A Different World: Age of Darkness [OOC|Open]

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G-Tech Corporation
Khan of Spam
Posts: 61247
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

A Different World: Age of Darkness [OOC|Open]

Postby G-Tech Corporation » Fri Jul 15, 2022 5:01 pm

Age of Darkness


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 kingdom of survivors, a lord of a people amongst many. It has been over a thousand years now since the first tribes emerged in the impact of the Cataclysm, family groups formed from scattered wanderers and survivors, and now from those first few tribes and city-states immense nations and countries have emerged, shaping the world about them. Men built great wonders, forged empires, and in that grandeur brought ruin upon themselves. Walking demons of the unquiet dead and cultists of mad gods descended upon civilization, exploiting the hubris of settled peoples, and untold thousands perished in the slaughter of that Time of Blood.

It is now nearly a century since the last adherents of the cults and dark practitioners were hunted down. The shattered remnants of society have begun to rebuild, remember forgotten secrets, and look beyond mere safety for meaning once more.

To be a leader in such times is to be given a solemn charge, that of your people's perseverance. Civilization is fragile, and your civilization the most vulnerable - your enemies many, potential or otherwise. Dark thing lurk in the wild places of the world, and the graves of the dead outnumber the homes of the living. Will you rise to cradle the light of civilization alongside your kinsmen, or will you falter and become another forgotten people, tombs to litter quiet hillsides? Come, and tell the tale of the Age of Darkness.


Welcome all, to the Age of Darkness, part of a Different World.

New empires begin with a single capitol, two lesser settlements, and a range of outskirts, and I am accepting a maximum of fifteen empires - we currently have nine slots open. Feel free to chime in here to watch and enjoy even if you don't want to join.

You should expect to make an IC post once every 72 hours or thereabouts IRL, but more will be encouraged. These posts correspond to the passage of a year's time, in-character, and will resolved by yours truly to chart the course of your civilization.

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 1000, who populate your cities and settlements. They will need to be fed, sheltered, and defended, but they are the life-blood of your civilization. Every new empire starts with thirty thousand inhabitants, spread across their holdings. The full mechanics of this age will be explained in a following post.

So there we go! I have room for ten new authors at present. Feel free to slap down an application if this interests you, or just an interest post to follow things.

Code: Select all
[b]Empire Application[/b]
[b]Short History:[/b]
[b]Starting Location:[/b]

The Empires

The Landsraad Hegemony: A confederation in the western plains, possessing a straddle on the Great, White, and Black Rivers. A sprawling and advanced empire of many settlements, they wield a variety of strange powers and have strong internal trade.
The Taiyang Dynasty: A celestial monarchy hailing from the banks of the Yu River, between the steaming Huanca Jungles and the Sea of Sunset, the Huang peoples have seen recent turmoil, and internal dissent, but still stand strong nonetheless behind their formidable Long Wall. The Taiyang are only the most recent dynasty to rise to power on the banks of the jade waters.
The Republic of the Great River: Democrats, a rarity in this era, form the nucleus of the four cities of the Republic - Rivermouth and her smaller sisters - on the eastern shores of the World That Is. Builders and peaceful, their development has largely been hindered by nearness to the wilds of the north and east.
Corvus: A hegemonic republic, dependent on the Soulan Council for guidance, the Corvan are a warlike folk, rich and prosperous, and lovers of trade and battle alike. In past years they have conquered much land, and ruled many peoples beside their own, but the Time of Blood struck them particularly viciously alongside feuding with the people of the Mirror Sea and cost many lives.
The Republic of Manikos: A burgeoning city-state with power belying her isolationist nature, Machaka stands at the confluence of many trade routes, and her high walls and impressive scholarship mark her out as a city of preeminent virtue.
Sorrowfree: A rich desert civilization, standing at the crossroads of nations in the Great Rift Valley. The Khortuun are mystics, warriors, and poets in equal measure. The mystic Crones lead their society in the worship of the Mother Moon, and all pay homage to the priestesses.
Warcyfle: An island nation ruled by the Storm-Emperor, a man imbued with the divine right to rule by Tes'la, lord of the tempest. Her fleets are vast and her reaving around the waters of the Mirror Sea well known.
Karun Velathrim: A nation of men bowed but not yet broken, the scions of the Velathriim have been driven from their homes by warfare, clinging to existence in their second city of Likan, but proud and righteous nonetheless.

The Brotherhood of Corvus | Lazarian
The Taiyang Dynasty | Novas Arcanum
Warcfyle | Ralnis
The Landsraad Hegemony | G-Tech Corporation
Sorrowfree | Olthenia
The Bacchanal Republic of Manikos | The Empire of Tau
The Folk | The Gametopians
The Republic of Nordwood | Piscina
The Sunlion Mandate | Scornerse
Last edited by G-Tech Corporation on Fri Aug 12, 2022 1:11 pm, edited 8 times in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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G-Tech Corporation
Khan of Spam
Posts: 61247
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Jul 15, 2022 5:02 pm

The Time of Troubles

A kingdom is many things - the holdings of her rulers, predominantly. But these holdings are nothing without serfs to populate them, land upon which they rest, resource which they harness for power, and a purpose to which they are orientated. You will master all of these things if you seek to endure the veil of night which washes across the Different World.


In the Regions that a Kingdom calls her own there are urban centers, market villages, towns, hamlets, encampments, fortresses; these things all exist. For ease of use, they are lumped into the twin categories of Cities and Settlements. A City is the nucleus of a region, the major Holding which defines that area. Only one City exists in each region. Settlements, on the other hand, are spread across a region, and may be many, usually existing for specific purposes to support the function of the Region and City. All Holdings are inhabited by a Population which owes fealty to your Kingdom.
Population: Individuals are categorized broadly by their social station, reflecting their political power and education, and exist in lumps of a thousand persons making up a Population. Populations come in two classes: Peasants and Freedmen. Population is associated with a specific City or Settlement, but certain aspects of governance also concern themselves with the total Population within a Region. Populations may be moved between Holdings and Regions at the cost of one Disorder, and may transfer up to 2 Resources when they do so.
Peasants: These are the salt of the earth, your uneducated but useful wretches. Every ten thousand Peasants within a Region contribute a Labor to that Region, while consuming one Food.
Freedmen: Unlike the chattels, most Freedmen owe no particular debt to one lord or another, and as such usually accumulate some amount of skills or education. Freedmen are necessary to operate Specialized Settlements and Cities. Every five Freedmen within a Region contribute a Wealth to that Region, while consuming one Food and demanding one Luxury. If that demand is unfulfilled, the political power of those Freedmen contributes three Disorder to your Kingdom. If that demand is fulfilled, every ten thousand Freedmen produce one Enchantment.
Land: All Regions are composed of various types of Land; these types of Land govern what types of Settlement and City may rise in that region.
Natural Resources: These are many and varied, and generally give a bonus to a type of resource production, or more rarely allow access to a type of resource which has an impact on your society at large. Natural Resource types aside from special exceptions are classed as either Luxury, Bonus, or Strategic.
Constructions: Constructions are buildings, infrastructure, improvements, and other various types of edifice or collected effort which modify the output of a City or Region. Most Constructions will effect a single Region, while rare Constructions might effect your entire Empire.


All men look, in their own ways, to those who concern themselves with politics and the rule of others for wisdom. In some societies this is found in kings and majestic figures, in others the cleverness of the masses and pooled knowledge, in others the power of the force of arms or arcane power. Pound for pound, what most societies concern themselves with are resources and their use - and this too will be your concern. Any society which lacks for the labor of the masses, the means to feed them, the wealth to pay her armies, or the artisanal might to prevent backsliding... such a kingdom will not flourish.

Food: A simple resource, abundant almost everywhere, but absolutely vital to the functioning of an economy. The humble Hamlet and other agriculturally inclined Cities and Settlements produce this in abundance. A deficit will result in Disorder rising by one in your Kingdom for every Food lacking.
Labor: A transitory resource, the sweat-equity of your empire. Almost all Holdings and Constructions require significant investments of Labor, and World Wonders even more. Most of your Labor will come from the mere existence of Peasants in your kingdom, or Slaves if your society possesses them. Labor cannot run into a deficit, and does not carry over from year to year - it must be invested or it will be lost. It also cannot be transferred between Regions by a Market Town.
Wealth: The lucre and funds the state possesses, assigned to her many and varied needs. Some of your wealth will come from taxation of the Freedmen, or local industry, but it can be greatly increased through judicious trade and shrewd ruling. Almost every action of the state requires some amount of Wealth, so increasing her production will be important.
Industry: Capital instruments, as well as the artisans who use them, are necessary to the running of an advanced society. Difficult to obtain, but very important to the create of impressive Wonders, Holdings, and Constructions, Industry comes exclusively from Holdings and Constructions itself. It may be transferred between settlements via trade at Market Towns.
Order: Every society has a social contract on which it is built, from the most autocratic to the freest - at a fundamental level this contract includes protection against want and harm, but many other things can impact it commensurately. A failure to mitigate Disorder can lead to riots, work stoppages, banditry, and even uprisings against your Kingdom.

Cities: These are the grand organs of the state, and your primary concern. Through the operation of Cities your people will acquire resources, train armies, gain technology, and rule the world. They are your path to glory, and should be prioritized at all costs - the foremost jewels of your Regions.
Capitol City: From here any ruler oversees their domain, and it is to here that all men flock seeking power and wealth. | No Cost. If lost, a new City with sufficient Population may be designated as a Capitol City after a two year interregnum. | Requires 5000 Freedmen.
Doubled Population Growth Rate. +2 Labor, +5 Wealth, +5 Industry, +5 Order, +2 Research. 1000 Peasants may be promoted to Freedmen here every year. +1 Wealth per every 10,000 Population. +1 Industry per every 20,000 Population. May manufacture up to two Equipment per year.
Hamlet: A sleepy backwater village built. Not much happens here, but then again, not much has to. Acreages around this Hamlet provide grain and crops to a kingdom. | No Requirement. Forms after Colony advances to completion.
+1 Labor, +3 Food, +1 Order.
Village: As men and women congregate, trade and industry increase in tempo, and simple agriculture becomes more widespread when supported by humble artisans. | Minimum 10,000 Population. 5 Labor, 5 Wealth, 2 Industry, 5 Timber.
+2 Labor, +5 Food, +2 Wealth, +1 Industry, +2 Order, +2 Luxuries.
Town: Sturdy dwellings and the hubbub of voices define the town, a burgeoning urban center where merchants hawk their wares and from which local settlements draw their goods and services. | Minimum 30,000 Population. 14 Labor, 20 Wealth, 10 Industry, 20 Timber, 10 Stone. Tier I Urban.
+3 Labor, +7 Food, +5 Wealth, +4 Industry, +2 Order, +4 Luxuries.
Market Town: Whether due to the confluence of roadways, the nearby coastal harbors, or simple chance, this town has matured into a place of commerce and bargaining. Anything can be had here, for the right fee. | Minimum 50,000 Population. 20 Labor, 20 Wealth, 15 Industry, 20 Timber, 20 Stone. Tier I Commercial.
+2 Labor, +5 Food, +15 Wealth, +3 Industry, +2 Order. 5 Resources may be transferred between Regions every year for each Market Town in a Kingdom.
Forgetown: Fires burn bright here, and streams of molten metal, tools, and weapons originate from the smithies of this region. | Minimum 40,000 Population. 25 Labor, 25 Wealth, 10 Industry, 10 Timber, 10 Stone. Tier I Industrial.
+3 Labor, +2 Food, +7 Wealth, +6 Industry, +1 Order. 1 Equipment may be manufactured in this Region every year.
City: The most defining feature of this city is not her industry or her merchants, but her sheer masses of humanity. Goods are made here, and luxuries traded, but the idle populace of thralls is of particular value to a kingdom for both sweat and soldiering. | Minimum 50,000 Population. 15 Labor, 15 Wealth, 10 Industry, 25 Timber, 10 Stone. Tier II Urban.
+5 Labor, +5 Wealth, +2 Industry. +1,000 Peasants every year in this Region. May convert up to 5 Industry into Luxuries at a 1:2 Ratio every year.
Guild Town: Intensified economic activity has drawn in merchants, artists, artisans, and more. Fortunes are made and lost here, and the mere taxation of the guilds can make a king strong indeed. | Minimum 100,000 Population. 40 Labor, 50 Wealth, 40 Industry, 10 Timber, 40 Stone, 10 Metal. Tier II Commercial.
+3 Food, +30 Wealth, +6 Industry, +4 Order. 10 Resources may be transferred between Regions every year for each Guild Town in a Kingdom.
Arsenal: Great smokestacks billow with ash here and the slag-heaps on the outskirts of the city are formidable indeed. A sooty, grimy place where armor and machines are manufactured in large numbers. | Minimum 100,000 Population. 50 Labor, 30 Wealth, 20 Industry, 10 Timber, 50 Stone, 20 Metal.
+2 Food,+10 Wealth, +15 Industry, +2 Order, +1 Enchantment. 3 Equipment may be manufactured in this Region every year. Tier II Industrial.
Metropolis: The unwashed masses teem here in numbers beyond counting, always jumping at any opportunity for wealth or privilege. A wise king ensures they are content and fed and little more - cheap labor is valuable to any ruler. | Minimum 120,000 Population. 30 Labor, 30 Wealth, 25 Industry, 30 Timber, 10 Stone. Tier III Urban.
+10 Labor, +15 Wealth, +8 Industry. +3,000 Peasants in this Region every year. May convert up to 10 Industry into Luxuries at a 2:3 Ratio every year.

Settlements: These are the outlying portions of your kingdom, the timber camps and farming communities which support the burgeoning urbanization of mankind. Supplemental to your cities, nonetheless no Region will flourish without them, and their safety and careful husbandry should be one of your foremost concerns. Settlements are limited to two for every tile in a Region by default, and Tier Advancement requires the construction of the previous Tier.
Rural Community: The salt of the earth, these men and women prevent the starvation of many by their humble work. | No Minimum Population. 3 Labor, 3 Wealth, 1 Industry, 1 Timber. Tier I Agrarian.
+4 Food, +1 Labor, +1 Wealth. +1 Bonus Food for every three types of Domestic Crop.
Frontier Outpost: Pioneers drive back the wilderness from this assemblage of tents and rough-hewn homes. | No Minimum Population. 5 Labor, 5 Wealth, 2 Industry. Tier I Resource.
+2 Food, +2 Wealth, +1 Timber, +1 Stone, +1 Ore (if available).
Artisan Conclave: Some men of craft prefer to focus on their work in isolation, or to be closer to the beauty and materials of the edges of civilization. | No Minimum Population. 3 Labor, 3 Wealth, 3 Industry. Tier I Artisan.
+1 Food, +3 Wealth, +1 Industry.
Reaping Station: Some things are so valuable men will forgo the comforts of civilization for the profit their cultivation brings. | No Minimum Population. 5 Labor, 1 Wealth. Tier I Luxury.
+2 Food, +2 Wealth, +3 Resource, +1 Luxury
Watchtower: The frontier must be patrolled, and these patrols must originate somewhere. | No Minimum Population. 5 Labor, 2 Wealth, 2 Timber. Tier I Military.
+1 Food, +1 Labor, +1 Army Cap. Walled Fortress.
Hermitage: Strange men pool here strange ideas, free of the distractions of the materialistic world. | Minimum 10,000 Population. 20 Labor, 40 Wealth, 5 Industry, 10 Luxuries. Tier I Education.
+2 Wealth, +1 Enchantment. May produce 1 Research at the cost of 3 Luxuries. Maximum 1 per Land.
Farming Estates: As a region becomes more developed, agriculture grows more intensive and productive. | Minimum 20,000 Population. 10 Labor, 5 Wealth, 2 Industry, 5 Timber. Tier II Agrarian.
+7 Food, +1 Labor, +2 Wealth. +1 Bonus Food for every two types of Domestic Crop.
Forester's Enclave: Men always need timber for their desires, for heat or structure, and keen axes are the best way to provide for this need. | Minimum 10,000 Population. 12 Labor, 15 Wealth, 5 Industry.
+5 Wealth, +4 Timber. Tier II Resource.
Scrape Mine: Cutting their way down into the earth, sweat-drenched laborers extract the bones of the mountains for shaping and building. | Minimum 10,000 Population. 20 Labor, 5 Wealth, 5 Industry.
+2 Labor, +2 Wealth, +3 Stone, +3 Ore (if present). Tier II Resource.
Smith's Retreat: Where men of like mind congregate, art and industry flourish, even beyond the bounds of cities and education. | Minimum 30,000 Population. 18 Labor, 15 Wealth, 5 Industry, 5 Timber. Tier II Artisan.
+3 Wealth, +3 Industry, +1 Enchantment. May convert 1 Ore into 1 Metal per year.
Isolated Fields: The basic principles of the intensified cultivation of valuable plants and animals are now well established. | Minimum 5,000 Population. 12 Labor, 5 Wealth, 2 Industry, 2 Timber. Tier II Luxury.
+3 Food, +6 Wealth, +8 Agricultural Resource, +4 Luxuries
Redoubt: Interdicting enemy armies before they can ravage the hinterland is of great value for any king. | Minimum 10,000 Population. 20 Labor, 5 Wealth, 5 Industry, 5 Stone.
+2 Order, +2 Army Max. Strong Walled Fortress. Small Garrison. Tier II Military.
College: Learning is of value, and isolated locations free of the distractions of the world are optimal for learning. | Minimum 40,000 Population. 25 Labor, 55 Wealth, 10 Industry. Tier I Education.
+1 Order, +1 Research, +2 Wealth, +1 Enchantment.
Agrarian Heartland: From this area springs a multitude of sustenance, enabling the growth of many cities and thousands. The loss of such a productive region could spell the death knell for a kingdom.
| Minimum 50,000 Population. 20 Labor, 15 Wealth, 5 Industry, 10 Timber, 5 Stone, 5 Metal. Tier III Agrarian.
+12 Food, +2 Labor, +5 Wealth, +3 Order. +1 Bonus Food for every Domestic Crop.
Sawmill: Forest giants here are consumed by the ever voracious jaws of civilization. | Minimum 30,000 Population. 35 Labor, 25 Wealth, 10 Industry, 5 Stone, 5 Metal. Tier III Resource.
+10 Wealth, +1 Industry, +12 Timber.
Pitted Landscape: Delvings and quarries litter this vista, the smoke and steam of mining rising to embrace the riding sun. | Minimum 30,000 Population. 50 Labor, 10 Wealth, 12 Industry. Tier III Resource.
+5 Labor, +5 Wealth, +10 Stone, +10 Ore (if present).
Foundry: An isolated pillar of industry, this great building of stone belches fumes and is surrounded in the soot-covered dwellings in which unfortunates dwell to feed the fires of her appetite. | Minimum 50,000 Population. 45 Labor, 60 Wealth, 20 Industry, 20 Stone, 10 Metal. Tier III Artisan.
+15 Wealth, +15 Industry, +1 Order, +2 Enchantment. May convert up to 5 Ore to Metal or Industry at a 1:1 ratio every year.
Plantation: With the gathering of labor and the creation of specialized facilities the extraction of useful materials from the wilderness may be institutionalized. | Minimum 30,000 Population. 20 Labor, 15 Wealth, 8 Industry, 5 Timber, 5 Stone. Tier III Luxury
+5 Food, +10 Wealth, +20 Agricultural Resource, +10 Luxuries
Citadel: This foreboding fortification can shatter armies and her frowning battlements are a comfort to the men and women who labor in her shadow beyond the bounds of the cities of a kingdom.
Minimum 30,000 Population. 40 Labor, 25 Wealth, 20 Industry, 25 Stone. Tier III Military
+5 Order, +2 Army Max. Heavily Reinforced Fortress. Strong Garrison.
University: Beyond the squalor of the city, many rich families send their scions to this prestigious institution to study the mysteries of the world. | Minimum 70,000 Population. 30 Labor, 75 Wealth, 30 Industry, 10 Stone, 10 Metal, 20 Luxuries. Tier II Education
+3 Order, +2 Research, +5 Wealth, +3 Enchantment.

Constructions: These are sets of buildings or infrastructure developments, which are erected in your Regions in order to improve City or Settlements. Constructions are the key to the specialization and productivity of a Region, and unless otherwise noted may only be constructed once per Region.
Reinforced Stone Wall: 35 Labor, 25 Wealth, 15 Industry, 30 Stone. Careful constructions of fitted stone replace the ramshackle constructions which defend any settlement, warding valuable cities against assault.
Grand Wall: 50 Labor, 40 Wealth, 35 Industry, 70 Stone. An impressive wall set with low towers and thick parapets.
Imperial Wall: 90 Labor, 80 Wealth, 70 Industry, 100 Stone. A formidable construction, higher than many homes and set with frowning battlements. Requires Refined Construction and Emplaced Weapons.
Watchtowers: 30 Labor, 15 Wealth, 20 Industry. An improvement on the small posts which ward outlying settlements against infiltration, these stone sentries guard the common folk against raiders. Requires Tel Defenses.
Brightstone Beacon: 50 Labor, 40 Wealth, 35 Industry. 20 Stone, 15 Brightstone. A dangerous arcane tower which can project a burning light to defend the entrance to a harbor from hostile fleets. Requires Brightstone Channeling and Refined Construction.
Tower of Light: 70 Labor, 120 Wealth, 70 Industry, 40 Stone, 20 Brightstone. A smaller version of the Brightstone Beacon, but more intense and finely built, capable of inflicting dangerous casualties at long range (3x bowshot) to land-borne enemies. Requires Imperial Wall. Requires Brightstone Refining.

Supply Stash: 25 Labor, 25 Wealth, 15 Industry. A place where weapons and provisions are laid in hoard for the use of the military in times of need. +1 Army Supported. Requires Logistics.
Fortress: 40 Labor, 50 Wealth, 50 Industry, 50 Stone. In this fastness men marshal for war, and upon these walls the ambitions of our foes shall break. +2 Army supported. Requires Emplaced Weapons, Logistics. Four may be constructed per City.

Houses: 30 Labor, 25 Wealth, 25 Industry, 12 Stone, 8 Timber. Well-built homes a cut above the rest, reinforced against rain and cold. 2 Disorder from Population is ignored in this City.
Dense Housing: 40 Labor, 25 Wealth, 12 Industry, 12 Stone, 10 Timber. Closely built homes which house many in relative comfort, if not luxury. 25% of Disorder from Population is ignored in this Region. Requires Refined Construction.
Spire: 35 Labor, 35 Wealth, 15 Industry, 12 Stone, 5 Aetherium. An impractically tall tower, layers of dwellings built upon eachother held up by the impossible physics of refined Floatstone. 25% of Disorder from Population is ignored in this Region. 5 Disorder from Population is ignored in this City. Requires Refined Construction.

Paddy: 40 Labor, 12 Wealth. A series of intensive agricultural structures which rely on flooding for agriculture. Settlements produce +1 Food if built in River landscapes. Requires Paddy Agriculture.
Deep Quarry: 35 Labor. Down into the earth the cranes and delvers reach for buildable stone. +2 Stone from Settlements which produce Stone.
Pit Mine: 30 Labor, 12 Wealth, 10 Industry. Deep burrows full of flame and steam vomit forth valuable ores. +2 Ore from Settlements which produce Ore. Requires Fracture Mining.
Delving: 60 Labor, 25 Wealth, 25 Industry. Extensive shafts down into the stone bring forth yet more ore and lucre. +3 Ore, +3 Stone from Settlements which produce either. Requires Shaft Mining.
Deep Mine: 75 Labor, 25 Wealth, 30 Industry. Below even the deepest surface shafts these mines reach, down into the night where the wealth of the earth is hidden. +1 Stone, +1 Ore to Settlements which produce such. Allows Ore to be produced from Deep Ore Deposits. Requires Braced Mineshafts.

Drydock: 45 Labor, 30 Wealth, 25 Industry. A large quay devoted to the construction of fleets at speed and with ease. Allows the construction of a Fleet in this Region.
Harbormouth: 55 Labor, 40 Wealth, 25 Industry. Towers at the mouth of the harbor with reinforced chains to hold back foes who would attack a seaside city.
Shipwright's Guild: 30 Labor, 80 Wealth, 20 Industry. Men gather here with expertise and crafts to build even the more complicated vessels of the era. +2 Wealth.

Surgery: 50 Labor, 75 Wealth, 30 Industry, 15 Obsidian or 20 Metal. Sometimes ailments cannot be treated by medicine or care - to manipulate the inner matter of man is necessary to heal him. +5 Wealth. +2 Population Growth. Requires Apothecary, Obsidian Comprehension.
Apothecary: 25 Labor, 80 Wealth, 15 Industry. Clever scholars and sages mix cures for ailments here, which are hopefully of use to the masses. Decreased chance of plague. +1 Population Growth.
Garrison: 25 Labor, 20 Wealth, 10 Industry. A fortified redoubt where the higher people of a society exert their rule. This Region maintains an Army for free of the highest level of equipment which a Kingdom possesses. Requires Governance.
Forum: 30 Labor, 20 Wealth, 20 Industry. A place where the educated gather to debate and have their grievances aired. +1 Wealth per Settlement in this Region. +1 Order per 5,000 Freedmen in this City Requires Philosophy.
Stela: 40 Labor, 10 Wealth, 12 Industry. A set of legal statutes graven on an impressive stone monument for all to see. +2 Order every Year if Order is below 0. Requires Code of Laws.

Local Market: 10 Labor, 20 Wealth, 5 Industry. Where neighbors may barter for simple goods and finer things, men grow happy and wealthy. +1 Wealth. 2 Wealth may be exchanged for 2 Luxuries here every year.
Aerdepot: 25 Labor, 30 Wealth, 50 Industry, 8 Timber, 8 Aetherium. Men move goods here via the immense floating barges held aloft by Aetherium, a source of wealth for all. +8 Wealth, +1 Wealth from each Resource moved in or out of this Region per year. Requires Aetherium Refining.
Leyline Caravansary: 40 Labor, 65 Wealth, 60 Industry, 10 Enchantment, 13 Aetherium. From land to land the leyline races, bearing the wealth of nations. +1 Resource from Settlements which already produce a Resource. +1 Wealth, +1 Industry for every Leylinked Settlement. Requires existing Aerdepot, Rune of Levitation.

Spinning House: 20 Labor, 25 Wealth. Cloth is worth great amounts to many people. This City may process up to 5 Textiles-class Resources into Wealth or Luxuries at a 1:1 Ratio.
Bloomery: 22 Labor, 10 Wealth, 18 Industry. Not all men understand iron, but those who do will profit. 5 Ore may be converted into 10 Wealth or 5 Metal every year in this Region. Required to process Hematite.
Blast Furnace: 40 Labor, 35 Wealth, 40 Industry. This great chimney of super-heated air can support entire industries. 10 Ore may be converted into 30 Wealth or 10 Metal each year in this Region. Requires High Temperature Smelting and Refined Construction.
Eternity Forge: 75 Labor, 100 Wealth, 65 Industry, 5 Enchantment, 12 Firechar. The inexhaustible flame of the Eternity Forge allows for careful refining of ores and the creation of many useful products. 16 Ore may be converted at a ratio of Wealth III and 1 Industry or 2 Metal each per year. Requires Rune of the Pyre, High Temperature Smelting, Firechar Refining.
Workshop: 30 Labor, 30 Wealth, 25 Industry. With simple machines and an understanding of metal unmatched by many, clever shapes may be wrought in wood or stone or iron. This City may convert up to 10 Wealth into Industry at a 1:1.5 Ratio (rounded down). Requires Refined Smithing.

Arena: 75 Labor, 120 Wealth, 35 Industry. Battles, not necessarily to the death, keep soldiers sharp and people happy. +1 Starting Experience for Armies. +5 Wealth, +5 Order. Requires Arena Games.
Tavern: 25 Labor, 30 Wealth, 12 Industry. Men slake their thirsts after a hard day of labor here, and spin yarns to their fellows. -2 Food, +2 Order, +2 Wealth. Requires Brewing.

Cult Temple: 80 Labor, 50 Wealth, 25 Industry, 40 Stone. Grand are the gods we worship, so grand too must be their places of worship. The first 100,000 Peasants in this Region produce no Disorder. Requires Organized Religion.

Highroad: 125 Labor, 40 Wealth, 70 Industry, 50 Stone. Wide and well-engineered, highroads carry the commerce of nations. +2 Wealth, +1 Resource from Settlements in this Region. Allows transfer of 10 Resources from Region to Region in this Kingdom per year. Requires Highway Networks.
Central Granary: 75 Labor, 40 Wealth, 20 Industry, 40 Stone. Mass storages of foodstuffs safeguard a population against hard times and siege. +1 Food from Settlements which already produce Food. +2 Population Growth in City. Requires Central Granaries.
Shaduf: 20 Labor, 20 Wealth, 35 Industry. Irrigation is even more important when it can be moved far from rivers. +5 Food. All landscapes in this Region count as Riverlands for purposes of bonus Food.
Aqueducts: 40 Labor, 20 Wealth, 25 Industry, 25 Stone. Public health is aided by a ready source of clean water. +1 Population Growth in Settlements.
Simple Sewers: 50 Labor, 15 Wealth, 15 Industry. Public health is even more aided by not living in filth. +2 Population Growth in City. Requires Sewers, Urbanization.
Treadwheel Crane: 75 Labor, 110 Wealth, 40 Industry, 40 Timber. Maximizing the labor of our masses is important in a burgeoning city. +1 Labor from every 20,000 Population in City. Requires Refined Construction.

The State

Any kingdom, 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 as a tradeoff for benefits in others. 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 Order, 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. Note that higher Tier governments also gain the lower Tier benefits of their predecessors.

Tribal Despotism: The default state of an empire. Region gains 2 Order per year. Your Capitol City generates double yields.
Tribal Confederation: A superior form of tribal government, when many chiefs come together to decide the course for a growing people. Every Region gains 2 Order per year, plus one if it has an Army. Colonies are half price to construct and grow at the same speed regardless of distance. Cities generate one Disorder per year per Population over fifty thousand.
Tribal Consensus: A distributed system where all men have some input, but decisions can be delayed and muddled by many voices. The Kingdom gains one Labor per 50,000 Peasants, but Regions produce one Disorder from every ten thousand Population over one hundred thousand.
Republic: A system of representative government which gives power to the people, at the expense of centralization. Every Region gains two Order per year. Settlements grant one Order per year.
Merchant Republic: A republic focused on the wealth of men over individual rights. Cities produce 25% more Wealth. May construct Trade Posts [25 Labor, 20 Wealth, 10 Industry] which harvest 2 Resources within their Land, and may be built within 5 Lands of an existing Region. One Trade Post may be constructed per City in a Kingdom. Requires Republic.
Enlightened Republic: A republic focused on the communal good over individual flourishing. Freedmen generate 1 Order for every 15,000 Freedmen at the cost of 1 Wealth. 5 accumulated Order can be converted into 1 Luxury at each City once per year. Requires Republic.
Bacchanal Republic: A state nominally ruled by the consent of the masses, but dedicated to the luxury and excess of the elites which control the system. Once per year, a Freedmen may be upgraded to a Hedonist. Hedonists produce Population Wealth at triple the rate of Freedmen at the cost of 1 Order. Cities with at least one Hedonist gain 1 Research, but also produce 2 Disorder. Requires Merchant Republic.
Theocracy: Faith can be the foundation of a system of government built on divine revelations to the religious classes. Every Region gains one Order per year. Grand Temples produce three more Order. Armies gain one morale rank for free.
Celestial Monarchy: A divine monarchy based in ancestral traditions and the idea of a Mandate of Heaven. Every City gains one Order and two Wealth per year. Regions with no Disorder gain two more Order per year, but Disorder events are one tier more severe.
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. Walled Cities gain two more Order per year.
Celestial Hierarchy: Requires previous Celestial Empire. The Heavenly Emperor, lord of a dynasty chosen by the Mandate itself, acts as a link between the people and the divine. Cities with more than fifty thousand inhabitants gain +1 Population Growth every second Generation.
Oligarchy: All men have a voice in this system, but those who are richer speak more. Settlements that produce at least one Wealth produce one more, and Freedmen produce Industry at the same rate of Wealth. Regions that do not produce Wealth from Settlements produce two Disorder per year. Wonders produce one Order.
Hegemony: Requires previous Oligarchy. Great Houses rule the land, coordinating her activities and owing fealty to a Landsraad and the Emperor. Freedmen produce 1 Order for every ten thousand Freedmen. Peasants produce one Disorder per year for every ten thousand Peasants. Settlements gain one more Order per year.
Imperium: Requires previous Hegemony. A monolithic bureaucracy of labyrinthine allegiances to both Emperor and the Great Houses, ruling lands far and wide. Cities produce one Labor and one more Order. Freedmen produce 1 more Order for every ten thousand Freedmen.
Demarchy: Equality is the foremost right of any community - and the only truly unbiased force is that of randomness. Leaders are chosen randomly from pools of people every so often, creating a council of leadership to guide the nation. Cities gain +2 Order per year. Every 10,000 Freedmen grant +1 Order, but every 10,000 Peasants generates a Disorder.
Bureaucratic Demarchy: Requires previous Demarchy. A professionalized Demarchy, with appointed positions to balance equality with effectiveness. Each city may promote 1,000 Freedmen into Demarchs once per year. Demarchs produce +1 Order in exchange for 1 Food and 3 Wealth. A region may not have more than 1,000 Demarchs for every 50,000 total population, rounded up, and a city may not produce its first Demarchs until it reaches 25,000 total population.

Wanderlust: Exploration from a city that has no accumulated Disorder costs half as much.
Chattel Slavery: The reduction of a man to sweat and blood is brutal, but effective. Serviles produce one more labor per five thousand Serviles, but one more Disorder. Requires possession of Serviles.
Labyrinthine Bureaucracy: As the state undertakes great works, she mobilizes her administration toward this end. Gain a civic point from your first constructed wonder, and another civic point from every five additional wonders your empire possesses.
Gift Economy: Treasures exchanged from greater to lesser houses may be easily repaid with sweat, with no loss of honor to any man. One Wealth may be invested every year in any given Holding - if this Wealth is invested consistently, once every generation that Holding produces one Labor. Requires Tribal Despotism.
Adventure's Call: A careful coordination of the adventurous and desperate in society can yield bodies for the needs of the state. A free Militia Army with equipment and weapons two classes below your best equipment is always available for the defense of the capitol. It replenishes at the normal rate if damaged.
Manifest Destiny: The wild lands are ours, even if others called them home before. The Colonization cost of Lands where Ruins exist is reduced by 20%. It may be further reduced by 5% by each Population Growth invested in the Colonization by the sending Region, up to a maximum discount of 75%. Requires Tier II Government.
Patronage: Wealthy men sponsor those from their houses to advance socially. One (two) (three) Population may be educated at any City with 50,000+ Population per year. A Population being educated produces one Labor. Requires Oligarchy.
Artificer Patronage: The state and Great Houses employ in-house alchemists and artisans to unravel the mysteries of the world in febrile competition. Cities may produce one Research per year at the cost of 20 Labor and 20 Wealth. Requires Patronage, Imperium.
Brutal Subjugation: The destruction and coercion of the barbaric is necessary for an empire to flourish, her hierarchy unassailable. The destruction of neutral Settlements yields 50% more slaves and treasure. Requires Imperium.
Apprenticeships (II): The organization of artisans and craftsmen along lines of experience increases productivity and innovation, both for the state and the individual. Every five thousand (four thousand) Freedmen produce one 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. Settlements which produce a Resource produce one (two) more. Requires Oligarchy.
Artificer Guilds: Cohesive support networks and systems of apprenticeship free artisans to pursue innovation instead of mere financial gain. Every 5,000 Freedmen in a Region with both a Bloomery and Workshop produce an (two) Industry. Requires Guild Trades, Hegemony.
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. A Citizen may be educated in Settlements every five years. Requires Hegemony.
Forge-Fathers: Hierarchical structures value creation and industry, setting aside other pursuits to seek these outcomes. Cities which produce Industry produce 20% more Industry and Order. Grand Temples produce one less Order. Requires Hegemony.
Imperial Ambition: The wilds have many resources which could serve our great and expanding state, human and otherwise. Colonies develop twice as quick, and may capture a Servile every five years at the cost of three Development. Requires Hegemony.
Courier Networks: Fast horses and good roads bind together a kingdom. Annexation costs rise half as fast for each additional city. Requires Imperium.
Debt Serfdom: Crime must be paid for in sweat, for a time. Serviles may be designated as Debt Serfs. Debt Serfs produce no Discontent and one more Labor and Industry, but are promoted to Peasants after five years of activation. Requires Imperium.
Monumental Grandeur: The apex of Imperium is awe-inspiring architecture which proclaims our superiority to the world. Wonders produce 1 more Order. +1 Wonder Cap from Fortresses. Requires Imperium.
Merchant Guilds: Coin and influence moves the world, and enterprising merchants peddle both. +1 Wealth per 5 Wealth produced in a City. Requires Imperium, Guild Trades.
Imperial Supremacy: Centralizing the power of a state is wise, and power comes from hierarchy when properly administrated. The Capitol City gains +10% Yields and +1 Research for every City in the kingdom. Requires Imperium, Imperial Ambition.
Innovative Magi: Arcane power is just another type of power, and the emperor is ruthless in his pursuit of power. Those who succeed in bringing him mastery of this power will be rewarded. +1 Research from Universities when research Arcane Innovations. Requires Imperium.
Sacred Crafts: Worship to the gods via the work of hands is not only encouraged, it is mandated. Cult Temples produce +2 Wealth and +1 Order. Requires Theocracy.
Warriors of Faith: All of the pious must ever stand ready to defend the truth from evildoers. Armies are one Wealth and one Industry cheaper to raise if a Cult Temple exists in this Region. Requires Theocracy.
Temple Schools: Science and religion need not be in conflict. If a Cult Temple has 20 Labor, 30 Wealth, and 15 Industry added to its construction cost, it may generate 1 Research per year. Requires Theocracy.
Citizen-Scholars: As society grows more content, time is set aside for the leisure of the gentleman and lady to pursue intellectual merit. Cities generate one Research per year if Order is positive. This Research consumes 2 Order and 5 Wealth. Requires Republic.
Civic Integration: Even unskilled men should be included in the sinews of the state. Peasants in Regions with 50,000+ Population may produce one Order per year in exchange for 9 Wealth. Requires Republic.
Republican Tolerance: A multiplicity of views can be wise, where all men speak their mind. Disorder maluses reduced by one tier. Requires Republic.
Stratified Rights: All men are free, but some men are freer than others. Their rights must be earned through hard labor. Once per year, a kingdom may covert a Peasant into a Servile at the cost of 3 Disorder and 7 Wealth. Requires Republic.
Civic Patronage: Wealth and prosperity lead, in time, to grand progresses of the empire which demonstrate the largesse of the merchants who fund them. For 270 Wealth and 70 Industry a Region may increase its Wonder Cap by 1 once. Requires Merchant Republic.
National Corvee: Working for the state is a loathed but necessary duty. Peasants may be designated to produce one Labor, at the cost of 2 Disorder and 5 Wealth. Requires Enlightened Republic.
Public Education: An educated state requires educated voters, or it will fall into ruin. During Population Growth one Peasant may be promoted to a Freedmen for every University in the kingdom. Universities produce no Order.
Divine Contract: Men and Heaven are not separate - in the body of a ruler, the favor the Divine may be sought. One Population Growth gained in the Capitol for every 100,000 population that share your religion. +1 Order, +1 Arcane Research for every 200,000 of the same. Requires Celestial Monarchy.
Divine Leadership: In times of danger, great men stand forward to defend the sacrosanct. Once per era, if an army is completely destroyed in battle, an army of volunteers is raised to defend the Celestial Empire for free composing one in every ten populations in the empire, led by an AI-controlled Great General. Requires Celestial Empire.
Conscripts (II): Cities with (without) a Garrison receive a free defensive Army unequipped with weapons or armor. They may be equipped at the owner's discretion. This Army, if destroyed, will be raised again in two generations. Requires Celestial Empire.
Imperial Census: Cities with more than 50,000 Population which have a Bureaucrat gain 1,000 Peasants during Population Growth. Requires Imperial Examination, Celestial Monarchy.
Imperial Examination: Allows the promotion of one Peasant to a Bureaucrat in the Capitol once every five years. Bureaucrats are Freedmen who generate a bonus of one Order per five thousand Bureaucrats. Requires Celestial Monarchy
Powers of the Myriads: +1 Population Growth in all Regions. Freedmen lacking Luxuries produce double Disorder. 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 (12) years, but may be sped up if the assimilating state opens their Archives to the other civilization to only 10 (8) turns. Positive relations are required for this process to be successful. Requires Celestial Monarchy.
Stalwart Defense: +1 Order from Fortresses. Garrisons cost 50% more to construct. Requires Celestial Empire.
Glory of Nations: Barbarians of the wilderness, overawed by our might, pledge fealty to the Celestial Throne. If an empire has more military strength than all her neighboring encampments, she may peaceably assimilate one of those encampments every fifteen years. Requires Celestial Empire.
Civic Duty: All men, if they are righteous, work for the good of the state. Positive Order may be exchanged for Labor at a 5:1 ratio, up to once per 10,000 Freedmen in a city. Requires Celestial Hierarchy.
Ten Thousand Years: Glory and power beget glory and power. Positive Order may be consumed to be invested as Gold Age Progress. A Golden Age costs 2 Progress per Freedmen to begin, increasing by 1 Progress per Freedmen for each additional Age. A Golden Age lasts for ten years; during that time the output of Research, Wealth, and Population Growth is doubled. Requires Tier III Government.
Battle Fervor: Once every five years may elect to boost the Morale of an army by two ranks. Requires Theocracy.
Freedom's Sprawl: Once per generation, you may choose to sacrifice units of Population Growth in exchange for a discount on the next Land tile acquired by each region. You receive a cumulative discount of 10% per unit of Population Growth, up to a maximum of 80%. This discount is on a per-region basis. Requires Bureaucratic Demarchy.
Horizon Seekers: Your capitol may dispatch a second expedition once per generation at 150% cost. Requires Bureaucratic Demarchy.

Foreign Affairs

By and large, diplomacy is the affair of the kings and rulers of other empires. Trust them as far as you trust their word, or as little. At the end of the day, nothing will compel allies to march to your defense, or enemies to respect peace, save their own hearts and minds.

The second language of diplomacy is force. Force in the era of the Age of Darkness is wielded by Armies - impressive forces tens of thousands strong who march beneath the banner of an empire, defending her lands or making her enemies kneel. Numbers along can win many battles, but equipment, training, and specialized abilities can turn the tide of a battle, or even a war. Armies may be recruited at any City with at least fifty thousand inhabitants for a cost of fifteen Wealth and fifteen Industry, as well as ten thousand Population of any type. Every Army consumes five Food, five Wealth, and one Industry to support.
Iron Armor: 12 Wealth, 10 Industry, 5 Iron: +40% Defense
Iron Weapons: 15 Wealth, 5 Industry, 3 Iron: +40% Attack
Shade Armor: 14 Wealth, 6 Industry, 5 Nightmetal, Arcane Smithing, Nightmetal Comprehension: +40% Defense, +50% Defense against Ranged at Night
Bronze Armor: 7 Wealth, 3 Industry, 5 Bronze: +45% Defense
Bronze Weapons: 10 Wealth, 5 Industry, 3 Bronze: +40% Attack
Forged Iron Armor: 12 Wealth, 6 Industry, 6 Iron, Advanced Smithing: +55% Defense
Forged Iron Weapons: 16 Wealth, 5 Industry, 4 Iron, Advanced Smithing: +55% Attack
Steel Armor: 8 Wealth, 8 Industry, 5 Steel: +65% Defense, +10% Toughness
Steel Weapons: 5 Wealth, 10 Industry, 5 Steel: +70% Attack
Mithril Armor: 16 Wealth, 9 Industry, 5 Starmetal, Advanced Smithing, Starmetal Comprehension: +75% Defense
Mithril Weapons: 21 Wealth, 11 Industry, 4 Starmetal, Advanced Smithing, Starmetal Comprehension: +65% Attack, +10% Armor-Piercing

Composite Bows: 5 Wealth, 3 Industry, Composite Bows: +50% Ranged Attack
Singing Bows: 8 Wealth, 5 Industry, 4 Skystone, Composite Bows: +100% Ranged Attack, +1 Range
Crossbows: 12 Wealth, 10 Industry, 3 Iron or Bronze, Complex Machinery: +100% Ranged Attack, 20% Armor Piercing
Arbalest: 20 Wealth, 14 Industry, 3 Steel, 2 Timber, Steel Mechanisms: +150% Ranged Attack, 40% Armor Piercing, +1 Range

Siege Ladders: 3 Wealth, 5 Industry
Battering Ram: 5 Labor, 14 Wealth, 8 Industry, 12 Timber, Siege Tactics
Mantlets: 8 Wealth, 8 Industry, 5 Cloth, Siege Tactics - Provide cover for 2000 Soldiers
Siege Tower: 14 Wealth, 5 Industry, 12 Timber, 5 Cloth, Siege Engines - Provides direct access to a wall up to Grand and cover for 2000 Soldiers
Reinforced Siege Tower: 40 Wealth, 14 Industry, 25 Timber, 5 Cloth, Heavy Siege Engines - Provides direct access to a wall up to Imperial and cover for 5000 Soldiers. 50% Resistance to Siege Engines.
Catapults: 12 Wealth, 15 Industry, 25 Timber, Siege Tactics - Capable of damaging walls over time - Built in units of 10
Trebuchet: 25 Wealth, 25 Industry, 25 Timber, 5 Metal, Heavy Siege Engines - Triple damage to fortifications versus Catapult Battery
Ballistae: 16 Wealth, 14 Industry, 12 Timber, 5 Iron or Bronze, Siege Engines - Impressive anti-personnel weapons, good for picking men off of walls or devastating field formations - Built in units of 10

Mounts: 16 Wealth, 3 Industry: +4 Regions Deployment Range, -20% Charge Bonus. -Wealth Recruitment cost per Food produced in Region via Settlements

Skiffs: 5 Wealth, 10 Industry, 10 Timber, 3 Years, Clinker Shipmaking [10000]: 100 Hull. +25% Speed, +50% Stealth
Galleys: 5 Wealth, 5 Industry, 5 Timber, 3 Years: [20000] 100 Hull.
Biremes: 8 Wealth, 10 Industry, 15 Timber, Shipmaking, 3 Years: 150 Hull, +50% Ramming [30000]
Triremes: 15 Wealth, 15 Industry, 25 Timber, Refined Shipmaking, 6 Years: 250 Hull, +50% Ramming [30000]
Quadriremes: 25 Wealth, 16 Industry, 40 Timber, Reinforced Hulls, 8 Years: 400 Hull, +100% Ramming [50000]
Longships: 15 Wealth, 20 Industry, 15 Timber, 5 Years, Strakes [20000]: 200 Hull. +25% Speed, Deep Water Sailing.
Aership: 50 Wealth, 25 Industry, 25 Silverwood, 20 Aetherium, Reinforced Hulls, Repulsive Alignment, 8 Years: 400 Hull, +300% Range, Low-Flying [50000]

Sky-Citadel: 120 Wealth, 100 Industry, 50 Starmetal, 75 Aetherium, 16 Years. 5000 Hull Strength. High-Flying [200000], carries up to 8 Batteries.

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.
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

Colonization rests in Exploration, which may be started by any Settlement which possesses a City with more than 50,000 Population at a cost of 10 Food and 30 Wealth once per five years. Results will be available within the year. Once a viable region has Explored, brave frontiersmen may be sent to the fringes of an empire to construct a Colony there, which will be converted into a Hamlet once the region is fully colonized. Colonization costs 100 + (200 x the amount of Cities a Kingdom controls) Wealth and takes by default ten years, though the pace is slowed for every region away from the sending settlement the new Colony is located. A region adjacent will take ten years, one a region distant twenty years, two regions away thirty years, and so on. Colonization development times are not increased by sea regions of distance if the nearest city possesses a Drydock or is on the coast and has 100,000 Population. Lands may be claimed immediately adjacent to a developing Colony for the Colonization Cost, provided they are within one tile of that city center. This cost is halved once the Colony has developed into a City. If a Region wishes to transfer a tile to a different Region it may do so at the fee of 10% of the current Colonization Cost for that Region, provided both Regions are allowed to possess that tile.

Once your civilization has mastered the Espionage technology, you may take covert actions against your enemies, or even allies who are becoming too powerful. These actions are hidden by their nature, and should be telegrammed privately to the OP for resolution. They may cost Enchantment, Culture, or Wealth, and could take any number of years. Beware those who send agents against you!
Last edited by G-Tech Corporation on Thu Sep 08, 2022 2:31 pm, edited 39 times in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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

Postby G-Tech Corporation » Fri Jul 15, 2022 5:02 pm


Technology, the sophisticated ideas of men and women and their implementations, are what separates your royal kingdom from the savage tribes beyond her borders. Through technology your people forge iron, raise high walls, explore the arts, map the stars, bring forth the harvest, and more besides. Her acquisition is difficult, but almost always worthwhile, and a technological advantage over rivals can be decisive indeed. Technology can always be studied from neighboring empires, including technologies for which you lack the pre-requisites, spending Research to study technologies at the 3/4ths the normal cost, but this expense is doubled if a Kingdom closes their Archives.
Agents (Intelligence): Spy Networks both foreign and domestic cost one Wealth per year to support, drawn from the capitol. Infiltration rises half as fast again, and Tier II Operations may be undertaken. Requires Cohesive Networks. 20 Research.
Agriculture (Intensive): Simple Sewers add +1 Food to Settlements that already produce 1 Food. 20 Research.
Architecture (Monumental): Wonders may be upgraded for their same cost again, or receive two minor upgrades for the same cost. Requires Refined Construction. 40 Research.
Breeding (Selective): Ten years after researching Selective Breeding, all mounts gain +10% attack and +10 charge. Requires Saddle. 30 Research.
Brewing: Allows the construction of the Tavern. 10 Research.
Chimneys (Stacked): Allows the construction of an additional Industry-type Settlement in each Land in a Region even if all Settlements have already been utilized. Requires High Temperature Smelting and Urbanization. 80 Research.
Clearance (Land): The Settlement Limit of a Land may be increased once by +1 at the cost of 25 Labor and 15 Industry. Requires Labor Coordination, Refined Construction. 50 Research.
Construction (Refined): Allows the construction of Wonders outside of the capitol (limit one per City). 20 Research
Coordination (Labor): Constructions gain 1 free Labor when being built for every Settlement in that Region which would benefit from their construction. 10 Research.
Coordination (Military): Allows Night Attacks, and gives Armies a 10% bonus Ambush chance. Requires Military Professionalism or Stratocracy. 20 Research.
Corps (Diplomatic): Negotiations with Outlanders have a higher base success chance and accrue progress. Requires Outlander Emissaries, Tier III Government. 60 Research.
Corps (Frontier): The Population Requirement for Exploration is waived in your Capitol City. 10 Research.
Defenses (Colonial): Colonies are counted as possessing a Garrison and Refined Stone Wall. Requires Tel Defenses. 50 Research.
Defenses (Tel): Unlocks the Watchtower. Reduces Labor Cost of Defense Constructions by 5. Defense Constructions may be directly upgraded into eachother. Requires Governance, Refined Construction. 30 Research.
Emissaries (Outlander): Better negotiation chances with neutral factions. Neutral faction settlements revealed within one region of existing settlements. Requires Early Empire. 20 Research.
Empire (Early): +1 Wealth from Cities. -1 Conquest Penalty in all Settlements per year. +1 Civic Point. 10 Research
Empiricism: +1 Research from your first two non-Capitol Cities. Allows construction of the Hermitage. 30 Research. Requires Abstract Mathematics.
Encryption: Base time required to study Technologies from an empire with Encryption doubled. 30 Research.
Governance: Unlocks Garrison. +1 Civic Point. 10 Research.
Granaries (Central): Necessary for the Central Granary. Requires the Living State, Refined Construction. 50 Research.
Hegemony (Diplomatic): Non-Empire settlements which are not hostile and have a positive relationship with an empire may be offered vassalage. Vassalage, if accepted, gives the Empire a tribute every turn of five Wealth to their capitol, and may be progressed to integration after twenty turns. Failure to defend or maintain a positive relationship with a vassal may result in termination of the arrangement. Requires Early Empire. 30 Research.
Herding (Companion): +1 Wealth from Agricultural-type Settlements. Requires Wolf Domestication. 20 Research.
Hoardings: Walls above the Reinforced Stone Wall gain an additional 25% Defense Bonus against ranged attacks. Requires Siege Engines. 50 Research.
Hulls (Reinforced): Unlocks Quadriremes Fleet. Requires Refined Shipbuilding. 30 Research.
Idealism (Imperial): +1 Civic Point. Unlocks Tier III Governments, which requires 6 adopted Civics. Requires Urbanization, Military Professionalism, and Early Empire. 100 Research.
Industry (Alchemical): +1 Output from Constructions which process Arcane Materials. Requires Scientific Method, Scholasticism. 50 Research.
Knowledge (Local): A Resource may be exchanged for Research toward the Comprehension of that Resource at a 1:1 Ratio, up to 50% of the required Comprehension Technology. 10 Research
Law (Common): +1 Civic Point. +1 Order from Settlements with at least 10,000 Peasants. Requires the Living State. 50 Research.
Logistics: Unlocks Supply Stash Construction. Requires Military Professionalism, Military Coordination
Machinery (Complex): Unlocks Crossbows. +2 flat Labor bonus from Treadwheel Cranes. Requires Simple Machinery and Labor Coordination. 30 Research.
Machinery (Light): Allows Squadrons (including Aerships) to mount Ballistae and Catapults if the Siege Equipment is built for them. +2 flat Labor bonus from Treadwheel Cranes. Requires Complex Machinery and High Temperature Smelting. 80 Research.
Machinery (Simple): Unlocks the Treadwheel Crane. 20 Research.
Mathematics (Abstract): +2 Research from Capitol City. Requires Scientific Method. 20 Research.
Mechanisms (Steel): Allows Arbalests. Requires Light Machinery and Trace Steelmaking or Corundum Comprehension. 120 Research.
Method (Scientific): +1 Research from Capitol City. 10 Research.
Mineshafts (Braced): Unlocks the Deep Mine. Marginally enhances Prospecting results. Requires Shaft Mining and Prospecting. 50 Research.
Mining (Fracture): Unlocks the Pit Mine. 10 Research.
Netting (Offshore): Adds +1 Food and +1 Maritime Resource to Settlements in Coastal Lands. 20 Research.
Networks (Cohesive): Spy Networks advance in rank more quickly, and gain expertise from successful operations or counterespionage. 10 Research.
Networks (Highway): Unlocks the Highroad Construction. +1 Wealth every City. Requires Trade Networks, Logistics. 30 Research.
Networks (Trade): Market-type Cities gain +1 Wealth and may transfer 2 more Resources between Regions every year. 10 Research.
Paper: One bonus Research is added every year when copying technology from a Kingdom with closed Archives. 10 Research.
Patrols: Armies executing the Patrol action have their efficacy doubled. Requires Military Professionalism. 20 Research.
Processing (Outskirts): Settlements produce +1 Resource if they already produce a Resource. This Resource is produced refined, if it can be. Requires Prospecting, Urbanization. 50 Research.
Professionalism (Military): Allows Armies to be upgraded at the cost of 5 Train actions. Damaged Armies may be replenished at a rate of up to 2500 Soldiers per year in an owned settlement, but lose one Rank per replenish action. 10 Research.
Prospecting: Regions with at least one Mining-type Settlement may prospect for additional mineral resources once per year at the cost of 25 Wealth and 5 Disorder. 20 Research.
Privilege (Feudal): Allows the recruiting of one Army per City per generation at no population cost but 3x other prices. Requires Retinues, Civil Service. 80 Research.
Refining (Aetherium): Allows the construction of the Aerdepot. +2 Wealth from Market-type Cities. Requires Floatstone Refining. 30 Research.
Religion (Organized): Allows the construction of the Cult Temple. 10 Research.
Retinues: 1 Army may be trained per Generation at no Population cost in the Capitol. Requires Governance, Logistics. 40 Research.
Rites (Universal): +1 Order from the Cult Temple. Populations influenced by your Culture will convert to your Religion at a rate of one Population per year per empire. Requires Organized Religion. 20 Research.
Saddle: Armies with mounts have their charge malus replaced by a 50% charge bonus on open terrain. 20 Research.
Scholasticism: Regions may convert Training into Promotions at the standard rate when otherwise not occupied Training, up to one stored Promotion per Region. Requires Paper, Standardized Texts. 50 Research.
Scutching: +1 Flax production in Resource-type Settlements. Requires Flax Domestication. 30 Research.
Seed-Drill: Aqueducts grant +1 Population Growth additionally, and give +1 Food to Agriculture-type Districts. 60 Research.
Sericulture: Settlements which produce Timber may convert one of their Timber production to Silk production. Only one Settlement may choose to change their production every two years. Requires Silk Comprehension. 30 Research.
Service (Civil): Cities with at least 50,000 Population may raise one more Army per year. Requires Military Coordination. 40 Research.
Shearing: Agricultural-type Settlements add +1 Wool to their resource output. 20 Research.
Siege Engines (Heavy): Allows the fabrication of the Reinforced Siege Tower and the Trebuchet. Requires Siege Engines, Refined Smithing, Light Machinery. 120 Research.
Smelting (High Temperature): Allows the creation of the Blast Furnace. Requires Refined Smithing. 20 Research.
Smithing (Arcane): Allows the manipulation of eldritch metal-bearing minerals. Requires Refined Smithing. 40 Research.
Smithing (Refined): Decreases the Wealth cost of Military Equipment that requires Metal by one. 10 Research.
State (The Living): 1 Civic Point. Unlocks Tier II Governments. 20 Research.
Steelmaking (Trace): Charcoal may be substituted for Corundum in the forging of Steel. Requires High Temperature Smelting. 40 Research.
Stirrups: Armies with Mounts gain an additional 50% charge bonus and may conduct mounted archery. Requires Saddle. 20 Research.
Strakes: Unlocks the construction of the Longship Squadron and the Shipwright's Guild. 50 Research.
Tailoring: +1 Wealth from Spinning House. Requires Shearing. 40 Research.
Texts (Standardized): One additional Peasants may be educated into a Freedmen every five years in all Regions. 20 Research.
Threshing: Cities produce +1 Food for every Agriculture-type Settlement in their Region. 20 Research.
Trapping (Creature): Allows the harvesting of Animal Resources from regions which aren't occupied, or from Animal Resources which aren't Domesticated. 10 Research.
Trapping (Dangerous Creature): Extends trapping to animals which are predators and otherwise hazardous; enables the Domestication of this type of creature. Requires Creature Trapping. 20 Research.
Trapping (Exotic): Extends trapping to animals with mystical qualities; enables Domestication of the same. Requires Dangerous Creature Trapping. 40 Research.
Urbanization: +2 Maximum Settlements in the Land where a City is located in a Region. Neither of these Settlements may be Resource or Agrarian type Settlements. 20 Research.
Wheel (Spoked): +1 Wealth from Market Cities. +1 Resource from Resource Settlements. 20 Research.

Natural Resources

All Natural Resources must be independently researched to be useful in their own right, but can gift great boons to your civilization in either trade or raw power. Note that many Bonus Resources can be classified as Domestic Crops, and give a flat bonus to settlements of a civilization once domesticated. Activation bonuses for Natural Resources rely on comprehension of that Resource. Unless otherwise noted, Comprehension costs 50 Research.
Basic Resources provide their perk without needing Comprehension.
Deer/Game: +1 Food to Agricultural Settlements or Forestry Settlements.
Fish Shoals: +5 Food to this City if Coastal.
Silverfish: +1 Food to Coastal or Riparian Agricultural Settlements.
Tubers: +2 Food to the City in this Region.

Alpacas: +1 Wealth in Agricultural Settlements
Citrine: +1 Wealth to Mining Settlements where extractable. Market Cities may convert Citrines into 2 Wealth each.
Cotton/Wool/Flax: Textiles. Usable in Spinning House.
Direwolves: +1 Wealth Bonus to Companion Herding. +100% Damage to War-Dogs.
Firechar: Cities or Settlements or Constructions may consume Firechar to operate. An investment of 5 Firechar per Tier of Edifice increases future output by 50%.
-Firechar Refining: Allows construction of the Eternity Forge. Requires High Temperature Smelting, Firechar Comprehension, Rune of the Pyre. 150 Research.
Fireclay: +1 Wealth Bonus from Resource-type Settlements. Fireclay may be processed at Market Cities at a 3:1 Ratio into Luxuries.
Galena: +1 Silver from every 2 Mining Settlements. Simple Sewers or Aqueducts constructed with 12 Lead are half cost in other Resources.
Granite: +1 Stone in Mining Settlements. Defenses constructed with 12 Granite are 25% Stronger.
Great Wolves: Function as Mounts with +100% Charge Bonus and individual strong melee attacks, but tire quickly. Requires Dangerous Animal Trapping. 80 Research.
Marble: +1 Order in Mining Settlements. Garrisons may be upgraded with 25 Marble to Palaces, generating +2 Order.
Quartz: +1 Wealth +1 Luxury in Mining Settlements.
Redwoods: +50% Timber, +1 Wealth from Forestry Settlements
Tanzanite: +1 Wealth, +1 Research from Mining Settlements

Amethyst: +1 Population Growth, +10 Wealth upon consumption. Only one may be consumed per City per generation.
Diamonds: -3 Disorder upon consumption. Only one may be consumed per City per generation.
Emeralds: +1 Research, +1 Order from Education Settlements for 5 Years upon consumption. Consumption requires 5 Emeralds per Education Settlement.
Geodes: +2 Random (Gem) Resource, +2 Wealth upon consumption.
Gold: +2 Wealth from Market Cities for five years. +1 Order upon consumption.
Jade: +1 Order from City for five years. +1 Research upon consumption.
Pearl: +3 Wealth in Coastal Cities for five years. +5 Luxuries upon consumption.
Ruby: Upon consumption - 20% of Casualties are Wounded instead Slain in military engagement in regions with mapped powerpoints this year. +1 Population Growth in a Region with a Ruby Deposit
Shimmerstone: +1 Enchantment from Settlements which already produce Enchantment for five years. +2 Enchantment upon consumption.
Silk: +1 Order from City for five years. +5 Luxuries upon consumption.
Silver: +1 Wealth from Market Cities for five years. +1 Order per Cult Temple upon consumption.

Brightstone: +1 Mineral Output from Mining Settlements
Brightstone Refining: Unlocks Tower of Light, requires Brightstone Comprehension, Brightstone Channeling. 150 Research.
Camels: Mount, -1 Morale to Enemy Armies with Mounts
Cinnabar: Allows the addition of the Fiery Modifier to armor and weapons [Fiery: +10% Armor-Piercing and Flaming Attacks, or +10% Armor] for half cost in Metal in Cinnabar.
Citrine: 1 Citrine may be substituted for 1 Enchantment in the School of Sol
Corundum: Component of Steel. Steel is created at a Blast Furnace from 3 Iron Ore and 1 Corundum Ore, or 3 Iron Metal and 1 Corundum Metal.
Dun Fliers: -2 Disorder in every non-capitol City every turn. Watchtowers provide an additional 25% chance of detecting raids.
Floatstone: +5 Wealth from Market Cities, +1 Resource from Resource Settlements.
-Floatstone Quarrying: +1 Floatstone Harvested by Mining Settlements and Deep Quarries. 120 Research.
Hematite: Can be used for Iron (Metal) fabrication with the use of a Bloomery.
Horses: Mount
King's Ore: Allows the addition of the Regal Modifier to Armor [Regal: +10% Armor, -50% First Round Casualties] for 2 King's Ore.
Lightning Stone: Natural Teslanite. May be substituted for Teslanite in recipes.
Malachite: Required for the creation of Copper from Malachite.
Medicinal Herbs: -50% Chance of Plague (event).
Meteoric Iron: Can be used for Iron (Metal) fabrication without the use of a Bloomery.
Mirovere: A refined form of Sundrop Flowers, requiring both Sundrop Distillation and Brewing. Created at a rate of one unit per Settlement per year if that Settlement has a Tavern and local Sundrop Flowers. If 5 Mirovere are provided to an Army upon its creation, that Army permanently operates with a bonus Morale Level. 120 Research.
Nightmetal: Required for Shade Armor
Obsidian: Unlocks the Surgery. 10% Base Casualty recovered rate.
Skystone: Allows the creation of Singing Bows.
-Skystone Munitions: When added 2 Skystone is added as a fabrication cost to Ballistae or Catapults, their Splash Damage and Strength is amplified by 200%. Requires Skystone Comprehension, Rune of Activation, Runic Linguistics. 150 Research.
Silverleaf Oaks: May be substituted for Timber in Naval Squadrons, granting them +100% Hull Strength.
Starmetal: Required for Mithril Armor and Weapons
-Starmetal Armoring: Mithril Armor gains +10% Defense and +5% Toughness. Requires Alchemical Industry, High Temperature Smelting. 80 Research.
Sundrop: Consumed by Armies (1 x Experience), gifts +3 Campaign Range and a bonus Morale Level for a year.
Unicorns: Mount, +25% Charge Bonus
White Death: 10 White Death may be added as a fabrication cost to any Weapons. If it is added, an enemy army engaged by an army bearing these weapons will suffer an additional 20% casualties after a combat is concluded.
Wyrdstone: Allows access to Unmaking. Unmaking consumes a base of 10 Enchantment and 10 Wyrdstone (increased by 2x for every attempted Unmaking) and adds a random modifier to a plant or animal species.

Population Growth

Over time, any given group of human families and denizens will expand, second sons starting their own lineages, kindreds intermarrying and producing heirs. This is no different in the Age of Darkness. For ease of use, a 'generation' will occur every five years, during which the populations of all Holdings will expand by their Population Growth statistic. By default this is only 1,000 Peasants for Settlements and 1,000 Freedmen for Cities, but there are many ways to boost this. Note that Minimum Population requirements are calculated on a per-Holding basis, not across an entire Region. The judicious resettlement of useless eaters from one Holding to another can delineate a wise kingdom from an apathetic one.

Arcana and Magic: Arcane Might

Arcane forces are difficult to define, but categorically refer to 'non-standard' - that is, not related to the fundamental forces - sources of strength for a society. They are commonly exerted via the efforts of your educated Freedmen, not mere Peasants, but this is far from universal. Some societies may have no sources of magic, some many. Enchantment, for the purposes of this guide, refers to a quantity produced by Populations capable of using magic.

Source refers to the part of the physical world or energy locus from which a School of Arcana derives her power. Exertion is how that magic is controlled and implemented by mages. The Channel is more nebulous, but generally refers to what type of impact a School of Arcana has on the physical world. It is not impossible for Schools to effect Channels outside of their base, but these Arcana are typically significantly less powerful than they would be otherwise, and require significant investment of learning and study to achieve. By default researching a new School costs 100 Research, increased by 50% for every School already learned.

The School of Runecrafting

Source: Material Toughness
Exertion: Engraving
Channel: Integrity

Prismatic Intelligence: 5 Gemstones, 10 Stone, and 10 Enchantment may be added to an Iron Golem to reduce their Enchantment upkeep by 1 and allow them to generate 1 more Order and 1 more Industry. Requires Runic Amplification Theory, Geomantic Runes. 80 Research.
Rune of Activation: Cast on Ranged Weapons, imbues their projectiles with an explosive effect gifting +100% damage. | 2 Skystone, 4 Stone, 4 Enchantment | 20 Research
Rune of Preservation: Cast upon a City, +50% Food Output | 6 Stone, 2 Enchantment | 20 Research
Rune of Fire: Cast upon a Forge Holding, +2 Ore Smelted Capacity | 10 Stone, 4 Enchantment | 20 Research
Rune of the Pyre: Allows Forge-Pyre (Construction) | Complex Rune. Requires Rune of Fire. | 50 Research
[Forge-Pyre | 25 Labor, 50 Stone, 25 Wealth, 25 Industry | 2 Ore may be converted to 6 Industry at Forge Holdings in this Region. -1 Industry Cost for Military Equipment]
Rune of Health: Allows Runic Obelisk of Health (Construction) | 20 Research
[Runic Obelisk of Health | 25 Labor, 40 Stone, 30 Wealth, 5 Enchantment | +1 Population Growth.]
Rune of Hearth: Cast upon City, provides +1 Order per Housing-type Construction | 12 Stone, 6 Enchantment | 20 Research
Rune of Growth: Cast upon an Agricultural Holding. Provides +2 Food. | 5 Stone, 2 Enchantment | 20 Research
Rune of Levitation: Tier III Rune. Unlocks Leyline Caravan Construction. | 60 Research
Rune of Siphoning: Cast on a Defense, adds 50% chance to negate a random enchantment borne by a foreign army assaulting that Defense during a battle. 12 Stone, 3 Enchantment. | 20 Research
Rune of Warding: Complex Rune. Cast on Army, decreases casualties by 50% in the first round of melee combat. 10 Stone, 4 Enchantment | 40 Research
Rune of the Wild: Complex Rune. Cast upon Region, allows the transplanting of Tree-class Natural Resources. Cast upon Forestry Holding, +1 Food, +1 Forest Resource. | 12 Stone, 2 Fuel, 4 Enchantment | 40 Research
Rune of Secrecy: Complex Rune. Kingdoms without the Rune of Secrecy must spend 10 more base Research to copy Technologies if Archives are closed | 40 Research

Intensified Flames: The Forge-Pyre may be augmented with 10 Firechar to provide +1 Industry to Forge Holdings. Requires Rune of the Pyre | 80 Research
Rune Linkages: Allows Complex Runes, Tier II Runecasting | 40 Research
Runic Amplification Theory: Allows Advanced Runes, Tier III Runecasting - Alternate Sources available | 80 Research
Runic Linguistics: Allows Master Runes, Tier IV Runecasting - -25% Runic Enchantment Cost - Alternate Channels available. Requires Runic Amplification Theory, two Advanced Runes researched | 200 Research
Runic Routines: Freedmen generate 1 Runic Enchantment at the same rate as normal Enchantment. Requires Runic Linguistics, Runeforging | 150 Research
Copper Runecasting: Substitute Copper for Stone in Runes at a 1:3 Ratio, rounded up | 20 Research
Iron Runecasting: Substitute Iron for Stone in Runes at a 1:5 Ratio, rounded up | 50 Research
Rune Channeling: Amplify Rune Effect by 50% for x2 Enchantment Cost | 40 Research
Geomantic Runes: Runic Enchantment may be substituted for Geomantic Enchantment | 80 Research
Runes of Slaughter: Runic Enchantment may be substituted for Blood Ritual Enchantment | 80 Research
Runeforging: Industry may be substituted for Runic Enchantment | 100 Research

The School of Electromancy

Source: Environmental Electricity
Exertion: Ritual
Channel: Electricity Access

Tesla Forging: Allows creation of Teslanite Weapons (8 Wealth, 3 Industry, 3 Teslanite) - Iron equivalent | 40 Research
Lightning Loop: Utilizing an Enhanced Electromantic Forge to cast Electromantic Attunement only consumes 2 Charge. | 80 Research
Teslanite Biomechanisms: Allows the enhancement of Armies with Teslanite Biomechanisms (15 Wealth, 8 Industry, 2 Charge, 10 Enchantment, 5 Teslanite). These enhancements give such Armies a 20% Attack Bonus when wielding Teslanite Weapons or Coilbows. | 50 Research

Area Electromancy: Allows the construction of the Pillar of the Sky (Construction). Requires Charge Intensification. | 40 Research
[Pillar of the Sky | 25 Labor, 15 Teslanite, 25 Wealth, 15 Industry, 10 Enchantment | After consuming 2 Charge, either increases Population Growth by 1 (once per Generation) or gives +1 Wealth to every Holding in this Region for the next Generation]
Charge Containment: Allows the fabrication of Sky-Cells at the Electromantic Forge. If provided with 1 Teslanite and 1 Gold, an Electromantic Forge may transfer up to 4 Charge to a Sky-Cell. Sky-Cells can be exhausted to give their Charge to Arcana and be transferred from region to region. Requires Electromantic Entrapment | 70 Research
Lightning Acceleration: Allows creation of Coilbows (Wealth 8, Industry 5, 3 Teslanite: +100% Ranged Attack, 20% Armor Piercing) | 3 Enchantment, 2 Charge to create - must be recharged after combat | 50 Research
Electromantic Attunement: Cast upon Copper, transforms it into Teslanite | 4 Charge, 2 Enchantment | 50 Research
Electromantic Storage: Allows Electromantic Forge (Construction) | 20 Research
[Electromantic Forge | 15 Labor, 10 Copper, 10 Wealth, 5 Enchantment | Stores up to 4 Charge, gains 1 Charge per 2 Years on Coastal Regions]
Electromantic Entrapment: Enhancement to Electromantic Forge - [Stores up to 8 Charge] - 4 Teslanite, 2 Enchantment | 50 Research
Charge Intensification: Unlocks the Ritual of the Storm's Might. Requires Electromantic Entrapment and Teslanite Biomechanisms | 100 Research
[Ritual of the Storm's Might | 4 Charge, 4 Enchantment | Peasants' Teslanite Biomechanisms are empowered in this region - Every ten thousand Peasants produce +2 Labor next year]
Storm Calling: Allows the calling of a dangerous storm at the cost of 12 Charge and 4 Enchantment in a region. The Storm of Tes'la's Wrath unleashes between two and four ranged attacks on a random target without Biomechanisms in the region, each of which ignores 50% of the target's armor. Requires Area Electromancy, Charge Intensification | 180 Research
Greater Storm Calling: A mightier version of Tes'la's wrath, unleashes between four and eight ranged attacks on random targets without Biomechanisms in the region, each of which ignores 60% of the target's armor. Costs 18 Charge and 4 Enchantment in a region. Requires Storm Calling. | 220 Research

The School of Blood Magic

Source: Life Energy
Exertion: Sacrifice
Channel: Reshaping

Lesser Sacrifices: 10 Food may be substituted for 1000 Peasants in Blood Magic, once per year per Agricultural Holding in Region | 50 Research

Flesh-Ghouls (Kraalen): Cast on an Army, transforms them into Kraalen (May not carry weapons, resist injuries, immune to disease, +100% Speed, +100% Attack, may not be demobilized) | 4000 Citizens, 4 Enchantment | 20 Research
Bone-Shaping: Cast on an Army, adds Modifier: Bonewarped [Intrinsic Bronze Armor, stacks with other armor] | 4000 Citizens, 12 Enchantment | 20 Research
Reanimation: Cast on an Amy, restores 50% of casualties to life with an additional 20% Physical Resistance combat modifier. May be pre-cast to trigger after suffering 75% casualties in a combat. | 4000 Citizens, 20 Enchantment, Corrupt Working | 50 Research
Truesilver Shaping: Cast on an Army, adds Modifier: Trueshaped [+20% Attack Damage, +5 Regions Deployment Range, Intrinsic Mithril Armor (Stackable)] | 8000 Citizens, 20 Enchantment, 4 Starmetal | 100 Research

The School of Geomancy

Source: Earth Tides
Exertion: Edifices
Channel: Energy Transfer

Power Point Mapping: Inspects an explored Land for Power Points. Amount revealed depends on luck, and type of region. | 2 Enchantment, 2 Wealth | 20 Research
Secondary Power Points: Further divines a Land, discovering 1-6 additional Power Points. | 6 Enchantment | 40 Research
Leyline Mapping: Inspects an explored Land for Leylines. Amount revealed depends on comprehension and type of region. | 4 Enchantment | 60 Research
Leyline Sensing: Reveals Leylines in Land adjacent to an existing Leyline connection. | 6 Enchantment | 80 Research
Power Focusing: Required for Tier II Geomancy | 50 Research
Geomantic Channeling: Allows the enhancement of the Shrine of Power [5 Labor, 10 Wealth, 5 Enchantment] to consume one more Stone and produce 1 more Power Stone per year | 40 Research
Geomantic Imprinting: Requires for Tier III Geomancy. Allows Alternate Exertions | 100 Research
Geomantic Transustenance: Golems may have their Enchantment upkeep replaced by 1 Fuel. Requires Animation Efficiency, Rune of the Pyre | 150 Research
Animation Efficiency: Golems may now be created with two Power Gems instead of their normal cost in Power Stones. Requires Geomantic Animation | 120 Research
Enhanced Carapaces: Tier II Golems may be constructed with 2 Metal instead of Stone and an additional +4 Enchantment cost. They consume two Enchantment every turn, but may labor as Freedmen. They have intrinsic Starmetal Armor. Requires Animation Efficiency | 150 Research
Enhanced Golemancy: Tier II and III Golems require 25% less Resources. Requires Enhanced Carapaces | 220 Research
Personality Matrices: If chosen, allows Growth to be taken as Deepkin Populations instead of normal Populations at a 4:1 ratio. Requires Biotransference | 100 Research

Geomantic Animation: Allows the construction of Golems. Golems: 15 Labor, 20 Stone, 40 Wealth, 15 Enchantment, 20 Power Stones | Golems may work as a Servile, but consume one Enchantment every turn. | Requires Geomantic Imprinting | 120 Research
Gem Animation: 10 Golems may be recruited as an Army, if provided with a Power Gem when created as an additional cost to normal recruitment. Golem Armies do not consume Food, but may not be deployed offensively independently of another Army. | Requires Geomantic Animation | 150 Research
Arcane Sustenance: Requires a local Power Point or Leyline Intersection. Summons five Food from thin air | 3 Enchantment | 20 Research
Geomantic Dislocation: Allows the construction of the Gateway. | Requires Power Focusing, Leyline Sensing | 80 Research
-Gateway: 50 Labor, 25 Wealth, 25 Industry, 25 Enchantment, 25 Stone | Instantly transfers up to 10 Resources (not Labor) along mapped Leylines to other Gateways per year. Occupies 2 Power Points in a region.
Geomantic Entrapment: Leeches the Geomantic potential of a Region into trammeled stone. Unlocks Shrine of Power (Construction) | 20 Research
-Shrine of Power: 16 Labor, 30 Wealth, 15 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 | 40 Research
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 | 20 Research
-Shrine of the Earth: 20 Labor, 40 Wealth, 15 Enchantment | At the cost of 2 Enchantment, provides 4 Labor to a Region. Takes up a Power Point in a region
Ritualized Geokinesis: At the cost of 3 Enchantment, provides 4 Labor to a Region. Temporarily occupies 3 Power Points in a region. Requires Geomantic Imprinting | 80 Research
Geomantic Sight: Allows the construction of the Seat of Seeing. -1 Disorder per year per Land with a Power Point in a Region | 60 Research
-Seat of Seeing: 30 Labor, 15 Wealth, 10 Industry, 15 Enchantment | Allows instantaneous communication between two Seats of Seeing, greatly increased Raid Defense. Requires Power Point.
Geomantic Inspiration: Allows construction of the Obelisk of Vigor | 40 Research
-Obelisk of Vigor: 40 Labor, 25 Wealth, 10 Industry, 20 Enchantment | Freedmen in this City produce Labor at half the normal rate of Peasants
Strengthened Animation: Allows the construction of Agaladrim for 30 Labor, 50 Stone (Geomantic), 75 Wealth, 30 Enchantment, 25 Power Stones | Agaladrim may work as a Freedmen, but consume two Enchantment per ten thousand Agaladrim every turn. They add +2 Labor to their Holding Output. | Requires Geomantic Imprinting, Personality Matrices | 220 Research
War Golems: Agaladrim may be recruited as Armies for triple cost of a normal Army, and gain 100% Melee Strength and double Health. Agaladrim have intrinsic 25% Physical Resistance. | Requires Strengthened Animation, Gem Animation | 280 Research

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 | 60 Research
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 10 Granite, 10 Stone, 25 Labor, 12 Wealth, and 12 Enchantment to erect | 40 Research
Shadow Ash Invigoration: Converts 1 Granite to 4 Shadow Ash at the Temple of the Outsider, once per year | 2 Enchantment | 20 Research
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 | 60 Research
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 | 20 Research
Eldritch Construction: Unlocks the Temple Annex [12 Labor, 12 Wealth, 10 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 | 20 Research
Language of the Void: Unlocks Greater Powers | 50 Research

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 | 20 Research
Ethereal Weapons: Imbues an Army with Ethereal Weapons, granting them a 20% Armor-Piercing bonus | 12 Enchantment, 4 Shadow Ash upkeep | 20 Research
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 | 40 Research
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 | 80 Research
Stonechanging: Alters a quantity of 10 Food into 5 Stone via the mystical transformations of the Void. | 2 Enchantment, 2 Shadow Ash | 20 Research

The School of Sol

Source: Solar Radiance
Exertion: Discipline
Channel: Imbuement

Rite of the Dawn: Increases the accumulation of Solar Imbuement by 50% | 30 Research

Sunlit Speech: Once every two Generations your Emissaries or Agents may moderately boost the chance of a positive outcome from a negotiation | 20 Research

The School of the Wyrd

Source: Arcane Substances
Exertion: Refining
Channel: Transformation

Alchemical Imbuement: Transforms 4 Stone into 1 Copper | 5 Enchantment | 20 Research
Blackstone Refining: Transforms 4 Blackstone into 1 Nightsoot, which gives a 50% chance that close-range enemy Enchantments will fail when applied to Armor | 6 Labor, 6 Industry, 6 Enchantment | 40 Research
Ferrous Alchemy: Transforms 2 Copper into 1 Iron | 3 Enchantment | 20 Research
Wyrdstone Refining: Transforms 2 Wyrdstone into 1 Solifuge, which is four times as efficient for Unmaking | 4 Enchantment | 40 Research
Firechar Refining: Transforms 3 Firechar into 1 Aember, which may be used for permanently fueling Golems or giving 150% Output to a Forge Holding for a year. | 4 Enchantment | 40 Research

The School of Sympathy

Source: Intent
Exertion: Ritual
Channel: Mystic Binding

Harmony of Body: Cast prior to combat, converts 20% of Deaths to Casualties for an Army | 5 Labor, 2 Enchantment, takes two years to cast.
Last edited by G-Tech Corporation on Tue Sep 06, 2022 1:09 pm, edited 10 times in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Jul 15, 2022 5:03 pm

Culture and Order

These two virtues are two sides of the same coin in the era of Imperium and Empire - empires which have an impressive culture, a cohesive national identity, and strong traditions, will be unlikely to struggle with uprisings and political turmoil within their state. On the other hand, those civilizations that fail to foster ties between settlements, ignore the arts, and allow their neighbors to outshine them, may see their people less inclined to work for the glory of such a shabby polity, and even tempted into rebellion to pursue brighter stars...

This a nebulous value, roughly representing the cohesion of your society - coming from the possession of luxuries, from trade, from art, from religion, even from the mastery of the sciences. Without it, your people may not struggle, but they will not achieve glorious things, in all likelihood. And a failure to provide for the cohesion of your people can have disastrous results if there are other neighbors who offer such niceties to their citizens.

Culture is calculated on a per Kingdom basis - that is, the sum of all Order in your Settlements is compared to the total amount of Population in your Settlements, and thus a Culture Score determined which provides bonuses (or negatives) to your entire Empire. This score is determined by dividing the total amount of Order by the total amount of Population. Only one tier of Culture may be active at a time - their bonuses do not stack.

3+ Order/Population: Glorious! Your empire grows and thrives. This is a period of unparalleled prosperity and creativity in your settlements. +1 Wealth/Freedmen. +2 Population Growth in all Regions. +2 Wealth per Settlement. +1 Research from Education Holdings. +10 Wealth/year in the Capitol City. -Order per Population in all Regions
2+ Order/Population: Ecstatic! This is a time of understanding and progress, during which even the poor amongst us have much to be thankful for. +1 Population Growth in all Regions. +5 Wealth/year in the Capitol City. +3 Research. -1 Order per Freedmen
1+ Order/Population: Happy. Things are better than they could be, and we should be grateful for that. The arts are respected, and our people live good lives. -+1 Wealth in all Cities. +1 Research. -1 Order per Holding
Neutral: Life is as it has always been - those in power live well, and those below suffer. No particular attention is paid to art or science, but neither are they neglected.

There are always those in any empire who have something to grumble about - no state will satisfy everyone. This discontent will naturally accrue over time, and any civilization worth her salt will take efforts, intermittent or steady, to prevent this worrying and black talk from becoming more serious. Things like slavery, the loss of Armies in war, a neighbor with high Order, a lack of luxuries, and of course starvation and plague, can all take a toll on a nation. In the most drastic circumstances, dangerous events like a civil war can break out, which are fell indeed. A Discontent Score is calculated much like the Culture Score - adding together the full measure of Disorder and dividing it by the total populace of a City - and like Culture, Disorder can accrue from year to year, but unlike Culture, Disorder is only calculated on a local basis, not on an empire-wide scale. A happy capitol does not necessarily a happy peripheral city make. As Disorder increases, increasingly dangerous impacts and events can fire. Note that only one tier of Disorder is active at a time.

Whispers in the Dark: 1+ Disorder/Population. Freedmen produce Wealth at half rate. Those with normally good lives are muttering against the state, saying that they could get things done better.
Unhappy Commonplaces: 2+ Disorder/Population. Freedmen produce 1 extra Disorder if missing Luxuries. -1 Research. Even the common folk are beginning to question why they must lead such miserable lives, and speak ill of our rule.
Open Unrest: 3+ Disorder/Population. Freedmen produce no Wealth and 1 Disorder. -1 Population Growth in Cities. If slaves exist, a slave revolt may occur. The lot of the populace is poor, and as even those with some stake in our society call for reform, black hearts seek opportunity.
Revolt: 4+ Disorder/Population. Holdings have their Output halved. -2 Population Growth in all Holdings (Population Growth can be negative). Populations produce one Disorder. A hostile Army will spawn and attempt to seize the city at the end of this year. Government is breaking down. People riot against our rule, and down tools in protest. Those with ambition will use this chance to seek their own course.

Revolution and Upheaval

Not every society is stable - and this is not necessarily a bad thing. Sometimes even empires must adapt to the changing times, by aligning themselves to new realities, or seeking better paradigms for their evolution as states. Most of the time, however, this comes at a cost. And though sometimes regimes have the foresight to align themselves to these new realities, such is not always the case.

Revolution is when an empire changes her form of government completely. This can only be provoked if a majority of Regions have the Whispers in the Dark modifier, and sees the elite work to build a new state out of the forms of the old. Needless to say, such a change is very disruptive to the social contract of an empire, and has significant bureaucratic grist. A Revolution may only be accomplished once every three generations, and costs 1.5x of a kingdom's accumulated Order, as well as half of her accumulated Wealth. Revolutions may also occur organically if a significant minority of Regions are in Open Revolt, in which case a major reduction to Disorder over time will also trigger, but the choice of new government is random.

Upheaval is the little brother of Revolution, and has to do with major governmental reforms - mainly switching a Civic within a government for a different Civic. Upheavals only cost half of an empire's accumulated Order, producing a Disorder per Freedmen and costing one Wealth from every Population of the same. They may be accomplished once a generation.

Wonders of the World

The Forbidden Palace: An immense palace complex of the ancient Great Yu Dynasty of Zhai Cheng, the Forbidden Palace is both a fortress and a seat of power combined, cowing all those who might have threatened the Shao Dynasty, and notable for sparking a golden age of reason and philosophy. Now merely a monument, it is still a strong fortress.
Cost: 40 Labor, 65 Wealth, 20 Industry, 50 Stone | Stone Fortress, Superior-Quality Housing for a Population of 5000. +1 Civic Point.

The House of Wisdom: A great library where the works of the civilizations around the River-People of the Machaka 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 Machaka has led to many breakthroughs.
Cost: 30 Labor, 35 Wealth, 22 Industry, 25 Stone | Immediate Breakthrough. Universities in this Region produce +1 Research
(Upgrade) +2 Research to this Region if Machaka has a University

The Great Bath: An impressive edifice of hydrological engineering, the Great Bath at Machaka sits in the middle of the Midnight River which flows through the large city. Her immense cisterns, heated by the sun, supply the population with warm water for bathing, and the cold waters of the river for a refreshing plunge. Commercial areas have sprung up around the Great Bath, but her main function is promote the health of the populace of this mighty city.
Cost: 65 Labor, 50 Wealth, 25 Industry, 75 Stone | +2 Population Growth. +2 Wealth per other Population Growth in this City.
(Upgrade) +2 Population Growth -> +4 Population Growth

The Citadel of the Sun: A geomantic construct, smithy and redoubt combined into one, the Citadel of the Sun looms over even the tallest bell-towers in Kharbarinth of the Deepkin. Utilizing enchanted lensing to focus the power of the very sun into a single point, and the confluence of a local power point, the Citadel can project a burning beam which immolates men over many leagues of distance, or heat ore to melting in an instant of even the most formidable potency.
Cost: 50 Labor, 70 Wealth, 65 Industry, 12 Enchantment | Unlocks Arcane Smithing. Grand Stone Fortress with Sunfire Projector Unique Weapon. +1 Civic Point.
(Upgrade) +1 Civic Point. +2 Order.

The Temple of a Thousand Pillars: A vast place of worship raised over the ancestral Four Pillars of Corvus, the Temple has many niches where outlanders may worship their own gods, though the Four hold a place of prominence in the hearts of the Corvidians. This grand edifice is a place of wonder, and many outlanders look better upon the Corvidians for allowing them their own places of worship in such a majestic building. Reduces Technology Learning requirement by two Research. Greatly increases morale of local or allied soldiers defending Corvus and the Temple by two ranks.
Upgrade: Corvidian Armies defending any City gain +1 Morale.

The Grand Bazaar: Many are the merchants who ply the streets and rivers of Stalheim, come to trade for the wealth of the City of Iron. Over the years, and due to great efforts on the part of the local Warden, the markets and money-changers of the city have congregated in one place, where anything under the sun may be bought or sold - gold, spices, fine clothes, dyes, gems, and even the rare and outright illegal, if you know where to look. These pillared and tapestries streets and halls stretch throughout much of Stalheim's city center.
125 Labor, 125 Wealth, 65 Industry, 125 Timber, 60 Stone | +1 Civic Point. Market Holdings in the Landsraad Hegemony may move two more Resources per year for free, and gain +1 Wealth. +5 Wealth per year.
(Upgrade) 2 Resources -> 5 Resources, +2 Wealth to Market Holdings.

The Spire of the Sky: A great geomantic construct, taller even than the Citadel of the Sun, the oculary of the Spire utilizes a scaled up version of the Seat of Seeing to allow those of strong sorcerous will to gaze across many leagues and into the depths of the earth, divining the secrets of the world from their eyrie. Immense quantities of Skystone transmute the power of the swaying and the vibration of the wind over the tower into the energy for this consuming rite.
150 Labor, 250 Wealth, 50 Industry, 25 Enchantment, 50 Skystone | +1 Civic Point. May either gradually conduct a free remote-sensing Expedition, or study technologies from known civilizations as if their Archives were open at a rate of two Research per year.
(Upgrade) +1 Civic Point. Rate increased to three Research per year.

Everpyre: An immense inferno and furnace, as large as an entire city district, the Everpyre fulfills the curious function of both temple and foundry for the people of Forgefend. Linked mystically to the ley-lines which crisscross the world, its voracious maw consumes immense quantities of flammable materials, transmuting them into sorcerous energy which is transmitted to nearby workings.
100 Labor, 125 Wealth, 125 Industry, 50 Coal, 25 Enchantment | +1 Civic Point. May convert up to 10 Fuel into 10 Enchantment or Industry, available to Regions within ten tiles of the Everpyre.
(Upgrade) 10 Fuel -> 20 Enchantment/Industry within twenty tiles.

The Temple of the Outsider: A dark place of fires, shadows, and cool gray stone, the Temple is where those who no longer believe in the mighty of the River alone make their obeisance. They call on a dark power, the Outsider who waits beyond the world, for succor and aid, granting him in their worship a portion of the faith he craves, and sacrificing the very material nature of the world for infinitesimal amounts of his strength.
60 Labor, 50 Wealth, 50 Industry, 25 Granite | Grants 10 Void Ash upon completion, and slightly empowers the Plane of the Outsider. Unlocks Shadow Ash Invigoration.

The Monument to the Fallen: An impressive reliquary and necropolis alike, combined with a temple with an eternal flame which is never to be extinguished. Here is honored the memory, and oftentimes stored the bodies, of those who gave their lives for the defense and progress of the sons of Corvus. The Sons of the Wolf. It is a symbol of unity, to never forget, and all soldiers raised in fair Corvus swear their oaths before this immense crypt.
47 Labor, 62 Wealth, 20 Industry, 50 Stone | -1 Disorder, +1 Order per year. Soldiers raised here are raised one rank higher.
Upgrade: Armies raised here are raised two ranks higher.

The City-Ship: Called the Quhalden by the Warcyfle who designed her, the City-Ship is a vessel of Teslanite and jungle timbers as large as a settlement, traversing the oceans of the Mirror Sea carrying the warriors and citizens of the Storm Empire.
100 Labor, 200 Wealth, 75 Industry, 75 Timber, 37 Teslanite | City (Mobile). Constructions cost +50% to construct past the 5 Construction initial limit, as well as 8 Timber and 5 Teslanite. No non-urban Constructions may be built on the City-Ship. Moves at the rate of one tile per year. Chance to founder if moved into Deep Sea.

The Crone's Retreat: A cavern deep in the earth, delved into the side of the Great Rift Valley which is Sorrowfree's home and the birthplace of the Khortuun under the Mother Moon - this cavern is a prophet's repose, a mystic's paradise, and here honored mothers of a thousand daughters seek to divine the future in smoke-trances and vision-quests gazing into mirrors of clouded obsidian. Whether what they see is madness or wisdom, the secrets the black-robed acolytes of the Crones whisper to the scholars are not to be despised.
125 Labor, 75 Wealth, 37 Industry, 25 Obsidian | Up to two Research in Sorrowfree are doubled.

The Long Wall of Ten Thousand Li: The largest manmade construction in the known world, the Long Wall stretches from Zhai Cheng to the ghost city of Huangzhou, protecting the noble Huang from enemy assault. So tall most barbarians would struggle even to surmount it, it has regular tower-bastions which watch for incursions and can turn back light attacks without any intervention by the Imperial Armies.
280 Labor, 100 Wealth, 150 Industry, 250 Stone.

The Red Tower: A place of learning and overall enchantment, the Red Tower of Warcyfle is inset with electromantically attuned materials which greatly expedites research into her mysteries.
25 Labor, 25 Wealth, 12 Sapphires, 12 Teslanite | Doubles the first Research used in Electromancy from Lo every year

The Hierarch's Tribunal: An immense university, prison, and hall of judgement rolled into one, the Fatebinders dispatched by the Imperium originate from here, issued with the power to bind and loose by the High Justice. They cast men into chains where evil is found, and root out corruption wherever it may hide.
50 Labor, 250 Wealth, 75 Industry, 50 Gold | +1 Civic Point. -Disorder and +Order from Debt Serfs. One Peasants in the empire may be made into a Debt Serf every year.
(Upgrade) +1 Civic Point. +Order from Debt Serfs.

The Grand Oculory: This spire of stone rises high from Svalheim in the Imperium, at her heart an energized mass of prismatic shimmerstone. From ritual chambers empowered by the Oculory bureaucrats serving the Emperor can communicate swiftly and clearly with members of the government hundreds of leagues distant, greatly aiding administration and the distribution of the goods of the empire.
150 Labor, 750 Wealth, 100 Industry, 50 Gold, 50 Starmetal, 50 Moonstone, 25 Brightstone | +1 Civic Point. +2 Order, +1 Research from Seat of Seeing.

The Underforge: Below the White Hills of Kharbarinth, in hidden caverns lit by false light, armies are marshalled for war. Clad in thick armor and twisted by unnatural rites, the products of the Underforge are hideous and fell - foes of any the Emperor deems enemy. In these ancient caverns dark things have slept, and are not now forgotten.
285 Labor, 750 Wealth, 100 Industry, 250 Stone, 125 Starmetal, 125 Jade | +1 Civic Point. +1 Experience and Boneshaping to Armies recruited here. Unlocks Truesilver Shaping.

The Silver Fortress: A shining spire from which the armies of the Hegemon march, great hosts provisioned and trained for war. Her gleaming walls have never been breached, reinforced by ancient rites and much blood and sorcery, and even the mightiest siege engines struggle to scratch their glistening exterior. The endless armories and barracks of Stalheim are much feared by any planning war against her marches.
250 Labor, 1000 Wealth, 100 Industry, 50 Enchantment, 50 Starmetal, 125 Iron | +1 Civic Point. +2 Max Recruitment. +4 Army Support. Fortress Tier VI, -75% Damage from Siege Engines.
Upgrade: +1 Civic Point. +1 Recruitment from Retinues in this Settlement.

The Golden Lighthouse: A gilded seat of learning as well as commerce, the Lighthouse requires that every ship surrender what knowledge they possess for copying to the Scribes of the Kar Agaladrim of the library set in her base, and they sell these texts for a staunch profit to the world. Her beacon guides ships for many long leagues, mystically empowered and brilliant.
250 Labor, 375 Wealth, 100 Industry, 50 Shimmerstone, 25 Gold | +1 Civic Point. +1 Research per 10 Wealth generated here. +1 Wealth to Coastal Holdings in Kingdom.
Upgrade: +1 Civic Point, 10 Wealth requirement -> 5 Wealth requirement.

The Nightshade Bastion: An immense delving below the earth in Forgefend, many think this is a great mining and furnace akin to the Everpyre - but it is anything but. Great fires burn here to be sure, but they are to keep back the darkness that waits beneath, not for smelting or forging. Black things gnaw at the wards and prisons set under rock and stone, an entrance to the Evergloam whence comes the power of the School of the Outsider. No bargains are struck here, but arcane strength is extracted by mundane will and understanding.
200 Labor, 500 Wealth, 175 Industry, 75 Firechar, 25 Obsidian, 250 Stone, 72 Granite | +1 Civic Point. 2 Research per Year to the School of the Outsider. +3 Shadow Ash per year.

The Great Gateway: A mystical conduit writ large, arcane enchantments bound in stone which would have reduced any lesser structure to dust in moments. A man who is brave enough to step through the immense arch when the appropriate runes are woken might in the span of a single breath find himself in Kharbarinth, or Nerroth, or on the southern shores of Forgefend. Though few make this sorcerous transit, for some of those who make the journey never appear again, the mass transit of goods is conducted for losses of timber and stone are acceptable to the mages who oversee the Gateway.
200 Labor, 500 Wealth, 125 Industry, 50 Enchantment, 50 Starmetal, 50 Moonstone, 37 Brightstone | +1 Civic Point. Svalheim's resources are available to all Holdings within 10 tiles. +12 Wealth.

The Isilgrim: A frowning academy of grim black stone on the cliffs overlooking the Endless Ocean in Tenebris, the Isilgrim is a place very distinctly not of magic - indeed spells and enchantment falter within a large radius around it, for if there is a place of more dire provenance such would be hard to define. Blackguards are trained here, Imperial hunters of the dangerous and eldritch things of the world, equipped and suited for their task.
200 Labor, 250 Wealth, 175 Industry, 100 Enchantment, 100 Blackstone, 25 Marble | +1 Civic Point. Unlocks Blackstone Refining. Once per Generation an Army stationed here may be designated as Blackguards. Blackguards lose experience at half rate and nullify a enemy enchantment every round in a battle, but may not be themselves enchanted.

The Fathomless Arcanex: Far beneath even the depths of the White Hills the Fathomless Arcanex stretches, endless stairs and winding corridors housing immense devices dedicated to channeling the geomantic might of Father's creation into an end all men seek; time, time infinite. The richest and brightest of the Imperium disappear occasionally beneath the earth into the midnight realm of graven silver from beyond the stars and shimmering gem-light, only to emerge once more rendered in metal imperishable and as living as any man.
750 Labor, 1000 Wealth, 250 Industry, 250 Enchantment, 500 Stone, 250 Starmetal, 250 Skystone | Unlocks Biotransference. At the cost of 12 Gemstones, 12 Metal, and 25 Enchantment, a Population may undergo the change. They have a 25% chance of success. If the process is successful they become Deepkin, who function as Freedmen and generate 3x normal Output for their Population as well as any Holdings where they are a majority Population. Deepkin produce a bonus Enchantment and have intrinsic Mithril Armor, as well as 40% Armor Toughness.

The Resonance Amplifier: An immense geomantically-tuned edifice, the Resonance Amplifier allows trained mages to discern even hidden sources of geomantic power from the faintest of echoes in the molten core of the world.
500 Labor, 2500 Wealth, 750 Industry, 50 Enchantment, 125 Diamonds, 75 Obsidian, 125 Iron, 25 Shadow Ash | Allows Tertiary Power Point Sensing. +2 Base Power Points in new lands. Regions with unused Power Points generate 1 Enchantment at no cost.

The Jiayuguan Fortress: An extensive citadel notable for her high walls and higher still towers, the Jiayuguan Fortress once saw far indeed, and men from her heights could decry even distant hosts - a necessity on such war-wracked plains as those which surround fair Hou Cheng. Her elegantly engraved walls tell the history of the Nirari and leave none without confidence in their defense. Now a ruin formidable for her destruction, her tall towers cast down, she still stands as a sentinel of what once was.
85 Labor, 75 Wealth, 70 Industry, 50 Stone | +1 Civic Point. Grand Tier Fortress (5000 Capacity). Chance to detect armies up to two regions distant. [In Ruins]

The Sky-Pier: High above Stalheim the Sky-Pier hangs, a monolith of stone, silver, and will. From this fastness and flying drydock the Aer-Fleets of the Padishah Emperor patrol the borders of the Landsraad Imperium, and it is here the iconic flying citadels of the Deepkin originate.
500 Labor, 2500 Wealth, 1000 Industry, 250 Aetherium, 125 Starmetal, 125 Firechar, 50 Enchantment | May fabricate up to three Aer-Fleets at a time; Fleets originating here cost 25% less to build and are built in half the time. Unlocks the fabrication of the Sky-Citadel.

The Manufactory: A great warehouse-complex in the city of Machaka, here carefully curated machines and processes allow the sweat of the unskilled throngs to aid the creativity and productivity of their betters by removing the drudgery involved in all great work.
110 Labor, 300 Wealth, 150 Industry | Workshops in this city may convert 4 Wealth into 12 Industry instead of the usual rate, given they are provided with an additional 2 Labor
Upgrade: Conversion Rate is changed to 5 to 15 at the cost of 4 Labor.

The Storm-Pillar: An immense tower which reaches toward the tempest-wracked skies of Likan, it is here that the storm-mages of Warcyfle communed with Tes'la and learned more of the methods to unleash his divine fury upon those who stand against the tides of the Mirror-Sea.
75 Labor, 50 Stone, 50 Teslanite, 75 Industry, 75 Enchantment | Unlocks Greater Storm Calling.

The Molten Gyre: Below Kar Agala, where the Agaladrim and other workers labor in the heat of the deep mines, the Gyre spins slowly in its immense cradle of precious stones and amplifying enchantments, bringing up ore and molten stone from the depths to cool in great pools of seawater, depositing minerals and slag alike to be utilized by the workers.
250 Labor, 5000 Wealth, 1250 Industry, 250 Enchantment, 250 Firechar, 250 Gold | Prospecting results enhanced by 10% here, and do not decrease the chance of further successes. Discovered mineral resources are simultaneously produced at Deep Mines in Kar Agala.

The Temple of Heaven: An alabaster palace of the vanished Yu in Yuzhou, reaching toward the heavens in majesty. The fragrance of incense and the fluttering of silk curtains defines this place of repose and peace, where government functionaries and bureaucrats oversee the Dynasty.
100 Labor, 125 Wealth, 100 Industry | +1 Civic Point, +2 Order

The Great Canal: A labor of love of the Yu for the Jade River, the Great Canal extends the river's borders from Zhai Cheng north and east, then north again, before terminating at Zhongdu. These wide free flowing waters bring irrigation to the lands they pass through, as well as easing the passage of persons and providing drinking water in the midst of stagnant jungles.
200 Labor, 100 Wealth, 50 Industry | +2 Growth in effected regions. Regions along the Great Canal may be colonized at half cost.
Last edited by G-Tech Corporation on Thu Jul 28, 2022 12:41 pm, edited 3 times in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

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G-Tech Corporation
Khan of Spam
Posts: 61247
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Jul 15, 2022 5:03 pm

Reserved for Addenda
Last edited by G-Tech Corporation on Sat Jul 23, 2022 4:27 pm, edited 1 time in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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G-Tech Corporation
Khan of Spam
Posts: 61247
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Jul 15, 2022 5:04 pm

Reserved for Overflow
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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The GAmeTopians
Posts: 9350
Founded: May 12, 2014
Democratic Socialists

Postby The GAmeTopians » Fri Jul 15, 2022 5:26 pm

Empire Application
Name: The Folk
Short History: As the hordes of undead crashed down upon the Old Lands, no small number of people had little interest in staying to fight - fishing boats, merchant ships, and even the occasional warship slowly gathered on the east coast of the Old Lands, fearful but determined to make new lives for themselves. Away from greed, away from hunger, away from the evil magics that plague these lands.
Starting Location: Across a great ocean the Folk travel, a motley crew of considerable size, eastward. Ever eastward. There, they land amidst the rocky coast of a great forest, stretching far beyond their view in every direction. Home… of a sort.
Advantage: The Folk are a productive sort - slackers are not tolerated in the flight from the evil hordes, and there is much to be done in the New Lands. It is with surprising swiftness and efficiency that the Folk construct their new home.
Description: A refugee nation brought about by the Time of Blood, swearing off the magic and technology that brought about the catastrophe in the first place. The Folk are ruled by a Council of Elders, but familial houses are not the source of these leaders - rather, each profession nominates a leader to the Council. Bonds by labor, rather than blood.
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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Postmaster of the Fleet
Posts: 27951
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Fri Jul 15, 2022 5:34 pm

Where's the Empire of Warcyfle? How did I lose Likan? Did I miss something?
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
Posts: 2864
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Fri Jul 15, 2022 5:35 pm

Ohboy, here we go.

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Posts: 13
Founded: Jan 03, 2021

Postby Khalji » Fri Jul 15, 2022 6:03 pm

Hmmm. This seems interesting. I'm in your other RP

Empire Application
Name: Vanzjkior Empire
Short History: The Vanzjkior live in the northern misty jungle mountains of Ambrnev. The Vanzjkior migrated there from the south where Queen Naornigoir founded Vanzjkaan the capital of the Vanzjkior.
Starting Location: So, there's no map so I could adjust my location based upon the map. But misty jungle mountains.
Advantage: The mountains and jungles are very harsh terrain for attackers. The Vanzjkior have lived fairly isolated from the rest of the world with content. The few invasions they've had were repelled easily. In addition, the jungles are luscious with flora and fauna and the mountains are rich with rare metals and other useful materials. In addition, to the western part of their country lays a sea used for commerce during periods of openness.
Description: The Vazjkior are a fierce warrior people who are also festive and welcoming among their kinsman. They are extremely skeptical for foreigners with foreigners only allowed in the western port city of Haajkazkaan. However, the few foreigners that earn their respect are welcomed throughout all the lands of the Vanzjkior. The Vazjkior have a caste system and women largely run the society. At the top are the Priestesses, then the Warriors, then the Shopkeepers and Skilled Workers, lastly the Manual Laborers. Merchants are largely looked down on by the society due to how long they spend in foreign lands. Men marry into their wife's class and perform duties fitting to spouses of that class. The Queen runs the nation and her eldest daughter inherits the throne presuming she learns all the crafts of the Warriors and Priestesses.

If you are making the map around the application, I can include a rough draft of a map.

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The GAmeTopians
Posts: 9350
Founded: May 12, 2014
Democratic Socialists

Postby The GAmeTopians » Fri Jul 15, 2022 6:09 pm

Khalji wrote:Hmmm. This seems interesting. I'm in your other RP

Empire Application
Name: Vanzjkior Empire
Short History: The Vanzjkior live in the northern misty jungle mountains of Ambrnev. The Vanzjkior migrated there from the south where Queen Naornigoir founded Vanzjkaan the capital of the Vanzjkior.
Starting Location: So, there's no map so I could adjust my location based upon the map. But misty jungle mountains.
Advantage: The mountains and jungles are very harsh terrain for attackers. The Vanzjkior have lived fairly isolated from the rest of the world with content. The few invasions they've had were repelled easily. In addition, the jungles are luscious with flora and fauna and the mountains are rich with rare metals and other useful materials. In addition, to the western part of their country lays a sea used for commerce during periods of openness.
Description: The Vazjkior are a fierce warrior people who are also festive and welcoming among their kinsman. They are extremely skeptical for foreigners with foreigners only allowed in the western port city of Haajkazkaan. However, the few foreigners that earn their respect are welcomed throughout all the lands of the Vanzjkior. The Vazjkior have a caste system and women largely run the society. At the top are the Priestesses, then the Warriors, then the Shopkeepers and Skilled Workers, lastly the Manual Laborers. Merchants are largely looked down on by the society due to how long they spend in foreign lands. Men marry into their wife's class and perform duties fitting to spouses of that class. The Queen runs the nation and her eldest daughter inherits the throne presuming she learns all the crafts of the Warriors and Priestesses.

If you are making the map around the application, I can include a rough draft of a map.

There is a pre-existing map! We're actually in the fourth era of this rp, if I have my counting right. Everything carries over from the previous era.
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
Posts: 5491
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Fri Jul 15, 2022 6:41 pm

Empire Application
Name: The Taiyang Dynasty
Short History:The Taiyang is the latest dynasty to arise on the banks of the Jade River. Emerging from the ashes of the Yu Dynasty, it has only been a few years since the great warlord Zhao Li has reunified the Three Kingdoms of the Wei, Wu, and Jin putting an end to their childish feuding and a bloody civil war continuing the eternal cycle of rebirth the rise and fall of dynasties across the annals of time. Though the Warring States era was bloody and destructive it has opened the gates for change, the new Emperor has decreed much needed land reform laws that has removed the excessive burdens placed squarely on the shoulders of the peasant class in the previous era. Corruption has largely been purged, and for now the Taiyang stands strong seeking balance in a world gone mad.
Starting Location:
Advantage:Culture and Assimilation.
Description: The Huang Civilization is an ancient and great civilization of the East. Ancestral worshippers, and followers of Filial Piety, the Huang put much stock in tradition and the arts.
Last edited by Novas Arcanum on Fri Jul 15, 2022 6:47 pm, edited 3 times in total.

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The Empire of Tau
Posts: 2864
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Fri Jul 15, 2022 9:07 pm

Empire Application
Name: Bacchanal Republic of Manikos
Short History: The history of Machaka, now renamed the Republic of Manikos, is a tale of mundane realism with the occasional excitement of warfare and bloodshed. No longer the namesake of the nation and now relegated to the name of the capital, the last era saw Machaka rapidly transform from a humble republic to a society ruled by a hedonistic and indulgent ruling class. Having survived the onslaught of the cultists during the Second Battle of Machaka, Manikos focused on rebuilding their homeland and infrastructure. After reinvigorating its former ruined parts, Manikos was fattened with industry, wealth, and population. It was then the rising power broke free of its mere city-state existence and birthed two city-sisters for the future motherland. A future that sees the hedonistic ruling class seeking more power and greater pleasures for themselves - more so after having rebuilt their homeland and infrastructure.
Starting Location: You Should Know Where I Am
Advantage: Research and Human Capital
Description: The Republic of Manikos, roughly translated as the Republic of “Humanity” and formerly known as Machaka, is a substantial fledging power and current leader of the River Federation involving the ruined Republic of the Great River. Known for its populous capital, spectacular wonders, knowledge in the material sciences, and plentiful masses of cheap labor, the hedonistic ruling class of Manikos now seeks to endure the Age of Darkness ahead and become a shining light of enlightenment.
Last edited by The Empire of Tau on Fri Jul 15, 2022 10:41 pm, edited 3 times in total.

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Chargé d'Affaires
Posts: 463
Founded: Oct 07, 2021
Psychotic Dictatorship

Postby Sonakion » Sat Jul 16, 2022 12:28 am

This seems interesting. Do you need to be in its predecessors at all?

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The Empire of Tau
Posts: 2864
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Sat Jul 16, 2022 12:56 am

Sonakion wrote:This seems interesting. Do you need to be in its predecessors at all?

Nope! You can create a wholly new civ.

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Chargé d'Affaires
Posts: 463
Founded: Oct 07, 2021
Psychotic Dictatorship

Postby Sonakion » Sat Jul 16, 2022 1:10 am

The Empire of Tau wrote:
Sonakion wrote:This seems interesting. Do you need to be in its predecessors at all?

Nope! You can create a wholly new civ.

Thanks good to hear. I'll get cracking on a form later.

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Postmaster of the Fleet
Posts: 27951
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Sat Jul 16, 2022 8:02 am

Empire Application
Short History: The Warcyfle hail from the Mirror Sea, on the smallest known island of Lo. From the very beginning, the ancestors of that small island saw the larger islands with greed and ambition as they prayed for anything to help them, one eventually did. Known as the Storm Father, Tes'la, the Warcyfle were among the first to discover the magic of electromagnetism from the native copper on their island. Whereas other nations found iron and steel, the Warcyfle made copper into their own magical metal, Teslanite. For 200 years, the Warcyfle would use this magic, their hubris, and their faith in their god to carve a bloody nation among the peoples of the Mirror Sea, uniting them despite some setbacks.

The first instance of them landing on the western mainland was 100 years ago but was rebuffed by native invasion that took their peoples. No one knew who they were but the Warcylfe were determined to eradicate any natives that tried to stop them, a policy that became the lust for conquest in the name of their god later on.

It was during the Kingdom Age that they became divine tied to the crown and ushered into the Empire. By invading and conquering the city of Likan, turning the Velathrrim into a vassal. A decade later, they started raiding the Corvians for slaves and vassalized the Aederfolk, taking their first bite from the Corvians before the Sunrise Invasion(also known as Storm Invasion by Corvians). The battle was considered a victory on both sides, the Warcyfle had conquered half of the Corvian lands but the Corvians broke them against the walls of Cavon.

Five years later the Warcyfle were nearly pushed back to the Mirror Sea due to the Age of Blood. The mass devastation of their nascent empire broke their centuries long hubris and they retreated into what's left of their holds and the Crown Islands. Rebuilding and prospering underneath their first Storm Emperor and the Second one, they managed to make their islands beacons of industry, copying from the Corvian ideal a bit.

Now, as the Third Storm Emperor is crowned, the people look towards the mainland with hesitation and fear, other than awe and greed. The Age of Blood is over, but the Age of Darkness has seen the Empire more cautious and long-planning that could serve them better in reforging the Storm Empire.
Starting Location: westernmost part of the map. Three islands, one settlement on the Peninsula and Likan
Advantage: The vast fleet of the Warcyfle is the largest in the world.
Description:For over 435 years, the Warcyfle's fleet has been the symbol for hegemony in the Mirror Sea and the reaving that they cause. Many of the western portions of the continent know of their Empire. Enslaving people, fighting and winning against the Corvus, just barely. Even now, the people of the western portions still fear the light blue flag of the Mirror Sea.
Last edited by Ralnis on Sat Jul 16, 2022 9:34 am, edited 1 time in total.
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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Posts: 1618
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Sat Jul 16, 2022 8:30 am

Empire Application
Name: Corvus
Short History: Four hundred years ago, a small band arrived upon a hill, and settled upon it. And as the sands of time trickled by, the band became a village, the village became a city, the city became a nation, and a nation became an empire. The Corvidians in the Age of Cities became known for their warlike nature, and this led to the conquest of the Aederfolk. In the age of Empires, there was a great focus on expansion and colonialism, with sprawling settlements being flung far and wide. But an empire is truly a difficult thing to hold - sprawled across hundreds of miles and several groups of people, the metaphorical Wolf grew weak, assaulted on all sides by a thousand arrows.

This strife and struggle rose to a fierce climax at the Storm Invasion, where the Warclyfe attempted to lay claim to the mainland, with the help of the Aederfolk (who held long grudges against their oppressors) and the Velahtrim. Both sides claim some sort of victory - the Warclyfe did, in fact, conquer Ceston, Catan, and Thurvan. But they were rebuffed at Cavon, their force largely shattered, and retreated back to the sea. Unfortunately, all this bloodshed ultimately meant nothing in the grand scheme of history - not even five years later, the Lord of Lead and his adherents wiped the Aederfolk and Ceston off the face of the Earth. After one of the bloodiest sieges in history, Corvus stood, still remaining - but at a terrible cost. Women and children, elders and youths - all the populace took up arms to defend their ancestral homeland, dying in droves. After the battle was over, it was not long before the survivors took to the fields in roving bands of warriors, cleansing the remaining warbands and putting them to the sword. It was a fierce resurgence against the cultists, sponsored by the Soulan, which paid out land and gold for every brown-blooded head.

Corvus still stands today, but no longer an empire. The appetite for violence and glory has been quenched in a deluge of blood. And as the world grows dark, only one thing is clear - the survival of their people is all that matters.
Starting Location: Corvus and its brother cities are located in the Sacred Lands, a long stretch of fertile grassland tucked between the Mirror Sea and the Spine of the World.
Advantage: Fertile fields and fanatic fighters, sharp swords and sturdy statecraft. The Corvidians rely on the strength of raw labor and numbers and a strong metalworking industry.
Description: You know 'em, you love 'em.

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G-Tech Corporation
Khan of Spam
Posts: 61247
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Jul 16, 2022 8:51 am

I am pleased to note that the world map is now live - feel free to observe and speculate upon the strange passages of the continents and landforms.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Novas Arcanum
Posts: 5491
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Sat Jul 16, 2022 8:59 am

Was Gaoling destroyed? It was southeast of Yuzhou.

Also not a big deal but I renamed Zhai Cheng to Nanjing.

EDIT:Best map thus far by the way.
Last edited by Novas Arcanum on Sat Jul 16, 2022 8:59 am, edited 1 time in total.

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Posts: 1618
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Sat Jul 16, 2022 9:12 am

I threw out a couple of colonies at the end of the era - did those go up in smoke?

Interesting map, though. Moving from tiles to regions?

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G-Tech Corporation
Khan of Spam
Posts: 61247
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Jul 16, 2022 9:28 am

Novas Arcanum wrote:Was Gaoling destroyed? It was southeast of Yuzhou.

Also not a big deal but I renamed Zhai Cheng to Nanjing.

EDIT:Best map thus far by the way.

Lazarian wrote:I threw out a couple of colonies at the end of the era - did those go up in smoke?

Interesting map, though. Moving from tiles to regions?

Unfortunately new colonies generically perished, unless reinforced or resettled via Development.

Regions, yep. Gotta macro-scale up as time goes by.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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The Empire of Tau
Posts: 2864
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Sat Jul 16, 2022 9:42 am

I assume we will get our stats once the IC starts?

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G-Tech Corporation
Khan of Spam
Posts: 61247
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Jul 16, 2022 9:45 am

The Empire of Tau wrote:I assume we will get our stats once the IC starts?

Actually before, once they're ready.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Postmaster of the Fleet
Posts: 27951
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Sat Jul 16, 2022 9:47 am

I wonder if Quhalden has been destroyed. It was my moving settlement but even still.
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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