GS Events

The Reichan people have had a long and crimson history with the Francians. Whether fuelled by our own tactical and technological races or the mutual desire to conquer the Britannians but either way there is no love between our people. Fighting with them is as natural as breathing for us, we should finally cut them down to size.
 * The High Southern Rivalry (234 Onward)

- Requirements: Have at least one Francien and Reichan nation in the game, have no decisive victories to either race's nations.

- Effects: Any Reichan nation can declare war on a Francien naiton with no penalties and vice versa. The common folk of the land have begun to believe in greater and greater numbers that magic is nothing but a dangerous step in the wrong direction for the world. It isn't enough to put blind trust in magical users to mind their own business and keep to their devices, from this day the people want a safeguard. They've even formed their own militia, dressed in black clothing with all sorts of odds and ends hanging off them. All of it wive's tales defences against the magical arts, some keep raven's feathers in their breast pocket, some carrying broken watches in their coats and some tie belts to their waists. This could be troubling for our magical population in the near future.
 * The Rise of the Witch Hunters (207 Onward)

- Requirements: Humans can use magic, The Southern Kingdoms has either not formed or hasn't been dismantled yet

- Effects: All Southern Terra races create Anti-Magical militia called Witch Hunters, Witch Hunters popularity increases with each use of magic violently in the known world, All Southern Terra races can now recruit Witch Hunters into the army but this will make them more popular and seen globally that your nation supports their movement. The Tuscun people have never historically been unified or tied together by much more than a common language and astonishing rate of growth for a human. However as the dawn of nationalism rises there have been trouble brewing in our Tuscun regions; a man expelled by his noble family has found himself as quite influential and charismatic person of the Tuscuns. He leads the strong, the weak, the proud and the meek together in a fantasy of a united Tuscun nation. They've militia, they're armed and they spreading like a plague.
 * The Tuscun Greenshirts (334 Onward)

- Requirements: Nationalism, Classicism, Romanticism, 20% Militancy or 50% Tuscun Militancy, Tuscun Race present in nation, Tuscun Nation doesn't exist

- Effects: All nations that met the requirements will start to constantly rise in Tuscun Militancy, A rebellion of Tuscun militia will form, These rebellions will last until either the Tuscuns are granted independence or until 20 years pass