When registering, you will be asked to select a “Nation Type” that describes the overall character of your guild. Note that as this is an entirely player-generated campaign, no decisions will be made for you, but the powers associated with your selection here will guide you towards a certain style of play. Considering that and the fact that your “Nation Type” cannot be changed once the campaign begins, choose wisely.
Conquering Military: Your enemies fall quickly to your disciplined armies and once you have secured them, you waste no time converting the population (by force if necessary) and establishing rule of law. After all, loyalty and unity are paramount.
Powers: Cultural Dominance (When recruiting armies, you may choose to create them of your starting faction, regardless of the faction of the recruitment location.)
Overlords (Armies count at 125% of normal value when considering population caps.)
Factions: Swadia, Saranid, Vaegrirs
Feudal Lordship: You are content to sit in your castles and benefit from the work of your serfs/ slaves in peacetime; however, should you feel threatened, you have no difficulty assembling your bannermen and marching to war. Personal honor and defense of your homeland are your motivation.
Powers: Paranoia (You may not add anyone to the Trusted Commanders List that is not in your nation.)
Prosperity (Each production phase in which you have a territory bonus, those included within have their base Prosperity Level increased by 25%)
Factions: Swadia, Saranid, Nords
Mercenary Company: Be it for the glory, the thrills, the gold, or to win the love of that out-of-your-league girl, you have turned war into your profession and come to rely on your fellows as brothers. Your sword is likely available to the highest bidder, for you worship diligently at the altar of gold and glory.
Powers: Adaptable Tactics (For the temporary penalty of one Tech Level, you may choose to morph your faction to match that of an ally you are fighting with.)
War, not Politics (You do not receive any bonuses for uniting territory, neither do you interrupt the territory bonuses of others.)
Factions: Swadia, Nords, Khergits
Raiding Force: You take what you want from wherever you want, those stuffed-up arrogant lords be damned! The world is for the strongest to take and the weak to get out of the way. You pillage, plunder, rape, and loot, with little thought besides your next meal. Nothing is sacred to you.
Powers: Looting (Each enemy territory you cross does not produce any wealth the following two turns.)
Hated (Every city or capitol you attack is considered to have purchased the Town Watch upgrade.)
Factions: Rhodoks, Nords, Khergits
Rebellion: The world has conspired against you, but no longer! You have rallied the similarly unfortunate, and risen up in a sea of blood to claim what should have been yours long ago. After ages spent beholden to ungrateful lords, your freedom and success are all that matter now.
Powers: Sword in the Shadows (Each turn, an army may be designated as "in the Shadows" and is invisible to all other nations.)
Liberators (Upon capturing a city or capitol, choose an army to swell by 25%.)
Factions: Rhodoks, Khergits, Vaegrirs
Republic: Despite the land going up in flames around you, your motives to protect your people remain pure. Now that your land is safe you set out to educate and free the rest of the land from oppressors. You are a beacon of light and freedom in this dark medieval world.
Powers: Popular Love (Armies are considered to be 60% of their actual size when computing population caps. However, the maximum Tech Level of each army is one less than it otherwise would be.)
Personal Property (You may choose to double your production at certain territories for a turn; however, the following turn the affected territories produce nothing and no upgrades may be purchased.)
Factions: Saranid, Rhodoks, Vaegrirs