Once again I shall be using the rules from The Necromorticide. I shall use the 'Age of the Dead' option to spend all my starting points to summon a Necromancer in one corner, a Grave in the opposing corner, and a Death Tally of 1. Obviously this can only be done as the first action of a player upon joining.
is a tally of Death points indicating the amount of accumualted life energy gained from death. It increases by the number of tiles worth of valid creatures that died since the owner's previous turn. Plague class creatures(such as cats) are worth one quarter(round down) of the usual points, and 'Innocent' creatures are worth double points. To be Valid, creatures must be 'Living' and within 20 tiles of one of your units.
This is a 'Building' that counts as burial grounds. It can only be destroyed by digging abilities, effects that replace ground tiles, and effects that specify burial grounds as targets. If the grave is destroyed by a non-specific effect the tile will become haunted (explained later in the desecration chapter), if dug up it will further grant two units of bone and 2 units of Gold Pieces to the creature that dug it up.
Non-combat, Cost: 20, Symbol: ∩
The Necromancer is a Magician unit with a number of abilities. Whenever the Necromancer damages a living opponent, its controller gains 1 death point.
MWAHAHAHAHAAA-gack-MWAHAHAHAHAAA: upon death the Necromancer becomes a Lich Tomb.
Animate Bones: Spend 1 unit of bones(or a corpse) and 1 death point to summon a skeleton at a location within the Necromancer's range, at the sight of the bones unless the bones are in the Necromancer's possession.
Raise Body: Spend 2 death points to summon a zombie in place of a corpse within the necromancer's range.
Call Spirits: Spend 4 death points to summon a Ghost within the Necromancer's range.
Assemble Death: Spend 8 Death points to summon a Necrolem on a burial ground or battlefield within the Necromancer's range. This will remove the 'Bountiful' quality from or destroy the site.
Death is not the Enemy: Spend 16 Death Points and destroy a Lich Tomb at the Necromancer's location to replace the Necromancer with The Lord of Death's Tomb. If your game is using one or more heraldry books then this action allows the founding of the undead nation.
P B H M R C S
2 1 4 2 2 15 N
This Building will summon a Lich at the start of its owner's turn unless the lich it previously summoned has not yet been killed. It cannot be destroyed unless the 'Sactified' quality is removed although it also has the 'Fortified' quality. If the tomb is ever destroyed then the Lich it most recently summoned is killed.
Non-combat, Cost: 60, Symbol: ¶
Lich
The Lich is identical to the Necromancer except for the following:
Does not possess the 'MWAHAHAHAHAAA-gack-MWAHAHAHAHAAA' and 'Death is not the Enemy' abilities. Gains the 'Join us' ability, the 'non-living' and 'magic' qualities, and has these stats
P B H M R C S
4 3 5 1 2 30 L
Join us: Spend 16 death points: Target living unit within range of this creature becomes a vampire under your control.
Non-living, gains 1 health every time it damages a living target.
P B H M R C S
4 2 2 1 1 16 V
Non-living, magic, fast but weak soldiers formed from the bones of others.
P B H M R C S
2 1 1 2 1 2 £
Non-living, magic, strong but slow, the shambling corpse of the once living.
P B H M R C S
3 0 4 1 1 4 Z
Non-living, incorporeal apparitions of the uneasy dead. Immune to attacks from non-living opponents, cannot harm non-living targets, although they are a valid target for any unintelligent enough to waste their time. While a creature is attacking a ghost, its power is set to half(round up) of its original.
P B H M R C S
5 1 2 3 1 8 ♀
Non-living, magic, golem, 3x3. Massive Composite of many corpses, given life through a combination of necromantic energy and arcane animation of inanimate matter. Massively strong and tough, but mercifully slow.
P B H M R C S
6 1 12 1 1 24 ☻
This Building will summon The Lord of Death at the start of its owner's turn unless The Lord of Death it previously summoned has not yet been killed. It cannot be destroyed unless the 'Heavily Sactified' quality is removed although it also has the 'Heavily Fortified' quality.
Non-combat, Cost: 300, Symbol: ¶
The Lord of Death
The The Lord of Death is identical to the Necromancer except for the following:
If The Lord of Death does not have a tomb, they can create one. Does not possess the 'MWAHAHAHAHAAA-gack-MWAHAHAHAHAAA' and 'Death is not the Enemy' abilities. Gains the 'Summon Dead' and 'Sanctify Lands' abilities, the 'non-living' and 'magic' qualities, and has these stats
P B H M R C S
6 4 8 1 4 300 D
Summon Dead: Move an allied, Non-living creature into a space within this creatures range. Add 2 to its power until the end of your turn.
Sanctify Lands: Non-living creatures on territory owned by or within range of this creature gain +1 to block.
In case it coms up I will need a heraldry book... Just give me a moment... I know I have one... Oh, right, that, a friend gave it to me, as a joke, I swear...
Book: The Ravaging Winds.
Chapter: Their Worlds Unite.
Rule: The Royal Bedchamber.
He swept her into his mighty arms and held her aloft. She- umm, there is some flavour text, it isn't important... Basically, if I have two compatable units and a nation founding event I can name my nation, proclaim those two units its ... rulers and set borders based upon the power and ... comeliness of the rulers, although the borders usually extend mostly into unoccupied territory(adding tiles), the rulers also gain a shared, 5x5 home building at the centre of the territory. By giving up its actions I can have any of my units excort another unit out of my territory or to my home building. It is pretty simple, with none of the usual civil unrest or taxation clauses, but proper heraldry books are so expensive...
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