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A Different World: The Age of Heroes [OoC|Closed]

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Olthenia
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A Different World: The Age of Heroes [OoC|Closed]

Postby Olthenia » Sun Dec 04, 2022 4:59 am

The Age of Heroes

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The sun rises on a new world- a world not like that you may know. Shattered by a catastrophic impact not long after the extinction of the dinosaurs, Earth is not as it should be. This impact, a star falling to earth, changed not only the shape of the world, but also her content; this star bore strange light and eldritch crystals, warping and altering the planet where humanity slowly arose. Continents were broken, minds shattered, even animals and plants twisted and changed. It is a different world, one in many ways hostile to humanity.

But in the end, it is your world.

You stand forward as one of the leaders of a great city of men. It has been many centuries now since the first tribes emerged in the impact of the Cataclysm, family groups formed from scattered wanderers and survivors, and now civilization in earnest is rising from those embers. Men ply trade upon the waves of the sea, either propelled by oars and scarred backs, or the might of sails. Caravans roam savage lands, making fortunes for their owners if they are not devoured by ferocious beasts. The first priests, and god-kings, and republics lay claim to the passages of the world beyond the sight of their doorways, and bronze-armed warriors march across the hinterland. Men declaim poetry, and gaze at the stars, wielding magicks both powerful and dangerous.

To be a leader in such times is to be given glorious potential, but also enormous responsibility. Civilization is fragile, and dark things lurk both in the hearts of men and in the wilds of the world. Will you rise to greatness alongside your kinsmen, or will you falter and be forgotten? Come, and tell the tale of the Age of Heroes.


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A lovely little RPG, welcome all.

All players begin with a single settlement, and I am accepting a maximum of six. You may (and most likely will) want to erect more holdings across your lands, and claim new vistas for your people, for in growth is the security of one's lineage.

You should expect to make an IC post once every 48 hours or thereabouts IRL, but more will be encouraged. A nice simple straightforward expectation, no strings attached. These posts correspond to the passage of two year's time, in-character, and will resolved by yours truly to chart the course of your civilization.

New city-states will begin with four "local resources", uncommon materials that will be tracked as vaguely important in the "region" where they live. You will be allowed to choose one of these resources, but the rest I will generate. These don't include generic materials like flint, stone, mud, trees, and so on, but keep your assumption of what is generic reasonable- copper, for instance, is a resource, not something you can just assume your city-state has.

Your civilization will need many things, foremost warm bodies to accomplish her aims and fill her homes. For ease of use, these citizens are grouped together in units of 100, who populate your city-state and her surroundings. They will need to be fed, sheltered, and defended, but they are the life-blood of your civilization. Every new city-state starts with four hundred inhabitants. The full mechanics of this age will be explained in a following post.

So there we go! I have room for six city-states at present, potentially more. Feel free to slap down an application if this interests you, or just an interest post to follow things.

Code: Select all
    [b]City State Application[/b]
    [b]Name:[/b] (What name do men and maps know you by?)
    [b]Leader:[/b] (Who rules your glorious realm?)
    [b]Short History:[/b] (Where did your people come from, traveller? And where are they going?)
    [b]Starting Location:[/b] (What are your settlement's immediate surroundings like?)
    [b]Advantage:[/b] (Your starting resource.)




The City-States


Players
The Hao Dynasty | Novas Arcanum
Sprawled across the Yu river valley like a great, indolent cat, the Huang are masters of everything the light touches. Theirs is a happy and diligent kindred – and they rule with pride from the bastion of their people – the tribal capital of the Hao. Up and down the lush banks of their mother river, patches of wild rice fill many bellies – and in several of her lesser tributaries, pale, gleaming tin – soft and pliable – gleam invitingly. Farther inland, humble stands of medicinal herbs vie for space with croppings of pale, precious rock-salt. North of the Hao, their river turns west as the lands rises into tall, pine-studded mountains, while to the east, plains and mountains vie for supremacy with a distant, gleaming coastline. Westwards, a tributary of their mighty river rolls on, wide and muddy, into a sea of grassy plains as far as the eye can see - a view mirrored likewise to the distant south.

The Valdani Hierarchy | G-Tech Corporation
By the roar of the River of Kings, that mightiest of streams, stands Valda – home of the Valdani. With their nomadic past behind them, these now-settled kindreds have made the homes of their foes their own – and are better for it. Veins of iron glisten in the nearby foothills; and stands of pale-yellow sand-spuds too. Good for eating they are, despite their appearance – especially when roasted by an open fire. The local goats are especially fond of them, and the old staple crop of fallen Suzer too – wheat. Coarse and oaty, waving in the breeze. North of Valda, the foothills of the Star Mountains vie with rolling plains - flat and fecund, while to the east stretches the many leagues of the Dreaming Wood - green and ancient. South, as the river flows - and eastwards also - woodlands and hilly crags give way to yet more plains.

The Alikos | The GAmeTopians
The Alikos are the guardians of Godhome – keepers of the mountain path that leads to Akroas’ sacred peak – and they are justly proud for it. Their city, perhaps, reflects this – raised as it is astride the gods’ own river. By its banks their generations have prospered – and learned well to appreciate the gleaming opals that fleck its stream. Veins of iron, fat and deep, cross the nearby foothills, and skittish flocks of red deer graze sparingly in the shade of tall, majestic cedar trees. Life, for now, is kind – as will it ever be. Surely. North of Alikos, the land rises steeply into the mist-shroaded cargs of the Godhome. West, where the sun rises, flat fields roll gently into sun-scorched steppes - while East, the foothills of yet more mountains line the horizon, dark and forboding. Soutwards, the gods' own river widens into flat, green plains.

Xcotl | Ralnis
From their river-girt sanctuary, the Xcotl rule their island stronghold and their marshy environs with fear and tredpidation in equal measure. Speckled as it is with great, trunk-thick bones of fallen giants – this is a fitting place indeed. Their gods, the Muxipei, have smiled on them, as have their sovereign, Xantipak. Their kindred feast well on delightful stands of pricklepears and wild plums, and in the marshy shallows – brazing bulls grow fat on tufty marsh-grass. They and their masters know peace and plenty, and this is as it should be. Both to the the west and to the south of the Xcotl's marshes, the land rises - at least in part - into dry, flat plains where endless grasses weave in the gentle breeze. In the north, similar plains give way to rolling foothills which rise steeply into the peaks of a vast, brooding mountain range - a sight almost as impressive as the gleaming coastlands and wide ocean to the east.

The Tachi-na-Vao | Lazarian
On the hilly banks of the Blood of Ishizuki, the Tachi-na-Vao have made their homes. They share these environs with the great, shaggy herds of Lac-horses - companions animals and erstwhile beasts of burden. Yet they are not alone. Sullen herds of longhorned cattle can also be found grazing in Ishizuki's shallows. They are particularly fond of psarmelons, rich and plump, groves of which dot the landscape. Farther inland, fizzures in the foothills reveal deposits of a strange, grayish ore with the tone and color of a rainy afternoon. North of Nha Tachi, the Congvao mountains rise - tall and majestic. Their foothills can be seen stretching for some distance into the east also, where they give way to grassy flatlands. Southwards, the Blood of Ishizuki widens into a grassy plains and rolling, wind-swept steppes - while to the west, similar flatlands rise once more into the wooded foothills of the Congvao. Tall and mighty.

The Aederfolk | Elerian
Led by the scions of the House of Gwyr, the Aederfolk braves have made their home on the shores of the Bay of Dagonach. The coastal plains that surround them are home to many wonders – including errant herds of great, gray oliphaunts. Stands of swarthy stone as black as night dot the landscape here and there – and along the shore, pools of sweetkelp prove the truth of its name. Farther inland, fields of wild sugarcane hold some interest also. North of the Aederfolk’s city, the coastal plains give way to rolling hills. Westwards, fertile grasslands stretch on into the horizon – while to the east, the coastal floodplain is crisscrossed by a long gleaming river. To the south, along the coast, coniferous woods grow surprisingly thick – a welcome barrier to the wind blowing in from the sea.

The Ravarii | Ovstylap
Flavored in equal part by the hills of their homeland and the favor of their merciful gods, the Ravarii are a kindred composed of accomplished seal-hunters and prudent homemakers in equal measure. Theirs is a fine city, Ravar, nestled by the banks of the River of Rest. Copses of pale-pink cherry trees are in evidence here; and great flocks of tawny-faced river-seals converge each spring beyond the shallows. Veins of copper make likewise an appearance, in between tall stands of rock as pale as mother’s milk. North of Ravar, great mountains loom into the skyline – and to the east and south the River of Rest winds onwards through a land flat and grassy until it empties into the great, blue sea. West, beyond the river’s banks, great, green woodlands spreads beyond the ken of mortal men.




Non-Player Cities & Kindred


The Heirs of Khetarata


Mujand
Mujand, fair and forlorn, was the last seat of the once-mighty Khetarata. It is said that after a summer of particularly vicious in-fighting, the empty avenues and silent squares speak only sparingly of what once was. These wounds have now begun to heal - if only sparingly, and travellers report much life and levity is to be had in the great, spawling townships that have sprung up on the city's western approaches. Its stone walls, through crumbling in recent years, are reportedly undergoing fresh repairs. From the Khetarch’s Tower, brave ships are still guided home by its unblinking light – and in the souks and gardens, painted sorcerers still practice the burning glyph-magic of the Khetarch-That-Was. If there ever was a city that claimed for itself the seat and glory of 'Master of the Sea of Helkarx', Mujand is surely that city. Whether that is a claim that shall ever be challenged remains to be seen.

Balbènon
As the oldest and, some say, the strongest of the heirs to fallen Khetarata – Balbénon is a city both wide and wealthy. Behind mudbrick walls so wide that three men might walk along them, shoulder to shoulder, the Great Vizier Wadi-Maru have raised his court, planted high his ropegrass banners, and proclaimed himself the master of all he surveys. Facing as it does the bay of a mighty ocean, Balbénon’s main income is seaborn trade. A close second is the trade in living flesh – for Balbénon’s outriders are ever keen to scour the southern hinterlands – or make deals with those that might hawk their neighbors into bondage.

Nirat
Between the twin rivers of the Great Mother and the Tap lies the fertile garden-city of Nirat. A vital link in a once vibrant kingdom, these upstart heirs to fallen Kheterata are ruled by a self-styled Vizier. Fed by fecund mud from the rising of its two mighty rivers, it should surprise no one that life and greenery is plentiful. Stands of ropegrass wave in the wind here, neck to neck with patches of wheat – wild and golden. These are turbulent times for the people of Nirat. The realm of which they once were a vital link is shattered - yet wise men and clever crones all speak of a reforging. Or at least war, or rumours of war. Wether Nirat, wild and fecund, shall come out on top in all this, remains to be seen. Her sister-cities are, after all, as keen to wear a Khetarch's crown as she is - and that honor is not one they are likely to share.


Other kindred, wild and free

Bari
From the hilly promotories of their highland sanctuary rule the Bari. Proud are they, and justly so, for they have survived many trials and tribulations to call these lands their home. The eyes of these kindreds are black as olives, their hair dark and tangled, their skin a swarthy gold - like burnished copper. Bleating flocks of sheep are a common sight amongst these people - fat and happy for the most part - a sure source of both wealth and sustenance. They, and their keepers also, regard outsiders with wary curiosity, but not outright hostility. Bari are said to hold the wisdom of their elders in high esteem, and a Council of Elders gathers to discuss matters of great import where their flocks and clans are concerned. Travellers should be wary of disregarding these kindreds as nothing but friendly shepherds, however. The Bari are prickly of their honor - and should any question it, a copper-shod cudgel is a blunt, if effective, final argument.

Kah'lo
The kindred of this mighty city are a fortuitous lot indeed - for they are the ones upon whom the gods smile. Kah'lo, the city by the sea, has ever been a place fiercely proud of its divine heritage - and in Kah-lo, commerce and prayer go hand in hand. Protected by mighty walls of stacked stone, this port-city's most noteworthy feature is the domed temple complex that straddles a trio of islets just off the shore. From here, a fiercely competitive priesthood of so-called 'Holy Factors' conduct the city's day-to-day business; be it from the Ritual of Exchange to the Tallying of Earnings and Expenses. Its fleet of red-sailed merchant galleys are a common sight up and down the northern coasts - and for many a humbler kindred, a visit from these gregarious traders and erstwhile explorers offer their first wider glimpse of the world.

Saywend
From their mountain homes in the Heimar Vale, the Saywend see all, rule all and know all. Or so, at least, they would have one believe. This normally insular, mountain-born kindred are at their safest when at home in their mountan meadows - and tend to brook little interference from other peoples. Recent years have seen an unfortunate series of floods disturb the Saywend way of life, however. How this mountain kindred will respond to these circumstances - and how far their Magistrates will go to stave off the spectre of starvation - have been up to debate. In the 120th Year of the Star-Count, travelers report that a series of reforms of the Saywend's customary laws have named them a republic. The stony tiers of their senate is now ruled by a mess of political factions - the Ember-Reds, Glimmer-Greens and Sky-Blues are the most prominent - no doubt to the chagrin of their once omnipotent Magistrates.

Chimula
The Chimulans were a scourge. Said to hail from the foothills of the Star Mountain and east of the Sea of Helkarx - their roving clans had no known cities or even long-term settlements, and lived their lives as itinerant hunters, skin-takers and, more often than not, raiders. As a most fierce and war-like kindred, these plainsmen were coarse of skin and dark of hair - both running from burnished bronze to freckled brown. And, rumor claimed, blood - for the practice of consuming human flesh was common and accepted amongst the Chimula. Rumor further claims that it was the Chimulan's exposure to the blood-cults of Old Suzer that turned them from a race of rowdy nomads into the force of blood and villainy they were in later years. Others, however, insisted that Suzer and its blood-stained ghosts could hardly take all the blame. Suzer calloused the Chimulan's fists, perhaps - but they did not file their teeth. In the end, the Chimulans raised a fortress-settlement upon the Star-Mount to avait the coming of a new god. They were ended, in blood and fire, by the might of Valda the Rampant.

Oc Ocara
A city of great earthen mounds on the edge of a vast forest, with a stout palisade of felled logs that protects it from evildoers. Its people, the Ocarans, wear polished stones of jet and amber in their ears and noses, and are known to paint their skin with herbal ointments in ways both beautiful and strange. The art of song is most treasured amongst them - even to the point of being used to settle legal disputes. In build and countenance, their faces are oval - with hair as black as pitch and skin the color of sunlit wood. Their greatest claim to fame, or infamy, is their relationship with a race of great, sentient spiders-creatures - nests of which are said to lie under the Grand Mound at their city's heart. A council of masked oracle-priests confers with a spider matriarch - She Of Many Eyes - on matters of import. It is perhaps because of this that vile tongues name the Ocarans 'spider-slaves', and a misbegotten people that surely tremble under the yoke of monstrous overlords. The Ocarans, for their part, seem content with their lot - blessed, even. After all, while other kindred pray to invisible gods in empty temples - the Ocarans have their very own divine guardians living in their midst.

Oghun Seven-Peaks
From the mountain plateaus of the central Spine rule the Oghun. This mountain-born kindred is largely known only through second-hand accounts, and from what can be gleaned by these - it appears that political upheaval has recently seen them oust their traditional monarchy. What words might accurately describe the Oguns countenance, or what traditions and customs mark their way of life, no man can yet say with certainty.

Tondak
The eponymous Tyrant of the West; Tondak is an old city - and has existed on its hilly promontory overlooking the great, green Bay of Tondak almost since before man's reckoning. While it has worn many different faces for many different ages - in this day and age, Tondak is ruled - some would say most unfairly - by the hand of its aging king, Gadrigo - and his squabbling brood of baseborn lackeys and sycopants. Unkind rumors often will it that the reason why Tondak is so effectively ruled - or why, at least, internal ire is so effectively quashed - comes down to a network of brutally efficient whisperers and informers. Indeed, so wary are Tondak's people of even breathing dissent - to inform on someone is supposedly captured by the term 'to Tondaki', or even just 'to Tondy' someone. In martial matters, the authority of King Gadrigo is maintained by roving bands of heavily armed and armored cavalrymen - a rolling tide of hooves and iron; doom on the gallop.

Quathoy
The Isle of Quathoy, also known as the Isle of Sorcerers, is a far, green island near the western edge of the wine-dark sea. Home to a blond, feather-haired kindred - the eponymous Quathoy are known in part as scofflaws, part as superstitious sailors and third-parts as sorcerers and spirit-callers.

The Maquy
A war-like hill-people of the distant north and west, the Maquy raise their camps and stake-towns near the banks of the Thunder River. They are uncouth men and keen-eyed raider-women who daub their shields with blackest pitch - and take their councils from their warrior-shamans. The flesh of the Lac-horse - seared brown and bloody above an open fire - is a particularly favored dish amongst them. Rumors claim their captives are consigned to a vast, lightless mine-network called the 'Red Pit' - worked there to harvest the bones of the earth until death and misery take them. In recent years, the Maquy have become inveterate foes of the Tachi-na-Vao. Where this mounting conflict takes them remains to be seen.

The Hue
In a dell by a vast and muddy river live the Hue. These refugees from a distant calamity have set their stakes here, for better or worse – and they have thrived. Deposits of copper dot the landscape here, and plinths of granite too; a fact of no little note for enterprising souls. Odd stands of majestic cedars likewise make an appearance. At night, these trees resound with the buzzing insect-chitter of great, moon-pale creatures that wing their way across star-lit skies – said to emerge from hollows in the earth. What can rumors make of such a people? Said to cavort with bats, sing to cedar-trees and blame both good fortune and ill luck on the whimsy of mighty 'demons'? Much and more, probably. But regardless, the Hue are as they are - and no man should discount them.
Last edited by Olthenia on Sun Feb 19, 2023 2:15 am, edited 30 times in total.

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Olthenia
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Founded: Oct 03, 2009
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Postby Olthenia » Sun Dec 04, 2022 5:08 am

City-States


These are the fundamental political unit of civilization in the Ascent of Man. You rule one of them, including, perhaps, some other settlements. They will likely rise and fall beyond your borders as well, but that is neither here nor there. Ruled by a Government, defended by a Military, populated by Citizens, and composed of both Land and Buildings, these are what you will pay most of your attention to- rule them wisely. Non-Soldier citizens may be forced to migrate to another settlement, at the cost of five Stability.

Citizens
Your people who make your goods, work your land, fill the ranks of your armies, and riot when you don't feed them. Treat them well, or you will regret it. You gain one more Peasant every five turns for every five Citizens your city-state already has. Unhoused Citizens cost 2 Stability every two years.
Peasants: The most fundamental unit of any civilization, subsistence agrarians with little education or ambitions. They produce but a single Labor, and may only work in Rural Districts, unless supervised through the tech 'Mass Labor'.
Slaves: Only granted by specific government types, or events. Slaves produce three Labor, essentially always counting as doing Forced Labor, but hurt Stability, and may not be recruited into most militaries.
Freemen: Slightly educated and upwardly mobile citizens. Very useful, because they can be turned into many types of specialized labor without any particular training. Otherwise, identical to Peasants. When population grows, one in every five Peasants may be promoted to a Freemen at no cost.
Scholars: The educated elite of your city, only slowly drawn apart from the regular populace, but absolutely vital to both administration and advancement. They may Innovate or Learn, either gaining Advancements via studying the knowledge of nearby civilizations, or pursuing cutting edge ideas and research. They do not inherently produce anything, but may always Innovate or Learn.
Artisans: The skilled workers of your city-state, men and women of craft who convert resources into Wealth and Wealth into Industry for the whims of your government. These aspiring individuals will raise your walls, dredge your canals, and oversee your greatest projects. Produce one Wealth by default, but may trade this for the ability to convert 2 Wealth into one Industry instead, chosen turn by turn.
Soldiers: Whether armed by conscription as a skirmishing militia, or bronze-clad lords of war trained from birth, Soldiers are necessary to prevent chaos and ensure what is yours remains within the confines of your city instead of in the loot-wagons of barbarians and maws of beasts. They consume double the Food of regular citizens, rounded up. May be demobilized into Peasants at least four years after they were raised. Will not perform Forced Labor.
Explorers: Very situationally useful individuals, sent out into the wilderness by their kinsmen to chart new horizons and, when the times call for it, settle those same horizons. They draw no support from your civilization (when exploring), but are also effectively useless outside of their assigned roles, individuals of wanderlust for which the plow and the book hold no love. Explorers may also be dispatched on Expeditions, which will discover the nearest undiscovered city-state's location. Expeditions require 4 Wealth and six years to complete. Note that when Explorers found a new settlement, that settlement ignores both positive and negative stability for the first five turns.

Note that if an individual settlement has over 2000 Citizens, it should combine its actions into units of 200 identical Citizens; these actions receive dramatically increased outcomes, but must not be subdivided, for ease of resolution.
One Freemen may be specialized into Explorers, Artisans, or Scholars every turn in your capital at no cost. Peasants may be turned into Soldiers at will, for cost of three Wealth and one Industry. Peasants converted to Soldiers without the requisite resources become Citizen-Soldiers, and will cost Wealth every turn until demobilized as well as fighting more poorly than professionals. Any Specialist Citizen can be retrained back to being Freemen at any time for a mere two Wealth.

Resources
As varied as the face of the planet which they are drawn from, Resources are broadly delineated into three categories: Food, Wealth, and Industry. Subtypes exist, such as Arcana, Advancements, and so on, but the big three are the ones most important to concern oneself with. Without Food, a civilization will starve and fall into anarchy. Without Wealth, the gears of government will grind to a halt, unable to pay workers or motivate laborers. Without Industry, cities will slowly crumble and be surpassed. All are necessary if a city-state seeks to triumph upon the field of civilization. Note also that the labor of your people is functionally a hidden fourth resource - without citizens, your city will founder. Any Citizen can produce +1 Labor at any time, except for Slaves, but this Forced Labor will cost a civilization Stability.

Food is gathered by Citizens from almost any type of Land in a region, in various quantities. A Citizen without Food is very likely to become ill with plague or simply perish. Many buildings can improve the food production of a Citizen, and may be used in numbers equivalent to the amount of building sites they occupy.

Wealth is also produced by Artisans from Raw Resources when they are processed into various types of goods and services, and is also garnered in small amounts over time. Wealth is consumed by both the city-state itself and Artisans who may process it into Industry. The first city any player possesses produces one Wealth every two years, simulating a small palace economy.

Industry is essentially the capacity of your city-state to produce material goods. That can be anything from a series of walls, to housing for her inhabitants, to weapons for her military. None of these benefits are strictly quantifiable, by and large, but you are definitely going to want them. Industry is the labor of skilled craftsmen, and so may not be transferred between settlements, unlike food and Wealth.

Advancements
Or, to put a more simple face on the idea, technology. But also, sometimes things which are less technology and just useful, like domesticating animals for the use of your civilization. Scholars deal with Advancements, and as a rule of thumb you are better off with them than without them. Scholars develop new Advancements via the process of Innovation, which is inherently erratic and volatile. Your Scholars may at any time be devoted to studying an Advancement of a city-state you have contact with, which will take them about a generation to replicate (per 100 Scholars/Advancement), or to seek new knowledge, which gives them a chance every two years- based on how many others are also seeking new knowledge- to gain insight into a new area of your choice. On average, one or two innovations will be successful in a given turn. Advancements cannot be shared, only access barred to 'enemy' Scholars, which will cut their rate of learning in half.

Arcana
The command of the mystic arts that have been bestowed upon this world in the Cataclysm. Your people may know some mystic arts, or none at all. All draw upon some source of power which is usually not intrinsic to the practitioners, unless that power-source is their own health and life-energy. Magic can move boulders, sink ships, heal the dying, and even return to life those who passed onward. Commanding magicians and discovering Arcana can be a great boon to any city-state; Scholars may attempt to divine various types of Arcana, but even they only have a limited understanding of its working.

Governance
Any city-state, even the smallest, has passed the point where informal rule is capable of dealing with the needs of their populace. As such, some system of rule is in place, be it a humble tribal council, or even a mighty Emperor who wields absolute authority. These systems of governance can give bonuses to their civilizations, or even harm them in some ways. In order to adopt a certain type of Government one requires a certain amount of Civic points equivalent to the cost of that governmental form. Government directly effects Stability, which is a measure of how good your ruler is at administrating more dispersed territories, or, indeed, if the culture of your people is of sufficient strength to make people in the hinterland feel as if they are part of one whole nation instead of being interested in only their own affairs.

Tribal Despotism: No particular bonuses or drawbacks - the starting government of all cities.
Republic: Men elect other men to stand in a conclave and represent their interests. This social contract enhances popular cohesion, giving each city +2 Stability every two years, but costs a small amount of wealth to maintain as it expands, a modest but existent bureaucracy which claims one Wealth per city in the same period.
Theocracy: All men have faith in something. Where those feelings go further than their belief in the state itself, theocracy results, wherein religion enters a position of primacy in both personal and political spheres. +2 Stability from Shrines, +4 Stability from Temples. Soldier and Citizen-Soldier Morale increased. -2 Wealth per settlement for lavish rites, +2 Food Consumption per Scholar for religious feasting
Celestial Monarchy: In splendid isolation, guarded and guided by the ruler above all, men may flourish. +1 Population Growth every generation. Defenses cost 50% less Labor, and raids are much less likely to succeed against Districts. Any District which produces more than one Wealth produces one less.
Celestial Empire: Requires previous Celestial Monarchy. An Emperor chosen of the gods leads the people, empowered with their faith due to the Mandate of Heaven. +2 Culture from each Walled Urban District. May use Celestial Monarchy Civics. Tier II Government.
Magocracy: Wise men of magic lead the society, and are expected to prove their worth to the people. Scholars produce Labor when Enchanting. Peasants are less content due to a lack of opportunities, reducing Stability by one per two years.
Oligarchy: All men have a voice in this system, but those who are richer speak more. Districts that produce at least one Wealth produce one more, and the Artisan conversion rate is improved. Settlements that do not produce Wealth via active income lose two Stability every two years.
Hegemony: Requires previous Oligarchy. Great Houses rule the land, coordinating her activities and owing fealty to a Landsraad and the Emperor. Districts that produce at least one Wealth produce two more, and the Artisan conversion rate is further improved. Peasants produce -1 Stability. May use Oligarchy Civics. Tier II Government.
Stratocracy: Where men are wolves, soldiers rule the land. Soldiers unassigned to other duties may produce Labor. An increased focus on reaving and supremacy gifts the warriors of a Stratocracy a good chance to avoid enemy patrols. However, increased demands from the soldiery mean they must be housed in good dwellings- failure to do so will result in losing 2 Stability per turn for every insufficiently housed Soldier.
Monarchy: Sometimes hierarchical power concentrated in the hands of the elite allows the most optimal distribution of labor and resources. For the benefit of the elite, at least. Allows the construction of the Royal Palace and Noble Estates.
Royal Palace: No Cost. +4 Stability, -3 Wealth, -3 Food per turn. May only be built once. Allows the construction of Noble Estates across the kingdoms. Size (IV) Urban.
Noble Estate: Labor V, Wealth IV, Industry III. +1 Food per Garden or Farm in this District. Adds 1 Wealth to the Palace Economy. Size (II) Rural. Maximum one per District.


Patronage: Wealthy men subsidize the learning of lesser classes to gain allies in the future. Any city may educate a Freeman once per two years for 4 Wealth. During their education, these Freemen produce two bonus Labor. Requires Oligarchy
Apprenticeships (II): The organization of artisans and craftsmen along lines of experience increases productivity and innovation, both for the state and the individual. Every three Artisans produce one (two) Labor. The first (and second) roll towards a given Breakthrough receives a 50% bonus. Artisans may not conduct Forced Labor. Requires Oligarchy
Guild Trades: Every man, even the most humble, has a chance to rise if he gains the favor of a patron through craft, encouraging even the most menial to dream of better. Their projects and innovations are things to behold. Labor may be converted into Industry at a 4:1 ratio. +1 Remote Harvesting quantity. Requires Oligarchy
Houses Major and Minor: The competition between leading families for glory and honor before the Emperor motivates all men to strive for better in life, as any man may rise. One Peasant is promoted to a Freeman every generation in every city. Requires Hegemony
Expansionist Drive: Profit comes from the consumption of resources, especially new resources and strange. Clever leaders prioritize the frontier, and thus their potential for profit. Creating new Colonies cost 50% more Wealth, but settlements gain 5 base Labor output for the five turns after the creation of a new Colony.
Citizen-Scholars: As society grows more content, time is set aside for the leisure of the gentleman and lady to pursue intellectual merit. +10% Bonus to Breakthroughs for every +10 Stability. Requires Republic
Innovative Magi: For every eight Enchantment consumed, one Research is generated towards a random enchantment. Requires Magocracy
Imperial Examination: Allows the promotion of one Peasant to a Bureaucrat every generation. Bureaucrats have a passive income of 1 Wealth and 1 Stability, but may not conduct Forced Labor or operate Rural Districts. Bureaucrats may, as an action, Institute Plans. This generates Wisdom towards the institution of a Plan. Requires Celestial Monarchy
Plan of the Fields: +1 Food from Rural Districts for a Generation - 5 Wisdom
Plan of the Mines: +1 Ore from Scrape or Pit Mines for a Generation - 10 Wisdom
Plan of the Multitudes: +1 Industry per 10 Citizens for 2 Generations - 20 Wisdom
Powers of the Myriads: One more Peasant is born every generation in every settlement. Unhoused Citizens produce an additional -2 Stability, and Citizens in Slums an additional -1. Requires Celestial Monarchy
All Under Heaven: Sometimes, superior numbers, culture, and largesse are enough to convince people of harmonious character that their destiny is better wedded to those of their betters. Allows the peaceful assimilation of NPC cities or non-capitol cities. Assimilation requires a continuous gifting of at least a quarter of that city's income from the assimilating state per two years, and a larger aggregate populace. This process takes 15 turns, but may be sped up if the assimilating state opens their Archives to the other civilization to only 10 turns. Positive relations are required for this process to be successful. Requires Celestial Monarchy
Philosopher Kings: +1 Science from Noble Estates. Requires Monarchy
Battle Fervor: Once per Generation, gain a significant boost to morale and a modest boost to combat prowess in a battle. Requires Theocracy


Land
Perhaps one of the most important concepts in terms of a city-state, is the land upon which she sits. Ranging from hot jungles to desolate tundra, parched deserts to snowy peaks, what a city can do will largely be determined by how she uses her land, and if she uses it wisely. Each "region" contains twenty "areas" of land, divided into the various types of land which produce various yields when worked by a citizen.
Flatland: 3 Food, or 1 Food and 1 Timber or Stone
Forest: 2 Food, or 2 Timber
Hills: 2 Food, or 2 Stone
Taiga: 1 Food, or 1 Timber
Riverland: 4 Food
Mountainous: 1 Food, or 3 Stone | Cannot normally be built upon
Urban: 1 Food, 1 Wealth per Trade Post - twenty sites for Constructions (Urban) | Constructed
Rural: 2 Food - twenty sites for Constructions (Rural) | Constructed
Docks: 2 Food, 1 Wealth per Trade Post - twenty sites for Constructions (Aquatic) | Constructed on Coast or Riverlands
Coast: 3 Food
Sea: 2 Food
Desert: 1 Food | Cannot normally be built upon

Colonization
A new minor settlement can be founded in any explored region within three regions of an existing friendly settlement at any time, but requires at least two hundred Explorers to form the new village, 10 Wealth, and each added minor settlement will strain a civilization's social cohesion. Trying to establish a settlement without enough Wealth is possible, but it will carry a large risk of imminent failure and the loss of both the Wealth and the citizens.

In order for a region to be colonized, it must first be explored. While Explorers may gather resources from known lands like normal Peasants (even outside of populated regions) at no risk to themselves or cost, exploring wild unknown regions is not as easy. As such, Explorers sent out to explore the wilds should be supplied with a small amount of Wealth (3) in order to pay the costs of their specialized equipment and provisions, or they stand a decent chance of never being heard from again.

Constructions
These are where most of the labor of your society will be spent, save that of gathering resources and food. They are of great use to your people, and should always be prioritized whenever possible in order to advance your civilization. Unless otherwise noted, all Constructions must be erected on relevant terrain. This list will be updated periodically, and may be added to by Advancements. Any Construction may be demolished for 1 Labor, and refunds half of the Wealth, Resources, and Industry used in her construction (rounded down). Note that Workers must be additional valid Citizens added to a District to gain the full output from that District, but the first operating Citizen does count as one Worker.
Palace District: Labor 5, Wealth 6, Industry 2 | Provides a seat of government from which a peoples' business are administered. | Terrain: Any, except Sea. Grants +1 Public Order per year. +1 Wealth per year, 2 Housing.
Urban District: Labor 4, Wealth 3 | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Any except Coastal, Sea, Desert, or Mountain, +1 Wealth, 3 Housing.
Rural District: Labor 3, Wealth 1 | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Any except Coastal, Sea, Desert, or Mountain
Docks District: Labor 6, Wealth 5, Industry 4 | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Coastal or Riverlands
Artisan District: Labour 5, Wealth 3 | Here clever hands turns humble materials into things of beauty, craft and wonder. | Terrain: Any except Coastal or Sea.
Temple District: Labor 6, Wealth 8, Industry 4 | The Gods should be worshipped, lest they grow angry. | Terrain: Any, except Sea or Mountains. Grants +2 Stability per year. Constructions in this District which produce Stability produce one more. Grants 1 Culture to 200 Citizens.

Defenses
Palisade: Labor II, Wealth I, 2 Timber | A rude defensive work of hammered logs and wood
Simple Stone Wall: Labor IV, Wealth II, Industry I, 5 Stone | A simple wall of fitted and mortared cracked stone
Fitted Stone Wall: Labor VI, Wealth IV, Industry III, 10 Stone | A large wall of shaped and sealed stone
Grand Wall: Labor IX, Wealth VI, Industry VI, 20 Stone, Construction | A vast wall with simple towers, large enough many men may march abreast and sealed with metal-barred doors
Imperial Walls: Labor XV, Wealth XV, Industry X, 30 Stone, Refined Construction, Emplaced Weapons | An enormous wall, possessing fortified redoubts and emplacements where heavy weapons might be mounted to lay low a foe, gates faced in metal and frowning battlements set next to high towers which are fortresses in their own rights.
Watchposts: Labor II, Wealth I, Industry I | Some simple wooden towers with signal fires for watching for approaching enemies
Watchtowers: Labor V, Wealth III, Industry III, Tel Defenses | Strong stone bastions with beacons that ward the outskirts against foes.
Military Square: Labor III | Land set aside within the walls of a city for maneuvers in time of war | Urban (II)

Military
Barracks: Labor III, Wealth I, Industry II | A simple housing unit for guardsmen and soldiers in peacetime, reduces mobilization cost by one Wealth of a Soldier every turn | Urban
Training Grounds: Labor II | Drill fields and muster yards, allow the mobilization of one more Soldier every turn beyond the standard one | Urban (II)
Bastion: Labor V, Wealth VII, Industry V, 10 Stone, Siege Engines | An impressive fortress capable of housing a thousand citizens, fitted with skorpions and supplies to last over a year of siege. Her dressed stone will be hard to break even with might force. | Urban (III)
Harbor Beacon: Labor VII, Wealth V, Industry VII, 5 Stone, 10 Brightstone, Brightstone Channeling, Refined Construction | A tower faced with polished mirrors, from whence a beam of dangerous light might be unleashed which can make a single devastating sweep of a line of ships. High chance to ignite up to six attacking vessels when defending district. | Docks (II)

Housing
Slums: Labor II | Rude barely habitable dwellings for your citizens | Poor Tier (-1 Stability) | Houses 200 Citizens | Urban or Rural
Huts: Labor III, Wealth I | The most basic of habitations that aren't literally a warren of misery | Adequate Tier | Houses 200 Citizens | Urban or Rural
Cottages: Labor V, Wealth III, Industry I, Carpentry, 2 Timber | Decently built wooden houses, comfortable living | Good Tier (+1 Stability) | Houses 200 Citizens | Urban
Houses: Labor VI, Wealth III, Industry III, Construction, 2 Stone, 1 Timber | Sturdy stone-and-wood dwellings, positively luxurious | Excellent Tier (+2 Stability pr. 100 Citizens housed) | House 300 Citizens | Urban
Dense Housing: Labor V, Wealth IV, Industry II, Construction II, 3 Stone, 2 Timber | Multi-storey housing complexes, not as nice as true homes, but many more people can live here. | Good Tier (+1 Stability) | Houses 400 Citizens | Urban
Spire: Labor V, Wealth V, Industry III, Construction II, 3 Stone, 1 Aetherium | Impressive dwellings that tower above the streets, luxurious and stretching to great heights by the power of Aetherium. | Excellent Tier (+2 Stability) | Houses 500 Citizens | Urban

Primary
Paddock: Labor III, Tame Herd Animal | A large fenced enclosure where domestic animals can roam, providing food to a city-state. +1 Food, +1 Hides | Rural (IV)
Hunting Grounds: Labor I | A section of woodland or grassland set aside for hunting and gathering. +1 Food | Rural (V)
Garden: Labor III, Domesticated Plant | A small plot of edible plants. +1 Food | Rural
Farm: Labor IV, Wealth I, Agriculture | Just your average subsistence farm. +2 Food | Rural
Paddy: Labor VII, Wealth II, Paddy Agriculture | An intensive form of farm only available in Riverlands. +3 Food | Rural
Plantation: Labor III, Wealth III | An establishment given over to producing something better than food, but still of a plant-like bent. +1 Agricultural Resource. | Rural (III)
Orchard: Labor III, Wealth II, Arboriculture | A cultivated field of useful trees. +1 Food, +1 Resource (Forest) | Rural (II)
Timber Camp: Labor II | An entire region given aside to logging. +1 Timber | Rural (Forest) V
Clay Pits: Labor I | This section of land near a stream or river has been given aside to pulling useful clay from the soil. +1 Clay | Rural (Riverlands or Flatlands) (IV)
Quarry: Labor II | A region given aside to extracting stone from the earth. +1 Stone | Rural V
Deep Quarry: Labor V, Construction | An entire complex laced with hollows and delvings. +2 Stone | Rural (Hills) (V)
Scrape Mine: Labor IV, Wealth I, Industry I | Shallows diggings where placer deposits are extracted. +1 Mineral | Rural (II)
Pit Mine: Labor IV, Wealth II, Industry II, Fracture Mining | A better version of the scrape mine, cut down into the earth. +2 Minerals | Rural (III)
-May be upgraded to Delving with Shafting Mining
Delving: Labor VIII, Wealth V, Industry III, Shaft Mining | Where pits are not sufficient, men cut tunnels down into the deep places. +3 Minerals or Stone | Rural (III)
Colonia: Labor VII, Wealth XX, Industry V, Colonia, Early Empire | Beyond the bounds of the city may lie things which the city desires. These fortified outposts gather these things. Constructed in adjacent region to settlement, produces 2 of a Resource sent to the home settlement.

Maritime
Fishing Docks: Labor III, Wealth I, Industry II | Small boats put out to gain a banquet of silvery fish here. +2 Food | Docks (III)
Shipwright: Labor III, Wealth III, Industry II, Shipmaking | Here your people turn timber into seaworthy vessels, necessary for the construction of civilian and military ships | Docks (V)
Wharf: Labor V, Wealth I, Industry II, Shipmaking, Construction | Here ships ply their trade, transporting goods far and wide, bearing the troops and gold of civilization | +2 Wealth, +1 Max Trade Post | Docks (III)
Drydock: Labor VII, Wealth V, Industry IV, Refined Shipmaking, Construction | By giving shipwrights a dry place to work, immense vessels may be constructed at speed | -50% Construction Time for one Vessel at a time | Docks (IV)
Harbormouth: Labor X, Wealth VII, Industry V, Harbor Chains | With the entrance to the district barred by walls and heavy defenses, attackers from sea risk grave danger. | No land cost, Maximum one per Docks District, Must construct Walls first

Civic
Shrine: Labor IV, Wealth IV | A basic institution which promulgates the beliefs of the faithful. One per city. | +3 Stability in this city
Pagoda: 7 Labor, 7 Wealth, 3 Industry, 3 Timber, Papermaking, Carpentry | A sacred temple and place for contemplation and serenity. One per city. | +5 Stability in this city, Urban (II)
Scriptorum: Labor III, Wealth IV, Industry II, Writing | Learned men train pupils here, young and old | Allows the conversion of one Peasant into a Freemen every five turns | Urban (IV)
Eduba: Upgrade from Scriptorum - Labor I, Wealth V, Industry III, Paper | In these scribal schools the young are instructed in a systematic manner, aiding the education of a society. | Functions as a Scriptorum with a limit of two Peasants instead of merely one. | Urban (IV)
Clinic: Labor II, Wealth III, Medicine | Learned Scholars may labor here to treat the ill of the city, and learn more of the diseases which afflict your people. One bonus to Medical Innovation, disease resistance. | Urban (II)
Apothecary: Labor IV, Wealth X, Industry III, Access to Medicinal Herbs OR posession of Medicine | Wise mixers of potions and poultices here preserve life and vitality. +100 Citizens upon population Growth in this city. Each additional Apothecary in this city costs twice as much as the one before. | Urban (III), Artisan (III)
Creche: Labor IV, Wealth III | A place where children may be reared with special attention to their wellness. One per city | +1 Peasant every 10 Years
Garrison: Labor IV, Wealth III, Industry II, Governance | Here the lord of a city makes his home, and is defended by his household troops. One per city. | Contributes 100 Soldiers with your best weapons and armor to the defense of the city. Halves Expansion Penalty. +1 Wealth from Palace Economy
Monument: Labor III, Wealth III, Writing | This grand structure reminds the people of their ancestry and values. Gain one Civic Point. May only be built once in the capitol | Urban
Forum: Labor IV, Wealth II, Industry IV, Philosophy | A carefully graven public square and amphitheater, where a people may meet to exchange ideas. Scholars may teach other Scholars Advancements here two years more quickly. +1 Wealth from Palace Economy. Stability loss from Disasters halved. | Urban (III)
Stela: Labor V, Wealth II, Industry II, Code of Laws | A large monument erected with laws for all to read, ensuring justice and demarcating the rule of a civilization. Halves Instability from Conquest in this city. Bonus morale for defenders of the city in this district. | Urban (I) - One per city

Industrial
Artisan Quarters: Labor IV, Wealth VII, Industry II, Apprenticeships | Many men of a trade gathered together to share ideas and materials can accomplish much. +1 Industry/turn. May convert 2 Wealth into 1 Industry once per turn. | Urban (III) or Artisan (III)
Brewery: Labor II, Wealth I, Fermentation | By the secrets of yeast, oats, hops and time - life, and alcohol, finds a way. 1 Hops, Grape or Sugarcane may be converted to Wealth II and 1 Stability here. +1 Food | Urban (II) or Artisan (II)
Stonecutter's: Labor III, Wealth I | Cutting bricks, shaping stone, these are simple crafts but necessary for men. 1 Stone may be converted to Wealth I here. | Urban, Artisan
Forge: Labor II, Wealth II, Industry III, Smelting | Laborers coated in soot work the furnaces, turning ore to useful metals for working. 1 Ore may be converted into Wealth II or 1 Metal here for 1 Fuel. | Urban (II)
Bloomery: Labor III, Wealth II, Industry III, Ironworking | The clever inventions of bellows and chimney process even more ore than the humble Forge. 2 Ore may be converted into Wealth II or 1 Metal each here for 1 Fuel. 1 Worker. Required to process Hematite into Iron. | Urban (III)
Blast Furnace: Labor VI, Wealth V, Industry VI, Enhanced Smelting, Refined Construction | A great pillar of forced air and burning fuel, the Blast Furnace produces wondrous metals in vast quantities. 3 Ore may be converted each into Wealth III or 2 Metal each here for 1 Fuel. 1 Worker. | Urban (IV)
Charcoal Pit: Labor II, Wealth I, Charcoalmaking | Here wood is burnt without air to produce fuel for the fires. 1 Timber may be converted into 3 Charcoal | Urban (II)
Smithy: Labor III, Wealth III, Industry IV, Smithing (any) | Here men of craft labor long and hard, turning metals into implements, weapons, and other things of cunning. Wealth I may be converted into Industry II here, max 2 Workers. | Urban (IV) or Artisan (IV)
Workshop: Labor V, Wealth IV, Industry IV, Apprenticeships, Carpentry | With simple machines and an understanding of metal unmatched by many, clever shapes may be wrought in wood or stone or steel. Wealth II may be converted into Industry V per Worker. Max 2 Workers. One bonus Industry to first conversion. | Artisan (II)

Commercial
Kiln: Labor II, Wealth II, Pottery | Here potters fire clay into valuable ceramics. | One Clay may be converted into Wealth II. 1 Worker. | Urban
Tanners: Labor II, Wealth I, Tanning | Hides are always in demand, even if their production process is repulsive. | Two Hides may be converted into Wealth II | Rural
Gemcutter: Labor II, Wealth III, Industry I, [Gem] Comprehension | Clever artisans here polished and display the value of precious stones | One Gem may be converted into Wealth II or 5 Stability | Urban (I)
Mill: Labor V, Wealth III, Industry II, Milling | Crushing grain into flour is the foundation of a cereal-based diet | +1 Food for every Rural District in this Region | Urban (III)
Spinning House: Labor III, Wealth IV, Shearing or Sericulture | Here fiber is spun on looms into thread and yarn. | One Wool or Raw Silk may be converted into Wealth II or Cloth. | Urban (II)
Market: Labor IV, Wealth V, Industry III, Currency | Here luxuries and goods from far and wide change hands, enriching all. | +1 Wealth per Trade Post. Two Resources may be moved to a city within trade range. 1 Worker | Urban (III)

Culture
Amphitheater: Labor VI, Wealth V, Industry II, Drama | A place where those with refined tastes and free time forget their cares for a while as men and women caper upon the stage. +1 Wealth, +1 Culture to up to 500 Citizens | Urban (I)
Arena: Labor X, Wealth XX, Industry VI, Arena Games, Drama | Here men spar and fight and engage in mock battles before cheering audiences. Up to one newly raised Soldiers in this settlement may be raised at the Militia experience tier per two years. +1 Wealth, +1 Stability. +Culture to up to 900 Citizens | Urban (II)
Temple: Labor X, Wealth XII, Industry IV, 10 Stone, Organized Religion | Where simple shrines are sufficient for some, the truly pious raise mighty edifices to the divine where many may worship. +1 Wealth/1000 Citizens. +2 Stability. +Culture to 300 Citizens | Urban (IV)
Theater: Labor XII, Wealth XV, Industry VII, Theater, Drama | A finer stage, where even the masses and groundlings can weep and laugh as stories are told. +2 Wealth, +Culture to up to 1200 Citizens | Urban (II)

Infrastructure
Path Network: Labor IV, Sledges or Shipbuilding (River) | By transferring goods along a network of beaten paths via cart and wain, the prosperity of a region is improved. Increases land trade and travel range of a city by two regions. One resource per turn may be harvested in an adjacent region, one per city. | No land cost
Road Network: Upgrade from Path Network. Labor VI, Wealth III, Industry II, 4 Stone. The Wheel | Paving roads to allow the passage of carts improves how far traders may carry goods, and at what speed. Increases land trade and travel range by five regions, stacking with Path Network. Two resources per turn may be harvested from a single adjacent region. One per city. | No land cost
Granary: Labor IV, Wealth II, 3 Stone, Granary | By holding harvested grains and flours, to be distributed when needed and preserved from rot and waste, small amounts of food may be stretched further to feed the masses. +1 Food per Garden or Farm in Region. Affects 5 Farms max. Does not stack. | Urban
Central Granary: Labor XI, Wealth VI, Industry III, 10 Stone, Central Granaries | These repositories of refined food and siege-supplies safeguard a city against starvation and distribute grain to the needy. +1 Food per Garden or Farm in Region. Affects 20 Farms max, without stacking. +2 Years Siege Holdout Time. 100 Peasants are born in this city each Generation. Maximum one per city. | Urban (III)
Shaduf: Labor III, Wealth III, Industry V, Simple Machines | Where fields must be watered, direct sources of water are wise. The region where this is built now counts as a Riverlands region. Must be built in Rural (Flatlands). | Rural (II)
Aqueduct: Labor V, Wealth III, Industry III, 5 Stone, Mathematics | Fresh water, wherever it is delivered, is always of use to a society. +1 Food per Garden or Farm in Rural District. +200 Population for Growth Calculations in Urban District. | No land cost, Max 1 per District
Simple Sewers: Labor VII, Wealth II, Industry II, Sewers, Urbanization | Though fresh water aids any city, sometimes removing other types of water is equally important. Improves city plague resistance, and increases Overpopulation cap by 1000 Citizens. | No Land Cost, Max 1 per Urban District
Treadwheel Crane: Labor X, Wealth XV, Industry V, 5 Timber, Refined Construction, Simple Machines | Raising high buildings requires immense amounts of labor, and cranes raise blocks and stones far above the landscape with ease. 1 Worker (any Profession). +2 Labor | Urban (I)


Copper Armor: Wealth II, Industry I, Copper: +15% Defense
Copper Weapons: Wealth II, Industry I, Copper: +20% Attack
Iron Armor: Wealth III, Industry II, Smithing, Iron: +40% Defense
Iron Weapons: Wealth IV, Industry I, Smithing, Iron: +40% Attack
Bronze Armor: Wealth III, Industry I, Smithing, Bronzeworking, Tin and Copper: +45% Defense
Bronze Weapons: Wealth IV, Industry II, Smithing, Bronzeworking, Tin and Copper: +40% Attack
Forged Iron Armor: Wealth IV, Industry II, Advanced Smithing, Iron: +55% Defense
Forged Iron Weapons: Wealth VI, Industry II, Advanced Smithing, Iron: +55% Attack
Mithril Armor: Wealth VI, Industry III, Advanced Smithing, Starmetal Comprehension, 2 Starmetal: +75% Defense
Mithril Weapons: Wealth VIII, Industry IV, Advanced Smithing, Starmetal Comprehension, 2 Starmetal: +65% Attack, +10% Armor-Piercing

Bows: Wealth I
Composite Bows: Wealth II, Industry I, Composite Bows: +50% Ranged Attack
Singing Bows: Wealth III, Industry II, 2 Skystone, Composite Bows: +100% Ranged Attack, +1 Range
Crossbows: Wealth V, Industry IV, 1 Iron or Bronze, Complex Machinery: +100% Ranged Attack, 20% Armor Piercing

Simple Siege Ladders: Wealth I, Industry II
Battering Ram: 2 Labor, Wealth V, Industry III, 5 Timber, Siege Tactics
Mantlets: Wealth III, Industry III, 2 Cloth, Siege Tactics - Provide cover for 100 Soldiers
Siege Tower: Wealth VI, Industry II, 5 Timber, 2 Cloth, Siege Engines - Provides direct access to a wall up to Grand and cover for 200 Soldiers
Catapults: Wealth V, Industry VI, 10 Timber, Siege Tactics, Carpentry, Mathematics - Capable of damaging walls over time - Built in units of 2
Ballistae: Wealth VII, Industry VI, 5 Timber, 2 Iron or Bronze, Siege Engines - Impressive anti-personnel weapons, good for picking men off of walls or devastating field formations - Built in units of 2

Mounts: Wealth VII, Industry I, Riding (Mount): +4 Regions Deployment Range, -20% Charge Bonus. -Wealth Recruitment cost per local Paddock
Chariots: Wealth X, Industry III, Domestic (Mount), The Wheel: +6 Regions Deployment Range, +20% Charge Bonus, Allows Mounted Archery

Skiff: Wealth II, Industry IV, 4 Timber, 4 Years, Clinker Shipmaking [100]: +25% Speed, +50% Stealth
Galley: Wealth II, Industry II, Fishing Docks, 2 Timber, 4 Years [200]
Bireme: Wealth III, Industry IV, Shipwright, 5 Timber, Shipmaking, 4 Years: +50% Hull, +50% Ramming [300]
Trireme: Wealth VI, Industry VI, Shipwright, 10 Timber, Refined Shipmaking, 8 Years: +150% Hull, +50% Ramming [300]
Quadrireme: Wealth X, Industry VII, Drydock, 15 Timber, Reinforced Hulls, 10 Years: +250% Hull, +100% Ramming [500]


Military Experience gives an army a 10% Attack bonus per level, and improves their morale by one tier for every two levels. Experienced is gained via the training action after discovering Military Professionalism. Soldiers may always take actions, but may require Authority for special Activations.
Tier 0: Tribal Warriors
Tier I: Militia
Tier II: Trained
Tier III: Regulars
Tier IV: Hardened
Tier V: Veteran
Tier VI: Battlesworn
Tier VII: Professional
Tier VIII: Guard
Tier IX: Elites
Tier X: Lifeguards


Domestic Crops
These are listed on a per-region basis, and may be transplanted. Having the same biome helps. It is expensive in terms of wealth to try to establish a crop type in a new region, but ultimately worthwhile if successful. The more types of Domestic Crops your people possess, the more potential sources of food and wealth they have access to- each Crop also provides flat food production to a region, perhaps most importantly.

A
[Animal] Domestication: Allows the exploitation of a Beast with the Domestic Quality
Agriculture, Paddy: Neccessary to construct the Paddy.
Apprenticeship: Necessary to construct the Workshop. +1 Public Order per Year in Settlements with at least one Workshop. | Refined Construction, Social Hierarchy, Mass Labor
Arboriculture: Necessary to construct Managed Forests
Arcane Smithing: Allows the manipulation of eldritch metal-bearing minerals. | Enhanced Smithing
Arena Games: To know the adulation of the crowd is, in some small way, to touch divinity. Allows the creation of the Arena.

B
Bronzeworking: Self-explanatory. | Smithing, Smelting, Access to Copper, Tin.

C
Carpentry: The working of wood is an art worth mastering. Necessary for Cottages, the Workshop and the Pagoda, amongst others.
Central Granaries: Unlocks Central Granary. Requires Living State, Refined Construction, Granaries
Channelization: Allows Farms to be upgraded to Irrigated Farms for 8 Labor and 3 Wealth
Chariotry: Necessary for constructing Chariots | Steed
Childbirthing: +100 Peasants in the Capitol per Generation
Code of Laws: There must be one right, one rule and one law - lest chaos reigns. Permits construction of the Stela.
Colonia Defenses: Colonia are counted as possessing a Garrison and a Palisade. Requires Colonia.
Companion Herding: +1 Hides from Paddocks. Requires Wolf Domestication
Currency: Unlocks Market. Allows the creation of Trade Posts with foreign friendly settlements with trade range. [Cost 1 Wealth per population. Adds bonus to Urban and Coastal Districts.]
Construction: There is more to the art of building than piling stone upon stone. Allows the construction of the Grand Wall.
Construction, Refined: Wonder Limit increased to one per settlement.
Cistern Irrigation: Allows construction of the Cistern Network in Agricultural Districts in Arid Regions

D
Drama: The practice by which men and women make themselves part fools, part heroes, and are bettered by it. Allows the creation of the Amphitheater.
Distant Rumors: By mastering the art of sifting truth from falsehood, much might be gained. +50% Innovation to Scholars attempting to research an advancement already known to at least two other kindreds.

E
Early Empire: +Wealth from Palace Economy in every Settlement. +1 Conquest Penalty Reduction per Turn. +1 Civic Point.
Emplaced Weapons: Neccessary for the construction of Imperial Walls.
Encryption: Increases the time to study Advancements with Closed Archives by 2x base rate
Extended Patrols: Active Patrols are doubled in efficacy per 100 Soldiers. Requires Military Professionalism.

F
Fermentation: Allows the creation of the Brewery | Comprehension of a suitable plant.
Folk Wisdom: By consuming a unit of a resource that a city-state has access to, but not true Comprehension of, Innovation toward understanding that resource is boosted.
Food Preservation | Allows holding up to your Population Size in Food from year to year. During Population Growth, if you hold at least your Population Size in excess Food, this food is consumed and you gain 100 Citizens.
Food Preservation, Enhanced | Excess Food beyond the Population Growth requirement is not consumed. | Food Preservation

G
Governance: Unlocks Garrison. +1 Civic Point

H
Highway Network: Allows the construction of the Bazaar. One Resource from an adjacent Regions in Settlements with a relevant Resource District may be harvested, decided upon research of this technology or the construction of the Resource District. |Chariotry
Hoarding: Walls above the Fitted Stone Wall give an additional 25% Defense against Ranged Attacks. Requires Siege Engines.
Horn Lamination: Allows the production of Compound Bows
Hull Keels: Allows the construction of Drydocks. | Trawling Nets, Shipbuilding

I
Imbuing Rituals: Scholars produce one passive Enchantment per year
Insulae: Housing Districts now provide habitation for 20 Citizens, but also generate -1 Public Order | Machinery, Enhanced Construction, Mass Labor
Intensive Agriculture: Simple Sewers give +1 Food to local Rural Districts with at least one Farm-type building. Requires Selective Harvesting.
Irrigation: Rural Districts produce +2 Food if built in Riverlands
Ironworking: The art and know-how of working Hematite Ore into useful shapes. | Enhanced Smelting, Iron Ore Resource

L
Labor Coordination: If an Artisan is operating a District, they may add 1 Labor to a single Construction in that District to which another Labor has already been added at no cost
Living State, The: +1 Civic Point. One additional Peasant is educated during population growth in the Capitol. Unlocks Tier II governments.

M
Machinery, Simple: Ballistae | Bronzeworking OR Ironworking
Machinery, Complex: Unlocks Crossbows, +1 Labor from Treadwheel Cranes. | Simple Machinery, Labor Coordination, Ironworking OR Bronzeworking.
Market Economy: Artisan Quarters may now convert 3 Wealth into 2 Industry instead of their regular conversion. | Highway Network or Shipbuilding
Mass Labor: One Artisan per Settlement may supervise the labor of a Peasant or Slave, exchanging their normal Labor output for 1 Industry
Mathematics: Neccessary for the construction of Aqueducts.
Mechanized Power: Sawmill | Waterpower
Medicine: Neccessary for building the Clinic and Apothecary.
Meritocratic Ascension: -1 Public Order in any Settlement with more than 20 Public Order. +1 Labor from every 2 Artisans. Education takes one Year less. | Social Hierarchy, Standardized Texts
Military Professionalism: Allows advancement beyond Experienced for military experience. +1 Experience per Year per Barracks. Soldiers may replenish 25 members in any city every two years, but lose one Rank per replenishment. | Standardized Texts
Military Coordination: Enables Night Attacks, and improves ambush success odds. Requires Military Professionalism, or Stratocracy.
Monumental Architecture: Wonders may receive a single upgrade or two minor upgrades at their same cost in Labor, Wealth, and Industry again.
Mystic Forging: Allows the creation of various Arcane Armors | Advanced Smelting

O
Offshore Netting: Adds +1 Food or +1 Maritime Resource to Fishing Docks
Organized Religion: Allows construction of the Temple. | Religious Philosophy, Social Contract

P
Paper: Closed Archives only increase the time to copy an Advancement to 8 turns, not 10
Patrolled Roadways: 1 Resource per Settlement may be transferred (for no gain in Wealth) to another Settlement within 4 Regions
Pillaging Companies: Upon conquering a Settlement, a friendly Army has a 50% chance to steal a Technology from the conquered Faction which it does not yet possess
Prospecting: Significantly improves an Explorer's chance to discover new Mineral Resources in Regions which have already been explored

R
Reinforced Hulls: Unlocks Quadrireme. Requires Refined Shipbuilding.
Reinforced Timber: Deep Mine | Machinery, Geomantic Strengthening, Ironworking
Religious Philosophy: Allows the construction of the Temple District
[Resource] Comprehension: Allows the exploitation of an Arcane Resource. Will likely require some trial and error!

S
Saddle: Mounted Soldiers have their Charge Malus replaced with a +50% Charge Bonus in open terrain. Allows the training of Cavalry.
Sailborn Flight: Enhanced Construction, Shipbuilding, Enhanced Smithing | Allows the construction of Aerships at Smithies
Scouting: Decreases by 25% the chance that Raids will fail
Scientific Method: Failed Innovation accrues an increasing bonus towards repeated Innovation in the same field
Scutching: +1 Flax output from Plantations. Requires Flax Domestication. Flax may be used in place of Wool in a Spinning House. Unlocks Spinning Houses.
Selective Breeding: Ten years after researching selective breeding, all Mounted Soldiers gain +10% Defense and +10% Charge Bonus. Requires Saddle.
Selective Harvesting: Flatlands produce one more Food
Sericulture: Forestries may choose Raw Silk as their Forest Resource for production - only one Forestry may choose such per four years
Servant Qualities: Decreases Servile Unrest by 25%. Slaves may now produce Food - but can only be created every second Year. | Social Hierarchy
Sewers: Neccesary, along with Urbanization, for digging a purpose-built network of Simple Sewers.
Shearing: Paddocks gain an additional production of 1 Wool (2 Wool if Ironmaking or Bronzemaking are also possessed)
Shipbuilding: Allows the construction of Triremes | Requires a sense of adventure and derring-do
Sickle: +1 Food from Gardens and Farms. | A domesticated Cereal Crop
Siege Equipment: Allows the construction of Onagers | Simple Machinery
Sledges: For hauling goods on long journeys, and making light the work of many, sledges are a boon to all. | Allows construction of the Path Network.
Smelting: To make ore fit for working in a Forge, it must first be smelted – the full art of which is known by none, practiced by few and praised by many.
Smelting, Advanced: Allows the smelting of Starmetal . Smelting, Enhanced Smelting
Smelting, Enhanced: Allows the creation of Blast Furnaces. | Smelting
Smithing: The knowledge and know-how required to work metal according to ones own desire.
Smithing, Enhanced: Allows the creation of Advanced Iron Armor. Foundries now produce 1 passive Wealth. | Smithing
Soap: Dramatically increased disease resistance
Social Contract: Where there is a place for everyone, and everyone is in their place, all may prosper. | +1 Civic Point, +1 Public Order in the first four Settlements.
Social Hierarchy: Allows the creation of Slaves/Serfs | Social Contract
Spoked Wheel: Increases Trade Distance if a city has a Road Network by 5 Regions. +1 Resource harvested by Road Networks.
Standardized Texts: +1 Freemen specialized per turn at no expense in every city. Allows the construction of the Eduba.
Stirrups: Mounted Soldiers gain an additional 50% Charge Bonus, and no Archery Malus | Saddle.

T
Tel Defenses: Reduces Labor Cost of Defenses by 2 - Defenses may be Upgraded directly into other Defenses. Unlocks Watchtowers. Requires Masonry, Refined Construction, Governance
Threshing: Milling bonus increased to +2
Trade Networks: Allows internal Trade. +1 Resource Harvested by Road Network.
Trawling Nets: Regions with Amber now gain 2 Amber Resources at no cost
Tribal Council: Upgrading Dwellings may be done without demolition, and conserves resources which have already been invested

U
Urbanization: Urban Districts have 5 more Space.

W
Waterpower: +1 Labor from Artisan Districts adjacent to Rivers | Simple Mahcinery
Writing: Communication and meaning devoid of time is a boon for the many. Allows the construction of the Scriptorum.


Cinnabar: If added to a Weapon in forging, one Cinnabar imbues the weapon with 10% Armor Pierce and Flaming Attacks. +10% Armor if added to Armor
Cloth (Tailoring): Increases Wealth gain from converting Wool or Flax into Cloth by 1. Tailored Cloth may alternatively be produced, and consumed in a city to gain 3 Stability and give 1 Culture to one Citizens.
Brightstone: Brightstone produces a low but constant gleam, which can be enhanced through cutting. This is especially useful in the mines, where Brightstone can allow men to work day and night in what would otherwise be complete blackness. 1 Brightstone may be used to double the output of a mine or quarry.
Brightstone Channeling: Unlocks the Harbor Beacon
Floatstone: Citizens moving resources between settlements may carry five more resources.
Floatstone Refining: +1 Wealth from Trade, unlocks Spire. Floatstone may be refined into Aetherium at a Blast Furnace.
Granite (Edifices): Defenses constructed with Granite give an additional 10% ranged cover bonus, and take another week to breach with siege machines.
King's Ore: King's Ore, when treated under heat, possesses a natural resilience of energetic shielding which might protect men against blades. When added to Armor it improves the Armor Quality by 10%, and allows those wearing this armor to ignore 50% of their casualties in the first round of melee combat. Cost: 4 King's Ore
Marble: May be processed into +2 Wealth at Stonecutters. Temples, Forums, Shrines and Palaces may be upgraded with 15 Marble, generating +2 Stability.
Silk (Finery): +1 Wealth to Raw Silk conversion. Silk Cloth may be consumed by a settlement to add Culture to two hundred Citizens.
Skystone: Skystone stores kinetic energy in forging, allowing Singing Bows to be created that strike with twice the strength of a Composite Bow with increased Range.
Firechar: 1 Firechar may be substituted for 1 Fuel in Forges or Bloomeries, but is not consumed.
Gold (Finery): +1 Wealth to Gold Ore conversion. Gold Metal may be consumed by a settlement to add 5 Stability.
Ancient Forests: +1 Timber from Orchards in regions with Redwoods
Last edited by Olthenia on Tue Feb 21, 2023 10:54 am, edited 42 times in total.

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Olthenia
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Left-Leaning College State

Postby Olthenia » Sun Dec 04, 2022 5:09 am

Expansion
When a City-State becomes an Empire



As a society expands geographically and numerically, the ability of her government to directly serve the desires of the people consequently diminishes. This is especially true in an era of poor communication, slow travel, and wild lands around most civilized areas. To understand the downsides of expansion, Culture and the Expansion Penalty are the two most important factors, as is Overpopulation, their inverse counterpart.

Culture reflects the social cohesion of a collection of cities. By and large it is unimportant, but it becomes increasingly pertinent as clans and kindreds become geographically sundered from each other - meaning societies that prioritize this cohesion may flourish, while others may quarrel or even fall into violence or fragmentation.

Once a City-State founds its fourth settlements, its citizens begin demanding culture - arts, luxuries, and the other things which make life worth living. Culture is measured on a per-city basis, and has direct impacts on the running of that city. It has several different tiers which are calculated based on the level of culture available to the average citizen in a city. Note that bonuses and malus stack with tiers above or below Neutral.

Glorious: 2+ Culture Surplus per Citizen | +1 Wealth from every Urban District, +Morale of Soldiers
Impressive: 1+ Culture Surplus per Citizen | +Morale of Soldiers, +1 Stability per Citizens
Mediocre: 0-1 Culture Surplus per Citizen | No effect
Uncivilized: Default State | -10 Stability in city, adjusted towards 0 as Culture rises towards net 0
Failing: Neighboring Settlement has better Culture Tier | -1 Stability per Citizens, -1 Wealth per Citizens
Dire: Neighboring Settlement has Culture Tier difference of 2 | -1 Stability per Citizens, -Morale of Soldiers, 10% Chance of Rebellion per turn
Ruinous: Neighboring Settlement has Culture Tier difference of 3 | -1 Stability per Citizens, 20% Chance of Rebellion per turn

The Expansion Penalty is similar, but unrelated to other city-states. Every settlement added to your city-state, either through foundation or conquest this era, generates negative Stability at a rate which increases as your city-state expands. The first will suffer a -2 Malus, the second -4, the third -8, and so on. This can be minimized with technology, but never reduced entirely to zero.

Overpopulation is the other side of the coin, caused by a lack of expansion. For every Citizen above 3000, a settlement suffers -1 Stability and has a steadily increasing chance of negative population events every growth period.




Arcana
Being the usage of forces magical and immaterial


Note: "Enchantment" refers to the time of a Scholar - whereby they still generate Knowledge towards Innovation or Learning, but may not operate a District or harvest from a Land while enchanting.


The School of Runecrafting


Source: Material Toughness
Exertion: Engraving
Channel: Integrity

Rune of Activation: Cast on Ranged Weapons, imbues their projectiles with an explosive effect gifting +100% damage. | 2 Skystone, 4 Stone, 4 Enchantment
Rune of Preservation: Cast upon a Granary, doubles effect | 6 Stone, 2 Enchantment
Rune of Health: Allows Runic Obelisk of Health
[Runic Obelisk of Health | 5 Labor, 12 Stone, 4 Wealth, 2 Enchantment | An additional Peasant is born in this city during Population Growth, one per city | Urban or Rural (II)]
Rune of Growth: Cast upon a Garden or Farm, gives +1 or +2 Food to Construction, respectively | 8 Stone, 1 Enchantment
Rune of Warding: Complex Rune. Cast on Soldiers, decreases casualties by 50% in the first round of melee combat. 12 Stone, 4 Enchantment
Rune of the Wild: Complex Rune. Cast upon Region, allows the transplanting of Tree Resources. Cast upon Orchard, +1 Food, +1 Forest Resource. | 12 Stone, 2 Fuel, 4 Enchantment
Rune of Secrecy: City-States without the Rune of Secrecy must spend 5 more base Scholar-Turns to copy Advancements if Archives are closed

Rune Linkages: Allows Complex Runes, Tier II Runecasting
Copper Runecasting: Substitute Copper for Stone in Runes at a 1:3 Ratio, rounded up
Iron Runecasting: Substitute Iron for Stone in Runes at a 1:5 Ratio, rounded up
Rune Channeling: Amplify Rune Effect by 50% for x2 Enchantment Cost
Geomantic Runes: Runic Enchantment may be substituted for Geomantic Enchantment
Runes of Slaughter: Runic Enchantment may be substituted for Blood Ritual Enchantment
Runeforging: Industry may be substituted for Enchantment in the School of Runecrafting


The School of Electromancy


Source: Environmental Electricity
Exertion: Ritual
Channel: Electricity Access

Tesla Forging: Allows creation of Teslanite Weapons (Wealth III, Industry I, Teslanite) - Iron equivalent
Lightning Loop: Utilizing an Enhanced Electromantic Forge to cast Electromantic Attunement only consumes 2 Charge

Lightning Acceleration: Allows creation of Coilbows (Wealth III, Industry II, 1 Teslanite: +100% Ranged Attack, 20% Armor Piercing) | 3 Enchantment, 1 Charge to create - must be recharged after combat.
Electromantic Attunement: Cast upon Copper, transforms it into Teslanite | 4 Charge, 1 Enchantment
Electromantic Storage: Allows Electromantic Forge
[Electromantic Forge | 6 Labor, 4 Copper, 4 Wealth, 2 Enchantment | Stores up to 4 Charge, gains 1 Charge per 2 Years on Coastal Regions | Urban or Rural (III)]
Electromantic Entrapment: Enhancement to Electromantic Forge - [Stores up to 8 Charge] - 4 Teslanite, 1 Enchantment


The School of Blood Magic


Source: Life Energy
Exertion: Sacrifice
Channel: Reshaping

Lesser Sacrifices: 20 Food may be substituted for 100 Citizens in Blood Magic, up to once per Paddock in a settlement.

Flesh-Ghouls: Cast on 25 Soldiers, transforms them into Kraalen (May not carry weapons, resist injuries, immune to disease, ++Speed, ++Lethality, may not be demobilized) | 100 Citizens, 1 Enchantment
Bone-Shaping: Cast on 25 Soldiers, adds Modifier: Bonewarped [Intrinsic Bronze Armor, stacks with other armor] | 100 Citizens, 2 Enchantment
Voiceless Dead: Cast on 100 Citizens, transforms them into Undead (May not carry weapons, immune to disease, generates 3 Labor per turn, cost 1 Enchantment per turn, Peasant laborers) | 100 Citizens, 3 Enchantment.


The School of Geomancy


Source: Earth Tides
Exertion: Edifices
Channel: Energy Transfer

Power Point Mapping: Inspects an explored region for Power Points. Amount revealed depends on luck, and type of region. | 2 Enchantment, 2 Wealth
Secondary Power Points: Further divines a region, discovering 1-6 additional Power Points. | 6 Enchantment
Leyline Mapping: Inspects an explored region for Leylines. Amount revealed depends on comprehension and type of region. | 4 Enchantment
Power Focusing: Required for Tier II Geomancy.
Geomantic Imprinting: Requires for Tier III Geomancy. Allows other Exertions than Edifices.

Geomantic Animation: Allows the construction of Golems. Golems: 4 Labor, 5 Stone, 10 Wealth, 4 Enchantment, 4 Power Stones | Golems may work as a Peasant, but consume one Enchantment every turn. | Requires Geomantic Imprinting
Arcane Sustenance: Requires a local Power Point or Leyline Intersection. Summons five Food from thin air | 2 Enchantment
Geomantic Entrapment: Leeches the Geomantic potential of a Region into trammeled stone. Unlocks Shrine of Power
-Shrine of Power: 5 Labor, 8 Wealth, 4 Enchantment | Consumes 2 Stone to produce 1 Power Stone every turn, which may be substituted for Enchantment or stored for future use. Takes up a Power Point in a region.
Gem Imbuing: Intensifies the usage of trammeled earth tides in Geomancy. A rite which consumes 2 Power Stones and 2 Enchantment, producing 1 Power Gem. Each Power Gem contains 5 stored Geomantic Enchantment, and is useful for Tier II Arcana.
Geokinesis: Enables the exertion of geomantic force to allow a caster to convert large regions of dirt and rock into steam, great for clearing land. Unlocks Shrine of the Earth
-Shrine of the Earth: 6 Labor, 10 Wealth, 8 Enchantment | At the cost of 2 Enchantment, provides 2 Labor per two years to a Construction. Takes up a Power Point in a region
Geomantic Sight: Allows the construction of the Seat of Seeing - +1 Stability per Power Point in a Settlement
-Seat of Seeing: 10 Labor, 5 Wealth, 2 Industry, 6 Enchantment | Allows instantaneous communication between two Seats of Seeing, greatly increased Raid Defense. Requires Power Point. Urban or Rural (I)
Geomantic Inspiration: Allows construction of the Obelisk of Vigor
-Obelisk of Vigor: 15 Labor, 10 Wealth, 4 Industry, 8 Enchantment | Allows Workers in this District to conduct two tasks. Requires Power Point. Urban or Rural (I)


The School of Sol


Source: Solar Radiance
Exertion: Discipline
Channel: Imbuement


The School of Earthblessing


Source: Meditation
Exertion: Enchantment
Channel: Energy Transfer

One With Earth: X Enchantment, X Stone. Soldiers with this blessing receive skin of stone, granting them X defense. However, such weight grants slowness in action, with -X% attack.
Inner Seed: X Enchantment, X Food, X Timber. Soldiers with this blessing will return to life in X Years when killed, growing from buried heads in the ground into men of wood and leaves. The bodies must be recovered for this to occur.
Third Eye: X Enchantment, X Food, X Desired Metal - Explorers granted with this blessing can scry the heavens and the earth for the nearest location of X Resource.


The School of the Outsider


Source: Planar Access
Exertion: Planar Devouring
Channel: Alteration

Breach Efficiency: The Breach Shrine generates 1 more Shadow Ash per turn. Requires Breach Siphoning, Language of the Void.
Breach Siphoning: A more efficient method of drawing power from the Realm of the Outsider, creating a larger tear in the fabric of reality. Allows construction of the Breach Shrine, which generates 1 Shadow Ash every turn. The Breach Shrine costs 4 Granite, 4 Stone, 10 Labor, 5 Wealth, and 5 Enchantment to erect.
Shadow Ash Invigoration: Converts 1 Granite to 4 Shadow Ash at the Temple of the Outsider, once per year | 2 Enchantment
Shadowbright Blood: A human's flesh is transposed with the stuff of the Outer Realm, giving them an affinity for the darkness. | Decreases Shadow Ash upkeep of each Arcana by 1 for an Army | 10 Shadow Ash, 10 Enchantment | Requires Shadow Siphoning
Shadow Siphoning: A tiny window into the Realm of the Outsider drains a portion of his strength into the material plane | Converts 1 Granite into 2 Shadow Ash | 2 Enchantment
Eldritch Construction: Unlocks the Temple Annex [5 Labor, 5 Wealth, 4 Industry]: Converts 1 Granite to 2 Shadow Ash when adjoined to the Temple of the Outsider, once per year at the cost of 1 Enchantment. Up to four Temple Annexes may be constructed.
Language of the Void: Unlocks Greater Powers.

Shadow Breath: Imbues an Army with the Shadow Breath power, allowing them to avoid sight for two rounds of combat once a month | 4 Enchantment, 2 Shadow Ash upkeep
Ethereal Weapons: Imbues an Army with Ethereal Weapons, granting them a 20% Armor-Piercing bonus | 12 Enchantment, 4 Shadow Ash upkeep
Lesser Blink: Imbues an Army with the Lesser Blink Power, allowing them to instantly traverse twice as far as they could normally march in a combat round, or summit a Fitted Stone Wall. | 10 Enchantment, 3 Shadow Ash upkeep
Greater Blink: Imbues an Army with the Greater Blink Power, allowing them to instantly traverse four times as far as they could normally march in a combat round, or summit an Imperial Wall. Once per month. | 18 Enchantment, 6 Shadow Ash upkeep | Requires Lesser Blink, Language of the Void
Stonechanging: Alters a quantity of 10 Food into 5 Stone via the mystical transformations of the Void. | 2 Enchantment, 2 Shadow Ash




Wonders of The World

The House of Wisdom: A great library where the works of the civilizations around the Faithful of Valda are gathered for scholarly study, the greatest collection in the known world. It stimulated a burst of technological advancement, and its use as a reference work by the philosophers and natural scientists of the Valdani has led to many breakthroughs.
Cost: 15 Labor, 13 Wealth, 9 Industry, 12 Stone | Immediate Breakthrough. Doubled Research from two Scholars in this settlement. Size V

Grand Taixue: Known as the Imperial Academy, the Taixue is the highest educational institution at the the Hao Dynasty's disposal. From here, the Son of Heaven will be able to rely upon an army of bureaucrats, scribes, factors and examinators. In turn, they will know his realm, and ensure that all under it exists in exact harmony. As it should be.
Cost: 20 Labor, 10 Wealth, 8 Industry, 15 Stone | Grants access to the 'Imperial Examinations' civic. Immediate Breakthrough. Doubled Research from one Scholar in this settlement. Sive IV

The Marble Hills: From this cluttered hill of workshops, quarries, masons and cutterlanes beats a heart of industry undreamt of by most. To call it one vast workshop would not be far wrong, nor would the term 'Factory'. If toil and clever craftsmanship ever ennobled a kindred, the Ravarii are noble indeed.
Cost: 17 labour, 12 Wealth, 9 Industry, 10 Stone. | Immediate breakthrough. +1 Innovation roll towards the following advancements: Refined Construction, Mass Labor and Social Hierarchy. +2 Wealth, +2 Industry, +2 Metal (If fuel and ore is provided) OR +2 Wealth, +2 Marble, +2 Industry. Size V

Colosseum: A great, man-made monolith-arena of stone rises up from the base of the God-Mountain, a place for the children of the gods to test and be tested. And woe to him that ever cries 'Yield.'
Cost: 15 Labor, 10 Wealth, 4 Industry, 25 Stone. Requires Arena Games. | Military Professionalism Unlocked. Up to two Soldier pops Train at double efficiency, for a cost of 1 Wealth in upkeep per Soldier pop.
Last edited by Olthenia on Wed Feb 08, 2023 11:00 am, edited 7 times in total.

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Novas Arcanum
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Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Sun Dec 04, 2022 6:58 am

Cool is this like a different universe from the original?

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Olthenia
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Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Sun Dec 04, 2022 7:23 am

Novas Arcanum wrote:Cool is this like a different universe from the original?


Pretty much, yep! Same basic setting - different timeline.

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Novas Arcanum
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Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Sun Dec 04, 2022 7:55 am

City State Application
Name: The Hao Dynasty
Leader: Tribal King Wei Liang
Short History: The first dynasty to rise from the lifegiving waters of the Yu River. Hailing from the lands of the rising sun the Huang were a tribe located in the green lands of the Yu River Valley. These tribal people grew rice as their staple crop and like any tribe warred and traded with other tribes. Eventually the other tribes would be absorbed through conquest or intermarriage becoming Huang themselves through assimilation and cultural domination. The people of this tribe would soon be unified under a series of tribal kings of the Hao Kingdom who claimed legitimacy from a nascent and young idea The Mandate of Heaven. The idea being that Heaven granted rulership to any king who ruled justly.

Starting Location: A mighty river inland in a lush and green part of the world where the sun rises . This location has four distinct seasons.
Advantage: Medicinal Herbs. For thousands of years the Huang have crafted clever mixtures and herbal teas that have allowed man to be hale and long lived.
Last edited by Novas Arcanum on Sun Dec 04, 2022 1:54 pm, edited 2 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Dec 04, 2022 11:02 am

Heh, I’ll admit, not quite what I expected. But sure, I’m game.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Theyra
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Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sun Dec 04, 2022 11:19 am

I am interested, just need to think of what to play.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Sun Dec 04, 2022 12:16 pm

Time to build Xcotl and make blood magic great again.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Novas Arcanum
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Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Sun Dec 04, 2022 12:58 pm

Dear god

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Lazarian
Minister
 
Posts: 2039
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Sun Dec 04, 2022 1:17 pm

Oh, now this looks interesting. Count me in.

Gotta think of a new culture first, though. No more imperialists for me. :p

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The GAmeTopians
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Posts: 9807
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Sun Dec 04, 2022 1:38 pm

Yeehaw. Need to pay my posting debts to G and get caught up in Cosmos lol, but I’m down.
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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G-Tech Corporation
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Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Dec 04, 2022 1:41 pm

The Valdani Hierarchy

Leader: The Hierarchy is led by the Hierarchs, a triumvirate of the three most powerful of the Blood in a given year. Ascension to the rank of Hierarch is handled via either judicial challenge before the Three-in-One, or ritual duel. Challengers for either must claim the backing of at least a third of the Great Families before they may declare kanly and so seek ascension.
Short History: The Valdani are a fierce and warlike people, reavers and sackers of greater civilizations than their own born in the fires of conflict. Their own legends say they marched out of the Great Grass Sea nearly a millennium ago, destroying the ancient sophisticated civilization of Suzer and taking their city for their own. It was after that orgy of bloodletting and destruction that the artifacts and tools taken from the sacked city began to change the ways of the Valdani, and they turned from living as their ancestors had, on the move and seeking war, to more civilized moores. Valda rose then upon the ashes of their ancient foes, and since then she has grown stronger and wiser, though many still regard her as an impetuous upstart. Many wars have been started due to a perceived lack of respect for fair Valda, or crusades started by the Faithful, and the plains near Valda know no few ancient tels and sites of ash where other settlements once flourished of lesser kindreds.
Starting Location: Valda stands in the bend of the River of Kings, which flows downstream to the Sea of Helcarxe from its source beneath the Star-Mountain. Not far north and east stands the Dreaming Wood, whence the sages of the Faithful say the God-Clothed first emerged to teach the people of Valda to farm and forge.
Advantage: Suzer before Valda grew fat from the forging of her artifacts of stern iron from beneath the Hundred Hills upon which the city is founded, and Valda has done likewise, though these days that iron goes into spears and shields, not the majestic votives and frozen reliefs of old Suzer.


City State Application
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Sun Dec 04, 2022 1:53 pm

Novas Arcanum wrote:Dear god

Gonna bring back the classics. Ancestor-Spirits. Blood demons. Undead hordes. Vampires. Black Kings and more!
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Novas Arcanum
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Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Sun Dec 04, 2022 1:55 pm

Ralnis wrote:
Novas Arcanum wrote:Dear god

Gonna bring back the classics. Ancestor-Spirits. Blood demons. Undead hordes. Vampires. Black Kings and more!


And blackjack and hookers!

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Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Sun Dec 04, 2022 1:58 pm

G-Tech Corporation wrote:Heh, I’ll admit, not quite what I expected. But sure, I’m game.


Oh? Did I miss the mark, somehow?

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Dec 04, 2022 2:07 pm

Olthenia wrote:
G-Tech Corporation wrote:Heh, I’ll admit, not quite what I expected. But sure, I’m game.


Oh? Did I miss the mark, somehow?


Hah, no. I was planning to reboot a different old RP of mine, one from like six years ago, when I mentioned it in the Cafe. Basically mythos and legends of the IRL Mediterranean, very freeform. But this is good too!
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Sun Dec 04, 2022 2:32 pm

Novas Arcanum wrote:
Ralnis wrote:Gonna bring back the classics. Ancestor-Spirits. Blood demons. Undead hordes. Vampires. Black Kings and more!


And blackjack and hookers!

Thinking of fusing the Ancestors with the Black Kings and the enigmatic Sandwalkers. Make a mythos to fuse both Xcotl with the Hueskar. See how that works.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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The Empire of Tau
Minister
 
Posts: 3366
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Sun Dec 04, 2022 3:29 pm

I suggest reducing the pop types to Freemen, Peasants, Slaves, and soldiers.
Last edited by The Empire of Tau on Sun Dec 04, 2022 3:29 pm, edited 1 time in total.

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Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Sun Dec 04, 2022 3:58 pm

The Empire of Tau wrote:I suggest reducing the pop types to Freemen, Peasants, Slaves, and soldiers.


And do away with Scholars, Artisans and Explorers? Who, in that case, should handle their tasks?

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The GAmeTopians
Powerbroker
 
Posts: 9807
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Sun Dec 04, 2022 4:32 pm

I mayyyyyyyy have accidentally created a civ that meshes rather well with G-Tech's lore - I didn't look at his app before mine was done, so this is pretty weird :P

City State Application
Name: Alikos, Guardians of Godhome
Leader: The Speaker of the Gods, though the name would suggest otherwise, is not a religious title - like any other in Alikos, it is earned by trial of one’s peers, before all of the Proven of the city. Any who seek to oppose the Hopeful’s ascent to the seat of Speaker may do so in this Trial, but once a Speaker has risen they may not be challenged without two-thirds of the Proven calling for it - it would simply not do for the government to stagnate due to constant challenges for the title. As such, it is much more common for a Trial to occur after the death of the previous Speaker.
Short History: For as long as any can remember, Alikos has guarded the home of the Gods. Any who seek audience with They Who Watch Over All must first be tested and deemed worthy by the Speaker and his children - for if one cannot even match spears with the Gods’ Favored Children, how could they even think to survive in their Domain? Though challengers occasionally appear from the wilderness, Alikos has broadly lived in isolation for centuries - the tales of the Ancestors speak of a time when Alikos held sway over many cities of men beyond the forest and mountain, but none who live hold any memory of it.
Starting Location: Alikos stands not far from the base of Mount Akroa - Godhome. The fair city straddles a broad river that descends from the mountain, adjacent to its shore the only known safe path up into the gods’ domain. From the river and the Endless Forest that stretches beyond, the Alikoans grow and prosper.
Advantage: Broad and deep veins of iron rest within the hills that precede Mount Akroa’s towering form, long holding the key to Alikos’ present and future prosperity.
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Mon Dec 05, 2022 6:10 am

Ralnis wrote:
Novas Arcanum wrote:
And blackjack and hookers!

Thinking of fusing the Ancestors with the Black Kings and the enigmatic Sandwalkers. Make a mythos to fuse both Xcotl with the Hueskar. See how that works.



Yeah has long as there's sin and unspeakable crimes against humanity I'm all in.

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Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Mon Dec 05, 2022 8:04 am

Novas Arcanum wrote:City State Application
Name: The Hao Dynasty
Leader: Tribal King Wei Liang
Short History: The first dynasty to rise from the lifegiving waters of the Yu River. Hailing from the lands of the rising sun the Huang were a tribe located in the green lands of the Yu River Valley. These tribal people grew rice as their staple crop and like any tribe warred and traded with other tribes. Eventually the other tribes would be absorbed through conquest or intermarriage becoming Huang themselves through assimilation and cultural domination. The people of this tribe would soon be unified under a series of tribal kings of the Hao Kingdom who claimed legitimacy from a nascent and young idea The Mandate of Heaven. The idea being that Heaven granted rulership to any king who ruled justly.

Starting Location: A mighty river inland in a lush and green part of the world where the sun rises . This location has four distinct seasons.
Advantage: Medicinal Herbs. For thousands of years the Huang have crafted clever mixtures and herbal teas that have allowed man to be hale and long lived.


A reskin of the o'l Huang, eh? J'accept.

G-Tech Corporation wrote:
The Valdani Hierarchy

Leader: The Hierarchy is led by the Hierarchs, a triumvirate of the three most powerful of the Blood in a given year. Ascension to the rank of Hierarch is handled via either judicial challenge before the Three-in-One, or ritual duel. Challengers for either must claim the backing of at least a third of the Great Families before they may declare kanly and so seek ascension.
Short History: The Valdani are a fierce and warlike people, reavers and sackers of greater civilizations than their own born in the fires of conflict. Their own legends say they marched out of the Great Grass Sea nearly a millennium ago, destroying the ancient sophisticated civilization of Suzer and taking their city for their own. It was after that orgy of bloodletting and destruction that the artifacts and tools taken from the sacked city began to change the ways of the Valdani, and they turned from living as their ancestors had, on the move and seeking war, to more civilized moores. Valda rose then upon the ashes of their ancient foes, and since then she has grown stronger and wiser, though many still regard her as an impetuous upstart. Many wars have been started due to a perceived lack of respect for fair Valda, or crusades started by the Faithful, and the plains near Valda know no few ancient tels and sites of ash where other settlements once flourished of lesser kindreds.
Starting Location: Valda stands in the bend of the River of Kings, which flows downstream to the Sea of Helcarxe from its source beneath the Star-Mountain. Not far north and east stands the Dreaming Wood, whence the sages of the Faithful say the God-Clothed first emerged to teach the people of Valda to farm and forge.
Advantage: Suzer before Valda grew fat from the forging of her artifacts of stern iron from beneath the Hundred Hills upon which the city is founded, and Valda has done likewise, though these days that iron goes into spears and shields, not the majestic votives and frozen reliefs of old Suzer.


City State Application


A city by a river, rich with iron and peopled by a war-like kindred. Very good, and welcome.

The GAmeTopians wrote:I mayyyyyyyy have accidentally created a civ that meshes rather well with G-Tech's lore - I didn't look at his app before mine was done, so this is pretty weird :P

City State Application
Name: Alikos, Guardians of Godhome
Leader: The Speaker of the Gods, though the name would suggest otherwise, is not a religious title - like any other in Alikos, it is earned by trial of one’s peers, before all of the Proven of the city. Any who seek to oppose the Hopeful’s ascent to the seat of Speaker may do so in this Trial, but once a Speaker has risen they may not be challenged without two-thirds of the Proven calling for it - it would simply not do for the government to stagnate due to constant challenges for the title. As such, it is much more common for a Trial to occur after the death of the previous Speaker.
Short History: For as long as any can remember, Alikos has guarded the home of the Gods. Any who seek audience with They Who Watch Over All must first be tested and deemed worthy by the Speaker and his children - for if one cannot even match spears with the Gods’ Favored Children, how could they even think to survive in their Domain? Though challengers occasionally appear from the wilderness, Alikos has broadly lived in isolation for centuries - the tales of the Ancestors speak of a time when Alikos held sway over many cities of men beyond the forest and mountain, but none who live hold any memory of it.
Starting Location: Alikos stands not far from the base of Mount Akroa - Godhome. The fair city straddles a broad river that descends from the mountain, adjacent to its shore the only known safe path up into the gods’ domain. From the river and the Endless Forest that stretches beyond, the Alikoans grow and prosper.
Advantage: Broad and deep veins of iron rest within the hills that precede Mount Akroa’s towering form, long holding the key to Alikos’ present and future prosperity.


Very good, very good.

I'll have city-state blurbs in your inboxes by this evening.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Dec 05, 2022 9:07 am

City State Application
Name: Xcotl
Leader: Xantipak the Immortal
Short History: The people of Xcotl are an nomadic bunch that were wracked with diseases and a high degree of infant mortality. It was due to this that they started to cry out for anyone or anything to help them. It was at this point that whispers of their new gods, the Muxipei, were heard and directed them to first blood ritual to help them save some of their children. This offering was the first use of blood magic in the world. The use of blood magic has made others discriminate against them and chase them off their lands when they roam close by. However, the price for their craft was heavy as it was powerful.

So, no more does the Xcotl tried to be peaceful. Under the command of Xantipak, the people took up arms and raided. They took everything they could get their hands on, slaves to be sacrificed to their dark Pantheon from beyond the grave. For them, this was the only means of helping their people grow. To secure their future by stealing away someone else's was the only way for them to grow as they could.

However, trouble brewed as a temporary alliance formed among the tribes that they raided. Their sons and daughters freed as they sought to kill the blood mages. It was a costly war for both sides as the Xcotl had become skilled warriors on their own right and they ran for many seasons as they ran away from those that may chased them. It was here that the only use of blood magic was only from the old and sick. Those who were already close to being with the Muxipei were used to help usher in the new.

Eventually they stumble upon jungle and marshlands. An island that split a river between two tributaries. This was a defensible position that allowed them to rebuild their tribe into something new. Many things were lost, but with Xantipak, their immortal chieftain they can make a new contract with the Muxipei and seek to expand their people beyond their sanctuary and make an empire based on blood. For it is for the future that they must seek new blood out.
Starting Location: Think Pre-Conqusitor Mexico. So, their city-state is Mexico City basically.
Advantage: This is the Brazing Bull, a type of subspecies of Dust Bull that followed Xcotl from their original homeland. It is perhaps a magically charged animal that was a consequence of all the blood magic that had been used on their ancestors and drank from the tainted magic. The modern day Xcotl consider them a sacred animal, one that their blood gods had brought with them as a means of never going hungry and a source of finding their way back to the School of Blood Magic.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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The GAmeTopians
Powerbroker
 
Posts: 9807
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Mon Dec 05, 2022 2:04 pm

Impatiently awaits gubbinses :P

Do you have a general idea how much pop/infrastructure/tech each of us will start with? I suspect it will be quite a bit more even than the previous iteration.
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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