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CREATING
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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
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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.
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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.
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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
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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.
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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
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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
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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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