You are one of the few all-powerful Wizards. You have traveled through many dimensions and you have explored many worlds. But Ethereal... this world is different. You can feel it. You can sense that this world is rich in mana. It contains both beauty and danger. The surface is covered in a diverse range of geographic features. Many types of creatures and civilizations thrive here. You can feel raw magical power emanating from the world. It is alive, unlike the boring, dead places you have come of age within. This is truly a world to make your own, one to design and create your kingdom within. Yet the strong pull of powerful mana has drawn many of your kind here. It will not be an easy task to compete for mana and become a Master of Ethereal.
W i z a r d s
Welcome to SLNES I: Masters of Ethereal. Each player is a Wizard who has been drawn to the world of Ethereal because of its massive amounts of mana and rich minerals. Each Wizard is thousands of years old and has explored many planes of the Nether Sphere, yet Ethereal is rich in mana, so all Wizards have gradually flocked to this world and are seeking to expand their empires across Ethereal. To start, each Wizard has constructed a powerful Citadel. This Citadel serves as a channeler of a Wizard's magical powers, while also acting as a starting settlement for your young kingdom. Your Wizard also has a group of 20,000 followers who wish to create a city. Your first task will be to settle these followers, which will be your first city.
Create A Profile
Wizard Name / Player Name Race: Your Wizard's race (and thus your Citadel and first city's race). This will effect relations positively with settlements of the same race, but will not negatively effect relations with other races. Citadel: What is your Citadel's name? This will also be your kingdom's name. Government: Briefly describe your kingdom's government or the way your Wizard rules his/her subjects. Spellbook: Your starting spell. As the game progresses, you should update your spellbook to include spells you have finished researching. Also include spells you are currently sustaining in your orders. Mana (per turn / crystals): Current amount of mana generated per turn from mana centers / Amount of mana you have collected in your Citadel in converted Crystal form. Every Wizard begins with 100 mana crystals stored within their Citadel. Every Citadel generates 50 mana per turn. Gold (per turn / coffers): Current amount of gold generated per turn from settlements / Amount of gold in the coffers of your Citadel. Every Wizard begins with 200 gold. Castles: List the castles you control (not including Citadel) and their race (begins at 0). Cities: List the cities you control and their race (begins at 0). Units: List your unique units and how many you currently operate in full. Background: Tell us about your Wizard.
E t h e r e a l This land,
Forgotten for eons,
Made scattered.
Yet never did it die.
- 'Kiera Kiera', a song by Delos the Warrior-Bard
Spoiler:
Ethereal. The world. The earth. It is not a full planet, but rather a single continent, sitting within what is called the Nether Sphere. The Nether Sphere is a magical medium filled with different dimensions and worlds. But Ethereal, long thought lost through time and space, is the original world. It is the birthplace of all races. The birthplace of you. However, it has been lost in time for millennia. Once great kingdoms ruled Ethereal, but no longer. They are but a breath of the past.
Today, Ethereal is dotted with small, independent realms. There are castles whose defenders lock themselves up, only to accept food from the surrounding towns. There are great cities that trade with only their surrounding settlements, but refuse to deal with outsiders from distant lands. Many different races exist on Ethereal. Even though they have evolved for thousands of years together, changes that took place to Ethereal thousands of years ago (political, geographic, and magical) shook the order of things. Races began to come together in more localized political units, which they found more efficient in the monster-infested world of Ethereal. Ever since, there has been little need for larger political entities. That is one reason why the Wizards who have come to Ethereal were so attracted to this world. Without larger kingdoms to deal with, the Wizards may easily forge their own. But beware of the monsters and other creatures. They can be quite a challenge to overcome.
Driving all of Ethereal's creatures to live and breathe is Mana. Mana is the blood and life force of Ethereal. It flows within all of nature and connects with every living (or undead) thing. It is the creative, and destructive, force of the universe.
Ethereal's history is unknown to the Wizards. You will uncover bits and pieces of history by exploring ruins and annexing settlements. The knowledge and insight you gradually learn from Ethereal's history will be a great advantage to your kingdom.
Races of Ethereal
All races can be found in many different types of terrain. They are not all the same. Yet there are basic generalizations that can be made about each race.
High Men once ruled empires. Yet Ethereal's geography has changed greatly since those times. Most High Men settlements do not even remember their true past. High Men have organized themselves into city-states and protective castles along the coastlines of Ethereal, which have existed for hundreds of years. They farm, fish, and trade with surrounding towns. Some castles have become increasingly militaristic, functioning only as fortresses against monsters and other hostile creatures.
Barbarians are distant relatives of High Men. Both races share the 'human' distinction. Barbarian societies are often nomadic or semi-nomadic, yet in the last few centuries they have been more inclined to settle. Barbarians are not necessarily an aggressive, plundering people. They have thrived in the most inhospitable of terrains, from brutal deserts to cold steppes. Because of this, their societies seldom focus on the individual and more on the survival of the group (or horde). They are also highly mobile and adaptable creatures, even if they are not as 'well-mannered' or 'organized' as most High Men societies.
High Elves often settle and roam the deep forests of Ethereal, harnessing the abundant mana of the forest. Yet long ago, many Elves began to migrate to other types of terrains, such as the mountains or even the steppes. Unlike most races, High Elves remember a good deal of their history, though they too experienced isolationism as Ethereal's land began to dramatically shift. High Elven settlements mind their own business away from one another, perhaps interacting only with nearby smaller settlements. Nonetheless, High Elves get along remarkably with one another, regardless of what city or castle they may have come from.
Dark Elves are the corrupted souls of High Elves taken deep into the night of the dark woods. They are not villains, but they are more comfortable exploiting the power of nature's magic, rather than worshipping it as the High Elves do. Nonetheless, like all Elves, they have a deep respect for the forest. Dark Elves manage incredibly independent cities and castles throughout Ethereal. Some are so isolated that in many areas of Ethereal the language of the Dark Elves has been all but lost.
Dwarves are usually the protectors of mountain interiors. There they mine precious minerals and engage in heavy drinking and slumber. Despite this nature, they are hardy people, fierce fighters, and excellent defenders. Their cities are often located deep within mountain ranges and focus on mining and smithing moreso than farming. Like Elves, though, hundreds of years ago some Dwarves left the mountains and never returned. It is possible to find Dwarven towns in the forests or even Dwarven salt-mining cities in the steppes or deserts.
Goblins have tinkered with gears and fire. As Ethereal changed, Goblin allegiances changed to become more localized. Their cities can be seen from far away because of the smoke billowing out of their caves and mountain holes. Goblins are definitely not unintelligent in Ethereal, and some aspects of Goblin society are highly respected. These creatures put a lot of effort into anything they make, whether that be a piece of crude machinery or a woven basket. Some Goblin societies have moved away from the mountains and into the steppes and wide plains. Others have even formed quaint towns on riversides.
Halflings are a very overlooked race in Ethereal. They are small in size, and some are a bit fat. Yet they are resilient creatures and capable of traveling long distances. Their size can often be their advantage, as well, coming in handy in the most unexpected of situations. Halflings typically establish spread out, rural communities located on hillsides or long valleys. Even their cities employ this planning. There are not many tall structures in the habitat of a Halfling.
Orcs are not a bright green-skinned, vicious race. The Orcs of Ethereal are an olive, grayish-colored race noble in their clans. To the human races, Orcs can appear a bit aesthetically displeasing, yet this is usually because those races only see the warrior castes. Orcish settlements are usually clan-oriented, with clan leaders serving as the ruling class. Like all other races, Orcs are quite divided and there are no larger political entities. They do enjoy battle, but battle for Orcs is more a proving of honor and loyalty than a misguided bloodlust. Orcs often settle on the sides of hills or in valleys, though they can be found pretty much anywhere.
Gnolls tend to roam the plains in packs. Their towns are more like encampments and their cities are spread out across wide swaths of land. They prefer dry, sunny climates and seldom venture into the forests. The Gnollish packs can be fairly disunited at times, though sometimes a sense of brotherhood develops between multiple packs, thus forming the groundwork of a more organized society or political entity. Some Gnolls are noble creatures who have created a clean, ordered society, while others are savage and without direction.
Beastmen, once thought to be completely extinct, are alive and well. They come in the form of Centaurs, Minotaurs, and even Manticores, though there are other more pure-animal types as well. Their towns and cities are quite organized and are usually ruled by councils of elders. Age is important to the Beastmen, and elders are always greatly respected. Beastmen prefer the space of wide open plains and grasslands, as well as the edges of forests. Some Minotaur tribes can be found in the mountains. No matter what form a Beastman takes, all Beastmen are related to each other, even more closely than High Men and Barbarians are related to each other.
Your Culture
Over the course of this game, you are to develop a culture for your kingdom. This culture should be centered around the philosophies of your Wizard and incorporate certain native elements of Ethereal you find along the way. How you develop your culture is up to you, but I would definitely like each player to develop a culture. Do not see your racial selection as a limit. Your kingdom will grow to encompass many races, and even within a single race there can be different mindsets and mentalities. Think more about the region you are located in and what sort of history you have revealed.
M a g i c When I peered over the edge of the cliff, I could see the brilliant lights emanating from the mountainside. I felt changed and pure-minded.
- A depiction of a mana surge, as written by the philosopher Az Koj
Spoiler:
Magic is used to cast spells. Each Wizard has a spell book, and over time, your spell book will grow as you research new spells. Different spells have different effects on your kingdom. There are spells for summoning entire armies, and there are spells for constructing walls of fire around a settlement. There are many types of spells, and as a Wizard, you must research new ones.
Researching Spells
Magic in the world of Ethereal is organic and ever-changing. It is not limited to certain "schools" that might be found in a traditional fantasy setting, though such schools might be created by players for fluff reasons if they wish to do so. Ethereal's mana flows wild from its mana centers, and it is up to you to design spells that will tame that immense power.
Spells indicate the player's desire. That doesn't mean it will always work out that way. I have a system of showing whether or not spells will be successful, and how they will be successful. That system will not be made public. Creating spells in these guidelines makes it much more clear what a player intends a spell to actually do. Just because a player intends to do something, doesn't mean it will work out that way. Mana and magic are not easily controlled.
Each of the following categories are required for each spell:
Type
Damage
Heal
Enchant
Curse
Dispel
Summon*
Range
Within kingdom: 0 mana
0-100 km from kingdom borders: 30 mana
100-200 km from kingdom borders: 60 mana
200-300 km from kingdom borders: 90 mana
300-400 km from kingdom borders: 120 mana
(every 50 km, add 30 mana)
Hit
Direct Hit (1 target): 50 mana
Small Burst (all targets in single location): 100 mana
Large Burst (every target in 50 mile radius): 200 mana
Massive Burst (every target in 100 mile radius): 400 mana
Multiple Hits (multiple targets in various locations): 600 mana +50 mana per target
(A target can be either a unit or a settlement.)
Power
Weak: 50 mana
Refined: 100 mana
Wondrous: 200 mana
Arcane: 400 mana
Divine: 800 mana
Sustainability
One-time: 0 mana
Sustainable: Duration of 1+ turn(s): 1/2 casting mana Note for sustainability: Sustainability is not set in stone. You do not have to choose how long a spell will last for before you cast the spell. You can sustain a spell for as long as you wish to afford it, or as short as you wish to endure it. However, please indicate whether your spell is a One-Time spell or a Sustainable spell.
After you have gone through selecting traits for your spell, you should answer these two questions:
1. What is the spell's title?
2. What is the spell's description?
Here is an example:
Spoiler:
Wall of Fire
Within Kingdom (0)
Direct Hit (50)
Wondrous Power (200)
Sustainable
250 mana to cast, 125 mana to sustain Create a wall of fire around a settlement.
Once you have come up with this spell description, you must officially propose your spell to the GM - me.
Summoning Spells
* For Summoning spells: Range = How far your creature can be summoned from your kingdom. Once summoned, creature(s) can operate anywhere on the map. Hit = Area you wish your summoned creature to effect wherever it goes. Do you want it to centralize its power onto a single enemy unit/settlement, or do you want its power to be a bit more spread out? Power = How powerful your creature(s) is. Sustainability = Amount of time you want your creature(s) to remain summoned.
Here is an example of a summoning spell:
Spoiler:
Summon Fyreni Fire Elemental
200 clicks Range (60)
Small Burst (100)
Wondrous (200)
Sustainable A smoldering, walking being of pure fire.
360 mana to cast, 180 mana per turn to sustain
Fyreni is an ancient kingdom that tapped into the secrets of the flame. With their knowledge revealed to my Wizard, I have created this summoning spell. The Fyreni Fire Elemental is designed to be an attack-based unit against a cluster of enemy units in a single geographic location. It can create massive surges of flame from all parts of its body.
This is just an example. This creature is extremely powerful. Summoning spells are good for temporary powerful units. Unlike military units, there are no traits to choose from when creating a creature to be summoned. You can describe your summoned creature(s) however you wish. You can be specific and describe it as an attacker, defender, ranged, etc., or you can be broad and make it a versatile unit.
And here's a hint. If your enemy has a Fire Elemental, perhaps a good plan would be to create a spell that involves ice.
Wizardry Levels
Essentially, there are three Wizardry Levels. These different Levels of Wizards effect how many spells you can have in your spellbook. Level 1 is Mage. Every Wizard begins in this Level, and cannot ascend to Level 2 until they have acquired a collective per-turn income of 2,000 mana. Level 2 is Archmage. Wizards in Level 2 cannot ascend to Level 3 until they have acquired a collective per-turn income of 3,000 mana. Level 3 is Demigod.
Level 1 (Mage): Research limited to 5 spells. Level 2 (Archmage): Research limited to 10 spells Level 3 (Demigod): Research limited to 15 spells.
Costs of Spells
To design a new spell, you must spend 500 mana crystals. The turn you spend the 500 crystals to create a new spell, you are only beginning to research it. You will then finish researching the spell by the next turn, and you will be able to use it at that point. Here is that process, simplified:
Turn 1: Spend 500 mana crystals, propose a spell. I will approve/disapprove (in which case you will make changes).
Turn 2: Your spell will be a part of your spell book and can be used.
Each Wizard will begin with a single spell, which you must propose to me before the game begins (pre-turn). This initial spell is free.
You cannot unlearn a spell. Once you research a spell, that spell is in your spellbook permanently. Spells can be acquired in other ways that go beyond research. Such ways do not count as research, and thus do not count as your spell total (making it so you could theoretically have 6 spells in your spellbook at Mage level). One such way is discovering ruins or some sort of artifact or treasure. Exploring the map can often have very advantageous results. But such advantages are often guarded by formidable foes.
All About Mana
Mana is one of two currencies in this game (the other one being gold). Mana is extremely important because with mana you can cast spells. More powerful spells require more mana. Spells can dramatically alter your kingdom. Some spells can raise entire armies while others can serve as defense mechanisms against more aggressive opponents.
Mana occurs in three different forms: Mana Nodes, Mana Cores, and Mana Streams. The most numerous types of mana centers are Mana Nodes. Each Mana Node provides 25 mana per turn. They are acquired through exploration and expansion. Mana Nodes are never guarded by creatures, yet sometimes the geographic regions they are located within might contain enemies. Mana Cores are worth 250 mana per turn. They are rare and are always guarded by a group of creatures. It is wise to scout the locations of Mana Cores before attempting to absorb them. Mana Streams are the rarest of mana centers and they are worth 500 mana per turn. They are usually guarded by entire encampments of difficult enemies.
Mana Nodes: 25 mana per turn. Small white dots with a black outline.
Mana Cores: 250 mana per turn. Have thick, blue outlines.
Mana Streams: 500 mana per turn. Have thick, red outlines.
Mana centers are not called 'mana centers' in the game. That is OOC terminology. Mana centers represent places of great magical power in the game. Your Wizard can feel that magic emanating from that place of great magical energy. Mana centers are permanent. They cannot be altered or destroyed. They cannot be effected by spells. Mana is the life force of Ethereal. It tends to flow from areas of great natural worth. For example, mana can often be found dotted around a river, becoming more numerous towards the beginning of the river in the mountains and the mouth of the river pouring into the sea or a lake. There are also large quantities of mana deep in mountains and forests. Mana can also be found in fertile lands. Mana is regenerative, so the mana centers you acquire generate their mana every turn, which is then harnessed and controlled by your Wizard.
Storing Mana
Mana is fragile and it fades quickly once it is extracted from Mana Centers by the Wizard. Every turn, you have three choices of what to do with your Mana:
1. Use all of it.
2. Waste it.
3. Convert left-over Mana into Mana Crystals.
Option 1 occurs if you cast enough spells or are sustaining enough spells (or maintaining enough magical units) to where all of your Mana is being used.
Option 2 is pointless. Don't do it! Might as well convert it to Mana Crystals.
Option 3 is recommended if you have mana that you haven't used during your turn. Your Wizard can channel that mana into Mana Crystals. Mana Crystals are basically stockpiles of Mana that go into your citadel. You can then use that mana whenever you please. However, converting mana into Mana Crystals is a tiring process for the Wizard, so only half of your left-over mana is actually converted.
Here is an example:
You have 100 mana left over. You can convert it to Mana Crystals, which will be available to you for the whole game and kept in your Citadel (they won't disappear). 100 Mana turns into 50 Mana Crystals. Mana Crystals are worth just as much as Mana after they are converted, but while converting your left-over mana, you use up half of the mana you had left over. Now you have mana that will not disappear after the turn, but you had to pay the price of half of your left-over mana. Also, because Mana Crystals are an object, they can potentially be stolen or plundered.
Crystals do not generate any new mana per turn.
When converting to Mana Crystals, always round down.
Other Uses for Mana
Mana can be used for other purposes, but nothing that will effect the combat ability of your units. For example, you can use mana to enchant a temple. Or perhaps you want to magically infuse city walls. All of this is fine. But like spending gold, the more you put into it, the better. If you put 10 mana into infusing magic into walls, those walls will not be very enchanted. In fact, since mana is a flowing, pulsing force within Ethereal, it might be better for you to pick a project to put mana into and stick with it. What this means is that you might want to put a certain amount of mana (and gold) into your city walls every turn - maintaining their magical powers. Supplementing your mana projects with gold gives them funding as well as the magical resources necessary, so putting gold in addition to mana into these projects is recommended. As you can see, enchanting structures or using mana in a more unconventional fashion is a costly affair. Nonetheless, if you are inventive with it and you are not just writing in your orders that everything be enchanted (if you are focusing on something important to your realm), it is definitely acceptable. If you are cheap with it and obviously trying to gain an upper hand through nefarious means, I will punish you and you will find your "magical temple" or "magical walls" are nothing more than cardboard fronts. Describing what you are doing clearly in your orders or writing stories about it will be a huge advantage as well. I want to know how these objects function with magic, not simply that they are "enchanted". Do not be simple with me.
Magical Items
As you explore and annex lands throughout Ethereal, you might uncover certain magical items. Magical Items can sometimes be unique unit traits. The magical item you discover might be discovered by another player in another location, but once you discover a location's magical item, that location will no longer have magical items for other players. Magical items can pretty much be anywhere, and their discovery is more or less random - though you may receive clues as to where some might be. For example, if you conquer a castle, that castle might have a unique trait included with it, that can ship to the rest of your kingdom for recruitment.
Example: You conquer a castle with an Amulet of Fire. You can now give the Amulet of Fire trait to a single unit.
Depending on the item, you may only be able to give the trait to a single unit in your entire army (without disbanding, re-training, or re-designing that unit), or you might be able to only train a unit with that trait at a single location, or you might be able to disperse that trait throughout your entire kingdom and include it in any unit you see fit. It really depends on the item. You might find a huge cave filled with Ice Swords. At that point, I will say that you can add Ice Swords to any unit you re-design - but you must re-design and thus disband all of another unit type to get that trait. And perhaps then you can only train your new unit at a specific location.
Another example: If you discover 300 Lightning Breastplates, I might tell you that you can stick that trait onto 3 units in your army (then the units become a bit more specialized, and you should mention them as such in your military battle-plan). Remember if you re-design a unit with a new trait, you have to disband all of another unit type completely.
Different items will have different implementation rules. Items are not only for units. You could find strange potions, terrain-changing scrolls, or other such enchanted items. In all cases, the item is thoroughly described by the moderator.
List of Magical Items
Spoiler:
Fireblade Potion: 1 owned by Envoy Lucius. Give to a unit, and allow them to coat the potion over their blades. The blades will then effectively become Fireblades for a total of 2 turns. Fireblades are more powerful than swords and are enchanted with skilled fire magic.
Orb of Lyd: A magical seeing stone. Only two exist. They are connected; each stone can view the surroundings of the other (if uncovered). One in Lydai, and the other in Thuggee.
Delilanore Oil: Oil made from the root of the Delilanore Tree and perfected by Lady Sephira. If one vile is given to any 1 unit, that unit will temporarily transform into a Willow Walker, a special unit with the following profile (effects last for 2 turns, 30 mana upkeep required for each turn):
SpoilerWillow Walker :
Willow Walker (special unit)
1 Willow Walker
Elite
Swords
Axes (and other heavy weapons)
Plate
Expert Magic
As any being or group of beings drinks a vile of Delilanore Oil, they will find their skin will become hardened bark and their arms and legs will become winding, twisting tendril-branches. The beings will merge together to form the ancient magical behemoth known as the Willow Walker. However, this Willow Walker only temporarily infests the bodies of those who drink from the same vile, and thus it is not fully capable of its immense ancient glory.
(Swords and Axes represent this unit's attack capability in addition to its Expert Magic; Plate armor represents its thick, strong layer of bark.)
Degr's Staff: This staff was retrieved by the Dark Elf Avanai in the name of Juukkeshi. The true power of the staff is currently unknown.
S e t t l e m e n t s Be they Orc or Elf, Minotaur or Man, they are all but rearrangements of the same parts.
- The puzzle master Ulungo Bala
Spoiler:
Settlements will be necessary for your kingdom. Mana nodes are not enough. Settlements generate gold, which will in turn allow you to train permanent units that you can put into your army. This is much less costly than having to continue mana upkeep of summoned units (though summoned units can often be more powerful, they are also more temporary). Settlements also provide your kingdom with a base of operations in certain regions. If you want to access mana nodes in a certain area of the map, you should think about annexing settlements near those nodes. Having a settlement near the nodes will make incorporating those nodes into your empire much easier.
Ethereal, as the Wizards find it, is not an advanced world politically. There are no kingdoms or nations and very few roads between settlements. There are five different types of settlements:
Villages are implied and are not shown on the map. They are sparsely populated (less than 1,000 people) and may be used as fluff in stories. They are not worth anything.
Towns are small, common settlements. The population of a town ranges from 1,000 to 10,000 (this is dependent on you - whatever fluff you want to give the town is fine, but they should be no bigger than 10,000 people). Race is also dependent on you, but make it a race that lives in the terrain the town is located within. Every town generates 25 gold per turn. Towns cannot train military units.
Cities are large population centers that have the ability to generate a large amount of gold. They often have a population of well over 10,000. For every 1,000 citizens, a city generates 4 gold per turn. Each city belongs to a certain race and can train generic race-specific unit types.
Castles provide formidable defenses for your kingdom, though you will most-likely have to break those defenses yourself before you can claim a castle as your own. Each castle belongs to a certain race and each castle can recruit a discounted unique unit (this unit can be disbanded and redesigned by the player, but the discount will disappear; see Military rules).
Ruins are extremely rare but can generate a steady flow of treasures. This usually means a massive amount of gold per-turn, or perhaps a one-time acquisition of a large sum of gold for your coffers. Sometimes ruins will hold other secrets, such as a free spell.
Spending
You obviously need to train new companies. But this game is not all about high fantasy wars. What else you do with your gold is entirely up to your imagination. I recommend building roads to settlements, and connecting your Citadel to settlements via roads. This would require a fair sum of gold, depending on how paved and clean you want your roads to be. Having roads would allow troops to move faster between settlements and would promote the connection of settlements within your kingdom.
Another way to spend money is to attempt to increase the revenue of a settlement. If you are successful, the amount of gold each 1,000 citizens is worth could rise. It might take a few turns, but if you outline a decent enough infrastructural proposal to increase revenue in your orders, then it is definitely possible.
Gold could also theoretically be used to attract new citizens to a settlement, thus increasing the settlement's population and per-turn revenue. Attracting new citizens to a settlement will touch on a variety of other issues. Would the new citizens be of the race the settlement is originally? Will connection to your Citadel via roads promote diversity throughout all of your settlements? Will more citizens from the towns move to the cities, thus leaving the towns deserted? The latter might seem positive, because people are generally "worth more" in cities, but think of how your economy might suffer if your farmlands are deserted.
You can also build temples or other structures with your gold income. You can increase the happiness of settlements, or focus on their loyalty or culture. Perhaps you want to build a thick wall around a settlement to improve its defenses. Or, if you want to oppress a town or city, you can spend money to do that, as well. Maybe you want to try to make an entire city of High Elves slaves of your kingdom. You could establish new trade routes between your settlements and the settlements of another kingdom. You may want to spend your gold on transporting units across the sea during wartime. There are so many ways to spend your money. It is up to you to be creative enough to come up with your own path to success.
Here are some basic guidelines for roads, though, if you want some ballpark ranges for costs:
Roads
.5 gold per KM will get you a decent paved road (50 gold per 100km)
.1 gold per KM will get you a dirt road. (10 gold per 100km)
You can go anywhere between .1 and .5 to achieve a middle ground.
Or you can put 1 gold per 1 KM into your road, which will basically make it paved, marked, and serviced.
If you load massive amounts of gold into your roads, you will turn them into medieval "highways" of sorts.
Acquiring Settlements
You have two options: War or Diplomacy. It is always wise to scout a settlement before sending your army there. You should scout during one turn, proceed during the next turn. Your scout will reveal detailed information about the settlement. The population, the army, chances for diplomatic success, and so on.
War is the bloody option. This means you send your troops to the settlement and you conduct a siege or a quick annexation of that settlement, depending on the settlement type. If you conquer a settlement, it might initially withhold some of its per-turn gold from you. They might also continue to rebel against your rule. It is a good idea to keep units based in a newly-conquered settlement. Eventually, your subjects will learn to love you.
Diplomacy is another option. Chances for success increase dramatically if you are dealing with the race your Wizard belongs to. Yet success can still come, even amidst racial differences. Gifting (bribing) the settlement with gold or offering them protection from their neighbors might work. You can be creative here. To be more effective in diplomatic annexations, it may be a good idea to build friendly relations with politicians or diplomats and perhaps even build roads or trade routes to that settlement. This can potentially be yet another project to spend gold on in your orders.
Trade
Throughout this NES you will want to trade with your neighbors or even distant lands. Roads make trade progress smoothly, but sometimes the areas you wish to trade with are too far away to build a road (or cross rough terrain). You can trade a variety of goods from your kingdom for goods of another realm. It is up to you to come up with a list of goods to trade. Each region has basic goods it provides. For example, forests provide timber and perhaps dyes and poisons. Valleys might be a good source of fruits and vegetables. Steppes might be a good location for massive amounts of grazing domesticated animals. Mountains will have minerals and marble. And so on. The fluff of your trade is up to you.
M i l i t a r y Hope can only survive if the land remains unspoiled and protected.
- Unknown leader's writings from the War of Ardochi Succession
Spoiler:
Units are not only for fighting battles. They are also for protection and even adventuring. Your military in this game is not focused on the raw number of troops you have, but rather what kind of creative combos of fantasy-genre units you can create and how you can use them during a battle. A big example I like to bring up is the 5 Halfling Adventurers unit. Sure, they are expensive, and might not have the same brute force as 100 barbarians. Yet, they are extremely useful for what they have. Having -20 gold to Netheryl Armor allows them to be recruited for much cheaper than other units with the same armor, and their small troop size makes it so they can sneak around and even go behind enemy lines, subverting a Wizard's spells or dealing with magical units.
Don't think of everything as being dictated by the cost of the unit. Equipment costs money, but your imagination and role-playing of your units does not. Descriptions matter. For your orders, especially during wars/battles, I will expect creative orders with a creative use of units. You should also think about the size of your units. Is 1,000 really beneficial? If all 3 of your units have a massive size, you will have very few logistical units or units capable of performing espionage, scouting, thieving, or sneaking. 1,000 men cannot easily sneak behind enemy lines to subvert an enemy Wizard's will. 5 can, especially if they are resistant to magic (getting back to my Halfling example).
Designing Units
Every player is allowed to create 3 unique units in addition to their race-specific unit already designated in the list below, which can be trained at the first city. Creating units is a highly customizable process. Below is a list of traits / equipment that you can add to a unit. Costs in gold are cumulative. You can add as many traits as you want, but the costs will rise for every trait added. The only section that is required is Quality. All other sections are optional. The size of the unit, from a single individual to several hundred men, does not alter the effectiveness of the individual unit compared to units with similar components. Yet typically, these prices may indicate the cost of about 100 men. Such description is up to you, though.
You can replace one unique unit type with a new one, but the old unique unit must not be present in the game any more (0 units in your military). So if you want to replace that unit, you will have to disband all of that unit first. There is also a 1-turn delay in replacing one of your unique units. You will not be able to replace that unit and train the new unit in the same turn. You will have to wait until the following turn to train the new unit type. The old unit type can then no longer be trained or present in the game in any way (except as history).
You may only pick 1 trait within each section. Your unit must always cost at least 2 gold. Maintenance for the unit is always half of the buying price.
Mounts/Movement
Packhorses: 4
Noncombatant (movement, but not combat): 8
Combatant (movement and combat): 12
Flying noncombatant: 24
Flying Combatant: 32
(Mounts can also equal movement: If you wish to provide fluff saying the mount is not really a mount, but just a very fast unit, that is acceptable. An example of this would be Beastmen, who receive free noncombatant mounts. That doesn't mean they are all Centaurs, but rather that they can explore and move around land quickly. Or Gnolls riding Wolves. They don't have to all ride Wolves - they can just be fast Gnolls with a combatant spirit. Etc.)
Magic
Weak: 8 / 8
Skilled: 20 / 20
Expert: 60 / 60
(Gold / Mana: Magic units require both gold and mana to recruit and maintain.)
Remember each creature has 2 hands. That means 2 weapons or 1 weapon and 1 shield.
Naval Units
SpoilerDesigning Ships :
All players can transport military units as one way to spend gold during wartime. Naval trade is also implied. However, you may want more specialized warships or a sturdy exploration vessel. Specialized unique naval units are a lot more expensive than land units. Yet they can serve useful for kingdoms that wish to expand their influence over the high seas or coastal regions.
Range
Coastal (4)
Shallow Seas (12)
Seafaring (30)
Your three initial units can be whatever you want, and they will cost the amount of your traits added up. In addition, the lower the price your unit is, the faster you can recruit it.
1-20 gold: You can recruit and move the unit in the same orders.
21-50: 1 turn to recruit, move it on the next turn.
51-100: 2 turns to recruit, move it on the 3rd turn.
101-150: 3 turns to recruit, move it on the 4th turn.
151-200: 4 turns to recruit, move it on the 5th turn.
And so on.
(You do not pay upkeep on a unit being trained.)
Your initial 3 unique unit types can only be recruited at your Citadel.
Designed units should be proposed to me before they are implemented. I will approve them or ask for changes where necessary.
Maintenance
Maintenance is always half of the unit cost.
Military Magic
It is up to you to describe what the magical powers of your military units are like, but typically magic is a free-form force. Weak magic can be used to perform minor spells directly around that unit. Skilled magic can attack other units, and use magic as a weapon or as a shield. Expert magic can be used as a siege weapon, generating massive fireballs to strike a castle's walls. You can detail this in your unit's role and description.
Siege Capabilities
Siege weapons are often built on-site and made from wood. This includes catapults, trebuchets, and so on. Other methods include mining and sapping. It is implied that every kingdom has the capability to siege castles. For example, High Men/Barbarians would build catapults (or even trebuchets for the High Men) out of nearby wood and spare metal, while Dwarves, Goblins and Orcs would more likely unpack their favorite pick-axes and burrow to sap the wall or go underneath and emerge inside the castle. Allocating gold to your siege efforts and explaining specifically what that gold will be used for may considerably assist your siege efforts.
Racial Advantages
Different races provide different advantages to soldiers. Note: Your unit must always cost at least 2 gold, even with racial advantages.
Spoiler:
High Men: Pikes/Polearms are 0 gold. Plate Armor is 8 gold. Combatant Mounts are 4 gold.
High Men have long focused on well-rounded armies and traditional battle tactics, making their armies extremely resilient and highly versatile.
Barbarians: Leather and Shield are 0 gold. Swords and Axes/Heavy Weapons are 0 gold.
Barbarians require manpower, and the lightest armor possible is perfect for this reason. They are also masters at many types of swords and heavy weapons, which has made them perfect marauders.
High Elves: Skilled Magic is 8 gold. Longbows are 0 gold.
High Elves are masters of the bow. Their eyesight is spectacular and some have the ability to efficiently channel the magics of the forest.
Dark Elves: Skilled Magic is 0 gold.
Dark Elves were the creation of violent magical interactions, so it makes sense that they have naturally imbibed the magic of the forest.
Dwarves: Axes/Heavy Weapons are 0 gold. Plate Armor is 4 gold.
Dwarves carry axes and plate armor as if they were feathers and leather, respectively. They are strong, stalwart soldiers, and their heavy armor and heavy weapons do not effect their speed in battle.
Goblins: Crossbows are 0 gold. Leather and Shield are 0 gold. Short Swords and Spears are 0 gold.
Goblins can amass light weapons on their soldiers, but they are also a very industrious people and have been drawn to the mechanical crossbow.
Halflings: Netheryl is 20 gold.
Halflings are the only race in Ethereal to have perfected the quiet, subtle craft of weaving the magical armor Netheryl, which is protective, light, and magic-resistant.
Orcs: Flying Combatants are 16 gold. Chainmail is 4 gold.
Orcs naturally live around wyverns and other minor dragons, and thus they have built a healthy relationship with those creatures. Orcs are also rather tough, and carry chainmail easily.
Gnolls: Combatant Mounts are 0 gold. Axes/Heavy Weapons are 0 gold.
Gnolls are marauders of the plains and they inhabit spread out encampments and settlements. A Gnoll's mount is a Gnoll's best friend, though Gnolls themselves are fast, responsive creatures in with a good sense of smell.
Beastmen: Noncombatant Mounts are 0 gold. Skilled Magic is 8 gold.
Beastmen are all born with hoofed feet and the animal instinct to run, making them naturally capable of traveling long distances without fatigue. If they wish to specialize in magic, their natural magical aura gives them some support.
Note: Units with gold discounts to Magic traits still have to pay the normal mana cost and maintenance for the Magic traits.
Towns
Towns cannot train any units. They are essentially small farming or mining hamlets that only exist for you to obtain gold from. Typically, towns are protected by nearby cities or castles.
Cities
Every Wizard is capable of tapping into race-specific advantages. Once you have captured a city, that city's generic racial unit will be available to you for training.
Castles
Castles are a bit more flexible. When you capture a castle, you will receive access to that Castle's unique unit, which can only be trained in that castle, and which receives a % discount on price (this is not the same as free traits). Each castle has a unique discount. You can either: 1. Keep that castle's unique unit and train it as-is or, 2. Disband all of that unique unit and create your own unique unit for that race, using the race-specific advantages. If you disband and create your own unit for this castle, the unit must be worth the same amount of gold their unique unit was worth (without discount). (For example, the High Elven castle of Delorath has a unique unit called Lydia's Firestar Rangers, which can be trained for 10 gold - you can disband this unit and create your own, but that new unit must be worth 10 gold.) In addition, if you disband a castle's unique unit and create your own unique unit, you will no longer receive a discount! Please note that sometimes Castles will also offer you a unique trait (such as, 0 gold for a certain trait) that you will be able to design your own unit with.
Citadel
Units of specific races can only be trained in their specific settlement (city or castle). So, for example, if you capture a High Elven city, you cannot train that city's unique unit in your Citadel - it must be trained in the city you captured. Even if you capture two High Elven castles, you cannot train the 1st High Elven castle's unique unit in the 2nd High Elven castle. Each castle has its own unique unit.
Race-specific advantages are NOT available to your entire military. They are only available for the specific unique unit that a city or castle has given you the ability to train. Exception: Your 3 initial units can all have the race-specific advantages of your Wizard's race.
Your Citadel is basically a powerful castle. Therefore, units trained and belonging to your Citadel receive a discount. Each unit from your Citadel can pick a trait or a series of traits worth 2 gold for free (in addition to the racial advantages you already have).
Advancing in Level
Your Wizard has three levels: Mage, Archmage, and Demigod, as previously mentioned in these rules. As a Mage, your Citadel can train 3 unique units. As an Archmage, you can design a new unit to be trained in your Citadel. As a Demigod, you can design and train yet another additional unit to be trained in your Citadel.
Going to War
As you go to war against other players or NPCs, please keep in mind that war is not easy. I am treating wars in this game as they would be treated in a semi-realistic medieval setting. That means your troops need supply lines, food (in the form of gold), support, and so on. In a terrain not familiar to them, they may suffer more loses. There will be retreats, deserters, ambushes, etc. It is typically not a good idea to stretch your army too thin and attempt to take many targets at once. It is easy for players to view this as a "board game" because the map has clearly labeled icons which represent certain resources. However, this is an interactive forum-based story game. To that effect, commanding your troops from Point A to Point B in a Risk-like fashion all over the map during a single turn is probably not a great idea. The point of this fantasy fresh start is to create a kingdom, and your army will certainly be used in this process. However, rapid expansion (especially without allocating gold to those units which represents supplies), unless carefully done, will land you in a predicament.
Generic Race-Specific Units
Cities can train "generic race-specific units". These are units that all cities of that race can train. This does not include your Citadel or castles.
Race-Specific Units
Spoiler:
SpoilerHigh Men :
High Men Lancers
50 lancers
Veteran (8)
Polearms (0)
Plate Armor (8)
Combatant Mounts (4)
20 gold to train, 10 to maintain
The High Men of Ethereal protect their cities with skillful lancers. They are carefully trained from a young age to become soldiers of their city. The result is a group of stalwart protectors of the human world.
SpoilerBarbarians :
Barbarian Berserkers
100 berserkers
Veteran (8)
Swords (0)
Heavy Weapons (0)
Leather (0)
8 gold to train, 4 to maintain
The coastal Barbarians are known for their fierce and fast berserkers. These shock troops are trained for a small price and are armed with one weapon for each hand. They leave nothing in their path.
SpoilerHigh Elves :
High Elven Rangers
25 rangers
Veteran (8)
Longbows (0)
Leather (2)
Short Swords (2)
Skilled Magic (8 / 20 mana)
20 gold to train, 10 to maintain, 10 mana to maintain
The rangers of Ethereal's forest are skilled archers, agile swordsmen, and capable of Elven feats of magic relating to the environment. They have been raised in the forest and they know it well.
SpoilerDark Elves :
Dark Elven Warlocks
1 warlock
Veteran (8)
Short Swords (2)
Leather (2)
Skilled Magic (0 / 20 mana)
12 gold to train, 6 to maintain, 10 mana to maintain
The warlocks of the dark woods are capable of powerful feats of magic that can cripple and curse their enemies. Beware when approaching a city of the Dark Elves.
SpoilerDwarves :
Dwarven Heavy Axemen
50 axemen
Veteran (8)
Axes (0)
Plate Armor (4)
12 gold to train, 6 to maintain
The Dwarven axemen are strong soldiers with high endurance, capable of carrying plate armor as if it is but a feather. And they arm themselves with large axes forged by the most skilled of blacksmiths.
SpoilerGoblins :
Goblin Infantry
100 soldiers
Veteran (8)
Crossbows (0)
Short Swords (0)
Leather (0)
8 gold to train, 4 to maintain
The cunning Goblins in all of their industrial desires have greatly utilized the deadly crossbow. These cheap Goblin infantry are found pouring out of mountainsides and defending their smoggy cities.
SpoilerHalflings :
Halfling Adventurers
5 adventurers
Veteran (8)
Leather (2)
Short Swords (2)
Netheryl (20)
32 gold to train, 16 to maintain
Halflings have long been known as a folk to be able to endure quite a bit. Adventurers are much the same way. Halflings have found a special attachment to the metal called Netheryl, and they have become adept at resisting the powers of magic.
Wyverns scour the hillsides in search of food. Perhaps a Halfling or two for lunch? The Orcs, however, have been able to tame these beasts. The result is a highly formidable flying force.
SpoilerGnolls :
Gnollen Wolf Riders
20 riders
Veteran (8)
Maces/Heavy Weapons (0)
Leather (2)
Shield (2)
Combatant Mount (0)
12 gold to train, 6 to maintain
The Gnolls are often semi-nomadic. Their cities are spread out, massive encampments. They need to get around. Using the giant wolves of the plains, they have been able to create a formidable, mobile defense for their settlements or versatile foes for their enemies.
SpoilerBeastmen :
Beastman Centaur Scouts
10 scouts
Veteran (8)
Noncombatant Mount (0)
Skilled Magic (8 / 20 mana)
16 gold to train, 8 to maintain, 10 mana to maintain
Beastmen are a noble race, and such a description definitely applies to one of their most numerous species: the Centaur. The Centaur Scout is enchanted with magic to see more of the land and can cover long distances with great speed.
(Beastmen Centaur Scouts can just as easily be Beastmen Minotaur Scouts.)
E x p l o r a t i o n When I brought wares from the Northland, I immediately knew I would never go poor again.
- Geveras, the Mage-Explorer from the ancient village Soaz
Spoiler:
Exploring Ethereal's map is a vital part of this game. In order to discover new mana centers and settlements, you must explore. Exploration is a simple process. Your Citadel contains a Wizard's "seeing eye". This conveniently allows you to link to other Wizard's Citadels, so that you can see what they are exploring. But this also means they can see what you are exploring. Each turn, you will direct your seeing eye, and your scouts, to explore a certain region of Ethereal. This can be a specific designation (you could even draw it out on the map if you wanted to). Or, it can be something more vague ("Explore the mountains north of my Citadel.").
The next turn, a random area approximately where you indicated will be revealed on the map. How much is explored is entirely random. In your orders, you can always give me some interesting reasons why you might explore more during that turn. Whether or not I will take this into consideration is entirely up to me. There could be an NPC castle blocking your way, thus inhibiting your exploration. Clear, precise instructions on exploration are preferred over vague ones. If you mention what you might do if you discover a castle, it will make it more possible for you to circumvent such an obstacle.
As you explore, little dots on the map will show up. These are mana centers (as previously mentioned). NPC settlements will also show up as you explore.
Acquiring mana nodes occurs randomly. Usually all mana nodes directly surrounding a settlement are acquired once the settlement is acquired. When exploring, you can tell me that you wish to head towards certain regions that are rich in mana nodes. Be as specific as possible, and you will acquire the mana nodes you want to acquire. When it comes to acquiring Mana Cores and Mana Streams, you can tell me specifically which ones you want by saying, "The Mana Core in the Blah Blah Blah Mountains". I cannot guarantee you will acquire what you want. Remember that Mana Havens and Mana Streams are often heavily guarded by creatures.
M a p s When mana binds itself into every crevice of the earth, maps are never static.
- Jonko the Cartographer
Silvercrane Coast: The western coast where Inavi is located, west of the Goldtier Mountains. North Goldtier Mountains: The northern part of a western mountain range. Location of the Clan-union Rage. South Goldtier Mountains: The southern part of a western mountain range. Location of Lord Arthurdin's Dwarven realm. Bluebane River: The river running through the Pordos Valley, where Wendell the "Tall" has established his thriving kingdom. Fallen Serpent Forest: The small forest located south of Marburg Fords. Maldia Plain: Plain of the southwest Beastmen tribes, and site of bloody barbarian raids from Jolang and Lakestone. Kerador's Cape: Southernmost known cape of Ethereal, where John Faraday's kingdom sits. Olivia Gulf: The beautiful sea area that borders Gwydion's realm. Aadora's Bay: The bay adjacent to Palinan and south of Akhoowoo. Woodmind Forest: The forest that surrounds Haru Gom and Juukkeshi's Dark Elves. Also location of the Woodmind Cult, a mysterious cult responsible for Lydai's recent political change. Lake Deathaven: The lake closest to Haru Gom. Raimore Range: The mountains that harbor the Drakefang Stonekeep and the Goblins of Thuggee. Soulstar Woods: The forest surrounding Ceros. Central Forests: A general term of the forests encompassing Ceros and Lan'Elatair. North Sul Mountains: The northern part of the Sul Mountains and home to the mountain minotaurs. South Sul Mountains: The southern part of the Sul Mountains and the area in which the Burning Tower is located. Norclove Steppes: A vast, productive plain mixed with scattered prairies and filled with a variety of farming villages, encampments, tribes - a general hodgepodge of cultures. The southernmost part of the Norclove Steppes is the coastal region in which Gwynedd is located. The northernmost part of the Norclove Steppes is where the Gnolls of Akhoowoo reside. Doanine Grasslands: The location of Tarunia and the grassy, fertile region south of the Sul Mountains. Eastern Isthmus: The isthmus connecting the main continent with a presently unknown region. This isthmus was revealed to the Wizards by the protectors of the region, the Kingdom of Quentora. Hawkmire Steppes: The steppes north of the Raimore Range. Crata Grasslands: The grasslands north of Dura'dan Lake where Kess-fal is located. Kai Valley: The valley separating the two Central Forests (Soulstar to the north and Aurelia to the south). Aurelia Forest: The forest in which Wizard Elatair's kingdom thrives. Sea of Halendi: The sea adjacent to Quentora and the location of strange happenings. Saltmere Forests: The forests east of the Raimore Range. Dyli River: The river that runs through the Aiolian city of Cazablankah and next to the Halfling city of Endyli. Windflay Peninsula: The peninsula that the Eastern Isthmus connects to the main continent. Abrasia Forest: The great and dangerous forest north of the Sul Mountains. Sunfane River: The river separating the realm of Lucius and the realm of Lord Arthurdin.
Cities
Spoiler:
City Name / Race (Population / Gold Worth Per Turn)
Lydai / High Elves (15,000 / 60)
Eragor / High Men (35,000 / 140)
Loasyai / High Elves (21,000 / 84)
Aurabrad / Dwarves (32,000 / 128)
Kess-fal / Barbarians (26,000 / 104)
Glyndenon / High Men (19,000 / 76)
Revealed Last Turn:
Yalek / Orcs (11,000 / 44)
Tysis / High Men (13,000 / 52)
Asketra / Goblins (34,000 / 136)
Ruria / Beastmen (27,000 / 108)
Palinan / High Men (30,000 / 116)
Choras / Barbarians (14,000 / 56)
Jolang / Barbarians (19,000 / 76)
Sephira / Dark Elves (41,000 / 164)
Griskglan / Gnolls (30,000 / 120)
Horagrid / Beastmen (21,000 / 84)
Noskepak / Orcs (23,000 / 92)
Endyli / Halflings (21,000 / 84)
Wirsmarch / High Men (31,000 / 124)
Omanis / Barbarians (12,000 / 48)
Herabrad / Dwarves (36,000 / 144)
Flyglan / Gnolls (16,000 / 64)
Senda / High Men (29,000 / 116)
Lonelai / Dark Elves (20,000 / 80)
Telurgrae / Halflings (41,000 / 164)
Kai'ala / High Elves (25,000 / 100)
Castles
Spoiler:
For information on each Castle, please scroll below to the Castles Listing section.
O r d e r s Turn in your orders on time, or your growth will be stagnant.
- Starlife, the mod from... here
Spoiler:
Guidelines
1. PM them to me.
2. In your PM title to me, please begin with: "SLNES I Orders, Turn #"
3. Please attach your entire Wizard profile except your background in each set of orders. Remember to include unit/spell costs and maintenance prices. Make sure this profile is updated every turn with new: income, mana, settlements, unit #s, and so on. Make sure the # of units in your army is always updated, otherwise I'll be using old data to process orders.
4. I prefer orders to be well-organized.
For organization, I prefer clear differences between Magic, Military / Warfare, Spending / Infrastructure / Settlements, Foreign Relations / Diplomacy / Trade, Culture, Exploration, and so on. You can organize it however you want or call these categories by other names. The point is, organized orders flow well and will make it clear what exactly you want done.
Orders in bullet form or list form are definitely okay, but I prefer a little more detail than just, "I want to trade with X." Explain how much money you are putting into everything and why.
5. Concise orders are best. I don't want you to go into detail about something in orders that you could easily write a story about. You should of course provide justification for your actions and story-fluff in orders, but attaching massive stories to me via PM is probably not the best way to do things.
6. Clearly indicate where you are moving units, what you are spending gold/mana on, and when you are researching a new spell. Don't take me for a wild goose chase in looking for what your kingdom is actually doing. And please at the end of orders (or somewhere) tell me how much mana you generated, how much you spent, how much you saved (converted into mana crystals), and how much gold you received, how much you spent, and so on.
7. Make the deadline or at least send me a message saying you will be turning your orders in late. It is common courtesy to myself and your fellow players.
8. Remember that any new units or spells need to be proposed to me and subsequently approved before they can be used in-game.
9. If going to war, please try to make orders clear. The more detail, the better, but don't tell me what every single soldier is doing.
10. Please tell me any names that might be relevant. Names of generals, important people in your kingdom, and so on only if you are doing something with them.
Orders can be as specific or as vague as you want them to be, keeping in mind the above guidelines. Orders in the initial stages of the game shouldn't take you too long. Later on, you'll be used to them. Try to make the deadlines. It is better to get them in and have them be rushed and low quality than to not get them in at all.
I am not specifying movement because movement depends on several factors:
1. Whether or not your movement is within your kingdom.
2. How many supplies your units have. More supplies would probably make them more efficient. Less would make them travel faster. Also, heavier units may take more time.
3. How many units are moving together. Obviously more units moving together will result in slower movement speed.
I don't specify because I feel there are many factors involved. If you run into a heavily fortified castle while moving, it will make your movement slow. If monsters are bogging you down, it will make your movement slow. And so on.
You can tell me where you want your unit to go, and don't worry - in the update I will tell you where your units ended up.
Typically, medieval soldiers were able to march 100km in 4-5 days. Keep that in mind. Since each turn is a season, your units can pretty much move anywhere on the map in 1 turn in fully explored terrain (if unimpeded). However, it is easy for your troops to get bogged down. Think of terrain, climate, monsters, NPC entities, and so on. So the likelihood of you actually getting anywhere on the map, if it is far from your kingdom, may realistically be quite small. Also, If you are going to war or entering an enemy's terrain, your movement would slow down considerably.
Lord Arthurdin / Dwarven / thomas.berubeg
(original info) Citadel: Hadhodrond Government: Monarchy Spellbook: Temporal Shift Castles: 0 Cities: 1 (Erebor / Dwarves / 20,000) Towns: 3 (+2) Mana Centers: Nodes (18) (+4) Gold: 155 per turn / 64 upkeep / 0 in coffers Mana: 496 for use (500 per turn - 4 upkeep) / 18 crystals Unique Units: Lost Dwarves, Wings of Memory, Fading Shadows Troops: Lost Dwarves x2, Fading Shadows x1, Wings of Memory x1
Camrol Steedi / Beastman (Centaur) / erez87
(original info) Citadel: Stabila Government: Despotism with Elder Council Spellbook: Wild Roar Castles: 1 (Lakestone / Barbarians / Klailak's Warrior Priests) Cities: 1 (Portal / Beastmen / 20,000) Towns: 2 Mana Centers: Nodes (22) (+9) Gold: 130 per turn / 81 upkeep / 49 in coffers Mana: 560 for use (600 per turn - 40 upkeep) / 486 stored Unique Units: Red Bulls, Black Horses, Gorgon Mistress Troops: Beastmen Centaur Scouts x1, Black Horses x1, Red Bulls x2, Gorgon Mistress x1
Wendell the "Tall" / Halfling / Terrance888
(original info) Culture Citadel: Marburg Fords Government: Oligarchy of Chiefs Spellbook: Unity Castles: 1 (Horace's Point / Halflings / Water Mages of Findfor's Bay) Cities: 1 (Pordos Burrows / Halflings / 20,000) Towns: 2 Mana Centers: Nodes (17) Gold: 130 per turn / 87 upkeep / 203 in coffers Mana: 455 for use (475 per turn - 20 upkeep) / 429 crystalized Unique Units: Wardens, Hedgehogs, Halfling Hurlers, Water Mages of Findfor's Bay Troops: Hurlers x5, Hedgehogs x1, Adventurers x1, Warden x1, Water Mages x1
Gwydion / Barbarian / LDiCesare
(original info) Culture Citadel: Gwynedd Government: Tribalism Spellbook: Made of Flowers* Castles: 1 (Quentora) Cities: 2 (Stryddinas / Barbarians / 27,000), (Palinan / High Men / 30,000) Towns: 4 (+2) Mana Centers: Nodes (25) (+10) Gold: 328 per turn / 132 upkeep / 256 in coffers Mana: 475 for use (505 per turn - 30 upkeep) / 167 crystalized Unique Units: Warrior-bard of Kazaë, War Galley, Reverse Warriors Troops: Berserkers x11, War Galley x2, Warrior-bard of Kazaë x1, High Men Lancers x2, Kendrickan Warband x1
Envoy Lucius / High Men / Seon
(original info) Citadel: Inavi Government: Theocracy of the Old Ones Spellbook: Revelry Castles: 0 Cities: 2 (Westfield / High Men / 20,000) (Tysis / High Men / 13,000) Towns: 4 (+2) Mana Centers: Nodes (17) (+5) Gold: 232 per turn / 146 upkeep / 114 in coffers Mana: 441 for use (475 per turn - 34 upkeep) / 223 crystalized Unique Units: Reavers, Defenders, Envoys Troops: Defenders x7, Lancers x2, Reavers x1, Envoy x1
Juukkeshi / Dark Elves / Massive Attack
(original info) Citadel: Haru Gom Government: Oligarchy Spellbook: Plague of the Dead, Endless Nothingness Castles: 0 Cities: 2 (Haru Ma'ul / Dark Elves / 20,000), (Lydai / High Elves / 20,000) Towns: 2 Mana Centers: Nodes (24) (+1) Gold: 210 per turn / 102 upkeep / 184 in coffers Mana: 525 for use (650 per turn - 100 upkeep) / 191 crystalized Unique Units: Undead Horde, Doppleganger, Blood Moon Champion Troops: Dark Elven Warlocks x4, Dopplegangers x2, Blood Moon Champion x1, High Elven Rangers x3
Thuggee / Goblins / Immaculate
(original info) Culture Citadel: Thuggee Government: 'Circle Society' Spellbook: Secrets of the Mountain Castles: 1 (Crystal Brambles Tower) Cities: 1 (The Foundry / Goblins / 20,000) Towns: 5 Mana Centers: Nodes (35) (+7) Gold: 205 per turn / 132 upkeep / 113 in coffers Mana: 790 for use (850 per turn - 60 upkeep) / 255 crystalized Unique Units: 7th Circle Society Knights, Gwemwins, Circle Operatives Troops: Goblin Infantry x6, 7th Circle Knights x1, Gwemwins x2, Drakefang Drake Riders x1
Clan-union Rage / Goblins / Northen Wolf
(original info) Culture Citadel: Hatred Government: War Council of Elders Spellbook: Magical Rage Castles: 0 Cities: 1 (Lust / Goblins / 20,000) Towns: 1 Mana Centers: Nodes (8) (+1) Gold: 105 per turn / 64 upkeep / 0 in coffers Mana: 250 for use / 287 crystalized Unique Units: Rage Ambushers, Rage Riders, Spellswords of Rage Troops: Goblin Infantry x12, Rage Ambushers x4
Ng'graa Akh'rrr / Gnolls / vruchten
(original info) Culture Citadel: Akhoowoo Government: Pack-Based Magocracy Spellbook: Fear the Pack Castles: 0 Cities: 2 (Bharhakhoowoo / Gnolls / 20,000) (Senda / High Men / 18,000) Towns: 3 Mana Centers: Nodes (17) (+7) Gold: 227 per turn / 175 upkeep / 32 in coffers Mana: 405 for use (475 per turn - 70 upkeep) / 210 crystalized Unique Units: Souleater, Fearmonger, Walking Fortress Troops: Gnollish Wolf Riders x5, Souleaters x5, Fearmongers x2, Walking Fortress x1
Tarnum the Ruthless / High Men / andis-1
(original info) Citadel: Tarunia Government: Counseled Monarchy Spellbook: Summon Storm Elemental Castles: 0 Cities: 1 (Taros / High Men / 20,000) (Wirsmarch / High Men / 31,000) Towns: 5 (+2) Mana Centers: Nodes (12) (+2) Gold: 329 per turn / 164 upkeep / 213 in coffers Mana: 158 for use (350 per turn - 192 upkeep) / 190 crystalized Unique Units: High Men Raiders, Gryphon Riders, High Men Paladins Troops: High Men Raiders x2, High Men Lancers x3, High Men Paladins x1, Gryphon Riders x1, Storm Elemental x1
Merogia Soter / Beastmen (Minotaurs) / nutranurse
(original info) Culture Citadel: Pragaom Government: Tribal Federation Spellbook: Words of Our Ancestors Castles: 0 Cities: 1 (Dokieos / Beastmen / 20,000) Towns: 4 (+1) Mana Centers: Nodes (17) (+3) Gold: 180 per turn / 74 upkeep / 181 in coffers Mana: 475 for use (per turn) / 342 crystalized Unique Units: Image Bearers, Brutes, Brothers of the Sykites Troops: Brutes x2, Image Bearers x1, Sykites Brothers x2
Elatair / High Elves / Vertinari118
(original info) Citadel: Lan'Elatair Government: Wise Council Spellbook: Listening Castles: 0 Cities: 1 (Lan'Aurelia'Oramor / High Elves / 20,000) Towns: 2 (+1) Mana Centers: Nodes (22) (+7) Gold: 130 per turn / 53 upkeep / 78 in coffers Mana: 395 for use (425 per turn - 30 upkeep) / 121 crystalized Unique Units: Elatanlor, High Elven Infantry, Yelantair Troops: Elite High Elven Rangers x1, High Elven Rangers x1, High Elven Infantry x1, Yelantair x1
Ilmorn the Twisted / Beastmen (Kenku) / Luckymoose
(original info) Citadel: Valas Mundorune Government: Absolute Monarchy Spellbook: Famine Castles: 0 Cities: 1 (Validoon / Beastmen / 20,000) Towns: Mana Centers: Gold: 80 per turn / 45 upkeep / 335 in coffers Mana: # for use / 150 crystalized Unique Units: Bark Snakes, Spears of the Starved, The Scarred Sorceresses Troops: Bark Snakes x5
Wurgotr / Gnolls / tuxedohamm
(original info) Citadel: R'gomr Government: Spellbook: Shiftwalkers Castles: 0 Cities: 1 (Validoon / Beastmen / 20,000) Towns: Mana Centers: Gold: 80 per turn / 45 upkeep / 335 in coffers Mana: # for use / 150 crystalized Unique Units: Death Gnoll, The Guided, Fisr Ship Troops: Death Gnoll x5
Enchant

Within 100 'clicks (30)

Large Burst (every target in 50 mile radius): 200 mana

Wondrous (200)

Maintained

430 mana +215 to maintain
Animates metals or stone to move like liquid and assume new forms. Once the spell wears off the metal or stone ceases to be animated and remains in the form it last took. Could be used to force rocks to fight as animated statues or to form stones into a wall or to assist in making mechanical oddities or armor.
Envoy Lucius (Seon)
Revelry
Spoiler:
Curse

Range: 0-100 KM of kingdom border (30)

Small Burst (50)

Refined (100)

One time

180 mana to cast
Laaaaadiiiies and gentlemen! I come here, not in peace, but with a sword. I come here to turn mother against her daughter, and son against his father. I come here to let you see the world as it truly is, for I have watched this world for eons and I have grown bored of your norms and of your snivelling complaints of what pathethic life you lead. So here, I shall open your eyes to the real world. Let us dance!
A group of people in a single location is targetted, and bewitched to revel whilst reduced to pure instincts for a couple of days.
Gwydion (LDiCesare)
Made of Flowers
Spoiler:
Type: Summons

Range: 0-100km from province borders (30 mana)

Hit: Direct Hit (50 mana)

Power: Wondrous (200 mana)

Sustainability: Sustainable

280 mana + 140 per turn
Forms a magical creature out of flowers. Usually a woman (although one could create a man, a pig, a bull, a horse, stag or another animal), the creature is of wonderful beauty and those who see her will want to please or possess her. She can bewitch her targets and get them to do her bidding as they want to please her at any cost. She is intelligent and able to speak under the control of her creator.
Clan-union "Rage" (Northen Wolf)
Magical Rage
Spoiler:
Type: Enchant

Range: Within Kingdom (0 mana)

Hit: Small Burst (100 mana)

Power: Refined (100 mana)

Sustainable: Sustainable
Total cost to cast: 200 mana

Total cost to sustain: 100 mana
Generates significant hatred towards enemies of the Caster. Rage functions simple – it makes people ignore their own problems when causing damage to enemy. Enraged unit does not care for their own wounds, aslong as they do more damage to enemy. Just like the father whose child has been taken, would kill those who took his child, so would behave anyone under this spell. They want to cause as much damage as possible and they ignore most of their own needs in the progress. Needs like fear, wounds, need to rest, need to eat, need to sleep. Especially if they are in combat. However, this is not “a blind rage” -rage that makes units charge into rain of fire not caring for itself or for others. Those under the spell know well enough that, if they or enough of them survive, they can damage their enemies even more.
Elatair (Vertinari118)
Listening
Spoiler:
Within kingdom (0)

Large burst (200)

Wondrous (200)

Sustainable

400 mana to cast/200 to sustain
Elatair pauses and listens to the forest for a while. He hear the ancient groaning of the watchful trees, the song of the quick-minded and far-traveled birds and the growls of the pugnacious bears. He hears all and comprehends all. He describes it as merely the first step to achieving a life as one with the forest. The other elves pause and gaze with wonder. They are also careful to mind their business for there is little Elatair does not know within his borders.
Camrol Steedi (erez87)
Wild Roar
Spoiler:
Within Kingdom (0)

Massive Burst (400)

Refined (100)

One-time (0)

500 mana to cast.
A mighty roar of Camrol strikes deep fear into his enemies and turns them back to where they came from.
Lord Arthurdin (thomas.berubeg)
Temporal Shift
Spoiler:
Curse

0-100 kilometers from kingdom borders (30)

Small Burst (100)

Weak (50)

180 mana to cast / 90 to sustain

sustainable
Developed during the long travels of Lord Arthurdin, This spell is a predominantly offensive one in it’s effect: it creates a relatively small bubble of time, trapping whatever is within that sphere (be it people or objects) and changing the way they exist in time, for the duration they are within the bubble. As the spell is very unrefined, the precise effect within the bubble is unpredictable, but has, in the past, done anything from freezing time completely to ageing whatever is in the bubble a thousand years to even run time backwards.
Juukkeshi (Massive Attack)
Plague of the Dead
Spoiler:
Direct Attack (Settlement): 50

Range 100km: 30

Wondrous power: 200

280 mana to cast / 140 to maintain

Sustainable
Target settlement loses a number of population and gains a number of Undead Horde units (generally pop lost/1000). Each additional turn the spell is sustained, additional population is lost and additional units are created. Any Undead Horde units created this way attack other living beings and/or units in and around the settlement. The units are sustained by the spell until killed or the spell terminates.
Brains . . .
Endless Nothingness
Spoiler:
Type: Dispel
Range: 300-400 Km 120 mana
Hit: Small Burst: 100 mana
Power: Arcane 400 mana
One Time
Endless Nothingness counters another wizard's spell, counteracts its effects, or dispels magical effects of a specific area, such as enchantments, etc.
Wendell the "Tall" (Terrance888)
Unity
Spoiler:
Enchant

0-100 KM

Small Burst

Not Sustainable= Mana Cost= 330
This spell operates on the spirit level. Every individual will suddenly feel his own spirit pressing against those individuals around them, slowly this wall will seem to weaken until their souls combine at a profound level while keeping their individuality. This is extremely unpredictable, depending on the strength of the people it is cast upon, but upon Hobbits it leads to great personal and interpersonal strength, and the ability to work together like limbs of a single, many-minded creature. A weaker and wider spell is used to enchant wardens. After the spell ends, it often takes weeks before the enchanted stopped talking in ‘We’s and lose secondary advantages, such as extremely noticeable of others. Most importantly is that fear does not seemed to be traveled through the links for Halflings yet, but it is unknown of the true effects on other races.
Ng'graa Akh'rrr (vruchten)
Fear the Pack
Spoiler:
Type
 Curse

Range
 100-200 km from kingdom borders: 60 mana

Hit
 Small Burst (all targets in single location): 100 mana

Power
 Refined: 100 mana

Cost:260

Sustainable:130
Standing on top of a hill Ng’graa is sending the voracious hyena-laughter with the wind into the ears and souls of neighboring villages, armies and other pray. Leaving the victims in grave fear.
Tarnum the Ruthless (andis-1)
Summon Storm Elemental
Spoiler:
Within kingdom: (0)
Small Burst (100)
Wondrous (200)
Sustainable
Thundering cloud of wind and lightning.
300 mana to cast, 150 mana per turn to sustain
Tarnum used immense amounts of mana and time to master the element of air. After battling against countless of thunderstorms, he has finally mastered the ability to imprison the storm itself, compressing it into deadly elemental. Like the wind itself, this elemental can move almost anywhere and no walls can obstruct it's movement. This elemental is highly effective against flying units simply because it's ability to control wind, but it may also shock it's enemies to death by powerful lightnings.
Merogia Soter (nutranurse)
Words of Our Ancestors
Spoiler:
Within Kingdom (0)
Large Burst (200)
Refined (100)
Sustainable
A ghostly host of long-dead minotaurs rise from their graves and converge on any invaders of the Minotaur homeland.
300 to cast/150 to sustain
"Few of the challengers to Merogia Soter's ascension could scarcely know that when they fought against her they also fought their sires and dams. Indeed, the success of the First Matron was not built upon mortal warriors, but a compact made with our most venerable Ancestors."
~Excerpt from Pantheras Heron's History of the Ancient Clans
25 flying knights
Elite (16)
Spear (0)
Shield (0)
Crossbows (0)
Plate (16)
Flying combatant (32)
Skilled Magic (20/20)
84 gold, 20 mana to hire, 42 gold, 10 mana to maintain
Riding mechanical fire-breathing, wickedly taloned two-headed dragons and armed with short lances and armored in quality plate and shield, the Reapers normally fire their crossbows from range before swooping in to allow their mounts to do most of the dirty work. Additionally Reapers are trained in the art of bending and shaping metals and routinely use these magics to repair their mounts in battle or to disarm their enemies.
Gwemwins are the heavy infantry manufactured en-masse from the bowels of Thuggee iron foundries. Typically they appear as mechanical golems of comical or adorable appearance such as small walking teddy-bears or a pig-tailed children’s doll but despite their appearance they are in fact weapons of war. Each is made from magically hardened bronze (hence the plate) and typically fires tension-mounted projectiles similar to arrows (hence the crossbow)- typically from the mouth or forearm. Though many have hands, these are typically wickedly clawed or conceal long scythe-like blades or are weighted for use as clubs (hence the shortsword (or mace?) weapons). Gwemwins are magical constructs and can obey a variety of fairly complex commands including guard this area, patrol here, attack, defend, put on an adorable parade, etc.
Because they are mechanical constructs, they never tire, never age, and never need food or sleep. They do however need to have their parts repaired or replaced after battle or injury.
76 gold, 60 mana to hire, 38 gold, 30 mana to maintain
Secret police, spies, saboteurs and assassins, the ‘Circle Operatives’ are the knife behind the curtain, striking fear in Thuggee goblin civilians and enemies alike. They are masters of stealth, poisons, and trickery. Their magics focus on weaving shadows, both as weapons and a means of concealing themselves. They can weave shadows to make themselves invisible, animate them to strangle or shank a target, or even step through them to effect instantaneous travel.
These horribly deformed men hide inside a heavy plating of black armor. Their tactics usually involve simply wading into battle, ignoring wounds as mere annoyance, and waving around their large pike to defeat rows upon rows of infantry just as a farmer may reave a field of wheat.
They use their weak magic ability to protect themselves from harm and strengthen their blows.
32 gold to train. 16 gold to maintain.
Defenders
Spoiler:
150 Heavy Infantry
Veteran (8)
Short Sword (2)
Shield (2)
Plate Armor (8)
End us, if you may. Rend our flesh from our bones and crush the remains under your boots. Do you think we fear our destruction? No, we will embrace our doom, in hopes that you will also be embraced by us in our descent.
20 Golds to produce, 10 golds to maintain. Their fanatical devotion to the Faith means that they shall fight their enemies to the bitter end. They usually battle together as a single coordinated unit.
Their heavy armor and shields provide extreme protection against ranged attacks such as arrows.
Lucius showed us the infinite universe that streteched on for eternity, with all its endless possibilities and limitless power that hid within. Even so, however, we were not driven to madness, like all others. No, instead we understood.
These envoys are able to move independantly of armies, exploring enemy territories and hitting from the shadows. They use their powerful magic to hide, subvert, and instantly travel rather long distances.
They usually operate in a team of three, and each can cause terrifying amount of destruction with their dark magic, if they choose to do so.
Gwydion (LDiCesare)
Warrior-bard of Kazaë
Spoiler:
1 warrior-bard
Trained (4)
Sword (0)
Leather (0)
Shield (0)
Expert magic (60)
64 gold, 60 mana to train, 32/30 to maintain
Warrior-bards of Kazaë are a sect encountered by Gwydion during his timeless travels in other worlds. When he saw a bard sing a song that let a mere peasant beat the king’s champion in duel, Gwydion decided to learn their art, and now he brought it back to Ethereal. The warrior-bards look like normal itinerary singers, but they have a single magic power. They are able to sing songs of power to turn their friends into the best warriors that exist. A single bard singing warsongs will turn an army of untrained peasants into a horde of warriors that can out-trick the most experienced and elite soldiers. You really don’t want to besiege a city with a single bard inside.
War Galley
Spoiler:
1 trireme with 170 rowers, 3 officers, 7 deck crew and 20 marines.
Sea Dogs (16)
Galleys (8)
Shallow Seas (12)
36 gold, 18 to maintain
Gwynedd war galleys are triremes manned with barbarian rowers trained in synchronized rowing, featuring a bronze ram at the fore of the ship, and a catapult on the deck at the aft. They are fast ships that maneuver well in shallow waters but can’t withstand rougher seas. Their marines carry the traditional heavy barbarian axes and shields but don’t wear armor save for a helmet due to weight constraints and the risk of drowning.
Reverse warriors are those who do things in reverse. They use huge hammers (mauls) not to build, but to destroy. They wash in dirt instead of water. They enter and exit houses walking backwards. When they ride a horse, they face its rear and hold its tail instead of reins. They also often exhibit reverse sexual behavior, either being homosexual or women being polyandrous instead of males being polygynic. Reverse warriors are made of castaways and misfits, and include many women, not normally allowed to join the military.
Their magic power is 'reversal' of magic. Namely, magic around them works in reverse. What this means varies a lot. A fireball cast at them may either bounce backwards or be turned into a ball of ice and frost. An enemy causing fear may either cause courage or become himself fearful. Magic that binds together skeletal bones may send them apart instead, cures will harm or transfer wounds, etc.
Clan-union “Rage” (Northen Wolf)
Rage Ambushers
Spoiler:
Soldiers: 50
Quality: Veteran (8)
Weapons: Short Swords (0), Crossbows (0)
Armor: Leather (light) (0), Shield (0),
Mounts: none
Magic: none
Total Cost: 8 gold, 0 mana
Maintenance: 4 gold, 0 mana
Goblin Ambushers. Trained in arts of ambushing and sneaking. These goblins are crafty warriors. Rage Ambushers can set up traps with incredible speed and quite nice results. It does not matter where enemy has set up its camp, a rain of bolts, poisoned food or sudden fires (that destroys half of the supplies) can always be “manufactured”. And Rage Ambushers are the ones who manfacture them. In direct head-on combat, they are comparable to light infantry but they are perfect for harassing opponent troops during nights, hit-nd runs and slowing opposing forces down, while inflicting fear and casualties.
Rage Riders
Spoiler:
Unit size: 100
Quality: trained (4)
Weapons: Swords(8), crossbows (0)
Armor: Shield (0), Chain Mail (8)
Mounts: Combatant (movement and combat) (12)
Magic: None
Total cost: 32 gold, 0 mana
Maintenance: 16 gold, 0 mana
Rage riders are Wolf Riders. Designed to do hit and runs (shoot crossbows, reload while circling around enemy, shoot again and flee), these units are mostly fast archers who can handle themselves on battlefield. They are perfect for riding through enemy camps or attacking smaller groups of enemy. They are decent in direct combat, but prefer to use hit and run or circle-around-enemy, until enemy is weak enough.
Spellswords of Rage
Spoiler:
Unit Size: 100
Quality: Veteran (8)
Weapons: Short Swords (0), Shields (0), Crossbows (0)
Armor: Chain Mail (8)
Mounts: none
Magic: Expert (60)
76 gold / 60 magic
Maintenance: 38 gold, 30 mana
These are mid-field troops, some of them can enchant weapons of soldiers around them, others can summon shadow-doubles of infantry units around them (making our army look larger than it is and harder to kill). Rest usually specialize in the field of dispell/healing.
Elatair (Vertinari118)
Elatanlor
Spoiler:
9 Ela
Elite (16)
Longbows and staves (2)
Chainmail (8)
Expert (60)
86 gold to train, 43 to maintain, 60 mana to train and 30 mana to maintain
Facing one elven lord or lady in battle is said to be suicide. Facing nine is such sheer madness, few would contemplate it, except dark elven warlocks, but everyone knows there’re mad. The lords and ladies of the elves wield powerful magic, a mastery of anatomy and the subtly of the elven mind. They use their power in combat to sever warriors’ spinal cords or nick the aorta or cause a series of micro-fractures in opponent’s legs, causing them to break under the victim’s weight. Naturally, as the oldest elves, they have great skill with a longbow and their staves are enough to crack a skull. Alone they could defeat hundreds of conscripts with ease if they wished to. They would not but they could. This is not their true purpose though and they are much more at home in the forests singing to birds, running with wolves and ensuring the continued prosperity of the forest.
High Elven Infantry
Spoiler:
150 Infantry
Veteran (8)
Sword and Shield (10)
Chainmail (8)
32 gold to recruit, 16 to maintain
The steadfast infantry of the elves. These men have forsaken the elven bow to master the elven sword. Their armour and arms are forged with the finest care of elven blacksmiths with all the skill that elves apply to any craft they master. Their duty is to protect elven archers and magic users in battle and they perform it well. Their naturally superior eyesight allows them to strike with far more precision than the warriors of other races, which aids them against more numerous foes. They, like all elven warriors, are volunteers who devoted their lives to the mastery of combat and this reflects in their fighting. These soldiers still have some way to go in achieving that mastery.
Yelantair
Spoiler:
75 Yelantair
Trained (4)
Axes and Longbows(8)
Leather (2)
Combatant mount (12)
Skilled magic (8,20)
34 gold to recruit, 17 to maintain, 20 mana to recruit, 10 to maintain
They do not actually posses a mount but use their magic to move at supernatural speeds. At a dead sprint these young elves could outstrip a through-breed courser, providing they had the required mental discipline to keep the magic going. They also use this ability in combat to thunder into enemy infantry with the speed of a cavalry charge and most of the ferocity. They are shock troopers who move fast, strike hard and then run away again before their magic fails and they get massacred. They can also use their bows to harass the enemy, though they are not as skilled with them as rangers, and provide en-mass ranged support with a rapid rate of fire.
Camrol Steedi (erez87)
Red Bulls
Spoiler:
10 minotaurs
Veteran 8
Axes 8
Chainmail 8
Noncombatant mount 0
24 gold to train, 12 to maintain
This minotaurs color their bodies, armor and axes with the blood of their enemies. When seen and smelled they cause fear in all but the most courageous troops. They run into battles horns first and than wield their giant axes to break their enemies into pieces.
Black Horses
Spoiler:
20 Centaurs
Veteran 8
Longbows 8
Leather 2
Noncombatant mount 0
18 gold to train, 9 to maintain
Unlike their brute relatives this centaurs prefer to wield longbows and light armor to rain arrows from a far and then quickly escape any melee units that come too close for comfort. Their large horse bodies allow them to carry much more ammunition and supplies while still keeping ahead in speed of anything else that does not fly or use magic. They color the armor around their human-like parts in black to hide the fact they are centaurs from enemies, so they will be confused to think this are just wild horses caught in the battle before they begin raining arrows on their enemies.
Gorgon Mistress
Spoiler:
1 gorgon
Elite 16
Shortbows 4
Noncombatant 0
Magic Expert 60 / 60
80 gold/ 60 mana to train, 40 gold/30 mana to maintain
The gorgons seems to be made of one half snake and another half dark elf. The gorgon mistress wields a shortbow which so is highly trained to use quickly and with much damage to far enemies but when an enemy comes to near she reveals her true might. Anything that comes to 1 meter away from her with eyes open immediately turns into stone from her petrifying glance.
The Lost Dwarves are Dwarves who have chosen to give their entire lives to the Service of the Kingdom: Before beginning training, they subject themselves to arcane magics which wipe them of all memory, and so they know nothing but thier training and utter loyalty to their brethren in arms and the Kingdom.
The Great Eagles of the Mountains have for long eons been allies of the Dwarves, and nowhere is this more apparent than in the regiments of the Wings of Memory: Armor Plated Eagle Riding, Crossbow wielding, Utterly Loyal, Dwarves.
Tradition states the Dwarves are loud and unsubtle creatures, but, nowhere is this more disproved than in the Fadeing Shadows in the Service of Lord Arthurdin. These dwarves are trained from a young age to be as secretive and quiet as possible, and have become legendary at the tasks of assassination and intelligence gathering. To supplement their innate skill, they possess minor magics: able to render themselves nearly invisible, or wipe the last few minutes from the memory of an unwary guard.
Juukkeshi (Massive Attack)
Undead Horde
Spoiler:
1000 Undead
Conscript 2
2 to train, 1 to maintain
The undead are reanimated corpses, theorized to be created by a sort of twisted necrotic enchantment. The undead have no self-thought, and given no direction will merely stay in place. They cannot process more than simple commands–the most common and effective is “eat” (although they do not need to eat). When told to “eat” something, the undead will attack full speed the targets with full force and energy. They can run and chase without getting tired. Most undead only use their hands, claws, or teeth, but if a corpse died clutching a weapon, it would continue to do so.
Doppelganger
Spoiler:
1 Shapeshifter
Veteran (8)
Daggers (0)
Skilled Magic (0)
8 gold to train; 4 gold, 10 mana to maintain
The doppelganger is a unknown type of creature or race that is rarely ever seen in its true form. For most mortals, its existence has been reduced to some story (usually involving mirrors). Doppelgangers can take the form and mimic the actions of another sentient being, or even animals. Doppelgangers do not have any of the target’s knowledge except what has been observed. The doppelgangers are trained in the art of assassinations, can use their skills to cause political chaos, sabotage, or other subterfuge.
Blood Moon Champion
Spoiler:
1 Champion
Elite (16)
Swords (8)
Skilled Magic (0)
Plate (16)
Netheryl (40)
80 to train; 40 gold, 10 mana to maintain
The Blood Moon Champion is the personal warlord of the Necromancer Juukkeshi. The Blood Moon Champion wears the ultimate armor–Netheryl-based plate. At the same time the BMC has considerable magical power, mostly concentrated offensively. The BMC’s martial skills concentrate on his heavy sword and he is a master at weilding it. The BMC’s usual modus operandi is to challenge the most powerful warrior of the opposition to a duel, using some magic ability to push for acceptance. The stakes of the challenged are determined ahead of time (e.g. victory of two armies, control of a town, etc).
Wendell the "Tall" (Terrance888)
Wardens
Spoiler:
25 Wardens
Elite (16)
Netheryl (20)
Skilled (20)
Shield and Sword (10)
66 gold to train/33 to maintain
20 Mana to train/10 to maintain
The Peace Keepers of the Halflings are normally their only standing ‘force’. They wield the best that a village can provide. These soldiers volunteer from the braves and usually tallest of Halfling breeds, yet are still tiny compared to other races soldiers. However, their Netheryl, which can turn the force of magic and the scraps of metal, and their magic is what they stand apart. Those who wish to be wardens wander at the new moon with the shaman, absorbing the simple ness of the earth and the peacefulness of the area and its own power. After then they are weaved with a week’s worth of power, bringing together this power and binding it within them. Thereafter they stand stoutly like a dwarf, and their call to defend their values diverts arrows from other Halflings, brings hope in their hearts, and a fight much greater than their size suggests. When empowered by unity, they combine their magic as one to reshape the battlefield.
Hedgehogs
Spoiler:
200 Halberdiers
Halbards (4)
Trained (4)
Chailmail (8)
16 gold to train/8 gold to maintain
The basic citizen of Marburg called up to defend the land. With basic training and halbards to make up for their stature, they form massive blocks. Their small size and craftsmanship of the weapons meant that there are many more edges of much sharper quality than in any other halbard-block in Ethereal. They are protected from frontal charges by up to 10 or more halbard heads ahead, and from arrows by faithful Wardens or Shamans. When empowered by Unity, they march as one like a giant tiny river of death.
Halfling Hurlers
Spoiler:
100 Slingers/Skirmishers
Trained (4)
Slings + Shaped Ammo (4)
Dagger (0)
Leather (2)
10 gold to train/5 gold to maintain
For the swifter of furry feet and sharper of eye are the Hurlers. Instead of halbards to make up for their size, they use knowledge of trajectory of stone instead. For up to medium range even, their thrown stones are aimed well and do conarable damage to shortbows, although it takes longer for them to bring up this strength. For longer distances they use slings, some learning how to shoot it and aim it like a sniper right at a target, while others simply throw it in a general area towards the enemy. Their affinity with the thrown stone and the slung pellet gives them a great advantage in mobilizing a rapid defense and annoyance factor.
Ng’graa Akh’rrr (vrutchen)
Souleater
Spoiler:
20 riders
Veteran (8)
Maces/Heavy Weapons (0)
Leather (2)
Shield (2)
Combatant Mount (0)
Weak Magic (8/8)
20 gold to train, 10 to maintain
8 mana to train, 4 to maintain
These are young warlocks, set out with the task to collect souls. they use their magic to bind souls from fallen enemies.
Fearmonger
Spoiler:
20 riders
Elite (16)
Spicked Maces/Heavy Weapons (0)
Shortbows (4)
Chainmail (medium) (8)
Shield (2)
Combatant Mount (0)
Weak Magic (20/20)
50 gold to train, 25 to maintain
20 mana to train, 10 to maintain
These are experienced warlocks. they use their magic to bind souls from fallen enemies and to evoke the horieble fear upon them.
Walking Fortress
Spoiler:
1 olifant, 10 archers, 5 warlocks
Elite (16)
Heavy Weapons (0)
Longbows (8)
Plate (16)
Combatant Mount (0)
Magic Expert (60/60)
90 gold to train, 45 to maintain
60 mana to train, 30 to maintain
Whenever you see one of These approaching your town, there is nothing you can do but running. Run as fast as you can. And never look back, because you can never erase the image of an gigantic beast trembling down the palisade, opening the gate for the archers to rain down burning arrows onto your home and the warlocks summoning the horrors into your loved once.
Next level of Highmen lancers are the Raiders. Raiders are trained to perfection with the lance, but they have also mastered the powerful longbow. With the ability to fight as effectively in melee as at range, they are very flexible and strong addition to any army
Gryphon Riders
Spoiler:
10 Riders
Elite (16)
Netheryl (40)
Flying Combatant (32)
Expert Magic (60 / 60)
148 gold to train, 74 to maintain. 60 mana to train, 30 to maintain.
Gryphon Riders are the most fearsome unit in Tarunian army. Armoured with netheryl, flying high in the skies on the fearsome beasts known as gryphons and armed with destructive magic, they can incinerate entire armies by hurling massive fireballs and meteors down from the sky, while challenging any flying opposition with powerful bolts of lightning.
High Men Paladins
Spoiler:
50 Paladins
Elite (16)
Polearms (0)
Plate Armor (8)
Combatant Mounts (4)
Skilled magic (20 / 20)
48 gold to train, 24 to maintain. 20 mana to train, 10 to maintain.
Paladins are well trained warriors, outclassing traditional high men lancers. Paladins are additionally trained with the art of magic, Allowing them to support nearby troops by healing and shielding them from incoming damage.
Merogia Soter (nutranurse)
Brothers of the Sykites
Spoiler:
100 Warriors
Elite (16)
Axes (8)
Chainmail (8)
Noncombatant Mount (0)
32g to train/16g to maintain
The Sykites produce the second-best warriors among the tribes, though are the most numerous. From a very young age calves of the Sykites tribe are given a rigorous martial education. Each class of warriors is brought up closely together so that they regard themselves as a family, and as such they call each other Brother regardless of gender.
Image Bearers are born, not made. Unlike every faucet of Minotaur society which calls for merit over birth, those born to be Image Bearers are immediately recognized as warriors destined for great fates. Image Bearers possess a natural affinity to other realms, specifically the heaven or hell where Minotaur ancestors reside. Drawing upon this they bolster their mighty prowess with the knowledge and skills of long-dead warriors. Image Bearers ride into battle with little armor--though what little they wear is highly decorated--for they believe the protection granted to them by watchful spirits is more than enough to ward off any blade. Furthermore unlike most Minotaur, they favor agility and cunning bladework over brute strength and savagery, and oftentimes an Image Bearer is in command of a much larger horde of Brutes. Image Bearers are called such for the fearsome masks they wear, which they claim to be the faces of the dead warriors watching over them.
Honor may be paramount in the Minotaur society, but so is savage efficiency. Brutes, officially known as Hornmen, embody the latter Minotaur virtue more than the former. Each unit of Brutes is made up of bulls and cows old enough to have earned their arms, but young enough to not yet be venerable warriors. They are battle-crazed warriors whose thundering charge and unerring impetuousness is the stuff of legends. Often times the devastating attacks of Brutes are followed up with the unnatural magics of the Image Bearers who command them.
Fortress of Delai, ruled by Noble Vinelore
High Elves The Delaian Guard (-8 to Chainmail)
50 guards
Veteran (8)
Longbows (0)
Swords (8)
Chainmail (0) Cost: 16 with 25% discount = 12 gold Upkeep: 6 gold per turn Conditions: Keep this unit or disband it, using free Chainmail trait to create a new unit type. If this unit type is disbanded, discount is void. You can only have 30 of these units at any given time.
The Delaian fortress contains a large Elvish sanctuary in which forest spirits and fairies are openly worshipped. Within this sanctuary flows a stream, and for many eras this stream has contained magical properties. Within the forest around Delai there roams a creature named the Highnon Stag. Its hide is snow-white and its horns tall. The Delaians have perfected the art of hunting this stag and extracting from it its leather, which is as strong as chainmail. The leather is remarkably tough, making the stag extremely difficult to hunt. Protecting Delai is the Delaian Guard, a group of Elves honored enough to be able to wear this rare hide.
Horace's Point
SpoilerHorace's Point :
Horace's Point, ruled by King Landi
Halflings Water Mages of Findfor's Bay (-10 to Skilled Magic)
5 mages
Veteran (8)
Staves (2)
Leather (2)
Skilled Magic (10 / 20 mana) Cost: 22 with 55% discount = 10 gold, 20 mana Upkeep: 5 gold, 10 mana per turn Conditions: Keep this unit. You may not disband; the traditions of Horace's Point are too strong. You can only have 7 of this unit at any given time.
The Halflings of Horace's Point have worshiped their lake goddess for generations now. The goddess has always provided them not only with hope and faith in the natural world, but also immense power. Channeling her spirit and the waters of Dura'dan Lake, the Halflings of Horace's Point have kept water magicks in their service for some time. A great academy exists within the castle which trains these mages, who are carefully selected at birth. Their subsequent lifelong training is arduous, yet it results in the ability to use the waves, rains, and other sources of water to the advantage of the mage. These mages are typically quiet, reserved, and highly secretive, yet their friendship is one that lasts a lifetime. The traditions of the Goddess of the Lake Academy are quite strict and go back centuries upon centuries, to when Halfling Wizards were still walking Ethereal and leaving their magic on the lake.
Kyunia Woodkeep
SpoilerKyunia Woodkeep :
Kyunia Woodkeep, ruled by a council of nobles
Dark Elves Kyunian Nightpikes (-4 gold to pikes)
50 pikemen
Veteran (8)
Pikes (0)
Leather (2)
Skilled Magic (0 / 20) Cost: 10 gold with 20% discount & 20% mana discount = 8 gold / 16 mana Upkeep: 4 gold / 8 mana Conditions: Keep or disband this unit to design your own free-pike Dark Elf unit. If disbanded, discount is void. You may only have 30 of this unit at any given time.
Kyunia is a strange place. It has a history of being under siege from forest bandits and strange folk and creatures. Specifically, the giant spider. Giant spiders are not always aggressive, but the Green-Bellied Dunaknid is. These spiders hunt in massive groups, and they have always had their eyes on Kyunia. That is why long ago, the nobles of Kyunia began to train pikemen and enchant their pikes with magic which would glow during the late hours and protect the guards from harm. These troops eventually became more respected throughout the Kyunia Woodkeep, and they developed a new name: Nightpikes. It is because of them that the Green-Bellied Dunaknids are no longer a threat to Kyunia or the surrounding region, but have been cornered into a small area of the forest.
Drakefang Stonekeep
SpoilerDrakefang Stonekeep :
Drakefang Stonekeep, ruled by the Drakefang Clan
Orcs Drakefang Drake Riders (-8 to flying combatant)
10 riders
Veteran (8)
Heavy Weapons (8)
Chainmail (4)
Flying Combatant (8) Cost: 28 with 30% discount (rounded down) = 20 gold Upkeep: 10 gold per turn Conditions: Keep this unit or disband. If disbanded, discount is void. You may only have 12 of this unit at any given time.
The Drakefang Clan was once scattered throughout much of Ethereal, but has since been downsized considerably. Fierce infighting and massive air battles resulted in a gradual decline of the Drakefangs and their family line seemed to be nearing an end. Then a lord and his lady with the clan name Selaken visited the Drakefangs as conquerors. After their conquest, they restored the honor of the Drakefangs and proclaimed their era far from over. The Selakens thus became Drakefangs themselves. The riders tend to fly above the lake to the west, where the drakes can eat plenty of fish and the Orcs can enjoy the air. Few battles have occurred in the last generation, and these riders are itching for a fight.
Arenoir Manor
SpoilerArenoir Manor :
Arenoir Manor, ruled by Lord Arenoir
Dwarves Arbeard Valley Geomancers (-10 to Skilled Magic)
5 geomancers
Veteran (8)
Axes (0)
Plate Armor (4)
Skilled Magic (10 / 20 mana) Cost: 22 with 20% discount (rounded down) = 18 gold, 20 mana Upkeep: 9 gold, 10 mana per turn Conditions: Keep this unit. You may not disband. You can only have 5 of this unit at any given time.
The riddles contained in the Arbeard Valley can be quite befuddling. Sages for centuries have traveled to that valley. They discover the manor, the manor's lord, and his followers. They will talk to the sage, and then either let him go or let him learn more. The sage, being naturally curious, always asks to learn more. That is when the sage disappears. The Dwarven geomancers of Arbeard Valley are skilled in the movement of terrain. It is for this reason that Arbeard Valley never appears consistent. These geomancers cannot move mountains or forests or anything like that. But they can upend the land immediately surrounding them, or in the thick of a battle.
Coratoth Stronghold
SpoilerCoratoth Stronghold :
Coratoth Stronghold, ruled by unknown
Gnolls Wolf Archers of the Hawkmire Steppe (-8 to Longbows)
100 marauders
Veteran (8)
Longbows (0)
Leather (2)
Combatant Mount (0) Cost: 10 with 20% discount = 8 gold Upkeep: 4 gold
Condition: Keep this unit or disband. If disbanded and new Goblin unit is designed, discount will be void. You can only have 20 of this unit at any given time.
The Hawkmire Steppe can be a lonely place for those searching for civilization. It is a beautiful land, and the areas around the rivers are fertile. Yet it is relatively uninhabited. Having spread out dominion over villages and towns, Coratoth has for a long time required troops mobile enough to ride out to members of this dominion. In addition, the wild game that roam the Hawkmire Steppe and the wide expanse of open space lend perfectly to the efficient use of the bow and arrow.
Fort Redtear
SpoilerFort Redtear :
Fort Redtear, ruled by Captain Gilgahar
Orcs Gilgahar's Sword-swingers (-8 to Swords)
30 swordsmen
Veteran (8)
Swords (0)
Chainmail (4) Cost: 12 with 25% discount = 9 gold Upkeep: 4.5 gold per turn Conditions: Keep this unit. This castle would rather die under your hand than disband their Sword-swingers. Disband is not allowed. You can only have 20 of this unit at any given time.
Captain Gilgahar's soldiers are fiercely loyal to him. Gilgahar's honor is like a religion to the Orcs that live within Fort Redtear. Believed to be the descendent of a great Orcish lord, Gilgahar commands these soldiers with honor. Fort Redtear itself is believed to be the remnant of a massive Orcish empire from long ago, covering the Sul Mountains.
Kingdom of Quentora
SpoilerKingdom of Quentora :
Kingdom of Quentora, ruled by Queen Arali
High Men Horse Archers of the Eastern Isthmus (-8 to Longbows, -2 to Short Swords)
50 horse archers
Veteran (8)
Longbows (0)
Short Swords (0)
Plate Armor (8)
Combatant Mount (4) Cost: 20 with 20% discount = 16 gold Upkeep: 8 gold per turn Conditions: Keep this unit or disband. If disbanded, discount is void. You can only have 20 of this unit at any given time.
The great Queen Arali has ruled over the Eastern Isthmus for some time. Her followers and the lands she keeps dominion over respect her and believe her to be benevolent and wise. However, the Eastern Isthmus is not without its threats. Demons, the undead, Goblin war parties, and bandits are just some of the dangers that are scattered throughout the isthmus. Queen Arali's predecessors realized the need for highly mobile and efficient archers. These horse archers are trained from a young age and are highly skilled with the bow. They treat their horses as if they were family, talking to them and merging with them spiritually.
Lakestone Keep
SpoilerLakestone Keep :
Lakestone Keep, ruled by Warlord Maion
Barbarians
Klailak's Warrior Priests (-8 gold and mana to weak magic)
10 warrior priests
Veteran (8)
Swords (0)
Leather (0)
Shield (0)
Weak Magic (0/0) Cost: 8 gold Upkeep: 4 gold Conditions: Keep this unit. You may not disband. You can only have 10 of this unit at any given time.
Lakestone Keep was not always a bastion of barbarian villainy. Once the barbarians of this keep were a proud and dignified people, though a bit afraid of outsiders. They had migrated to the edge of Dura'dan Lake to escape the harsh realities of sea beasts and ocean marauders. They were also a very religious people, using their warriorhood to channel a spiritual connection with their faith. This Lakestone of a bygone era was ruled by the Priest Klailak, and he was well-loved by his people. He trained skilled warrior priests to defend Lakestone and to keep the energies and stories of Lakestone's religion. These priests can enchant their weapons and armor and call forth the light of the warrior to assist them. Unfortunately, Klailak died of old age and did not leave a proper heir. Ever since that incident, hundreds of years ago, Lakestone has been in a state of semi-anarchy, ruled by whatever warlord can show the most strength - and most of these warlords, including Maion, are not even from Lakestone.
Regamon Monastery
SpoilerRegamon Monastery :
Regamon Monastery, ruled by an unnamed Monk
Goblins
Smoketop Vanishers (-8 gold and mana to weak magic)
5 ninjas
Veteran (8)
Short Swords (0)
Leather (0)
Weak Magic (0/0) Cost: 8 gold Upkeep: 4 gold Conditions: Keep this unit. You may not disband. You can only have 12 of this unit at any given time.
Regamon Monastery is a large stone and marble structure ornately and delicately carved into the side of a mountain called Mount Smoketop. Smoketop Vanishers are essentially elite, fanatical protectors of Mount Smoketop, protecting the mountain, the monastery, and the surrounding regions. The closets analogy suitable to the Smoketop Vanishers would be ninjas. They are adept at hiding in the terrain they protect or fight in and have even been known to assassinate enemies of the monastery. Regamon preaches a very peaceful religion called Rega, yet it is also a very disciplined religion. Discipline comes first, peace comes second. If something gets in the way of the Rega code of discipline, any means necessary must be used to clear the path.
Pal-garn Keep
SpoilerPal-garn Keep :
Pal-garn Keep, ruled by Mage Ma-sleth
Beastmen (Tigran)
Tigran Marauders (-8 to Swords, -8 to Axes)
30 soldiers
Veteran (8)
Swords (0)
Axes (0)
Leather (2)
Noncombatant Mounts (0) Cost: 10 gold Upkeep: 5 gold per turn Conditions: Keep this unit. May not disband. You may only have 15 of this unit at any given time.
Pal-garn is one of the only Barbarian settlements in the Southland entirely composed of Tigrans. Tigrans are a sub-species of Beastman who resemble humanoid tigers. They are extremely agile and fast, just as other Beastmen such as Centaurs and Minotaurs. Pal-garn has used these traits and has trained and equipped a special force of marauders, or dual-weapon-wielding specialized soldiers. Their grip over parts of Kerador's Cape is apparent.
Wylias Keep
SpoilerWylias Keep :
Wylias Keep, ruled by Spirit-Chieftain Krylas
Beastmen (Minotaur)
Terrorhorn Minotaurs (-12 to Plate Armor)
20 minotaurs
Veteran (8)
Axes (8)
Plate Armor (4) Cost: 20 with 20% discount = 16 gold Upkeep: 8 gold per turn Conditions: Keep this unit. May not disband. You can only have 15 of this unit at any given time.
The minotaurs of the Crata Grasslands are an ancient people. They have survived hundreds of wars over generations and have patrolled the Crata for some time now, protecting the innocents of the grasslands from what they consider to be evil influences. To this effect, Wylias Keep has guard over much of the Crata region, and this guard is enforced by the Terrorhorns. The Terrorhorns are fierce warrior-minotaurs whose hides are naturally strong. The minotaurs of Wylias have, for generations, been specially bred and magically infused by the spirit-chieftain with the collective hides of the fallen beasts of the Crata. Thus the Terrorhorns of Wylias have thick armored plates protruding from their bodies.
Kingdom of Heisenar
SpoilerKingdom of Heisenar :
Kingdom of Heisenar, ruled by King Charles
High Men
Lionhill Longbowmen (-8 to Longbows, -2 to Leather)
10 troll riders
Elite (16)
Longbows (0)
Leather (0) Cost: 16 with 50% discount = 8 gold Upkeep: 4 gold per turn Conditions: Keep this unit or disband. If disbanded and new High Men unit is designed, discount will be void. You can only have 20 of this unit at any given time.
'Lionhill' is actually a rather tall mountain, and it is on top of this mountain that Heisenar Castle sits, ruled by King Charles of the Lionhill Family. Heisenar was once part of a human-dwarf coalition which kept the Empire of the Two Ranges in check from expanding northward into what were once called the 'free realms'. Heisenar guards the Dwarvish city of Aurabrad in addition to itself. Many consider King Charles to be an inept ruler, who has allowed the minotaurs of Merogia Soter to form a divide between the castle and the city of Aurabrad. In many ways King Charles fears the Wizards and has accepted a policy of appeasement. However, others within the old kingdom have exhibited behaviors more concerned with retainment and bravery.
Mirdelak Keep
SpoilerMirdelak Keep :
Mirdelak Keep, ruled by the Council of Mir-nobles
Goblins
Steepcliff Troll Keepers (-8 to combatant mount)
5 troll riders
Elite (16)
Leather (0)
Shield (0)
Spears (0)
Combatant Mount (4) Cost: 20 with 20% discount = 16 gold Upkeep: 8 gold per turn Conditions: Keep this unit or disband. If disbanded and new Goblin unit is designed, discount will be void. You can only have 10 of this unit at any given time.
Trolls are not as common as they used to be, yet the southern Sul still has an abundance of them and they seem to be experiencing a sort of resurgence from this area. Trolls are not very intelligent creatures and are extremely aggressive. Very few have been able to tame them, let alone befriend them. The Goblins of Mirdelak are one of the few realms that has been able to successfully do so. During the old Empire of the Two Ranges, Mirdelak offered their troll-riders to the Orcish empire to help in its southern defenses. That was long ago, and the tradition of capturing trolls and training the Troll Keepers has since been purely for mercenary purposes. One of the principal ways Mirdelak makes a living and has been able to live on this whole time free of an empire to support it is due to mercenary work. The Council of what are called Mir-nobles have guarded over Mirdelak and promoted its traditions. Decorating the keep are engravings of trolls and epic battle scenes involving the Troll Keepers.
You feel the pull of the mana stream. It marks the veins of this world. Surges of light and flashes of color flood your dreams during the night. Power flows through you. But not enough. Oh, certainly not enough. There is more to be had. It must be had. As you fling yourself through the portal, you can feel the mana growing closer. When you arrive at the shores of this world, you can sense that others have come. You can sense they are close. You feel weaker physically from your journey, but your magical prowess has been magnified. Interestingly, the portal behind you closes. You are unable to return to the Nether Sphere. You are here in this world, perhaps indefinitely. No matter. In fact, you see this as more of a blessing than anything else. Raising your arms, your Citadel rises from the ground, standing grand and majestic. A testament to your Wizardry. A testament to your rightful rulership of the lands surrounding you. And so it begins.
All Wizards have been transported through the Nether Sphere and have arrived somewhere in Ethereal. You will raise your Citadel using magic during this turn. You do not yet have your followers. They will flock to you at the beginning of Turn 1. For now, just claim your starting location and that is where your Citadel will be. All Wizards were transported in generally the same "region". To root your magical powers in this world and to not die, you must establish your Citadel during this turn, and in this region. It is permanent, and cannot be moved.
It is easiest to use a paint program to mark your location. If you want to describe it to me, please be detailed and thorough, or you might not get the location you desire. Once you claim a Citadel location, you cannot change it. So consider carefully. Claims are done on a first-come, first-serve basis. You should not be less than 200 km from another Wizard's Citadel. More than 200 km is fine. I realize that with 12 players, it may get a bit crowded in this cradle. That is the point. The portal flung you all to generally the same cradle. You are so weak physically, you need the Citadel to magnify your power and to strengthen you. It is a one-time "spell".
The Great Wisard Ismordar, Overseerer of the Enternal Inferno Crusade, Untier of the Orc Imperium, do settle in the vally near the start of what shall forever be known as "The River of the Blood".
Thuggee- at the biggest peak in the most eastern mountains. (there are three mountains in the first northern row, then two and three more in the second most northern 'row'. i want to be in the second mountain of the second row- it looks larger than the rest)
Near the inland end of the most northern of those two eastern rivers.
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