 4 Wings
Overall Planes: 240 Planes
Individual Squadron Planes: 60
Current Deployment: Denmark
Experience: Trained
Equipment Modifiers: Interceptor (x1.2)
Total Attached Units:
Individual Attached Units:
Total Cost:
240*1.2 = 288 Military Points

Heavy Bomber Squadrons
Size: 2 Squadrons
Overall Planes: 40 Planes
Individual Squadron Planes: 20
Current Deployment: Denmark
Experience: Trained
Equipment Modifiers: Heavy Bomber (x2), Long Range (x1.5)
Total Attached Units:
Individual Attached Units:
Total Cost:
40*1.5*2 = 120 Military Points

Magic Rating: 12
Legion of the Dead (Making - 5) - Skuld has shared with her people a significant portion of her skills with the Necromantic arts. This has meant that their skills with the raising of the dead remain a cut above most other nations.

Eyes of Odin (Unveiling - 1) - The eyes of Odin is a Scrying spell which allows for the observation of given areas.

The Presence of the Dead (Knowing - 1) - This spell allows for the mages of Denmark to locate and find the greatest concentration of the dead such that reanimation spells are more effective and well targeted.

Armies of the Unliving (Magitech - 5) - The Kingdom of Denmark is a state which relies heavily on the undead, to fill many easy labour roles and simple servant positions. This extends to the military, particularly the Army where the vast majority of the ground forces are made up of the undead, simply armed and armoured but massive in numbers.
Skuld
Age: ????
Background: TBC
The Grand Horde (Unmaking 5/Patterning 5) - Death is a doorway, not a end. With a gesture, Skuld tears the life from a wide area, killing all biological beings in it within minutes. Shortly thereafter, it raises anything killed by the spell, as well as any corpses already in the area, as a undead creature under Skuld's control. They retain any muscle memory skills from their life, but no memories. Skuld is aware of the location of any of her zombies at any time. They remain until their heads are destroyed, though the individual pieces will not be able to move without a connection to the head.

Icicle (Unraveling 4) - Fires ice at foes.

Entropic Guard (Shielding 2) - By stealing vigor from incoming attacks, a mage guards himself against harm. Effectively, the mage's shield attacks the vitality of an incoming assault, eroding its forcefulness with a primal decay.

Ghost Summons (Ruling 3) - Skuld calls a specific ghost or sends out a general call to the nearest ghost within sensory range. She may either call one or more ghosts personally known to him, or she may specify any type of ghost of her choosing (male ghosts or child ghosts, for example), or even send out a general summons to all restless shades within his sensory range (in which case, the closest one to him responds). The ghost comes to the caster with as much speed as it can muster, although it cannot be made to go farther than the maximum distance it is allowed to travel from its anchor.

Control Ghost (Ruling 3) - Skuld can force a ghost to perform an action. The unquiet dead can be potent allies, and Skuld wastes no resource. She can use the shades of the departed as simple shock troops, while the more cunning can be compelled to reveal desired knowledge or to use the subtle abilities of the dead in pursuits other than battle.

Ghost Gate (Weaving 3) - The mage creates a gateway that transforms anyone who steps through it into a ghostly state of existence. They become incorporeal beings until they exit the gateway. While incorporeal, they can touch ghosts, pick up ghostly objects or read tomes hidden there. They can also engage in physical or magical combat with ghosts, damaging them. Conversely, wrathful shades might physically lash out at visitors, causing them harm.

Suppress Own Life (Veiling 3) -Skuld can temporarily suppress her own life. While in this state, Skuld is well and truly dead. The physical symptoms of death, other than decomposition, set in (the onset and passing of rigor mortis, the receding of the gums and the skin of the scalp and fingertips, the pooling of blood at the bottom of the body). The mind and spirit are absent. She determines a trigger that will wake her from this state (such as being struck or having a dog bark within earshot). Otherwise, she is dead until such time as the spell's duration runs out.

Enervation (Unmaking 5) - Skuld can draw the vigor of life from a person's body, leaving him weak and helpless, so that a weight-lifting champion is rendered barely able to lift a child's toy.

Revenant (Patterning 4) - Skuld prevents a recently dead person's spiritual release. The casting of this spell must begin within an hour of the target's death. This spell creates what some mages call a revenant, forcing the soul to inhabit a body that does not decompose for the duration of the spell. Skuld inculcates the revenant with one or more driving Passions related to achieving a certain goal — revenge, salvation —that strengthen it for its trials.

Quell the Spark (Unmaking 5) - Skuld can dispel any spell, regardless of what skills were used to create it.

Steal Lifespan (Unmaking 5) - Skuld steals years of life from a mortal to extend her own life. Each person is allotted a set span of years, a single thread of existence that is snipped with each passing year, the thread growing shorter and shorter. A person's actions in life can fray the thread or stretch it.
This spell allows her to snip a portion of a mortal's thread and sew it to his own. This spell cannot be cast upon supernatural beings, including other mages.

Quicken Ghost (Making 5) - Skuld quickens a ghost, restoring mindless shades to a semblance of the personality they had in life, and turning ancient ghosts into more potent specters

Summon the Dead (Making 5) -
Skuld can summon a ghost from the Underworld, making it appear next to her. The Underworld is a dread place where, according to most mages, ghosts without anchors are banished. The caster can use other spells to compel the ghost to manifest, or can provide ectoplasm for its manifestation. This spell is most often cast to learn the secrets of the long-departed, such as the locations of lost treasures or the existence of lost heirs.

Fortune's Protection (Shielding 2) - Skuld weaves a web of probability about herself, ensuring that attacks are unlikely to affect her. She "just happens"to stumble at the right moment, causing a bullet to miss her, or she unthinkingly turns just the right way so that a knife slides off her jacket rather than piercing it.

Geas (Making 5) - This spell creates a geas, enabling Skuld to forcibly compel another to heed her will as though having sworn an oath to that effect. If the subject cannot resist this magic, then he must do as he is bidden or suffer the enmity of destiny. The mage is under no obligation to be reasonable when levying a Geas upon another, although the objective must still be possible. "Count every grain of sand on this beach,"while extraordinarily improbable for most people, is at least possible, but "Using only your own physical abilities, swim to the bottom of the ocean and back,"is not.

Honing the Form (Perfecting 3) - Skuld uses this spell to tap into enhanced physical capabilities. Prodigious strength, quick reflexes, enhanced resilience; all can be manifested. This magic can also be used on lesser life forms, bestowing such amazing capabilities upon virtually any non-supernatural creature.

Evolutionary Shift (Patterning 5) - Skuld can transform an animal into a human being or visa-versa.

Mage Sight (Unveiling 1) - Skuld can see magic and spells in her immediate area.

Factions

  • Revanchists: Loyalty 4, Power 3
  • Germanophobes: Loyalty 2, Power 4
  • Pan-Scandinavianists: Loyalty 1, Power 3
  • Reactionaries: Loyalty 1, Power 3

Alliances, Agreements, Pacts, and Trade:

Diplomacy:
 
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Don't trust him, he only wants you for your body!
So does Wales, and yet Naglfar and New Canaan are having muscular posing-fights over them.
Not contend with the shitstorm they conjured up in Africa, the Moroccan eyes wandered in search of another feud so they could fill their shrivelled hearts wanting from love with the fire of rage and they beheld Poland...
*sigh*
A match made in hell.
 
No matter, I'll simply improve the political climate in SA. Once I get my recreational exercise camps up and going, we'll see a much more entertaining SA!
 
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