FFH NES III: The Expanse

kenkrajen

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Fall From Heaven NES III:
The Expanse


At the end of the Age of Dragons the gods made an oath. Never again would their endless battles between darkness and light threaten creation. Man, however, made no such agreement.​



A thousand years ago during the Age of Magic, Ceridwen told Kylorin of a distant land cherished by the gods. In this land lay a dormant power that would destroy creation, and that there were beings who actively sought to use this power for such a purpose. Scouts were sent from Patria and in the distant land called the Expanse they encountered a new civilization. Among the awful wonders and disturbing horrors they saw, nothing scarred their minds more than meeting its people. They made their way back to Patria deformed…victims of fell magics. Kylorin led his empire to battle. His motives were unclear. Some say it was to defend Erebus from those who would destroy it. Others say it was to simply avenge the insult of harming a messenger. A very few say that it was to claim the dormant power and destroy Erebus himself, in an attempt to escape immortality and the endless suffering of being rejected by his wife with each reincarnation. Whatever the cause, a war was fought and the earth had not shuddered with such fierce intensity since the Age of Dragons.

The nature of the dark magic the mages of both sides flung across the battlefield was so vile that the very nature of reality itself began to unravel. Portals to other planes appeared at random around them, above them, below them; in the midst of the battles being fought. The skies darkened but were alive with lightning crackling through the air. The earth crumbled beneath their feet. Great pillars of fire arose out of portals leading to other planes.

Despite the utter chaos erupting on all sides, a stalemate had formed. Each side had suffered severe losses, but neither showed any sign of letting up. Patria and the civilization whose name has been lost to time fought savagely. Neither army showed mercy; they gave no quarter. Then at last the stalemate was broken. Patrian sorcerers – the devoted of Ceridwen – harnessed the extra-planar energies to seize the advantage. Victory was imminent.

The only name to survive the forgotten nation was Kar’kaddan, the fearsome leader of Patria’s foul enemy. A powerful mage in his own right (perhaps powerful enough to rival Kylorin himself), Kar’kaddan brought the war to a swift and abrupt end. Having seen the devastation caused to his land, he knew that the planar instability would spread to the rest of his empire. Kar’kaddan had gathered his greatest sorcerers and led them in a ritual to save his lands. When the spell was done, tendrils of bright green energy exploded from the ground between the two armies on the chaotic planar battlefield. The energies rapidly rose high in the sky beyond the clouds; further than the keenest eye could see. They then intertwined into a great wall, and formed a ring of green energy around the nameless empire. The Shield of Kar’kaddan ended the war, and separated the mysterious empire from the planar wastes which came to be known as the Badlands. Unable to continue the fight or pierce the Shield in any meaningful way, Kylorin led his army home.

Ages passed. The tale was handed down from generation to generation, growing ever more fantastic with each retelling as it became legend. The existence of the Shield and the Expanse lying somewhere in the Badlands’ center became myth. There were always those who would test the tale, and it has been tested many times throughout the centuries. Ambitious leaders sought to colonize this land for new resources. Religions sought to find this sacred place cherished by the gods. Explorers and treasure hunters entered the perilous planar wastes for fortune and glory. None have ever returned.



Concept and Introduction

Welcome to FFH NES III: The Expanse, a place full of ancient mysteries and ripe with intrigue. It is a land cut off from the rest of Erebus by a planar waste called the Badlands and a magical barrier known as the Shield of Kar'kaddan. Yet while it still holds all the things that have made Fall From Heaven what it is today, the Expanse is its own unique setting. You may find many things to be familiar, but things are not always as they seem. The founders of the nations residing in this area of Erebus were once all members of the civilizations we've come to know, though centuries - and in some cases even millenia - have made these stranded settlements into their own distinct empires. Within these alien lands will your stories unfold.

The Expanse will be similar to the previous FFH NES’s in some ways (consider this nes to be our homage to FFH NES Ii), but will focus on a much more local level. Instead of playing civilizations you will be playing factions or groups called player organizations (POs). You will be running an organization of your own creation with your own agendas. If you’ve ever wanted to play an FFH NES where you’re a mage guild, a religious sect, knightly order, bureaucratic corporation, crime syndicate, or pirate fleet now’s your chance. You can play anything you can think of that’ll fit in the FFH setting.

Each player is expected to be familiar with the Fall From Heaven setting and to have a theme for the organization you create. The theme you decide on in addition to the history of your organization’s founding (make it about one page long) will be submitted to me, and I will post it in the Mods' Group as we discuss it to make sure it will fit with the setting. Aside from that one restriction, feel free to come up with any idea you like. The most important criteria is that you’re going to have fun playing it.

Since this is an NES, players are expected to write stories to enrich the game and setting. Any length is acceptable, and each player is expected to contribute at least one story a month. Keep in mind that you will be roleplaying a leader who is running an organization with a clear goal, whether it is simply to make as much money as possible by any means necessary to overthrowing the evil aristocracy and replacing it with a just government. Anything is possible.

Seven seems to be the number of players everybody running an NES starts with, so we will too. Each moderator will take on seven players, for a total of 14 players. As time goes on and we feel that we can handle more players without compromising the quality of the game and story then we'll consider allowing additional players. This leaves the possibility of accepting new players in the future, and if we're looking for a big expansion we may even take on another moderator or two. If more than 14 players apply, preference will be given to players based on the history of the founding of their organization. These histories will be judged on three criteria in order from least important to most: familiarity with the Fall From Heaven setting, the quality of the story, and how different it is from the other applicants - in other words, originality.

The maps will be FFH CIV4 games specifically designed in world builder. The basic unit of measurement will be squares as found in CIV4 maps. Each player will choose a square within set parameters of the map for their organization’s base. The map will be updated once a week with screenshots based on the actions of the POs and PCs. Each map will be a different area of the Expanse. MasterofDisasta will mod the East Expanse, with myself modding the Central Expanse. Each map is connected to the others, however travel between maps will be difficult. Each Player Organization after being drafted by a moderator will then get to choose a square within a predetermined area of the map.

As organizations grow they will develop new resource options which will allow them to build new buildings, access new civics, improve their lands further and recruit new units.

*In the original concept this NES would have been launched in conjunction with a D&D 3.5 Campaign entitled Rise From Hell. The idea was to create an interactive campaign world consisting of two very compatible games with as many players as can fit. One part was to be the D&D campaign in which there would have been eight player characters (PCs) who’d have been doing all the things that PCs do, adventuring in the Fall From Heaven setting, and in the mythical and mystical land called the Expanse. However, due to time constraints none of the current mods are able to run this part of the campaign. The good news is that NES will be getting all of our attention, because the main focus of this project is the NES. Although, if there's anyone out there whose interested in being an apprentice dungeon master, running an online tabletop campaign and knows how to use or is willing to learn to use a program like maptool, send me a PM and we can get working on this part of the Expanse.


Creating A New Organization


When creating your organization you’ll need to keep several things in mind. There’s a passage from a Star Wars sourcebook (The Force Unleashed) that gives an excellent guide to coming up with a concept for your organization. Since it’s so well written I see no reason to paraphrase it. So here it is with some slight edits:


What are the organization’s goals?

The most important question you need to answer is what the organization sets out to do. Most organizations are unified by their goals. Crime syndicates want to make money, governments want to keep order, law enforcement agencies want to bring people to justice, religions want to gain more converts, and arcane traditions want to expand their knowledge of magic. Decide what your organization works toward achieving and what they want to accomplish so that you have a better idea of why the organization works together.


Who is a member of the organization?


When you determine what kinds of people are members of an organization, you help define what a character is expected to be like as well if he joins that organization. If an organization is made up only of elven sorcerers, a dwarven cleric of Kilmorph might not fit in as well as that character would like. Along the same lines, an organization whose members are made up of many races/religions from all over Erebus would not be likely to accept a member from the Humanocentric Theocracy who is unwilling to abandon his racial/religious biases. Deciding what kinds of characters fit in well with an organization also dictates what kinds of characters are engaged with it.


Who runs the organization?


Ask yourself who is in charge of the organization in question. Is your wizarding tradition ruled by a council of elders who hand down assignments from their chambers? Is your noble house led by a charismatic senator or an unscrupulous bureaucrat? Does your business fall under the control of a single, powerful decision-maker, or does he in turn answer to a shadowy council of investors? An organization’s leaders are the ones who are likely to dole out assignments or award special recognition to characters/followers, and as such it is important to have an idea of who these people might be.


Where does the organization operate?

Defining an organization’s general area of operation is essential to determing its scale. Moreover, an organization might function only in a certain region of the Expanse, making it difficult for people and other organizations to get in contact with the agents of your organization. Additionally, many of the resources an organization provides can be obtained only within that organization’s domain, so choose your starting location carefully.


What does the organization do on a regular basis?

Figure out what kinds of routine tasks the organization undertakes. Do agents of your noble house travel to the government center every day to participate in politics? Does your paramilitary organization stage raids on Imperial outposts once a week? Does your pirate gang prey on passing ships every few hours? Regular and routine activities help define the organization as a whole and give the mods a better idea of what to expect that a member of the organization will need to undertake as a part of membership.


Who would support the organization, and who might work against it?

Aside from its members and leaders, an organization usually has third-party supporters. Nobles who support the cause clandestinely funnel gold into the organization’s treasury, and law enforcement agencies look the other way when a group’s actions are for the good of the people, if not necessarily within the letter of the law. By the same token, every organization has its enemies, and they usually work to stymie the group’s progress at every turn. Determining who works for and against an organization will help flesh out enemies and allies during the creation process. This will also come during play as you interact with other player organizations and NPC organizations ranging from the local temple to the Overcouncil.
 
Designing a New Organization


Type

The first thing you have to decide is what type of organization you want to play. Each one is unique. An organization’s type determines its function, methods, and its main path to power. Your organization type will also give you a free Technique to start with, and can be used without having researched the appropriate Innovation. Further, your type will affect what kinds of specialties a PO can choose.

Any organization should be classified as one of the types given in the following table:

Organization Type---------Bonus Technique
Business--------------------Survey Market
Community------------------Any one other org type’s bonus technique
Criminal---------------------Pickpocket
Magic Tradition--------------Create Magic Item
Military----------------------Raid
Noble House-----------------Coordinate
Religion----------------------Proselytize

Organization Type------------Key Ability
Business-----------------------Highest Score
Community---------------------Culture
Criminal------------------------Underworld
Magic Tradition-----------------Magic
Military-------------------------Combat
Noble House--------------------Leadership
Religion-------------------------Faith



Specialties

Each organization gets to choose Specialties. A specialty is a particular Innovation tree in which progress is faster than normal, specifically all RP spent on a Specialty Innovation tree counts as twice the normal amount. To be able to select a Specialty your organization type must be listed as one of the types next to each Innovation Tree in the Specialties List below. Any tree that your type is not listed as being able to specialize in is called a Cross-Specialty. Any number of Cross-Specialties can be chosen dependent on how many Specialties are given up, in a 2:1 ratio. Each PO gets a number of Specialties equal to the modifier of its Key Ability Score divided by its Organization Scale. Once selected Specialties cannot be changed unless the Key modifier changes, and the amount of Specialties that can be changed can only be the amount the modifier has changed by. A Key Ability is the Ability Score on which an Organization could not exist without. This is different for each organization detailed on the list below:

Organization Type-----------------Key Ability
Business--------------------------Highest Score
Community------------------------Culture
Criminal---------------------------Underworld
Magic Tradition--------------------Magic
Military----------------------------Combat
Noble House-----------------------Leadership
Religion----------------------------Faith

Example: An organization called the The Hands of Laroth upon organization creation has chosen its type to be a Magic Tradition. As such, a Magic Tradition can specialize in the Alchemy, Ceremony, and Thaumaturgy trees. Let’s say this org’s Key Ability Score is 16, yielding a +3 modifier. That means The Hands of Laroth could choose to specialize in all of its Specialties. However, this organization wants to depart from the stereotypical mage guild and wants to be able to manipulate people and other organizations from behind the scenes so it chooses to give up two Specialty slots for a Cross-Specialty in Villainy. This leaves one Specialty slot left. The Hands of Laroth choose Thaumaturgy. All research points the organization spends in these Innovation Trees counts as double.

Innovation Trees

Alchemy - This tree is all about learning new uses for chemicals and herbs, for making items magical, and for creating your own special substances.
Ceremony - Expect to learn how to use rituals, both magical and non-magical. Ceremony is an important aspect of celebrating important moments. It's useful for strengthening the bonds of the members within an organization, and for empowering spells with the power of ritual.
Commerce - This one is all about getting more bang for your buck, and learning ways to take advantage of the economy.
Exploration – Whether your searching for a hidden mountain pass or a new resource. It's important to know how to find things. Also this tree grants access to faster modes of travel.
Industry - If you want to build things yourself instead of buying them and process raw resources, research this tree. Building things yourself is always cheaper than buying them.
Nature – Expect to learn agricultural techniques in addition to harnessing the powers of nature.
Thaumaturgy - Simply magic in all its forms.
Rhetoric - For bettering your communication skills, inspiring your followers, and becoming a better negotiatior.
Villainy - Everything that wouldn't be deemed kosher.
Warfare - Expect to be making use of the combat mechanics with these Innovations.

Specialties List

Business: Alchemy, Commerce, Industry, Rhetoric
Community: Ceremony, Commerce, Exploration, Industry, Nature, Rhetoric, Warfare
Criminal: Alchemy, Commerce, Villainy
Magic Tradition: Alchemy, Ceremony, Thaumaturgy
Military: Exploration, Nature, Warfare
Noble House: Rhetoric, Villainy, Warfare
Religion: Ceremony, Thaumaturgy, Rhetoric

Alchemy - Business, Criminal, Magic Tradition
Ceremony - Community, Magic Tradition, Religion
Commerce - Business, Community, Criminal
Exploration – Community, Military
Industry - Business, Community
Nature – Community, Military
Thaumaturgy - Magic Tradition, Religion
Rhetoric - Business, Community, Religion, Noble House
Villainy - Criminal, Noble House
Warfare - Community, Military, Noble House



Organization Scale

An organization’s scale is one of the most important parts of creating a new organization (all POs start at 1). An organization’s scale determines the magnitude pf its power and influence. Increasing your scale grants a special benefit, allows you access to more options, and grows your Sphere of Influence.

To grow an Organization’s Scale a PO must spend any combination of a number of Culture, Research Points, and Gold Pieces equal to the listed cost. The listed cost however becomes different for each PO, as organizations get to lower the listed cost by an amount equal to its Command Sub-Ability Score multiplied by 10. A PO can not increase their Organization's Scale by more than 1 per turn.

Ex. The Hands of Laroth are a Scale 2 PO with a Leadership Score of 22. Their Command Score is 44; this number mulitplied by 10 is 440, making the cost to increase in scale 4,560. The Hands of Laroth feel they are ready to increase their Scale and spend 560 Culture, 3,500 Gold Pieces (all they have on hand), and 500 Research Points in their orders. In the next Update they become a Scale 3 PO gaining all the benefits and drawbacks that go with it.

Scale..............Cost……..........Example Spheres of Influence
..1..................1,000.............Local group (gang, cult, trading post, tribe, neighborhood)
..2..................5,000.............City Faction (historic noble house, thieves guild, mage guild)
..3..................10,000...........Citywide (temple, city guard, elder council, smuggler’s port)
..4..................50,000...........Multiple Cities (corporation, wizard/knightly/religious order)
..5..................100,000.........National (governments, black market, Guild of Hammers)
..6..................500,000.........Multi-national (Overcouncil, religion, crime syndicate)
..7................................... .The Expanse (none to date)

Organization Population Cap

Each organization has a Population Cap which puts a maximum limit on the number of members it can have dependent on its Organization Scale as depicted below. Further, if you are under half the population cap of your previous org scale, you take a -1 penalty to all Ability Scores for each 10% you are under that number.

Scale............Population Cap
..1..........................100
..2..........................500
..3.......................1,000
..4.......................5,000
..5.....................10,000
..6.....................50,000
..7...................100,000


Organization Scale Benefits
Upon increasing in scale, POs gain access to a special benefit that is different for each scale level.

Scale............Benefit
..2.....................Destiny


Benefits Descriptions

Spoiler :
Destiny - When an organization reaches Scale 2, they can choose a Destiny. The PO writes in one sentence at the end of their orders some far reaching destiny they'd like to accomplish (with mod approval), and the destiny has to be appropriately epic. For example, a Noble House organization may have aspirations to usurping the throne, or perhaps they want to change their Organization Type to Military. Next turn the mod will assign a number of goals equal to your Leadership modifier divided by the PO's Organization Scale. These goals can be either stat or story based, and can range from "Recruit the reclusive witch hiding in Dead Man's Bluff," "Slay 300 orcs," "Witness a miracle," "Improve your Combat Score to 21 or higher," all the way to "Improve Organization Scale to 5." When all goals have been either complete or failed, if the majority of them have been completed then the PO will have followed the steps needed to complete their destiny, and will also earn a nice bonus (such as gaining a certain number of General Points, or some other award determined by the mod). If the majority of goals are failed then you will incur stat penalties, ranging from the mod choosing the org's new type, to the PO losing a significant amount of culture/rp/gold/fp, or whatever the mod deems appropriate. Destinies are a powerful force for change, for better or worse.



Sphere of Influence:

This is a PO’s radius of the area in which it can execute Techniques. The radius of a Sphere of Influence is equal to it’s Organization Scale multiplied by it’s Key Ability Score modifier (if your modifier is lower than +1 than treat it as +1 for the purposes of this mechanic). Be aware that Spheres of Influence belonging to other organizations can overlap with yours. Your home base is the center of your Sphere of Influence, and you can construct buildings anywhere in your Sphere of Influence.



Actions:

In this NES there is a limit to the number of special operations that can be put into action. Mundane things like trade, assigning workers, reallocating inventory will not cost any actions. Things like attacking, or doing so in a particular formation, performing a magic ritual, or pulling off a heist are considered special operations that will be called Actions or Missions. Actions are from a specific list below of what players can do each turn. Each PO has three (3) Actions to use each turn, and may use these actions to perform any of the listed missions as many times as they have actions allotted, or can you use them to put techniques into effect. As organizations grow in scale they will gain more Actions to spend per Update. Units cannot participate in more than one type of mission per turn with exception of the Movement mission. In other words, units could Move and Attack, Move and use Diplomacy, or Move and Work, but they could not Work and Attack or any other combination not using Movement. Also, with the exception of Recon Units, the Movement mission cannot be performed by the same units more than once per turn. The listed missions a player can execute are:

Attack - Units will attack a specified single target in the square they are in. Attacking occurs automatically if the units move into a square with hostile units they are aware of. Attacking in this way still uses an action and cannot be done if the PO has no actions to spare. Attacking a target can result possibly in the capture, damaging, or destruction of a target and/or the damaging/destruction of the attacking units. Combat units that are attacked will defend themselves to the best of their ability, other unit types will most likely run.
Diplomacy - Units will carry messages to NPCs and NPOs of the square they are in. Each action spent on diplomacy can only carry one message, of which the length is not limited, and barring any unfortunate events the messenger(s) will bring back the reply. Certain units, as described in their entry, will help to bring back more favorable responses. Communication with other Players is unlimited and requires no actions.
Espionage - Units will attempt to bypass detection and defenses of the square they are in, in order to attain the specified target.
Fortify - Units will attempt to better the defenses of the specified area in the square they are in to thwart possible attacks.
Move - The units designated will move their movement up to the amount specified in the orders and the units' movement limits.
Recruit - The selected units will attempt to recruit locals in any populated area of the square the selected units are located in. Any unit can recruit, though certain types will be more successful at it as described in the unit entry.
Work - Units capable of producing gold, mallets, research or culture do so, with whatever buildings and tools they are assigned to use in the square they are in.
Spellcasting - Units participating in this mission can each cast one spell. There is a maximum number of spells that can be cast in one turn using this action as described by your Academia Sub-Ability Score.


Techniques:

Techniques are special abilities earned through innovations that will enhance the use of the listed missions in different ways, and allow POs to use the listed missions in alternative ways. Executing a particular Technique that your PO knows counts as an action as well, so in order to execute a Technique a PO must spend an action on both the Mission and the Technique. However, all units participating in a mission do not have to participate in the technique as well, if you so choose. For a list of Techniques look under the Knowledge Base section.


Starting Resources: Don’t confuse the use of the term ‘resources’ here with it’s other meaning as goods and materials. Every PO will begin with 25 General Points. These points can be converted into anything (except Mallets and adding to ability & sub-ability scores). When purchasing Faith Points, appropriate scores apply for enhancing the number gained. When spending Research Points gained from General Points, specialties do not multiply the amount of research spent and the Science Sub-Ability modifier does not apply. All General Points must be spent/converted when creating an organization or they are lost. Spend them wisely.

1 General Point equals:
1,000 gold pieces
25 Research Points (starting rp cannot be spent on innovations beyond tier 2)
25 Culture
5 Faith Points
* A PO may spend 10 General Points during organization creation to make their Homebase hidden.



Homebase: Pick any square to be your homebase that is not a water tile (unless it has a ship wreck) or hellfire. Homebases will only be revealed on the map if they are not hidden. More than one organization can locate their homebase in the same square. All homebases come with one room to function as a command center, and a room for storage. Each building that can be built can instead be built as an additional room or structure attached to your homebase for a higher price. The drawback is that larger bases take more skill to conceal. One benefit is that it is easier to defend your units and headquarters if they are not spread out. The main benefit of building additions instead of separate buildings is that being so near to hq makes all org members operating that room more diligent and efficient, as their leadership is very nearby (however, this can change depending on your civics). This means that techniques executed by a rival PO are more difficult if your homebase or someone in your homebase is the target. All members produce more of whatever it is they’re producing than normal (in the sense of abstract mechanics like rp and culture, not building items or buildings). All points and other abstracts produced are increased by 10% (round in the player’s favor) after the totals are determined. Specific stats for your homebase will be listed under its building entry in the Buildings section. One more thing, if you’re homebase is destroyed you’re PO is destroyed. Protect your hq.
 
The Map: is portrayed in screenshots from the actual FFH mod. Each Update the map will be forwarded 1 turn in the civ game. The grid is toggled for ease of measurement. All maps to start will be around 10x10 squares. As organizations grow in Scale more of the map will be revealed. The existance of resources that can be seen on the map is public knowledge, meaning all NPCs and NPOs know where they are located as well. There are plenty of resources that can be found in any square which are currently unknown to everyone. Certain Techniques must be used to discover these unknown resources.
Buildings that POs built need not be in the square their homebase is located. Player buildings can be built throughout that POs Sphere of Influence. Squares in which cities are located are treated differently in the rules than a rural square, that is any square that does not contain a city. Improvements found in rural squares exist in those squares, however they do not take up the full 100 square miles. Buildings (which are unhidden) that POs build in squares will be listed below (the mods will have the master list with public and secret structures). Each square of the map will be labeled with a grid system. The rows will be letters and the columns will be numbers.

The Squares: Each square on the map represents an area equal to 100 square miles, meaning the length of each side of a square is 10 miles. Moving one square counts as 1 of a unit’s movement, so a unit with a movement of 4 could travel 40 miles or 4 squares between updates.

Time: Each Update will represent a period of one month passing in game time. Time will be kept track of according to the cannon FFH Calendar.




Civilizations:

Sands of the Equos
Spoiler :

"These are the writings of Kusinut, keeper of histories of Clan Wahkan. In the 764th Sojourn of Lugus in the 4th age, the many clans of the Equos prepare for battle. The armies of the Dragon Slayers led by the Divine Oathbreakers approach are sacred ancestral home Acar. It was here that in the beginning of this age our forefathers received their first visions of the Great Earth Mother. This is the only place where all clans put aside their differences, their rivalries, their separate identities, and recognize that they are all part of a greater family.

The enemy approaches, and I take pride in the stoic determination of my kinsmen. We face overwhelming numbers. All that we love hangs in the balance here at Acar, and we must be victorious. In this dark hour we gather our hundreds of brave warriors to defend our sacred city from the Oathbreakers, who seek to claim our lands as their own. The mongrels have no courage. They have no honor. The Nephilim only come because they perceive us to be weak. They think their thousands assures them of victory. But they know not the secrets of the desert, the freedom of the horse, or the powers of the Great Mother." - Histories of Clan Wahkan, prior to the First Battle of Acar.


The Equos are a complex people who live simply. They have three loves: their lands, their horses, and their goddess Kilmorph. The Equos as a nation are not as united as the typical nation, more closely identifying with their clan than their nation. Though when great danger comes the clans return to their cities and cooperate to avert disaster. Most clans prefer to travel the desert along with their steeds - which are both considered to be sacred gifts of the Earth Mother. Horses are treated as well as any person would. Ill treatment of any steed is a crime punishable by banishment, or in truly despicable cases death. The Equos have other highly important values, such as the belief that in order to earn the right to live one must struggle to survive in the wastes - though their is one month of the year when all clans journey to the coast. This is a time of religious celebration, contemplation, and renewal. Another value paramount to the Equos is loyalty to the clan and maintaining the close bonds of family.

Not all clans are so extreme as to live the majority of their lives out in the desert. A significant portion though still a minority choose to occupy the two sacred cities of the Equos, maintaining them and their loosely structured government. However, even in the cities struggling in the desert wilderness is a popular rite of passage for a child to become an adult. Nearly all of the traditional nomadic clans welcome these city-dwellers temporarily into their clans for the duration of the rite. As for current events, the Equos face two main problems. The first and lesser of the two is the declining population of wild horses, which many fear is a sign of their goddess' displeasure. The second is the ongoing war with the Nephilim, who badly outnumber the Equos but still have trouble maintaining the advantage due to the Equos knowledge of the land and their desert fighting tactics.


Kingdom of Shedu
Spoiler :
The city of Kalm was once an Equos city. However, due to clan feuding and a prophet of Lugus the city declared it's independence. This prophet, named Shedu, became the leader of city through popular support of the city's clan elders. His popularity came about from the divine miracles he performed in the name of Lugus. The Equos didn't really care what they called themselves, and always considered them to still be Equos until the new Shedu nation declared war on the Equos with the Nephilim. Throughout the war the Shedu have seen the most success in fighting the Equos as they are all desert nomads and have the know their enemies tactics.


Divine Realms of the Nephilim
Spoiler :

The Nephilim are a people who claim to be descended from a fallen angel. These people have divided themselves into castes based on how pure their blood is. The ruling elite of Nephilim society claim to have the purest angelic blood, and those in the lower and working classes are told that they have only trace amounts due to intermingling with immigrants. The government is an aristocracy of nobles who meet in a parliament to keep the functions of government going, although these seats in the parliament are inherited. The Nephilim as a people believe their society to be a utopia. All have precisely what they need to live, and each person is assigned a job to what they are most suited (which is determined by the caste one was born into and parliamental evaluations). The castes are the High Nephilim (the ruling class), the Dragon Slayers (the warrior caste), and the Grigori (the working caste). Religion in Nephilim lands is seen as unnecessary, as the people consider themselves and their leaders to be divine descendants of the angels, who are descendants of the gods themselves. Religion is mostly in the form of an unorganized ancestor and hero worship - with those figures being primarily the leaders of higher castes.


Acheron's Horde
Spoiler :
Long ago in the deserts outside the hellish Badlands, two feuding orc tribes met on the field of battle. They were warring over which tribe would get to claim the human settlements out in the deserts, since the raids of both orc tribes would soon leave the humans without any supplies. Eventually the orcs' sources of loot and easily attainable goods would dry up and they would be left to die of starvation in the desert. There was only enough room in these deserts for one tribe.

And so they fought, eventually one of the tribes attained the upper hand. The other tribe saw their numbers dwindling rapidly, and being orcs they fled. The victorious tribe pursued. This feud would end today. The defeated tribe tried to escape back into the desert wastes, but the victorious tribe routed them and chased them all the way into the Badlands. They watched in awe as a bright light appeared over their defeated foes, and then they disappeared. The tribe's leader, a priest of Bhall, heard a whisper from her goddess. The priest obeyed and led his tribe into the Badlands. A bright white light appeared over them and all around them as well, and in the next moment the victors found themselves in a lush jungle. In the distance they saw the pathetic weaklings celebrating their good fortune at finding such fertile lands. A look of utter horror appeared on each of the defeated orcs expressions as they saw their conquerors suddenly appear around them. The stronger tribe immediately set upon slaughtering the weaker one, and claimed the jungle as their own.

Centuries passed. These orcs thrived in the jungle, and created their own civilization centered around the worship of Bhall. It did not match the splendor of any other mortal civilization by a long shot. But for these orcs it was a golden age. Then, their world came crashing down. A giant red dragon appeared on the horizon, alighting the jungle with the flames from its breath. The orcs did their best to stop this foe that was destroying their home, but to no avail. The dragon landed on top of the Great Temple of Bhall at tremendous speed. The impact brought the whole building down to its foundations. The dragon extended its wings, and announced its victory with a roar. The dragon then spoke, it's voice could be heard for miles around. Every orc heard this dragon's next words, "I am Acheron. Your god has abandoned you. Worship me, and I will lead you into a new age of glory, where human, elf, and dwarf lands alike will fall to the orc. Bow down before me, and I will grant you riches beyond your wildest imaginations. Bow down before me or watch your world burn." And every orc within the devastated jungle prostrated before the mighty Acheron.


Acheron's Horde are not much different from the typical tribes of barbarian orcs except that each tribe owes its fealty and devotion to the dragon Acheron. Life in regions of the Horde is difficult, not so much because of the environment but because of the savage nature of the inhabitants. Kindness is hard to come by, and cooperation usually only comes about through intimidation. Dragon Worship has permeated their society, and in the recent past many orcs have been breeding with the lizardfolk to producing a sort of reptilian half-breed. Many such individuals are conscripted into the armies of the Horde, and given red scale mail and their various crude weaponry. Acheron has molded these individual barbarian tribes into a loose nation, which has held together for the past two decades. When Acheron took command of these orcs, the frequent raids into more civilized territories stopped suddenly. Throughout the nearby empires the fears of an imminent orc invasion have subsided and become a sort of complacent relief. Still, there are plenty of military leaders who harbor quiet paranoia of a future attack. Despite this lack of fear of an attack, all know that a stroll across the border into the territory of Acheron's Horde will be met with certain death.


Nation/Map Key
Green - Equos
Tan - Nephilim
Yellow - Shedu
Black - Acheron's Horde
 

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Abilities

You have six abilities scores that represent the main aspects of every organization. They are Leadership, Combat, Culture, Magic, Religion, and Underworld. Most deeds you attempt to accomplish will require strengths in particular abilities. Each ability gives a modifier to mod rolls based on the score. To determine your ability scores you will be allotted 28 points to spend on your abilities. All ability scores start at 8. You may spend points to raise them, and depending on what abilities are important you may not. After the initial ability score point buy, there will be opportunities to increase these scores through play. There will also be events that cause your scores to raise or drop during play. An organization’s strength or weakness in an ability is demonstrated by its followers as they perform their varied activities.

Score....Modifier
0-1.............-5
2-3.............-4
4-5.............-3
6-7.............-2
8-9.............-1
10-11..........+0
12-13..........+1
14-15..........+2
16-17..........+3
18-19..........+4
20-21..........+5

Score.....Cost
8.............0
9.............1
10...........2
11...........3
12...........4
13...........5
14...........6
15...........8
16...........10
17...........13
18...........16
19...........20
20...........24


Leadership: This represents the strength and effectiveness of your organization’s leadership. This affects your ability to recruit followers, how well they carry out their orders, your organization's morale, and any other things you might do that require you to exercise your authority.

Combat: This measures your organization’s combat readiness, their skill in battle (both melee and ranged), and any other aspects related to fighting. A low score indicates an untrained and poorly armed fighting force, while a high score indicates a thoroughly prepared and powerful army.

Culture: Members of the same organization share a culture, that is they share the same system of values, beliefs, thought patterns, and perceptions. Art, music, and literature are the artifacts, relics, or results of culture. However, your culture is really a sub-culture of the greater culture of the nation in which you reside in. This score represents how much you affect and are affected by the cultures surrounding your own. A high score means you are effective at spreading your ideals outside of your organization, and a low score means that your members are more susceptible to the influences of cultures exterior to the organization's.

Magic: This represents how naturally talented the members of your organization are in the arcane magical arts, in addition to their skill and knowledge of magic. Expect to use this for casting and researching spells. A high score indicates that wielding magical power is easy for members of this organization no matter the difficulty of the spell. An especially low score may mean that the organization’s members have no ability to use magic whatsoever.

Faith: This score determines how strong an organization’s connection to the gods are. A strong score shows that this organization’s priests have a close relationship with their god(s), and their god in return grants them blessings and divine magical powers. A low score means that the organization doesn't really care about what the gods do, and vice versa (until its time to claim their souls). Further, low scores mean that this organization's members are more susceptible to and affected by divine magical effects.

Underworld: This represents your connections to the seedier sides of life. Techniques involving stealth, disguise, theft, street smarts, and anything on the other side of legal involves this ability. If you’ve just stolen a rare and valuable piece of art, a high score will likely mean you can find a fence that will pay a high price for it while a low score will mean that you likely got caught trying to steal it in the first place.

These ability scores will come into play as you recruit your followers and send them on missions, in addition to performing the daily activities of your organization.
 
Sub-abilities

Leadership Sub-Ability Scores:

Command: This represents how many units your organization is capable of commanding in an ordered fashion at one time. Multiply your Leadership Score by Organization Scale. This number is your Command Score, and represents the maximum amount of units that can participate in the execution of any single Technique.

Unity: This is a modifier composed of your Leadership Score modifier multiplied by Organization Scale. This modifier is important for preserving or improving Morale, lessening or nullifying the Desertion Rate and faction splits.

Morale-----------------Effect
Zealous......................Benefits of Inspired and +1 Movement, an additional +10% to production rates of points and goods
Inspired......................+1 Strength, +10% production rates of points and goods
Heartened...................Techniques are more efficient
Ready........................None
Discouraged......................Techniques are less efficient
Miserable..................-1 Strength, -10% production rates of points and goods
Hopeless....................Penalties of Miserable are doubled



Combat Sub-Ability Scores: Take the Combat Score, multiply by two and divvy up the amount between the Ferocity and Health sub-scores listed below. Neither Score can be 1.5x greater than your Combat Score. Minimum is 1. Both Combat Sub Scores use the same modifier chart as the Ability Scores.

Ferocity: This is a reflection of how skilled your units are at dealing damage in battle. A positive modifier means your units are better able to kill what they hit, able to strike the most critical spots of their targets. A negative modifier will make the damage you deal in combat more distributed between enemies, making enemy losses less likely.

Health: This Sub Score affects how well your units can heal their wounds naturally without the help of units capable of enhancing healing. A negative modifier means that your recovery rate is slower than normal, and positive meaning faster than normal.

Carrying Capacity: A strong warrior is able to carry heavier loads than a weak one. Every member of your organization is able to carry a certain amount of equipment or material dependent on your Combat modifier. This is to represent the average carrying capacity a member of your organization can carry without restricting their movement. The amount of items a unit can carry is equal to five (5) plus your Combat modifier. Up to twice that amount is the maximum that an average member of your organization can carry and travel a meaningful distance, however all movement is halveed (rounded down).



Culture Sub-Ability Scores

Mores: These are the values, beliefs, and taboos that your organization holds most sacred. You get to choose a number of mores equal to your positive Culture Score modifier. If the modifier is zero you get no mores, and if negative then your organization will pick up mores independently that are not of your creation or choosing. Now where are these mores that you are to choose from? It’s up to you to make them up (try to keep each one to a single sentence). For each more you choose, your organization Arts Value increases by an additional percent. For each more you have that is not of your own creation your Arts Value is decreased by 1%. If you have no cultural Mores then this does not affect your Arts Value.

Arts: The beauty part of Plato’s threesome: the true, the good, and the beautiful. The more culture your organization produces the more the surrounding population will be exposed to your values and ideas. The longer your values became an accepted norm the friendly its people are towards you. To calculate this score take your Cultural Value and multiply it by the number of people producing culture. Divide this number by org scale. Multiply this value by 100, and divide by the city’s Culture Value (will be provided by mods) whose radius you are in (if you’re not in one then this sub-ability doesn’t do anything for you). This number is the percentage of the city’s population who agree with your values. How high the percentage is directly correlates with how accepted your org and its values are in the city’s culture. This percentage provides a direct benefit according to the chart below, and will make performing certain techniqes easier in this city and its radius. This information will be specified in the descriptions of certain techniques.

0%: Outsider – The people of this city consider you to be barbarians. Executing techniques are more difficult than usual in this city.
More will be revealed as players' Arts Scores increase.
1% - 10%: Suspicious – Your ideas have spread in the city a bit. The locals are skeptical about your true nature. No benefits, but there are no penalties either.

Science: Every culture tries to explain the world around it. This urge is the root of science and philosophy, which makes it an integral part of culture. The more developed the culture the more it tries to understand the world it is in making innovations and new discoveries come more often. This sub-ability turns your Culture Score modifier into a Research modifier. If it is positive the total amount of research points you generate will be multiplied by this number. If negative total RP will be divided by it. If it is zero then nothing happens.



Magic Sub-Ability Scores


Learning Curve: Each time your mages develop a new spell they have learned a little bit more about the nature of magic. The RP cost for researching a new spell is reduced by an amount equal to your Magic Score. This reduction is cumulative per previous spell you have researched. The RP cost cannot be reduced more than 50% in this way.

Academia: determines how widespread magical knowledge is within the org and measures how many spells can be cast with one spellcasting Technique. The spells do not have to be cast by the same unit. The amount of spells that can be cast with one Technique equals your Magic Score modifier.



Faith Sub-Ability Scores: These will be in the form of 21 ratings, each ranging from 0-10. Each rating reflects your standing with each deity. When creating your organization, divvy up an amount of points equal to your Faith Score between the 21 deities as you see fit. These ratings start at 0. A negative Faith Score Modifier means that all of your ratings are 0. In order to cast a divine spell a PO must have a rating of (2 x the spell level) in that sphere.

Sphere/Deity Ratings:
• Air/Tali: 0-10
• Body/Aeron: 0-10
• Chaos/Camulos: 0-10
• Creation/Amathaon: 0-10
• Death/Arawn/Laroth: 0-10
• Dimensional/Ceridwen: 0-10
• Earth/Killmorph: 0-10
• Enchantment/Nantosuelta: 0-10
• Entropy/Agares: 0-10
• Fire/Bhall: 0-10
• Force/Dagda: 0-10
• Ice/-: 0-10
• Law/Junil: 0-10
• Life/Sucellos: 0-10
• Mind/Mammon: 0-10
• Nature/Cernunnos: 0-10
• Shadow/Esus: 0-10
• Spirit/Sirona: 0-10
• Sun/Lugus: 0-10
• Water/Danalin: 0-10



Underworld Sub-Abilities: Multiply your Underworld Score by three and distribute the number between your three sub-abilities. No Sub-Ability can be more than twice your underworld Score; minimum zero. Now divide each one of these three numbers by your Organization Scale.

Stealth: This represents how skilled members of your organization are at hiding and camoflaging buildings, people, and items in addition to how skilled they are at perceiving hidden things.

Deception: This one is all about how good your members are at conning or bluffing or deceiving someone, which really boils down to how good your organization’s members are at lying convincingly.

Larceny: The number of this sub-ability rates how skilled your organization is at pulling off crimes that don’t involve hiding or lying. This ranges anywhere from picking pockets, assassination, arson, to a heist.
 
Combat

Basic Mechanics: In this system combat will be based around :strength:. The greater a unit's (1 organization member) :strength: than it’s opponent’s the greater one’s chances for victory and survival on the field of battle, wherever that may be. When multiple units are employed in teams or armies, their :strength: will stack. Ex. In a battle on a grassy plain between one swordsman with 6:strength: and an axeman with 4:strength:. The swordsman is 1.5 times more likely to emerge from the combat victorious. The same would go for ten swordsmen vs. ten axemen. A unit that takes damage will lose :strength:. The loss remains until healed. Healing & Damage will be determined by the mods as they take into account the dice, the stats of the unit(s), the PO's Health Sub-Ability Score, and player orders.

Equipment: Units will be able to be equipped with various weapons and armors. Most equipment will augment a unit’s :strength:, in addition to providing unique abilities and effects depending on the items and equipment employed. Equipment and items can be damaged, lost, stolen, or destroyed on the field of battle. While you don’t have to expect buying equipment often, don’t expect to have to buy something only once either.

Terrain: All kinds of terrain will affect combat, however you’ll just have to figure out its probable effects through reasoning and experience.

Movement: Each unit will have listed in their stats how many squares they can move in one update. Boarding or leaving a ship or any other transport counts as one square of a unit's movement.

Combat Techniques: This is a subtype of Technique, specifically all Techniques that have to do with combat. Certain Innovations will add combat 'Techniques' to a PO's Knowledge Base. Combat Techniques can run the gamut from attack formations, to fighting styles, special training, and any other unorthodox abilities involved with combat.

(this honestly was going to be quite a bit longer, but it turns out that it's a lot more fun for you and us to leave you guys in the dark to figure out for yourselves what's going on behind the scenes)
 
Magic


Magic System:
A PO must have access to the appropriate mana to cast spells of a specific sphere. Mana comes in two forms: energy and crystal. Mana energy emanates from a mana node with the appropriate improvement, and low level spells of that sphere can be cast if the node is within the org's sphere of influence, since its mages can tap into the power permeating the air. The crystalline mana in large quantities will be required for rituals, can make low level spells more powerful, and are necessary for the highest level of spells.

Spells and Spell Levels:
Each spell has a sphere or god associated with it, is either arcane or divine, and each spell is of a particular level. There are five levels in total. Ability to cast spells of a certain level will be dependent on the PO's Magic Score and the casting unit's tier. In order for an organization to be capable of casting a spell it must have a positive Magic Score modifier divided by Organization Scale equal to the spell’s level. Tier 1 magic users can cast Level 1 spells. Tier 2 can cast Level 2 & 3 spells. Tier 3 can cast Level 4 & 5 spells. When a player organization learns a new spell, they are to create it themselves and submit it to their mod for approval. Go to the Knowledge Base section for further important information.

Casters:
There are two types of casters: Arcane & Divine. Arcane magic can conjure demons, throw fireballs, turn someone into a toad, and much more. To cast a spell the caster needs access to the appropriate mana, and may or may not need access to special materials in the case of ritual casting. Divine magic is derived directly from the gods of Erebus, as they empower their priests and most devout worshipers. The kind of effects divine magic can accomplished is usually restricted to the domain of the god from where the divine power is derived. Those who use divine magic are associated with their god in some way, either through a religion or by direct contact with their patron deity and do not need mana to cast spells. All other kinds of magic require mana and are therefore arcane.

Mana:
Mana will come in two forms: Hard Mana and Leylines. At low tiers arcane magic users will require Hard Mana crystals in order to cast their spells. Hard Mana is depletable. Depending on the size of the crystal and the skill of its user a portion of the Hard Mana will be consumed in the casting of a spell. Mana can come any size and are measured by their Size Category (listed under the Production section). The rule of thumb for Tier 1 Arcane Casters is that 10 cubic centimeters of mana yields enough power for one 1st level spell, 20 cm for one 2nd level spell or two 1st level spells, and so on. A Tier 2 Arcane Caster uses up only 1 cm per spell level, and can use Ley lines emanating from Mana Nodes. Tier 3 Arcane Casters are the same as Tier 2 except that they can also draw ley line energy from crystal mana in small quantities (a Mana Node is essentially a huge crystal [in this game anyway] that mysteriously does not get depleted. This means that a Tier 3 Arcane Caster only has to be within line of sight of crystal mana to draw on its ley line energy and use it (the mana is still depleted). Also, Tier 3 casters can tap into Civilization Mana. Remember that the caster still needs to know a spell that can is of the same sphere of the mana being utilized. So for example, a Size Category 5 Dimension mana crystal that is 1 cubic meter can provide 10 spell levels for a Tier 1 caster, 100 spell levels for a Tier 2 caster, the same for Tier 3 however this caster does not have to be carrying the mana but only needs to see it to be able to use it (must be in the same square as the mana).

Now I bet your wondering how does my mage lug around a boulder on the battlefield to be able to not be restricted in his casting by the amount of hard mana crystals he has. In all practicality he wouldn't. This is where ley lines will come in. More skilled and higher tier arcane casters will be able to tap into the magical energy that permeates the air (as noted above). Tier 2 and 3 casters can cast spells if they and the Mana Node are within the caster’s organization’s Sphere of Influence. Tier 3 casters can utilize Civilization Mana as long as they are within the Civilization’s borders Civilization Mana permeates the air throughout the entire nation's cultural borders. Mana Nodes and Civilization Mana do not get depleted. However, if a nation is particularly jealous of how its mana is used or is not willing to tolerate independent mages using its mana, those mages may be deemed outlaws and persecuted. Be careful when using mana that does not belong to you. Also, just because mana belongs to one organization does not prevent another from using it if within range.

Casting Capacity:

In order to cast a spell the PO will have to spend an action in their orders. The amount of spells that can be cast with one action depends on what tier the caster is, the PO's Magic Score, the Innovations the PO knows, and certain techniques in the PO's Knowledge Base. Look to the Actions entry in the Designing a New Organization section for how Actions work.

Knowledge Base:

Each PO will have a repository of techniques and spells that are known only to them, and will all be recorded in a section of there spreadsheet called the Knowledge Base. Rules for exchanging techniques and spells with other POs will be listed elsewhere.

Spell Research:
Discovering new spells in this game a little like researching a new Innovation. When researching a new spell you're never quite sure what you're going to get. Here's how it works: in your orders, specify the desired effects of the spell you're trying to create. Then you specify how much research, gold, or other materials that you are going to put towards discovering the spell you want. The higher the unit's tier the more successful it will be at achieving desired effects. Each turn, in the update you will be notified of your progress, and any new spells you discover (however the details of the spell such as its effects won't be disclosed unless knowledge of the spell is made public). Sometimes you will achieve success, sometimes you won't, and other times your experiments will have unexpected results. A ball park estimate of research for each spell level (there are five levels) is 50rp for 1st; 250rp for 2nd; 1,500rp for 3rd; 5,000 for 4th; 30,000 for 5th. The RP estimates should also give you a guess as to the power of each level of spells, with level 1 spells having minor individual effects to 5th level having cataclysmic consequences.
 
Religion

There are three basic aspects of religion: 1) Miracles, 2) Religious Influence, and 3) Patron Deities.

1. Miracles
Throughout the course of this NES there will be POs that acquire Faith Points. These Faith Points, or FP for short, can be cashed in for a miracle. Miracles come in all shapes and sizes, being dependent on the god the FP are sent to and how many FP are sent in total. The more FP you put in, the more beneficial the miracle. Also, your Religion Score and Deity Sub-abilities will factor in when requesting a miracle. Those with low scores will will need more FP than those with higher scores to obtain the same miracle. So serve your god well, and you will be rewarded.

Requesting a Miracle: Should be put into orders. There is no guarantee on what the miracle will be despite any specific requests. Miracles are dispensed as the gods (read: mods) see fit. If a well thought out prayer is written into weekly orders your deity may look upon your request more favorably.

Gaining Faith Points: FP are gained by spreading your religion’s influence and performing acts that further a favored cause of your deity(s). FP can be gained specifically by building religions buildings, converting people to the faith, holding ceremonies in your deity’s name, and in general any action that bring’s a smile & warm fuzzy feeling to your deity (if you worship an evil deity you can use your imagination as to what that means). These acts are rewarded with FPs in the updates at your god’s discretion. Whenever you gain FP in an update, you gain or lose an additional amount of FP equal to your Religion Score modifier multiplied by your Organization Scale. This calculation will not be factored into what gets posted in the update since your stats are yours to reveal or keep secret as you see fit, but these extra will be included in your stats.


2. Religious Influence

Each city has a population breakdown in percentages of what deities/spheres are worshipped there. These percentages can be altered through your actions (look to the Missions section for details on how). By showcasing your organization as a leader of religion and proselytizing you can convert the masses to worshipping your patrons. The greater the percentage of people living in the city (and the radius is included in this too) worship your patron the greater the bonuses you get. A revered religious leader can convince the masses to give them money, goods, or even riot. On the other hand, a reviled religious organization that does not keep its activities and whereabouts secret will most likely be hunted. Being disliked would most likely come about if your activities are offensive to the nearby cities cultural values in combination with a low Religious Influence Percentage.


Religious Influence Percentage Effects:

0%: Unbelievers. The people of this city think your ideas of the gods and religion are ludicrous. Executing the Proselytize technique is more difficult than usual in this city.
1% - 10%: Respected. 10% off all market prices in this city for the PO.

More will be revealed as players increase their Religious Influence


3. Patron Deities
Any deity that you have a Rating of 5 or more with can be selected to be a ‘Patron’ of your organization. Each deity grants a specific static benefit related to its sphere to favored organizations. A PO may select a maximum number of patrons that you satisfy the rating requirement with equal to your Faith Score modifier divided by Organization Scale. If your modifier is negative than you cannot have a patron. POs do not have to select a deity as a patron if they do happen to have a Rating of 5 of more with the specified deity(s). You cannot choose an evil deity as an additional Patron if you have a good aligned god as a patron, and vice versa. If a long enough period of time goes by and no FP have been cashed in in the name of a specific patron god, then ratings will slowly deteriorate.

Spheres/Gods Patron Benefits:
• Air/Tali: Once per turn a Movement Technique can be executed without using an action.
• Body/Aeron: Living combat units' strength increased by +2:strength:.
• Chaos/Camulos: Combat units' movement increased by +1:move:.
• Creation/Amathaon: Total culture produced is increased by +10%.
• Death/Arawn/Laroth: You gain a number of faith points equal to your Faith Score Modifier divided by Organization Scale on turns where units belonging to your PO die.
• Dimensional/Ceridwen: Once per turn a Spellcasting Technique can be executed without using an action.
• Earth/Killmorph: Once per turn a Work Technique can be executed without using an action.
• Enchantment/Nantosuelta: All Size Category restrictions on enchanting magic items increase by 1 (i.e. Items enchanted by Create Magic Item technique are SC 3 instead of 2).
• Entropy/Agares: Positive numerical effects of Morale become negative, and negative numerical effects of Morale become positive.
• Fire/Bhall: All changes to Morale are doubled (as in the amount of steps a PO's Morale changes in one turn)
• Force/Dagda: Treaties signed in Dagda's name will reign minor punishments on oathbreakers according to the spirit of the treaty (as determined by mods).
• Ice/-: When Morale changes subtract the amount of steps it changes by 1.
• Law/Junil: Treaties signed in Junil's name will reign minor punishments on oathbreakers according to the letter of the treaty (as determined by mods).
• Life/Sucellos: Multiply Health Score by 2.
• Mind/Mammon: Total research points produced increase by +10%
• Nature/Cernunnos: Total food harvested increase by +25%
• Shadow/Esus: Underworld Sub-Ability Scores (Stealth, Deception, & Larceny) are no longer limited to being less than or equal to twice a PO's Underworld Ability Score.
• Spirit/Sirona: Once per turn a Recruitment Technique can be executed without using an action.
• Sun/Lugus: You are aware of all missions being executed within your Sphere of Influence. You are only aware of the type and amount of the missions, not which organization is conducting them or any other details of the missions.
• Water/Danalin: Naval units' movement increase by 1:move:.
 
Production

In this NES, production is more than just a regulator – it is one of the paths to power. Through enhancing one’s production capabilities, the cost of buildings, weapons, and varied kinds of equipment become cheaper and can be produced quicker. An organization with great production capabilities has great power in being able to create the right tools to conquer any problem.


Mallets: These are the abstraction of the work a unit or building can produce. Everything that is built needs a certain amount of mallets to complete the construction. Each unit will be able to produce a certain amount of Mallets per month (one turn) when assigned to build things. Equipping a unit with tools will increase the amount of Mallets they produce. Buildings themselves need units to run them, and will greatly enhance the amount of Mallets these units produce.

Construction Time: This is the amount of time it takes to build something, and will be calculated in months (turns). How long it takes to build something depends on how many Mallets you put into each month. The construction time will change if the amount of Mallets spent varies each month.

Maximum Workers: Depending on the Size Category of what is being built maximums will be assigned to the amount of workers that can contribute to a construction project. For instance, it would not only be unfeasible but counter-productive to have 1,000 units trying to build a single shovel. The rule of thumb is one worker per cubic meter of the item being built.

Size 1 – 1 worker
Size 2 – 1 worker
Size 3 – 1 worker
Size 4 – 1 worker
Size 5 – 10 workers
Size 6 – 100 workers
Size 7 – 1,000 workers
Size 8 – 10,000 workers
Size 9 – 10,000 workers + 1 for every additional cubic meter beyond 10 cubic km

Size Category: Each building and item will be given a basic size category as listed below.

Size 1 – Fine – 1 cm or less (all ft measurements here are cubic)
Size 2 – Diminutive – Over 1 cm to 10 cm
Size 3 – Tiny – Over 10 cm to 100 cm
Size 4 – Small – Over 100 cm to 1 m
Size 5 – Medium – Over 1 m to 10 m
Size 6 – Large – Over 10 m to 100 m
Size 7 – Huge – Over 100 m to 1 km
Size 8 – Gargantuan – Over 1 km to 10 km
Size 9 – Collossal – Over 10 km

Artisan’s Guilds: Any organization unable or unwilling to build an item or building themselves can choose to pay a local Artisan’s Guild to conduct the construction for them. The pricing is based on how many mallets the Artisan’s Guild spends. Prices will vary per Mallet depending on where the guild is located, as different guilds will have different construction capabilities and skills. Distance is also a factor. The total price of a given construction is increased by a cumulative 5% for each square of distance the customer is from the guild (including the space the customer is located in) All raw materials the Artisans are to turn into a finished construction must be provided by the PO.
 
Business

These mechanics are all about the money – income, debts, economies, supply, demand, resources, and trade. If you want to make money know these rules well. There are three basic aspects of business in The Expanse: 1) Commerce, 2) Market Demand, and 3) Item Categories.

1. Commerce: To turn items and raw resources into gold pieces a PO must sell their wares to a cottage/hamlet/village/town, city, or traveling merchants. Each city will have its own set prices that its people are willing to pay for a given item category. These prices will fluctuate dependent upon the Market Demand in the city. Cottages, hamlets, villages, and towns have a maximum amount of gold pieces they will spend buying from a single PO each turn. This maximum is equal to the number of gold symbols in the square multiplied by 100 (1 gold = 100 gold pieces). The maximum in cities is equal to its population mulitplied by 100. Markets will not barter unless the item(s) being sold by the PO is in Extreme Demand in the city radius.

2. Market Demand: In every economy, the more valuable and sought after a good is, the higher its price. Each city has its own Market Demand, which itself consists of several Demand Ranks. There is one Demand Rank for each Item Category present in a city radius. A PO will be aware of the Demand Ranks in the city radius it is located in. The Market Demand info in other cities will have to be acquired, as detailed in the Missions section. There are seven Demand Ranks:

Extreme Glut - item is ubiquitous and demand is at its lowest, price is reduced by a large amount (90% or more)
Surplus - item is in abundance, price is reduced by 75%
Common - price is reduced by 50%
Normal - no price adjustment
Uncommon - price is increased by 50%
Shortage - demand is outpacing supply, price is increased by 100%
Extreme Demand - demand is desperate and supply is scant, price is increased by a large amount (greater than 100%)

3. Item Categories:
Every item, material, or resource in this game has a category and subcategory. There are 12 categories and each has the same 3 subcategories.The purposes of this system is to provide the least complicated method possible for establishing a reasonable price to buy anything in line with the Market Demand system. The categories are:

1. Apparel
2. Arms & Armor
3. Art
4. Building Materials
5. Chemicals & Herbs
6. Currency
7. Foodstuffs
8. Livestock
9. Mana
10. Magic Items
11. Metals
12. Misc.

As you know the prices fluctuate from city to city, depending on their Demand Rank. However, everywhere you go you can count on being able to differentiate what you find in the marketplace for each Item Category into the three subcategories:

A. Staple Goods
B. Common Goods
C. Luxury Goods

Staple goods are things that everybody needs like basic food and clothing. They always have a fairly consistent, steady demand. If a business invests in any of these they can expect a fairly steady form of income since the demand won't change much. They can also be sold in pretty much any city since everyone needs them. However, since they are commonly produced, competition drives down the profit margin so that these are the least profitable goods.

Luxury goods are at the opposite ends of the scale. Things like jewelery, fine clothing, or fancy furniture. Some cities may have a demand for these goods, but other cities won't want any at all. They cost more to make than staple goods, but if you can find a market for them the price benefit is much higher. If you can't find a market for them, you will have to either sell them as cheap goods at a loss, or store them somewhere to sell later. Overall, they can provide a higher profit margin, but are riskier.

Common goods fall somewhere in between. They offer a good compromise of risk vs. profit.

This means that, for example, if a PO knew the Market Value of Foodstuffs in Dahlia, they would also get a list of items in that category which can be bought as well as if these items come in either one or more of the Sub-Categories. Common 'Corn' would be what one thinks of a load of a fair quality ear of corn. Staple 'Corn' would be cheaper, but have a horrible taste possibly having a negative effect on Morale. If Luxury units of 'Corn' were available they would be a load of richly prepared, delicious food items that were made mainly out of 'Corn,' and would likely contribute to raising Morale.
 
Innovations



U: Unit
B: Building
A: Ability Boost
T: Technique
S: New Stat Benefit
I: New Item



I. Alchemy

Spoiler :
Charms (150rp; 1st Tier)
T: Create Magic Item (Spellcasting) – Applying this technique to the Spellcasting mission allows the PO to imbue a crafted item (produced by your own units or bought from someone else, cannot be organic) of Size Category 2 or smaller with the ability to cast one spell in the PO’s knowledge base. Once chosen, the spell imbued cannot change, and the magic item can only be utilized to cast that spell. The item allows non-spellcasters, or anyone else who would not normally be able to cast the spell to be able to cast the spell. The item has a limited number of magical uses equal to the PO’s Magic Score modifier. Once the number of uses has been reached, the item becomes non-magical and can no longer cast spells becoming a mundane type of the item enchanted. This technique does not create items out of thin air but only enchants mundane items (non-magical). Upon reaching Scale 3, spells imbued are permanent and are no longer one shot items, meaning they can be utilized multiple times without expending the items magical capabilities.
U: Tinkerer (Craftsman) – produces 2 rp/turn, if sent on a Spellcasting mission with the Create Magic Item technique, items that can be imbued can be of Size Category 3 or smaller. Salary: 1 unit of luxury tools/turn, 50gp/turn, 10 food basket/turn, 10 unit of reagents/turn.
A: +1 to Magic Score

Transmutation (100rp; 1st Tier)
T: Transmute (Spellcasting) – Applying this technique to the Spellcasting mission allows Arcane units participating in that mission to turn all RP they produce into mallets, gold, culture, or food baskets.
A: +2 Magic Score

Herbology (125rp; 1st Tier)
B: Name: Herbalist
Type: Healing (Building/Addition)
Maintenance: 3gp/turn
Requisite Staff: 1 healing unit
Resources Required: 20 units of wood
Mallets: 10
Purchase Price: 250gp
Benefit: Units operating this building which produce culture also produce an amount of RP equal to the amount of culture they produce.

I: Medicinal Herbs – Equipping a unit with this item consumes the item, and replenishes 2 Strength if the Unit has sustained damage. As always, units can only consume one equipped item per turn.
U: Healer (Craftsman) – produces 2 culture, increases the healing rate of all the PO’s units in the same square. Salary: 10 food basket/turn, 30 units of reagents/turn





II. Ceremony

Spoiler :


Elementary Evocation (75rp; 1st Tier)
T: Elemental Infusion (Spellcasting) – Applying this technique to the Spellcasting mission allows all participating arcane units dealing damage directly with a spell to change the type of damage to one specified energy type.
A: +1 Magic Score

Initiation (75rp; 1st Tier)
T: Rite of Passage (Recruit) – Applying this technique to the Recruit mission allows those units participating in the mission to recruit a number of Followers equal to the sum of the culture the participating units produce.
A: +2 Leadership Score

Sacrifice (150rp; 1st Tier)
B: Name: Sacrificial Altar
Type: Miltary/Food/Production/Commerce/etc. Building/Addition/Both
Maintenance: 5gp/turn
Requisite Staff: 1 arcane (cannot be sacrificed)
Resources Required: 10 units of stone, 5 unit of reagents
Mallets: 250
Purchase Price: 1,500 gp
Benefit: Units ritually murdered in this building grant 1 Faith Point per tier of the unit.

T: Ritual Sacrifice (Work) – Applying this technique to the Work mission allows units belonging to or captured by the PO to be destroyed in a ceremony upon this altar, increasing the number of FPs gained from 1 per unit to a number of FP equal to the amount of the total strength of all units sacrificed that turn.
A: +1 Faith Score



III. Commerce

Spoiler :
Word of Mouth (50rp; 1st Tier)
T: Tell Your Friends (Diplomacy) – Applying this technique to the Diplomacy mission causes all units participating to produce an amount of culture equal to the amount of gold the produce that turn.
U: Town Crier (Influence) – Produces 2 culture/turn. If used in the Diplomacy mission in conjunction with the Tell Your Friends technique, culture produced by Business units are tripled for that turn. Salary: 10gp/turn, 10foodbasket/turn
A: +1 Culture Score



IV. Exploration

Spoiler :
Cross Country (50rp; 1st Tier)
U: Scout (Recon) – strength 2, movement 2. Salary: 20gp/turn.
T: Trailblazing (Movement) – Applying this technique to units performing the Movement mission allows them to travel through squares with no road as if there were a road.



V. Industry
Spoiler :

Fortifications (125rp; 1st Tier)
B: Name: Palisade
Type: Miltary (Building)
Maintenance: 5gp/turn
Requisite Staff: 0 units
Resources Required: 20 units of wood
Mallets: 200
Purchase Price: 500gp
Description: These 20ft high and 1ft thick stone walls
Benefit: Grants defending units in the square an increased strength of 10%

B: Name: Hewn Stone Walls
Type: Miltary (Building/Addition)
Maintenance: 20gp/turn
Requisite Staff: 0
Resources Required: 75 units of stone
Mallets: 800
Purchase Price: 3,000gp
Description: These 20ft high and 1ft thick stone walls can be built to be freestanding or as an addition to a PO’s homebase. Multiple units of this building can be added to one another to extend the thickness of the wall, increasing defense by 5% for each additional foot.
Benefit: Grants defending units in the square an increased strength of 25%

B: Name: Watch Tower
Type: Miltary (Building/Addition)
Maintenance: 10gp/turn
Requisite Staff: 10 ranged combat units
Resources Required: 20 units of stone
Mallets: 300
Purchase Price: 1,000gp
Benefit: This 50 ft high free standing tower grants units stationed in this building an extra 2 squares of visibility in all directions, as well as granting ranged units an extra 2 strength when defending.

B: Name: Barracks
Type: Miltary (Building/Addition)
Maintenance: 5gp/turn
Requisite Staff: 0 units
Resources Required: 25 units of wood
Mallets: 50
Purchase Price: 300gp
Benefit: This building is a large room that can accommodate ten wooden beds with straw mattresses. At the end of each bed is a small footlocker for personal belongings. This building provides sleeping places for ten people. This building can be purchased multiple times. This building also provides adequate facilities for training 1st tier combat units.

A: +1 Combat Score

Domestic Architecture (100rp; 1st Tier)
U: Engineer – produces 2rp/turn and 2 mallets/turn, reduces maintenance cost of PO’s buildings of the square its in by half, the maintenance cost cannot be reduced more than once in this way. Salary: 10 foodbasket/turn, 30gold/turn, 1 unit of tools/turn

B: Name: Hut
Type: Residence (Building)
Maintenance: 1gp/turn
Requisite Staff: 0
Resources Required: 10 unit of wood
Mallets: 10
Purchase Price: 25gp
Description: A basic house with 4 walls, a place to cook food, and a place to sleep. This building provides the most basic necessities in a dwelling.
Benefit: Provides housing for 5.

B: Name: Manor
Type: Residence (Building)
Maintenance: 3gp/turn
Requisite Staff: 2 units
Resources Required: 10 units of luxury goods, 50 units of wood
Mallets: 30
Purchase Price: 150gp
Description: A small mansion with all the rooms and the finishings.
Benefit: Provides luxury housing for 5.

B: Name: Granary
Type: Storage (Building)
Maintenance: 3gp/turn
Requisite Staff: 2 units
Resources Required: 75 units of wood
Mallets: 50
Purchase Price: 250gp
Benefit: Keeps food baskets viable for 12 turns instead of 6. Can hold 100 food baskets.

B: Name: Warehouse
Type: Storage (Building)
Maintenance: 3gp/turn
Requisite Staff: 1 commercial unit
Resources Required: 150 units of wood
Mallets: 75
Purchase Price: 350gp
Benefit: Can store 300 units of items, will not extend the viability of food baskets.


VI. Nature




VII. Thaumaturgy

Spoiler :

Arcane Academia (100rp; 1st Tier)
U: Adept (Arcane) – Produces 2 rp. Can cast any level 1 spell chosen from your knowledge base for a Spellcasting mission. Salary: 10 food basket/turn, 10 unit of reagents/turn.
B: Name: Library
Type: Research (Building/Addition)
Maintenance: 10gp/turn
Requisite Staff: 1 unit capable of producing research (max 10)
Resources Required: 50 units of wood, 50 units of stone, 30 units of books
Mallets: 300
Purchase Price: 750 gp
Benefit: Doubles the rp of all units operating this building

A: +1 Magic Score

Intuitive Casting (75rp 1st Tier)
U: Sorcerer (Arcane) – Can cast any level 1 spell chosen from your knowledge base for a Spellcasting mission. Can be given a Backup Spell. A Backup Spell does not allow the unit to cast more than it could normally cast in a turn, however if the unit encounters a situation specified by it’s PO, the unit will cast the Backup Spell instead of the originally planned spell. Salary: 30gp/turn, 10 food basket/turn.
A: +2 Magic Score

Demonology (150rp; 1st Tier)
U: Mane (Craftsman) – produces 2 mallets/turn, demon traits. Salary: none.
B: Name: Pain Pit
Type: Arcane (Building)
Maintenance: 0gp
Requisite Staff: 3 combat units (do not produce benefit, but keeps others operating building from escaping)
Resources Required: 50 units of reagents, 30 units of metal
Mallets: 100
Purchase Price: 1,000gp
Description: A metal cauldron 10 feet across and 20 feet deep containing several giant extra-planar leeches, this device is one of biological engineering. The Pain Pit efficiently extracts liquid pain from its victims. Victims are thrown into the pit, and the leeches attach to them inflicting great pain and draining pain from them in liquid form. A thin umbilical cord connects each leech to a storage vat along the side of the cylinder. Once the liquid pain has been extracted and delivered, the leeches consume the victims. Two ladders lead up to the rim of the cauldron and a 1-foot-wide walkway surrounds the perimeter at the top.
Benefit: Units operating (read: being victimized by) this pit convert all mallets they would normally produce into doses of Liquid Pain. Units that produce Liquid Pain in this way are consumed (destroyed).

I: Liquid Pain – Extracted painfully from another being, drinking one vile of this substance stimulates chemicals that create great feelings of pleasure. Equipping a unit with this item uses it up, and the unit’s strength increases by 2 in addition the unit produces 2 culture.
A: +1 Faith

Spell Components (250rp; 2nd Tier) – Innovative magic users have discovered a way to enhance the power of their spells using hand gestures and incantation. Spells are more effective.
T: Enhanced Spellcasting (Spellcasting) – Applying this technique to the Spellcasting mission allows all spells cast by arcane units to multiply all numerical effects of thes spells by 2.
S: Components - Arcane Units equipped with Reagents can have the Reagents consumed when casting a spell instead of their hard mana.
A: +2 Magic Score



VIII. Rhetoric

Spoiler :
Oration (100rp; 1st Tier)
T: Prosyletize (Diplomacy) – Applying this technique to the Diplomacy mission allows the culture produced by units executing this mission to be applied to increasing Religious Influence instead of Cultural influence.
U: Demagogue (Influence) – Produces 4 culture/turn. If included on an Attack mission, will increase Strengths of a number of combat units equal to the POs Combat Score modifier by 1. Salary: 50gp/turn, 10 food basket/turn.
B: Name: Podium
Type: Culture (Building)
Maintenance: 1gp/turn
Requisite Staff: 1 influence unit (max: 1)
Resources Required: 10 unit of wood
Mallets: 10
Purchase Price: 25gp
Benefit: Doubles culture produced by the unit operating this building

Philosophy (100rp; 1st Tier)
U: Philosopher (Influence) – produces 2 culture and 2 research. Salary: 10 foodbasket/turn.
T: Conjecture (Work) – When applying this technique to the Work mission all participating units produce an extra 2 culture and 2 research, even if they don’t normally produce culture or research.

Chain of Command (75rp; 1st Tier)
U: Captain (Combat) – grants all of the PO’s combat units that it participates in a combat mission with an additional 1 Strength. Salary: 50 gp/turn, 10 food basket/turn.
T: Coordinate (Work) – Appyling this technique to the Work mission allows all the participating units to produce 2 extra mallets, even if they don’t normally produce mallets
A: +1 Leadership Score





IX. Villainy

Spoiler :

Working the Crowd (75rp; 1st Tier)
U: Street Urchin (Criminal) – produces 10 random food baskets dependent on area. Salary: none
T: Pickpocket (Espionage) - Applying this technique to the Espionage mission allows the Criminal units on this mission to generate a certain amount of gold if successful, and whether success occurs and to what extent is affected by the PO’s Larceny Sub-Ability Score.
A: +1 Underworld Score

Confidence (75rp; 1st Tier)
U: Con Artist (Influence) – 2 gold/turn. Salary: 10 food basket/turn.
T: The Long Con (Espionage) – Applying this technique to the Espionage mission allows Criminal Units to generate a certain amount of gold if successful, and whether success occurs and to what extent is affected by the PO’s Deception Sub-Ability Score. Gold earned can be rejected if the Criminal units that participated in the mission do so again with the same technique applied. Doing this increases the gold earned exponentially for each consecutive mission success per unit. Failure results in earning no money at all.
A: +1 Underworld Score

Racketeering (50rp; 1st Tier)
U: Thug (Combat) – Strength 3, movement 1. Salary: 10gp/turn, 10 food basket/turn
T: Protection Fees (Diplomacy) – Applying this technique to the Diplomacy mission allows the PO to sacrifice Culture for gold on a 1 to 3 ratio. The maximum amount that can be exchanged is the equivalent of the number of units participating in the mission. For each Combat unit participating in the mission, culture can be exchanged on a 1 to 5 ratio.



X. Warfare

Spoiler :
Battle Lines (75rp; 1st Tier)
U: Soldier (Combat) – Strength 5, movement 1. Salary 30gp/turn, 10 food basket/turn.
T: Phalanx (Fortify) – Appying this technique to the Fortify mission allows those participating units to form battle lines. Doing so makes enemy head on attacks less effective, as your units fight their enemies cooperatively.
A: +1 Combat Score

Guerilla Warfare (100rp; 1st Tier)
U: Fighter (Combat) – Strength 4, movement 2. Salary: 50gp/turn, 10 food basket/turn.
T: Ambush (Attack) – Applying this technique to the Attack mission allows those participating in the combat mission to hide in the square they are in (how well they hide is affected by their Stealth Sub-Ability Score). If a designated enemy unit(s) enter the square the participating units will ambush those enemy units, gaining the advantage of surprise and making the attack more effective.
A: +1 Combat Score

Cavalry (75rp; 1st Tier)
U: Horseman (Combat) – Strength 4, movement 3. Salary 30gp/turn, 20 food baskets/turn
T: Raid (Attack) – Appyling this technique to the Attack mission makes the goals of participating units to destroy infrastructure over the enemy. If threatened by enemy units they will defend themselves, however their priority is getting loot. Units will produce gold and/or equipment dependent on what they destroy.
A: +1 Combat Score
 
Buildings

This section was inspired by an old D&D book called the Stronghold Builder’s Guidebook. If you remember that book, you shouldn’t have any trouble getting the feel for this section quickly. If you haven’t, read through this section thoroughly. Each entry will have the following:

Each building entry has the following: Name, Type, Maintenance, Requisite Staff, Mallets, Resources Required, Purchase Price, and Description. The Name tells you what the building is. The Type tells what kind of building it is for the purposes of effects that target certain building types, and whether this is a building that stands alone or whether it can be an addition to your homebase or if it can be built as either. The Maintenance line lists how much gold it costs per turn to keep this building in a functioning condition. Requisite Staff lists what units are needed for this building to function. Resources Required tells you what resources and how much of them are needed to construct this building (these resources are consumed in the building process). Mallets detail simply how many mallets are required to build this building if you plan on building it from scratch. The Purchase Price is the average cost it would take for an Artisan’s Guild to build it (doesn’t include distance costs and how much the Artisans charge for their work, its just a baseline; all materials must be provided for the artisans). If there’s a Description it states the building’s function and what it generally looks like (feel free to flesh out anything in your PO with your own descriptions, just remember that your descriptions won’t affect the stats). Benefit is a stat bonus or game effect that you receive for keeping this building functioning.

building/addition rules


Arcane

Spoiler :
Pain Pit
Type: Arcane (Building)
Maintenance: 0gp
Requisite Staff: 3 combat units (do not produce benefit, but keeps others operating building from escaping)
Resources Required: 50 units of reagents, 30 units of metal
Mallets: 100
Purchase Price: 1,000gp
Description: A metal cauldron 10 feet across and 20 feet deep containing several giant extra-planar leeches, this device is one of biological engineering. The Pain Pit efficiently extracts liquid pain from its victims. Victims are thrown into the pit, and the leeches attach to them inflicting great pain and draining pain from them in liquid form. A thin umbilical cord connects each leech to a storage vat along the side of the cylinder. Once the liquid pain has been extracted and delivered, the leeches consume the victims. Two ladders lead up to the rim of the cauldron and a 1-foot-wide walkway surrounds the perimeter at the top.
Benefit: Units operating (read: being victimized by) this pit convert all mallets they would normally produce into doses of Liquid Pain. Units that produce Liquid Pain in this way are consumed (destroyed).

Sacrificial Altar
Type: Arcane (Building or Addition)
Maintenance: 5gp/turn
Requisite Staff: 1 arcane (cannot be sacrificed)
Resources Required: 10 units of stone, 5 unit of reagents
Mallets: 250
Purchase Price: 1,500 gp
Benefit: Units ritually murdered in this building grant 1 Faith Point per tier of the unit.



Culture

Spoiler :
Podium
Type: Culture (Building)
Maintenance: 1gp/turn
Requisite Staff: 1 influence unit (max: 1)
Resources Required: 10 unit of wood
Mallets: 10
Purchase Price: 25gp
Benefit: Doubles culture produced by the unit operating this building



Healing

Spoiler :
Herbalist
Type: Healing (Building/Addition)
Maintenance: 3gp/turn
Requisite Staff: 1 healing unit
Resources Required: 20 units of wood
Mallets: 10
Purchase Price: 250gp
Benefit: Units operating this building which produce culture also produce an amount of RP equal to the amount of culture they produce.



Military

Spoiler :
Barracks
Type: Miltary (Building/Addition)
Maintenance: 5gp/turn
Requisite Staff: 0 units
Resources Required: 25 units of wood
Mallets: 50
Purchase Price: 300gp
Benefit: This building is a large room that can accommodate ten wooden beds with straw mattresses. At the end of each bed is a small footlocker for personal belongings. This building provides sleeping places for ten people. This building can be purchased multiple times. This building also provides adequate facilities for training 1st tier combat units.

Hewn Stone Walls
Type: Miltary (Building/Addition)
Maintenance: 20gp/turn
Requisite Staff: 0
Resources Required: 75 units of stone
Mallets: 800
Purchase Price: 3,000gp
Description: These 20ft high and 1ft thick stone walls can be built to be freestanding or as an addition to a PO’s homebase. Multiple units of this building can be added to one another to extend the thickness of the wall, increasing defense by 5% for each additional foot.
Benefit: Grants defending units in the square an increased strength of 25%

Palisade
Type: Miltary (Building)
Maintenance: 5gp/turn
Requisite Staff: 0 units
Resources Required: 20 units of wood
Mallets: 200
Purchase Price: 500gp
Description: These 20ft high and 1ft thick stone walls
Benefit: Grants defending units in the square an increased strength of 10%

Watch Tower
Type: Miltary (Building/Addition)
Maintenance: 10gp/turn
Requisite Staff: 10 ranged combat units
Resources Required: 20 units of stone
Mallets: 300
Purchase Price: 1,000gp
Benefit: This 50 ft high free standing tower grants units stationed in this building an extra 2 squares of visibility in all directions, as well as granting ranged units an extra 2 strength when defending.



Residence

Spoiler :
Hut
Type: Residence (Building)
Maintenance: 1gp/turn
Requisite Staff: 0
Resources Required: 10 unit of wood
Mallets: 10
Purchase Price: 25gp
Description: A basic house with 4 walls, a place to cook food, and a place to sleep. This building provides the most basic necessities in a dwelling.
Benefit: Provides housing for 5.

Manor
Type: Residence (Building)
Maintenance: 3gp/turn
Requisite Staff: 2 units
Resources Required: 10 units of luxury goods, 50 units of wood
Mallets: 30
Purchase Price: 150gp
Description: A small mansion with all the rooms and the finishings.
Benefit: Provides luxury housing for 5.



Storage

Spoiler :
Granary
Type: Storage (Building)
Maintenance: 3gp/turn
Requisite Staff: 2 units
Resources Required: 75 units of wood
Mallets: 50
Purchase Price: 250gp
Benefit: Keeps food baskets viable for 12 turns instead of 6. Can hold 100 food baskets.

Warehouse
Type: Storage (Building)
Maintenance: 3gp/turn
Requisite Staff: 1 commercial unit
Resources Required: 150 units of wood
Mallets: 75
Purchase Price: 350gp
Benefit: Can store 300 units of items, will not extend the viability of food baskets.



Research

Spoiler :
Library
Type: Research (Building/Addition)
Maintenance: 10gp/turn
Requisite Staff: 1 unit capable of producing research (max 10)
Resources Required: 50 units of wood, 50 units of stone, 30 units of books
Mallets: 300
Purchase Price: 750 gp
Benefit: Doubles the rp of all units operating this building



Special

Spoiler :
Headquarters
Type: Special (Building)
Maintenance: 0
Requisite Staff: 1 unit
Resources Required: N/A
Mallets: N/A
Purchase Price: N/A
Benefit: Sets the center of a PO's Sphere of Influence in the square it is in. If destroyed the PO this building belongs to is destroyed.
 
Units

First off, many of these have been rebalanced from their earlier posted forms. If you read the previous list, you should probably still read these again. Resources used to pay salaries (food baskets, reagents, etc.) are detailed in the next post.

Training: Units can be upgraded to other units of the same type that are of a higher tier, and followers can be upgraded to anything. In order to upgrade a unit to a specific higher tier unit, you must already have recruited one of that kind of higher tier unit to train the lower tier units. As long as you have one of the new kind of unit, and a building that provides the facilities for training specific types of units, you can upgrade as many units as you have resources for. If you ever lose all of one type of unit - say if all your mages are killed in a battle – you will have to recruit a mage again before you can start upgrading your adepts. Upgrading costs 3 X the new units salary - the previous unit's salary. Followers have no salary, so they always pay the full price. However, if you had a mage you could upgrade one of your adepts for 3 X the cost of a mage’s salary - the adepts' salary.


Arcane

Spoiler :
Adept (Arcane) – Produces 2 rp. Can cast any level 1 spell chosen from your knowledge base for a Spellcasting mission. Salary: 1 food basket/turn, 1 unit of reagents/turn.

Sorcerer (Arcane) – Can cast any level 1 spell chosen from your knowledge base for a Spellcasting mission. Can be given a Backup Spell. A Backup Spell does not allow the unit to cast more than it could normally cast in a turn, however if the unit encounters a situation specified by it’s PO, the unit will cast the Backup Spell instead of the originally planned spell. Salary: 30gp/turn, 1 food basket/turn.



Combat

Spoiler :
Captain (Combat) – grants all of the PO’s combat units that it participates in a combat mission with an additional 1 Strength. Salary: 50 gp/turn, 1 food basket/turn.

Fighter (Combat) – Strength 4, movement 2. Salary: 20gp/turn, 1 food basket/turn.

Horseman (Combat) – Strength 4, movement 3. Salary 30gp/turn, 2 food baskets/turn

Soldier (Combat) – Strength 5, movement 1. Salary 30gp/turn, 1 food basket/turn.

Thug (Combat) – Strength 3, movement 1. Salary: 10gp/turn, 1 food basket/turn



Craftsman
Spoiler :

Engineer (Craftsman) – produces 2rp/turn and 2 mallets/turn automatically, reduces maintenance cost of PO’s buildings of the square its in by half, the maintenance cost cannot be reduced more than once in this way. Salary: 1 foodbasket/turn, 30gold/turn, 1 unit of tools/turn

Mane (Craftsman) – produces 2 mallets/turn automatically, demon traits. Salary: none.

Tinkerer (Craftsman) – produces 2 rp/turn automatically, if sent on a Spellcasting mission with the Create Magic Item technique, items that can be imbued can be of Size Category 3 or smaller. Salary: 1 unit of luxury tools/turn, 50gp/turn, 1 food basket/turn, 1 unit of reagents/turn.



Criminal

Spoiler :
Street Urchin (Criminal) – produces 10 random food baskets dependent on area. Salary: none



Healing

Spoiler :
Healer (Healing) – produces 2 culture, increases the healing rate of all the PO’s units in the same square. Salary: 1 food basket/turn, 1 units of reagents/turn



Influence

Spoiler :
Con Artist (Influence) – Produces 2 gold/turn automatically. Salary: 1 food basket/turn.

Demagogue (Influence) – Produces 4 culture/turn. If included on an Attack mission, will increase Strengths of a number of combat units equal to the POs Combat Score modifier by 1. Salary: 50gp/turn, 1 food basket/turn.

Philosopher (Influence) – produces 2 culture and 2 research automatically. Can not be used in work missions. Salary: 1 foodbasket/turn.

Town Crier (Influence) – Produces 2 culture/turn. If used in the Diplomacy mission in conjunction with the Tell Your Friends technique, culture produced by Business units are tripled for that turn. Salary: 10gp/turn, 1foodbasket/turn



Recon

Spoiler :
Scout (Recon) – strength 2, movement 2. Salary: 20gp/turn.



Special

Spoiler :
Follower (Special) – strength 1, movement 1. Salary: None
 
Knowledge Base

Techniques


Attack

Spoiler :
Ambush (Attack) – Applying this technique to the Attack mission allows those participating in the combat mission to hide in the square they are in (how well they hide is affected by their Stealth Sub-Ability Score). If a designated enemy unit(s) enter the square the participating units will ambush those enemy units, gaining the advantage of surprise and making the attack more effective.

Raid (Attack) – Appyling this technique to the Attack mission makes the goals of participating units to destroy infrastructure over the enemy. If threatened by enemy units they will defend themselves, however their priority is getting loot. Units will produce gold and/or equipment dependent on what they destroy.



Diplomacy

Spoiler :
Prosyletize (Diplomacy) – Applying this technique to the Diplomacy mission allows the culture produced by units executing this mission to be applied to increasing Religious Influence instead of Cultural influence.

Protection Fees (Diplomacy) – Applying this technique to the Diplomacy mission allows the PO to sacrifice Culture for gold on a 1 to 3 ratio. The maximum amount that can be exchanged is the equivalent of the number of units participating in the mission. For each Combat unit participating in the mission, culture can be exchanged on a 1 to 5 ratio.

Tell Your Friends (Diplomacy) – Applying this technique to the Diplomacy mission causes all units participating to produce an amount of culture equal to the amount of gold the produce that turn.



Espionage

Spoiler :

Pickpocket (Espionage) - Applying this technique to the Espionage mission allows the Criminal units on this mission to generate a certain amount of gold if successful, and whether success occurs and to what extent is affected by the PO’s Larceny Sub-Ability Score.

The Long Con (Espionage) – Applying this technique to the Espionage mission allows Criminal Units to generate a certain amount of gold if successful, and whether success occurs and to what extent is affected by the PO’s Deception Sub-Ability Score. Gold earned can be rejected if the Criminal units that participated in the mission do so again with the same technique applied. Doing this increases the gold earned exponentially for each consecutive mission success per unit. Failure results in earning no money at all.



Fortify

Spoiler :
Phalanx (Fortify) – Appying this technique to the Fortify mission allows those participating units to form battle lines. Doing so makes enemy head on attacks less effective, as your units fight their enemies cooperatively.



Move

Spoiler :
Trailblazing (Movement) – Applying this technique to units performing the Movement mission allows them to travel through squares with no road as if there were a road.

Survey Market (Movement) – Applying this technique to units performing the Movement mission allows you to ascertain a number of unknown current Market Values equal to your Key Ability Score modifier if it's postive. If your units pass through two cities, the amount of Market Values you can discover in a turn is split between the two cities (in other words, you do not get a number of unknown market values equal to your modifier in each city).



Recruit


Spoiler :
Rite of Passage (Recruit) – Applying this technique to the Recruit mission allows those units participating in the mission to recruit a number of Followers equal to the sum of the culture the participating units produce.



Work


Spoiler :
Conjecture (Work) – When applying this technique to the Work mission all participating units produce an extra 2 culture and 2 research, even if they don’t normally produce culture or research.

Coordinate (Work) – Appyling this technique to the Work mission allows all the participating units to produce 2 extra mallets, even if they don’t normally produce mallets

Ritual Sacrifice (Work) – Applying this technique to the Work mission allows units belonging to or captured by the PO to be destroyed in a ceremony upon this altar, increasing the number of FPs gained from 1 per unit to a number of FP equal to the amount of the total strength of all units sacrificed that turn.



Spellcasting

Spoiler :
Create Magic Item (Spellcasting) – Applying this technique to the Spellcasting mission allows the PO to imbue a crafted item (produced by your own units or bought from someone else, cannot be organic) of Size Category 2 or smaller with the ability to cast one spell in the PO’s knowledge base. Once chosen, the spell imbued cannot change, and the magic item can only be utilized to cast that spell. The item allows non-spellcasters, or anyone else who would not normally be able to cast the spell to be able to cast the spell. The item has a limited number of magical uses equal to the PO’s Magic Score modifier. Once the number of uses has been reached, the item becomes non-magical and can no longer cast spells becoming a mundane type of the item enchanted. This technique does not create items out of thin air but only enchants mundane items (non-magical). Upon reaching Scale 3, spells imbued are permanent and are no longer one shot items, meaning they can be utilized multiple times without expending the items magical capabilities.

Enhanced Spellcasting (Spellcasting) – Applying this technique to the Spellcasting mission allows all spells cast by arcane units to multiply all numerical effects of thes spells by 2.

Elemental Infusion (Spellcasting) – Applying this technique to the Spellcasting mission allows all participating arcane units dealing damage directly with a spell to change the type of damage to one specified energy type.

Transmute (Spellcasting) – Applying this technique to the Spellcasting mission allows Arcane units participating in that mission to turn all RP they produce into mallets, gold, culture, or food baskets.




Spells
 
When submitting orders, email them to me using the format below. Make sure the subject heading has the following in it: [Organization Name] Turn (upcoming turn #) Orders. Otherwise, it makes keeping track of current orders and previous orders with other emails unmanageable, and making me spend extra time sifting through emails takes time away from modding the nes and making your time waiting for the next update take longer than it has to.

Orders will be due on Friday and updates will be posted on Sundays. Stats will usually be emailed by Tuesday.

Orders
1. Collect income and others result's of last turn's orders and update.
2. Pay unit salaries and/or upgrade units (upgraded units can not participate in actions the same turn they are upgraded, however the act of upgrading units itself does not take an action).
3. Pay building maintenance.
4. Buy or sell items you have access to.
5. Commission buildings from nearest Artisan's Guild.
---a. Equip units (unit must be in same square as item that is to be equipped)
6. Actions
---a. Determine what mission will use first action.
---b. Assign unit(s) to action (Command Sub-Score applies).
---c. Issue specific orders pertaining to mission.
---d. Repeat as desired or until you have no more actions to spend.
7. Techniques
---a. If desired, choose a technique to modify it's appropriate mission.
---b. Designate which units on mission will be executing the technique.
---c. If necessary, issue specific orders pertaining to technique.
---d. Repeat as desired or until you have no more actions to spend.
8. For Spell Research determine expenditure and desired effects of new spell.
9. State Innovation Research priority.
10. Request Miracle
 
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