1CREATING A KINGDOM

Even among royalty there are two types of people: the haves and the have nots. - Queen Amryllis as she signed away the last of her kingdom to merchants to pay for shopping debts

Those without land are subjects of the land owners, but there are times when land owners are subjects to those without land.- Anonymous, attributed to various Mercenary Captains.

Kingdoms

 

K I N G D O M   P O I N T S

Kingdom Points (£) are the unit of currency in purchasing kingdom units, buildings, and abilities. Kingdoms with land, simply known as kingdoms, generally have no restrictions in how to use Kingdom Points (£) and receive 25 £ to purchase units, buildings and abilities. Any leftover points may be exchanged for bags of gold, effective for purchasing various units, buildings, ships, priests and wizards later on in the game. Kingdoms without land are referred to as domains, but have certain restrictions and benefits. A Kingdom without land may only have buildings that cost less than the normal price of 10 kingdom points, but the cost is doubled, with half the money going to the kingdom who is hosting your building. A domain receives 30 £ to purchase units, buildings, and abilities.

 

U N I T S

No kingdom is forged without some sort of standing army. - High Marshall Furic of the Dwarven Kingdom of Milatia, which later became a pacifist kingdom and swallowed by the expanding Empire of Karjon

Units of Spearmen (1 £ Each)

Spearmen are armed with very little besides leather armor and a spear. Some carry daggers. However, there may be some regional variability to represent different climates and training.

Units of Archers (1 £ Each)

Archers are armed with leather armor and a bow or crossbow. Some carry short swords. There may be some regional variability to represent different climates and training.

Units of Cavalry (2 £ Each)

Cavalry are armed with spear, sword, chain mail, and a horse. They can cause more damage when charging. There may be some regional variability to represent different climates and training.

Units of Pikemen (2 £ Each)

Pikemen are armed with sword, pike, chain mail, and a shield. They cause more damage against charging units when set to receive a charge. There may be some regional variability to represent different climates and training.

Units of Knights (4 £ Each)

Knights are armed with sword, lance, plate armor, a horse, plate barding. They can cause extreme amounts of damage when charging, and pikemen are less effective against their superb maneuverability. There may be some regional variability to represent different climates and training.

 

M A C H I N E S   O F   W A R

Kaboom, Kaboom, Kaboom! - Artillery Captain LeVard just before the Cannon exploded.

Cannon (4 £ Each)

A technology that was originally developed by the War College of Glivarin, the Cannon is a force to be reckoned with. It has the capacity to deal massive amounts of damage to a unit. There is a chance each time the cannon is used, however, for something to go wrong, randomly determined. Anything could happen: the Cannon could fizz out for a combat round, be incapacitated until repaired after the battle at a cost of 1 bag of gold, or explode completely, killing troops nearby.

Catapult (4 £ Each)

Catapults have been used since the ancient Orc Wars. It not only has the capacity to deal massive amounts of damage to a unit, it can also deal damage to a Castle, usually 1d4 [] if it strikes. There is a chance each time the Catapult is used, however, for something to go wrong, randomly determined. Anything could happen: the Catapult could lose the stone before firing it, requiring a reload action, or the ropes could be completely torn by the swing, incapacitating it until it can be repaired after the battle at a cost of 1 bag of gold, or it can flip over and burst apart completely, killing troops nearby.

Ballista (4 £ Each)

Ballista were developed by the Elves long before humans were born. They have the capacity to shoot several arrows into a unit with strong force at once. Some ballistae throw spear like arrows that cause massive amounts of damage. There is a chance each time the Ballista is used, however, for something to go wrong, randomly determined. Unlike other artillery weapons, ballistae only jam, they do not explode or damage nearby troops.

Siege Tower (4 £ Each)

Siege Towers were used during the Siege of Karnak Dum, the Tower of Evil. The Paladin Gredelinne Tarnurel ordered their construction. They have been used to force into castles and kingdoms ever since. Siege Towers do not damage walls or units, but allow a single unit to pass over a wall in a combat round. Siege Towers may be destroyed by other artillery machines, however.

 

N A V A L   P O W E R S

Any kingdom with a coastal shore that does not employ Naval defenses is doomed to be conquered from the seas. - Tracheon Ptolemaius to the High Council of the Vernian Empire.

Galley Ship (1 £ Each)

Galley ships are the most common of sea vessels, and are often used by merchants for trading. It can also be used to hold a single military unit or 5 bags of gold in its hold. Galley ships generally have no combat ability, but some may be armed with fishing ballistae that deal small amounts of damage.

Privateer Ship (2 £ Each)

When a kingdom allows privateers to keep their own vessels, there is a sudden improvement in Naval vessel design. They can hold 10 bags of gold or 2 military units in their holds. Privateer Ships are often armed with small catapults that deal moderate amounts of damage and can sink other vessels. If extreme amounts of gold are carried in a Privateer Ship, there is a random chance that the Privateer will defect and become a free roaming pirate. Privateer ships may carry merchants, but if the ship defects, the merchant is killed.

War Ship (4 £ Each)

War Ships were developed in the Naval College of Contelma Isle. Large, multiple sails allowed the ships themselves to be bigger and carry more troops and gold. A War Ship can carry 3 military units or 15 bags of gold in its hold. Warships are often armed with smaller versions of cannons that deal moderate damage, but have less chance of misfiring. Further cannons may be installed on a Warship at a Naval College.

Submarine (8 £ Each)

Submarines are powered by ancient magic stones found in some mountains. A submarine may silently glide under the surface of the water and is generally invisible to all other surface ships. A submarine is small, though, and can only carry 5 bags of gold or a single military unit. Unless armed with torpedos, a Submarine generally does not have any combat ability. Torpedos and other accessories that require submarine technology may be purchased at an Aquatic Post.

Underwater Mine (1 £ Each)

Underwater Mines are bombs designed specifically for naval purposes. They are very effective against War Ships and Submarines. Underwater Mines generally explode when anything touches them, but there is a random chance that an Underwater Mine does not explode when something touches it. Underwater Mines may be purchased at an Aquatic Post.

 

W I Z A R D S

There are many people in this world who claim to be wizards, but the ones you want are the ones that aren't advertising.. - Lord Dralon, Ex-ambassador to the Wizard's Tower of Felarel

Court Wizard (1 £ Each)

Court Wizards are wizards specially trained to be assistants and advisors to royalty. They have a slew of specialty spells that most rulers will want to have, from invisibility, to alchemy, to illusions. Court Wizards are generally weak in combat, so the wisest rulers assign them bodyguards of some type. Generic court wizards have 5 spell points per turn but some may have more than that due to regional variability and training. Usually Court Wizards purchased with kingdom points are generic court wizards.

Battle Wizard (2 £ Each)

Battle Wizards are more likely to have access to spells that actually deal damage. When Battle Wizards train, they specialize in one of the four elements: Fire, Earth, Air, and Water. Fire Battle Wizards wear red robes and carry a flaming sword with them. Earth Wizards wear brown robes and yield a wooden staff. Air Wizards are mostly female and wear white robes, usually not armed. Water Wizards wear blue/green robes and carry curved scimitars. While Battle Wizards are more powerful than Court Wizards in combat, they usually avoid combat unless supported by a military unit. Generic Battle Wizards (those purchased with kingdom points) have 10 spell points per turn, but others that are purchased later may have more.

 

P R I E S T S

Priests are generally useful, if you can get them away from their temples, their libraries, and most importantly their own ambition. - Duke Ardenal

Court Priest (1 £ Each)

Court Priests are generic priests that are beginning their religious devotions and serve the royal family as a part of their community service or so the main temple can get some more bags of gold for training the youth. Generic court priests (those purchased with kingdom points) have 5 spell points per turn, but others that are purchased later may have more.

Theogian (2 £ Each)

A Theogian is an advanced priest of a particular religion, whom chooses to interact with the royal court and serve the monarch on occasion. Actually, they are for the most part observers and spiritual counselors, though if the kingdom is in good standing with their deity, they will cast blessings and curses for the kingdom's behalf. Theogians have 10 spell points per turn, genreally speaking.

 

F I G H T E R ' S   G U I L D

The simplest of military institutions is a good idea for the lowliest of kingdoms. You will be amazed how flexible your citizens become - Sir Royeld DeWhite, ex-adventurer, Lord of Kalmanara Island.

Fighter's Guilds are available in a Kingdom for 5 £. They are small, generally one story buildings that are used to hire units of Spearmen and Archers and occasionally the odd adventurer that is passing through town. Adventurers are extremely useful. Fighter's Guild may be upgraded to Battle Stations by spending an additional 5 £.

Adventurer (1 Bag of Gold Each)

Adventurers are generally Fighters and Thieves, but occasionally Sorcerors, Rangers, and ex-communicated Paladins will show up as well. With a bag of gold slung over their shoulders to buy supplies and the promise to let them keep whatever other treasure they find (unless it is an artifact of national importance), they are quite happy to do odd tasks such as kill a local dragon, go find a sunken treasure (they can keep a portion of it), or go spy on another kingdom. Sorcerors do not have the ability to cast any of the spells listed under Spells and Magic but may eventually gain a power similar to Energy Blast. Sorcerors with powerful magic items, however, is another story: Wands of Counterspell and Staffs of Alchemy make Sorcerors that much more desired.

Unit of Spearmen (2 Bags of Gold Each)

A Unit of Spearmen, described above in units, is raised from the local population, scattering approximately 2 bags of gold out among the local population. The population can generally afford their own spears and armor with the gold, and have a little left over for themselves. Since peasants rarely have gold, this is a miraculous boon for them.

Unit of Archers (2 Bags of Gold Each)

A Unit of Archers is usually made up of a local area's youth, specially trained with the bow and arrow, or with some knowledge from hunting already. After purchasing more arrows for their well worn bows, the youths have much more gold than their elders who are recruited as spearmen.

 

B A T T L E   S T A T I O N

Mobility is gained with the use of horses, but you must also be prepared to defend against this same tactic - Horsemaster Grenricson

Spears are good, that's true. But I suppose that's because you WANT to lose the battle. - Blacksmith Tolanel to the War Council of Thoruil.

Battle Stations (10 £ ) are larger, two story buildings, large enough to employ officers and captains. There is also a large area behind for stabling horses and a smithy and armoury for creating chain mail and more advanced weapons. Some Battle Stations have walls built around them and act as headquarters during sieges and other times of attack. Battle Stations can be upgraded to War Colleges for an additional 5 £.

Unit of Pikemen (4 Bags of Gold Each)

Pikemen are specially trained in the use of the pike, a special type of spear that is much heavier and causes significantly more damage. Units often include captains and trumpeteers to improve leadership and organization.

Unit of Cavalry (4 Bags of Gold Each)

Cavalry are specially trained to maneuver and fight on horseback. Units often include captains and trumpetters.

 

W A R   C O L L E G E

Once a kingdom is able to successfully defend itself, it can begin developing further military prowess - Lord General Nexul Fergyiel.

War Colleges (15 £) are expansive campuses of multiple buildings devoted to various types of armor and weapon making, the understanding of artillery machines, and advanced tactics and procedures. Each War College begins with the knowledge of a single artillery machine. For an additional 3 £ or 15 bags of gold, the understanding of a further artillery machine is stored in the War College Library.

Unit of Knights (8 Bags of Gold Each)

Knights spend hours in training, tactics, and military research. They are highly maneuverable on the battlefield. Usually the sons of lords or landowners become knights.

Artillery Machine (8 Bags of Gold Each)

For 8 Bags of Gold, the War College can produce a single Artillery Machine that has knowledge or understanding of.

 

S H I P W R I G H T ' S   G U I L D

You must have at least one of these places if you're going to start a Mercantile Empire - Merchant Gvarel Tolemmus of Lutania.

A Shipwright's Guild (5 £) is capable of producing Galley Ships and Privateer Ships. It requires a coastal kingdom, and can be upgraded to a Naval College for 5 £.

Galley Ship (1 Bag of Gold Each)

See special rules under Naval Powers

Privateer Ship (2 Bags of Gold Each)

See special rules under Naval Powers

 

N A V A L   C O L L E G E

War Ships are the most powerful political unit on the High Seas. They have the power to blockade, tyranize, and destroy all opposition. - Sea Captain Puindaron.

Naval Colleges (10 £) produce War Ships and can improve War Ships by installing up to four cannons on them. Naval Colleges can be upgraded to Aquatic Posts for an additional 5 £. Naval Colleges must be placed within a coastal kingdom.

War Ship (6 Bags of Gold Each)

See special rules under Naval Powers

Cannon (3 Bags of Gold Each)

Cannons improve the battle effectiveness of War Ships and allow them to make multiple attacks in a combat round.

 

A Q U A T I C   P O S T

Are there mermaids? I suppose now we can find out. - Submarine Captain Glarien

The Aquatic Post (15 £) is an extention of the Naval College that is built underwater and allows for the construction of submarines and submarine accessories. Also requiring a coastal kingdom, the Aquatic Post begins with knowledge of Underwater Mines. Additional submarine accessories can be researched for 10 bags of gold or 2 £.

Submarine (15 Bags of Gold Each)

See special rules under Naval Powers

Underwater Mine (10 Bags of Gold Each)

See special rules under Naval Powers

Underwater Torpedo (10 Bags of Gold for 2)

Torpedos are fired underwater toward enemy ships and are capable of massive amounts of damage. They are very effective against War Ships.

Underwater Alarms (10 Bags of Gold)

Underwater Alarms are powered by magical stones found in some mountains. They are created by Wizards, and thus the creation of Underwater Alarms requires a Mage School as well as an Aquatic Post. Underwater Alarms allow a particular wizard to be aware of any submarines in the area of an Underwater Alarm.

Underwater Terrain Transformers (10 Bags of Gold)

Terrain Transformers can be used to flatten surfaces to allow for the development of underwater cities, posts, etcetera. These are not listed here because of the special rules required for them.

 

S C H O O L   O F   M A G I C

There's no business like the Magic business. - Court Wizard Adept Telamnus of Falwyn

Casting spells is difficult and uncertain, but someone has to do it - Court Wizard Algeron d' Tunis

Schools of Magic (5 £) allow for the hiring of Court Wizards and Battle Wizards, but that's about it. A School of Magic may be upgraded to a Magic Library for 5 £.

Court Wizard (5 Bags of Gold Each)

See special rules under Wizards

Battle Wizard (8 Bags of Gold Each)

See special rules under Wizards

 

M A G I C   L I B R A R Y

There are more books here than anyone could possibly read, at least in a day. - Wizard Turon

Magic Libraries (10 £) allow for research and memorization of new spells for various wizards. It also allows Kingdoms to come up with their own magic spells, and can restore spell points to wizards who have drained their spell points for the turn if there is a Battle Wizard here to direct it. The Battle Wizard must devote his life to this purpose, and many find it difficult to do so. A Magic Library may be improved to a Magic Laboratory for 5 £.

Learn Spell (1 Bag of Gold per wizard per spell)

See special rules in Spells and Magic

Research New Spell (5 Bags of Gold or more)

The Moderator of the game will determine price and effectiveness of new spell research.

Restore Magic (1 Bag of Gold per spell point)

If a Battle Wizard stays behind to moderate the flow of magic points from library to various wizards, any visiting wizard may use the Magic Library and pay 1 Bag of Gold to restore a spell point of magic.

 

M A G I C   L A B O R A T O R Y

I'm sorry, Wizard Adoln, I left my other half of my brain in the laboratory today - Air Battle Wizard Solcia Terrinia.

Magic Laboratories (15 £) allow the purchase and manufacture of various magic items. When the Magic Laboratory is first created, it only has access to 1 magic item. A new magic item that has been researched or is commonly known may be added to its stock by spending 5 bags of gold or 1 £.

Purchase Magic Item (5 Bags of Gold Each)

See special rules under Treasures

Research New Magic Item (10 Bags of Gold Each)

The moderator will determine price and effectiveness of new magic item research.

 

M A I N   T E M P L E

Spells are powerful in destructive ability, but it requires godly power to heal. - Thera Dominelle, High Priestess of Aleina.

Main Temples (5 £) follow certain deities, philosophies, or cults, and allow the hiring of Priests and Theogians. Main Temples can be built anywhere so long as it meets the requirement of the deity they are building to. Main Temples can be upgraded to a Temple Network for 5 £.

Court Priest (5 Bags of Gold Each)

See special rules under Priests

Theogian (8 Bags of Gold Each)

See special rules under Priests

 

 

T E M P L E   N E T W O R K

One temple is great, many temples are better. - Druid Falynth.

Temple Networks (10 £) follow certain deities, philosophies, or cults, and allow the hiring of Priests and Theogians, and also allow for the casting of miracles and the practice of meditation. Temple Networks can be built anywhere so long as it meets the requirement of the deity they are building to. Temple Networks can be upgraded to a Cathedral for 5 £.

Meditation (1 Bag of Gold per priest per meditation)

Meditation allows a priest or theogian to heal at twice normal rate and gives back 5 spell points for use until the end of the day.

Miracle (5 Bags of Gold Each)

Miracles are summoned by the priests of the temple, hoping to appeal to the deities for assistance. There is a random chance that the deity will resond in some way.

 

C A T H E D R A L

Cathedrals are beauriful. There's not much more that needs saying after that. - Lady Wyland

Cathedrals (15 £) are beautiful church like buildings that are built by a coalition of priests from a Temple Network. Cathedrals attract holy warriors who become paladins. The priests of the Cathedral maintain holy fonts of water that have the power to cure wounds and hurt evil.

Unit of Paladins (10 Bags of Gold Each)

A Unit of Paladins is armed much like a Unit of Knights, but without such extensive military training. A Unit of Paladins may also work together to cast 5 spell points of divine blesses and curses each day.

Holy Water (1 Bag of Gold)

Holy Water has the ability to cure wounds and hurt evil.

See special rules under Priests

 

Buildings are units are grand, but you need some way to pay for them all - Lord Sherdot

War? Why make war when you can make peace? - Kingdom of Lovely Flowers.

Abilities

 

K I N G D O M   A B I L I T I E S

Abundant Natural Resources (5 £)

An additional 1 bag of gold from trade.

Abundant Natural Resources (10 £)

An additional 2 bags of gold from trade and a free merchant.

Abundant Population (10 £)

Costs to produce military units are reduced by 1 bag of gold per unit.

Alliance (5 £)

Begin play allied with another nation. The other nation must also take this ability.

Allianced (10 £)

If kingdoms (3 or more) come together to form an alliance, they enjoy +1 bag of gold per turn from trading agreements.

Blessed (5 £)

This requires at least the presence of a Main Temple, but will allow a kingdom to enjoy the blessing of a particular deity.

Center of Art or Philosophy (5 £)

A random effect is generated each turn by the Moderator as a result of increased spending in the arts and sciences. Income from trade, trading routes, and income are reduced by 1/2.

Exceptional Product (5 £)

An increase in income by 1 bag of gold from trade, or a bonus to military strength of a particular unit or material, or costs to produce naval vessels and artillery machines reduced by 1 bag of gold per unit, or a bonus to military strength of a particular machine or naval vessel.

Feared (Reputation) (5 £)

A particular kingdom or force may be feared, ignored, or carefully considered.

Great Magic (15 £)

For some reason, the Wizards of the Kingdom enjoy additional power or prestige.

Income (5 £)

Increases income per turn by 1 bag of gold.

Protected Location (5 £)

A kingdom is protected by local geography: swamps, mountains, rivers, etc, preventing other nations from attacking as quickly as they would like.

Prosperous (15 £)

Increases income per turn by 1d4 bags of gold.

Powerful Army (10 £)

Choose 10 units or less to improve combat abilities. If fewer are chosen, bonuses are greater.

Powerful Navy (10 £)

Choose 10 naval vessels or less to improve combat abilities. If fewer are chosen, bonuses are greater.

Trading Good (5 £)

Trading Goods include: gems, ivory, paper, tobacco, furs, spices, silk, slaves.

Trading Route (10 £)

Take 1 bag of gold a turn from kingdom connected to via a Trading Route, unless trading halted for some reason.

Trade Control (15 £)

Take 2 bags of gold a turn from kingdom connected to, unless trading halted for some reason. Then 1 bag of gold a turn is taken instead.

Technological Edge (5 £)

A technological edge may improve money from trade by 2 bags of gold, improve income by 2 bags of gold, subtract 2 bags of gold from the recruitment price, or improve the movement of particular units by 2 or more.

Wonder of the World (15 £)

Improves income by 1d3 bags of gold per turn and improves trade by 1d3 bags of gold.

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