Shadowbound
Incorrugible
- Joined
- Mar 4, 2007
- Messages
- 4,078
Five hundred years ago, the island nation of Sehir sunk beneath the waves. This cataclysm, the triumph of the sea over the philosopher-kings' sorcery, has defined western civilization.
The survivors fled to Sehir's colonies in Astoria. There they founded great cities that preserved civilization and learning.
Now, the west is torn by strife and uncertainty. Its growing prosperity brings predators, for power attracts power.
This new age begins as a child-king sits on the throne of its greatest kingdom. His rule is unsteady, as philosophers reject the divine right of kings, planning to construct a new order. And a great empire, fuelled by blood and magic, rises in the east.
That Hideous Strength is a geopolitical strategy game set in a low fantasy world. Players take control of a fictional proto-national state in the equivalent of the Late Middle Ages. Beginning in "the West", the play area will gradually expand to represent the development of stronger international ties and trade links. Conventional nations wield power alongside great empires ruled by living gods, merchants barter with sorcerers over the exact value of life and death.
Polities have a number of stats, shown below. Some unique polities may have different statistics.
Stats
Name/Player
Cultures
Economy
Factions
Military
Heroes
Technology
Background
Cultures, History and the Terra Incognita
Cultures represent broad blocs of language and tradition that form the component peoples of various nations. Most nations, especially larger ones, are composed of multiple cultures. Usually one culture is dominant as the majority or ruling class, but they do not control it absolutely: the player must balance the interests of different groups in their nations to maintain stability.
Cultures are important for military recruitment: different groups provide different types of troops to the national military. Multicultural empires are able to draw on a wide variety of troops to present a balanced force, while more homogeneous nations can recruit mercenaries from neighboring cultures.
The game begins in "the West" a group of cultures that includes the Astorians, the Acquilivians, and the Rossa. The Ringans and Petreans are gradually absorbing more and more elements of its philosophical traditions. The West is sometimes known as Astoria, for the Sehiran colonies along its coast.
Outside "the West", there is the east, known as Xion, and the Far West, known as Keria. Xion is approximately the size of the West, while Keria is far larger. Contact with Keria is tentative due to unnaturally powerful storms in the center of sea, where the island nation of Sehir once was. Access to these areas will gradually expand as time goes on: often there are significant barriers, either natural, magical, or political, to consistent trade and contact. Once these are removed then that area of the map will open up.
A brief timeline of world history is given below, according to the Sehiran calendar.
-4000: World is created
-2500: God dies
-1236: Founding of the Trasquan Freehold
-1000: Approximate beginning of the Long Night
0: Beginning of the Age of Heroes
250: Approximate end of the Age of Heroes, Sehir begins establishing its empire
350: War between Sehir and Angband, Angband destroyed
478: Veranese Empire founded by Azar
500: Sehir destroyed in a magical cataclysm
680: Brennus the Great dies, his Acquilivian empire splinters and the Wars of the Eagles begin
720: Cadian tribes invade and destroy Veranese Empire, spread throughout Xion
910: New Veranese Empire founded
1000: The game begins
The Long Night was a worldwide era marked by the dominion of monsters, evil wizards, and dark gods over mankind. The sun was blocked by a constant haze and civilization survived only in a few fortified hidden holdouts, while most of humanity lived as tribal nomads to evade much stronger threats. Its ending heralded the Age of Heroes, when human champions began to hunt down the various threats and allow the restoration of civilization.
Economy and Growth
Economy is divided into three types of income. Less sophisticated income can be converted to more basic forms at a 1:1 ratio, but basic income can't be upgraded to more advanced income.
Economic Points <- Manufacturing Points <- Advanced Points
Economic Points are the most basic type of income, and broadly represent agricultural and human resources. They represent the bulk of most players spending and are very stable, growing slowly and being difficult to damage.
Manufacturing Points represent skilled crafting and manufacturing, typically found in urban centers. They're used to recruit more advanced units and complete more advanced projects.
Advanced Points represent trade and culture. They're the most fickle form of income, easily disrupted by war or disaster as commercial routes change and intellectuals flee to greener pastures. They can be used to bid on technologies and recruit heroes.
Economic growth can be directed through spending and orders. Three factors are taken into account: the favorability of the plans made, the favorability of short-term economic conditions, and the favorability of longer-term climate or demographic conditions. All of these influence the needed investment to see a return. Economic growth will also occur naturally from time to time, though growth rates are low.
Factions and Politics
Each polity is made up of a number of factions, who are organized subnational groups. Factions represent diverging interests and making one group happy usually involves making another unhappy. They can represent ethnic groups, political parties, or social classes. Larger nations will have more and more factions to represent their more complex politics.
Factions have the following stats: Faction Name (Strength/Confidence) Issues
If the strength of the factions opposed to your rule (2 or less) becomes greater than that of factions supporting you (4+) it's a sign of imminent civil war. Players should work to have one or more factions strongly supportive of them at all times, so that they have a political base to preserve their authority.
Military, War, and Conquest
Military units are defined by the way they are raised, not the type of troop. Troop types are linked to culture. When raising troops you can provide details on force composition, otherwise it will default to cultural norms.
Four types of soldiers are available at the game start, with some technologies unlocking more.
War is highly destructive and costly for both the winner and loser. Income, especially more advanced forms, will drop during war due to raiding and pillaging. Players will be given cost estimates on how a portion of lost income can be recovered. Factions will see their strength and confidence fluctuate: winning will make them happy, but prolonged conflict will not.
The outcome of wars is defined by many factors: troops numbers and quality play a role, as does leadership and planning. Embedding heroes in your armies or deploying them in support of the war effort can have an outsized effect if used carefully, though this comes at the greatest possible risk to the hero themself. The disposition of supplies, terrain, availability of water influence morale and fighting quality. And above all luck, because fate is cruel and God is dead.
Quests, Advancements, and Heroes
Quests are special events in the update which players are encouraged to complete for a substantial possible reward. Unlike Ahigin's December World, Quests represent only a portion of actions taken: they can be considered mod-given prompts to reflect aspects of the nation not readily apparent in the stats.
Advancements are a form of quest where the winner receives a technological or societal innovation. Advancements can be solved through a mix of hero action and spending. In some cases they will represent the development of a new technology or idea, in others the spread of that technology into a new region of the world. Advancements never completely finish: players can constantly launch advancement missions, either targeted at specific quests or at nations with an advancement that they do not have.
Players do not directly control the development of new advancements. Yes, there is a tech tree, no you can't see it.
Heroes are powerful or skilled men in service to your nation. 1 AP maintains a hero, who acts as a special unit that's able to perform actions on their own. Heroes begin at rank 1 and gain ranks from experience until they die. Ranks increase effectiveness of each hero: a human hero in continuous use can expect to reach Rank 5 before dying from old age.
Four base classes are available for recruitment at all times. Some quests may allow the recruitment of unique types of hero, or heroes at a higher rank than 1. When multiple nations are able to recruit a unique hero the highest bidder will win.
Magic, Alien Races, and Philosophy
Magic is an inhuman and amoral force that humans are unable to directly manipulate without destroying their minds. Instead an intermediary is used: either a demon or an elemental manipulate the magic on behalf of a human magician.
Elementals, also known as Jinn or Jotun are nature spirits who possess physical forms. They are (usually) aligned with one of the five elements: water, fire, air, wood, metal. Elementals are omnipresent, though the degree of their agency is highly variable. They can be bound, tricked, or bargained with, and throughout much of the world are worshiped as gods.
Demons are a class of being who exist alongside the world but have no physical form. They were created at the beginning of time and are eternal, but this eternity and the stress of being an unchanging being in a constantly changing world has driven them insane. Western magicians must bind them with strict rules, often in specialy constructed items or statuary. Left to their own devices they will possess human bodies and sow chaos.
The Age of Heroes is long over and most monsters have been hunted down, but there are always rumors. There are dragons in the east. There are beastmen in the south. There are elves in the north, coming to eat your children. There are more dragons in the west. Always just beyond the edge of civilization.
Dragons are actually several separate species that share some common elements.
"Western" philosophy is wary of magic and nonhumans. Its philosophical tradition rejects divinities and worship in favor of inward-focused contemplation, rational reasoning, and self-perfection as part of a cycle of reincarnation that ends in enlightenment.
Players, Orders, and Spending
Players, after selecting a nation, are expected to send orders using private messaging. Orders will be due a minimum of two weeks from the last update. Orders will not be processed until the deadline: the current format of CFC allows them to be freely edited. Late orders will be accepted, especially for critical nations or extenuating circumstances, but can be subjected to arbitrary penalties. No orders and no notice will be considered a withdrawal from the game. Minimalist orders are preferable to none.
Orders should be formatted into several discrete sections: Spending, Domestic, Military, and Diplomatic are the recommended examples. Other formats will be accepted as long as they are actionable. Example orders are presented below. Each turn is expected to be five years in length, though extreme circumstances may see that shortened. Some turns may be longer than five years in length: these turns will be clearly announced in advance.
Stats
Angband/NPC
Cultures: Van with substantial Ringan, Petrean, and Lung subjects.
Economy: 18/1/2 (29/1/5 - 11/0/3)
Factions:
Military: 4000 Retainers, 30 longships
Heroes: (Rank 6 Shade) (Rank 7 Seer) (Rank 6 Deathdealer)
Technology:
Background: In distant memory, the hideous strength of Angband arose in the north, a frozen tower that ruled a nation of demons who desired dominion over the ill-spawned race of man.
Spending
Convert 1ap to 1mp
2mp and 2 ep on 1000 retainers
1 ap recruiting a new hero
10 ep on Petrean resettlement
6 ep placating the Eastern Dreadlords
Military
Domestic
Diplomatic
Spending is arbitrary and does not go perfectly match to physical values. Rough approximations of domestic spending are given below. Note that the exact mixture of ep, mp, and ap would affect the final cost.
Joining
Every nation with stats, except those marked "Perma-NPC" are available to take. List as many as you like: in cases of conflict, I will decide between two players who want the same nation.
The survivors fled to Sehir's colonies in Astoria. There they founded great cities that preserved civilization and learning.
Now, the west is torn by strife and uncertainty. Its growing prosperity brings predators, for power attracts power.
This new age begins as a child-king sits on the throne of its greatest kingdom. His rule is unsteady, as philosophers reject the divine right of kings, planning to construct a new order. And a great empire, fuelled by blood and magic, rises in the east.
That Hideous Strength is a geopolitical strategy game set in a low fantasy world. Players take control of a fictional proto-national state in the equivalent of the Late Middle Ages. Beginning in "the West", the play area will gradually expand to represent the development of stronger international ties and trade links. Conventional nations wield power alongside great empires ruled by living gods, merchants barter with sorcerers over the exact value of life and death.
Polities have a number of stats, shown below. Some unique polities may have different statistics.
Stats
Name/Player
Cultures
Economy
Factions
Military
Heroes
Technology
Background
Cultures, History and the Terra Incognita
Cultures represent broad blocs of language and tradition that form the component peoples of various nations. Most nations, especially larger ones, are composed of multiple cultures. Usually one culture is dominant as the majority or ruling class, but they do not control it absolutely: the player must balance the interests of different groups in their nations to maintain stability.
Cultures are important for military recruitment: different groups provide different types of troops to the national military. Multicultural empires are able to draw on a wide variety of troops to present a balanced force, while more homogeneous nations can recruit mercenaries from neighboring cultures.
Spoiler :
- Astorian - The inhabitants of surviving Sehiran colonies, Astorians are a sophisticated urban culture along the coasts of the Aral Sea. Astorian troops are primarily urban infantry and crossbowmen, while wealthier Astorians field themselves as cavalry, though they lack Acquilivian martial traditions.
- Acquilivian - A proud culture "civilized" by Sehiran influence, the Acquilivians have built shining kingdoms across the west, pushing back less martial cultures as they did so. The Acquilivians have a long tradition of horsemanship and field heavy cavalry as the mainstay of their armies, backed up by lightly armored infantry.
- Rossan - Fiercely independent people in the south, geography and stubbornness have allowed the Rossa to resist encroachment by more civilized nations. Rossan troops are tightly-knit clan-based infantry, fighting with pikes and bows.
- Ringan - An adventurous, domineering people from the north, the Ringan have transitioned from raiders and pirates into colonists and merchants, establishing kingdoms across the north. Ringan troops are primarily maritime infantry, fighting in disciplined shieldwalls.
- Veranese - An exotic eastern civilization across the mountains, the Veranese are a spiritual culture with a pedigree as old as Sehir. The heavy hitters of Veranese armies are heavy infantry armed with spears and maces, backed up by peasant levies.
- Petrean - A northern culture on the backfoot, the Petreans are organizing into strong kingdoms to resist southern encroachment. Petrean troops are lightly armored horsemen and skirmishers.
- Cadian - A barbarian eastern culture, Cadians are known as Wyvern-riders and savages and their main interaction with the West is as highly valued, and feared, mercenaries. Cadians are famous for their wyvern-mounted warriors, but the average Cadian fights on foot with a great shield and an axe or mace.
- Trasque - An insular and defensive people, the Trasque have been pushed by a millennium of warfare into their mountain strongholds, many of which are older than recorded history. Trasque fight on foot with ancestral armor in disciplined spear formations.
- Sabean - An aggressive eastern culture, the Sabeans are fire-worshipping fanatics. They rely on light skirmishing cavalry backed up with armored heavy horse.
- Middes - A distant culture in the far east known only through traders selling woodworking of immense quality. Middestan mercenaries, when encountered, are singularly skilled if undisciplined swordsmen.
- Pekkan - A distant eastern culture known for assertive women and meek men. Pekkan warriors, male or female, are equally skilled in bow and spear.
- Assaban - A powerful culture from the far west, known through Astorian traders. The Assaban rely on lightly armored warrior monks, trained from birth in the use of swords, spears, and bows, supplemented with peasant levies.
- Kern - A far western culture, hill tribesmen with a long oral tradition of heroes and vendettas. Kernsmen are famous archers, with bows as tall as a man that they train their whole lives to use.
The game begins in "the West" a group of cultures that includes the Astorians, the Acquilivians, and the Rossa. The Ringans and Petreans are gradually absorbing more and more elements of its philosophical traditions. The West is sometimes known as Astoria, for the Sehiran colonies along its coast.
Outside "the West", there is the east, known as Xion, and the Far West, known as Keria. Xion is approximately the size of the West, while Keria is far larger. Contact with Keria is tentative due to unnaturally powerful storms in the center of sea, where the island nation of Sehir once was. Access to these areas will gradually expand as time goes on: often there are significant barriers, either natural, magical, or political, to consistent trade and contact. Once these are removed then that area of the map will open up.
A brief timeline of world history is given below, according to the Sehiran calendar.
Spoiler :
-4000: World is created
-2500: God dies
-1236: Founding of the Trasquan Freehold
-1000: Approximate beginning of the Long Night
0: Beginning of the Age of Heroes
250: Approximate end of the Age of Heroes, Sehir begins establishing its empire
350: War between Sehir and Angband, Angband destroyed
478: Veranese Empire founded by Azar
500: Sehir destroyed in a magical cataclysm
680: Brennus the Great dies, his Acquilivian empire splinters and the Wars of the Eagles begin
720: Cadian tribes invade and destroy Veranese Empire, spread throughout Xion
910: New Veranese Empire founded
1000: The game begins
The Long Night was a worldwide era marked by the dominion of monsters, evil wizards, and dark gods over mankind. The sun was blocked by a constant haze and civilization survived only in a few fortified hidden holdouts, while most of humanity lived as tribal nomads to evade much stronger threats. Its ending heralded the Age of Heroes, when human champions began to hunt down the various threats and allow the restoration of civilization.
Economy and Growth
Economy is divided into three types of income. Less sophisticated income can be converted to more basic forms at a 1:1 ratio, but basic income can't be upgraded to more advanced income.
Economic Points <- Manufacturing Points <- Advanced Points
Economic Points are the most basic type of income, and broadly represent agricultural and human resources. They represent the bulk of most players spending and are very stable, growing slowly and being difficult to damage.
Manufacturing Points represent skilled crafting and manufacturing, typically found in urban centers. They're used to recruit more advanced units and complete more advanced projects.
Advanced Points represent trade and culture. They're the most fickle form of income, easily disrupted by war or disaster as commercial routes change and intellectuals flee to greener pastures. They can be used to bid on technologies and recruit heroes.
Economic growth can be directed through spending and orders. Three factors are taken into account: the favorability of the plans made, the favorability of short-term economic conditions, and the favorability of longer-term climate or demographic conditions. All of these influence the needed investment to see a return. Economic growth will also occur naturally from time to time, though growth rates are low.
Factions and Politics
Each polity is made up of a number of factions, who are organized subnational groups. Factions represent diverging interests and making one group happy usually involves making another unhappy. They can represent ethnic groups, political parties, or social classes. Larger nations will have more and more factions to represent their more complex politics.
Factions have the following stats: Faction Name (Strength/Confidence) Issues
- Strength is the relative influence of the faction in the politics, economy, or military of your nation.
- Confidence is its relative support of a faction, on a scale of 1-5, with 3 representing contentment.
- Issues are reasons for the faction's support, or opposition, to your rule.
If the strength of the factions opposed to your rule (2 or less) becomes greater than that of factions supporting you (4+) it's a sign of imminent civil war. Players should work to have one or more factions strongly supportive of them at all times, so that they have a political base to preserve their authority.
Military, War, and Conquest
Military units are defined by the way they are raised, not the type of troop. Troop types are linked to culture. When raising troops you can provide details on force composition, otherwise it will default to cultural norms.
Four types of soldiers are available at the game start, with some technologies unlocking more.
- Levies are swiftly raised, cheaply maintained soldiers that form the bulk of your armies. They provide their own equipment. More martial cultures, especially in less civilized areas of the world, can expect higher quality levies. 1ep for 1000, maintenance 1ep
- Retainers are professional soldiers maintained in times of peace as well as war. They provide security and protection for the nation's rulers and reinforce armies in times of conflict. Pound for pound they are not as good as levies: a premium is paid for quality. Retainers are typically minor members of the nobility or warrior caste and their loyalty lies there. 2ep 2mp for 1000, maintenance 2ep
- Mercenaries are professional soldiers that drift from nation to nation, selling their hard-won talents for gold. Mercenaries can be recruited from any nearby culture, not just those in your nation, and their loyalty is separate from that of your own troops. 1ep 1mp for 1000, maintenance 1ep 1mp
- Siege Trains are groups of engineers and specialists trained in the construction and maintenance of weapons of war and fortification. They are able to erect defences, ford rivers, and demolish fortifications. 3mp 1ap to recruit, 2 mp to maintain.
- Cogs are square-rigged ships in use across the known world. They are capable of traveling far distances and beyond coastal waters. 2ep 2mp for 10, maintenance 1ep 1mp
- Galleys are simple yet reliable oar-driven craft, able to defend coastlines and transport troops across small lengths of water. 2ep 1 mp for 10, maintenance 1ep
- Longships are old-fashioned craft constructed by the Ringans in the north. 2 ep and 1 mp for 10, maintenance 1 ep
War is highly destructive and costly for both the winner and loser. Income, especially more advanced forms, will drop during war due to raiding and pillaging. Players will be given cost estimates on how a portion of lost income can be recovered. Factions will see their strength and confidence fluctuate: winning will make them happy, but prolonged conflict will not.
The outcome of wars is defined by many factors: troops numbers and quality play a role, as does leadership and planning. Embedding heroes in your armies or deploying them in support of the war effort can have an outsized effect if used carefully, though this comes at the greatest possible risk to the hero themself. The disposition of supplies, terrain, availability of water influence morale and fighting quality. And above all luck, because fate is cruel and God is dead.
Quests, Advancements, and Heroes
Quests are special events in the update which players are encouraged to complete for a substantial possible reward. Unlike Ahigin's December World, Quests represent only a portion of actions taken: they can be considered mod-given prompts to reflect aspects of the nation not readily apparent in the stats.
Advancements are a form of quest where the winner receives a technological or societal innovation. Advancements can be solved through a mix of hero action and spending. In some cases they will represent the development of a new technology or idea, in others the spread of that technology into a new region of the world. Advancements never completely finish: players can constantly launch advancement missions, either targeted at specific quests or at nations with an advancement that they do not have.
Players do not directly control the development of new advancements. Yes, there is a tech tree, no you can't see it.
Spoiler Technologies :
- Wyverns: The ability to tame and breed wyverns and captivity and prepare them as mounts, incredibly useful for reconnaissance and couriers beyond their shock value on the battlefield.
- Rocketry: Refinement of techniques for the preparation and delivery of explosive powders via magically assisted rockets, with uses for demolition and signalling.
- Telescope: Sophisticated lenses and mirrors arranged to allow observation of distant physical locations, either on land, sea, or in the heavens.
Heroes are powerful or skilled men in service to your nation. 1 AP maintains a hero, who acts as a special unit that's able to perform actions on their own. Heroes begin at rank 1 and gain ranks from experience until they die. Ranks increase effectiveness of each hero: a human hero in continuous use can expect to reach Rank 5 before dying from old age.
Four base classes are available for recruitment at all times. Some quests may allow the recruitment of unique types of hero, or heroes at a higher rank than 1. When multiple nations are able to recruit a unique hero the highest bidder will win.
- Captains are men of martial means, able to lead troops or expeditions into foreign lands and ensure security through arms at home.
- Merchants are men of wealth and taste, skilled in the acquisition of gold and other valuable items. Their travels abroad also bring with them knowledge of foreign cultures, making them superb diplomats (and spies). At home they can serve as administrators, and in republican states as politicians.
- Agents are men of subtlety: at home they are officials and magistrates, but abroad they are spies and infiltrators. They are the most flexible type of hero.
- Sages are men of knowledge. They hold onto ancient lore and make new advances, both in science and in magic.
Magic, Alien Races, and Philosophy
Magic is an inhuman and amoral force that humans are unable to directly manipulate without destroying their minds. Instead an intermediary is used: either a demon or an elemental manipulate the magic on behalf of a human magician.
Elementals, also known as Jinn or Jotun are nature spirits who possess physical forms. They are (usually) aligned with one of the five elements: water, fire, air, wood, metal. Elementals are omnipresent, though the degree of their agency is highly variable. They can be bound, tricked, or bargained with, and throughout much of the world are worshiped as gods.
Demons are a class of being who exist alongside the world but have no physical form. They were created at the beginning of time and are eternal, but this eternity and the stress of being an unchanging being in a constantly changing world has driven them insane. Western magicians must bind them with strict rules, often in specialy constructed items or statuary. Left to their own devices they will possess human bodies and sow chaos.
The Age of Heroes is long over and most monsters have been hunted down, but there are always rumors. There are dragons in the east. There are beastmen in the south. There are elves in the north, coming to eat your children. There are more dragons in the west. Always just beyond the edge of civilization.
Dragons are actually several separate species that share some common elements.
- The most common type of dragon is the wyvern, a flying lizard used as a mount throughout Xion. They do not breathe fire, but instead have poisonous barbs on the backs of their claws.
- Wyrms are two-headed serpents. Cave wyrms are approximately 20 feet long and can breathe a poisonous gas. Sea wyrms are larger, survivors recount wyrms of lengths of nearly 60 feet and larger specimens may exist. Other varieties of wyrms have not been discovered.
- There are no known True Dragons, though legends exist. They are alien to the world and exist partially outside it, making them difficult to kill and allowing them to change shape. The conventional image of the dragon is merely an optimal shape emulated by lesser species.
"Western" philosophy is wary of magic and nonhumans. Its philosophical tradition rejects divinities and worship in favor of inward-focused contemplation, rational reasoning, and self-perfection as part of a cycle of reincarnation that ends in enlightenment.
Players, Orders, and Spending
Players, after selecting a nation, are expected to send orders using private messaging. Orders will be due a minimum of two weeks from the last update. Orders will not be processed until the deadline: the current format of CFC allows them to be freely edited. Late orders will be accepted, especially for critical nations or extenuating circumstances, but can be subjected to arbitrary penalties. No orders and no notice will be considered a withdrawal from the game. Minimalist orders are preferable to none.
Orders should be formatted into several discrete sections: Spending, Domestic, Military, and Diplomatic are the recommended examples. Other formats will be accepted as long as they are actionable. Example orders are presented below. Each turn is expected to be five years in length, though extreme circumstances may see that shortened. Some turns may be longer than five years in length: these turns will be clearly announced in advance.
Spoiler :
Stats
Angband/NPC
Cultures: Van with substantial Ringan, Petrean, and Lung subjects.
Economy: 18/1/2 (29/1/5 - 11/0/3)
Factions:
Spoiler :
- High Court 4/4 - Political prominence, petty vendettas
- Druids 2/5 - Indoctrination, privileges
- Eastern Dreadlords 3/4 - Clashes with Sehir, threatened position
- Southern Dreadlords 2/3 - Marginalization
- Humans 4/1 - Oppression
Military: 4000 Retainers, 30 longships
Heroes: (Rank 6 Shade) (Rank 7 Seer) (Rank 6 Deathdealer)
Technology:
Background: In distant memory, the hideous strength of Angband arose in the north, a frozen tower that ruled a nation of demons who desired dominion over the ill-spawned race of man.
Spending
Convert 1ap to 1mp
2mp and 2 ep on 1000 retainers
1 ap recruiting a new hero
10 ep on Petrean resettlement
6 ep placating the Eastern Dreadlords
Military
Domestic
Diplomatic
Spending is arbitrary and does not go perfectly match to physical values. Rough approximations of domestic spending are given below. Note that the exact mixture of ep, mp, and ap would affect the final cost.
- 10 would pay for a significant regional project, either a major fortification or a military-usable bridge spanning a major river.
- 25% total income could accomplish a significant, though not revolutionary, government reform.
- 100 could accomplish a major wonder of the world, such as a line of fortifications large enough to be seen from space or a humanoid colossus straddling the entrance to a major port.
- 10% total income could placate an unruly faction or buy their support.
Joining
Every nation with stats, except those marked "Perma-NPC" are available to take. List as many as you like: in cases of conflict, I will decide between two players who want the same nation.
Last edited: