1
Forum Games and Roleplaying / The Great War of the Iliac Bay! Players Needed!
« on: April 01, 2024, 04:49:08 pm »Sometime in the Fifth Century of the Third Era...
The region of Iliac Bay, split between Hammerfell and High Rock, is home to numerous petty states with ambitious lords...
Tthe Emperor of Cyrodiil is weakened, too busy and unable to intervene in the rising tensions...
Soon the calm and beautiful Iliac Bay will be ravaged by fires of Great War...
Who will be victorious and claim dominance over the prosperous region?...
Will it be the magically-talented Bretons of High Rock?...
Will it be the Redguard battle-masters of Hammerfell?...
Will it be... Orcs of Orsinium, once thought to be mere animals?...
Plan well, for soon you shall be be deciding the fate... of the Iliac Bay!
The region of Iliac Bay, split between Hammerfell and High Rock, is home to numerous petty states with ambitious lords...
Tthe Emperor of Cyrodiil is weakened, too busy and unable to intervene in the rising tensions...
Soon the calm and beautiful Iliac Bay will be ravaged by fires of Great War...
Who will be victorious and claim dominance over the prosperous region?...
Will it be the magically-talented Bretons of High Rock?...
Will it be the Redguard battle-masters of Hammerfell?...
Will it be... Orcs of Orsinium, once thought to be mere animals?...
Plan well, for soon you shall be be deciding the fate... of the Iliac Bay!
Snorting
While you could technically Create a Nation based on just Main Rules and Races/Nation Traits, I wholeheartedly suggest reading all spoilers (except 5, if you're really not gonna bother with magic as Orcs or Redguards)
Spoiler: 1.Main Rules (click to show/hide)
NATION CREATION:
Leader: King/Queen this or that here (player name here)
Color: Something easy on the eyes
Nation: One of the 46 available on the Map of the Iliac Bay
Extra Traits: Pick 2 from "Races and Traits" list
TURNS:
Game starts at Turn 0, where Players can spend their starting Gold (default 25) on Development of Resources and Creation of Armies and Navies, as well as inter-Player Diplomacy.
Each subsequent Turn has their Players post their Actions - and have them resolved - in the order of Playerlist.
TAXATION:
Everything is paid with Gold; Gold is predominantly achieved via Tax Income.
Each Land Area owned provides +2 Tax Income. Each Developed Resource provides Tax Income according to "Resources" list.
No Tax Income is generated in Land Areas currently Occupied by Enemy Armies, though!
CAPITAL:
Your starting Land Area is your Capital. Capital generates extra 2 Tax Income per Turn, and grants +1 to Defense Rolls of Armies within.
You can move your Capital to another Land Area you own if you're not at War with anyone. This requires you to spend 50 Gold, and the Target Land Area to be of the same Population as your Nation.
DEVELOPMENT AND RESETTLEMENT:
You can Develop Resources according to their Terrain/Region dependencies. This costs Gold.
Each Land Area can have maximum of 2 Resources Developed in it.
You can re-Develop one Resource into another by paying the usual Development Cost.
You can resettle more of your Race into another Land Area with different population, displacing the previous settlers.
The base Cost of this is 30 Gold and requires 2 Turns.
Resettling a Favorite Terrain lowers the Cost by 10 Gold.
Resettling across Sea Region raises the Cost by 20 Gold and extends the time by 2 Turns.
DIPLOMACY:
War: States can move Armies into each other's Land Areas for Combat and Occupation.
Peace (default): States cannot move Armies into each other's Land Areas. "Truce" enforced by Negotiations is also this.
Noble Marriage: States roll 1d10 each Turn to Inherit; if first State rolls a 8 or higher, and other State rolls a 3 or lower, the other State is instantly absorbed by the first State. NPCs get -1 to roll. Requires Peace. Going to War nulls Noble Marriage. You can have maximum of 3 Noble Marriages.
Trade Treaty: +2 Trade Income to both States, and +2 Trade Income per Developed Resource-type NOT shared by both States. Requires Peace. Requires Land adjacency or Coastal access. Going to War nulls Trade Treaty. You can have maximum of 3 Trade Treaties.
Military Pact: States can move Armies into each other's Land Areas for further Movement, and Navies for Anchoring. Prevents War. When nulled, all Armies in Land Areas not owned by Army controller are moved to closest owned Land Area if possible; else they are Disbanded.
Gift: Sends Gold to another Player. Requires Peace. Maximum amount of Gold gifted cannot exceed your Tax Income.
NPC NATIONS:
After game starts, all non-Player States develop 1 random Resource and get 1 Army.
Players can do Diplomacy (except Gifts) with them. NPC States will accept if adjacent, or Coin Toss (Heads for acceptance) if non-adjacent or across Sea Areas.
NPC States receive Population, Race and Terrain bonuses in the same way as Players.
NPC States never wage War, create Navies or develop Resources on their own. They will build up Armies to Max Army Limit if Gold allows them to.
When at War, defeating NPC State's Army/armies and occupying the NPC State's Land Area instantly ends the War and annexes NPC State to the Player's State.
WAR AND ITS SCORE:
Two States at War accumulate War Score.
Each Destroyed (but not Retreated) enemy Army or Navy raises your War Score by 2.
Each Destroyed or Retreated owned Army or Navy lowers your War Score by 1.
Each Occupied Land Area nets you War Score equal to base Tax Income of Resources Developed in said Province.
Not owning any Armies: +10 War Score to the Enemy (temporary modifier).
Not controling your Capital: +10 War Score to the Enemy (temporary modifier).
The first State to achieve 10 War Score can offer Negotiations.
You can also begin Peace Negotiations if at least 5 Turns have passed since the start of the War.
Peace Negotiations also automatically begin the moment one Player destroys all Armies and occupies all Land Areas of the other Player.
During Negotiations, you can spend your War Score on certain demands. If War Score difference is 20 or more in your favor, your demands cannot be refused!
White Peace = 0 War Score (prevents any other Negotiation terms!)
10 Gold of Tribute = 1 War Score per each 10 Gold requested, cannot ask more than the other Player has.
Truce Length = Minimum Truce is 2 Turns, plus 1 War Score per 1 Turn of Truce, to maximum of 10 Turns (8 War Score).
Disbanding of Armies/Navies = 2 War Score per each Army/Navy requested.
Renouncing Trade Treaties and Military Pacts = 2 War Score per each Trade Treaty/Military Pact requested.
Occupied Land Area that is your Racial favorite = 5 War Score.
Occupied Land Area that is NOT your Racial favorite = 6 War Score.
ARMIES AND NAVIES:
Each Land Area can create 1 Army per Turn; Creating an Army costs 6 Gold.
Maximum amount of Armies a Player can have at any given moment is equal to Max Army Limit (base of 1), raised by Developed Crops and Spices they own.
If you have more Armies than your Max Army Limit, they gain -1 to all Land Combat rolls until you solve the issue.
Each Army owned requires 2 Gold of upkeep per Turn.
If you cannot pay all your Armies at start of your Turn, you first must disband enough Armies to be able to pay Upkeep before you can do any other Actions.
Each Land Area belonging to Iliac Bay Coast Region can create 1 Navy per Turn; Creating a Navy costs 12 Gold.
Maximum amount of Navies a Player can have at any given moment is equal to Max Navy Limit (base of 1), raised by Developed Timber they own or by being Shipwrights.
If you have more Navies than your Max Navy Limit, they gain -1 to all Sea Combat rolls until you solve the issue.
Each Navy owned requires 4 Gold of upkeep per Turn.
If you cannot pay all your Navies at start of your Turn, you first must disband enough Navies to be able to pay Upkeep before you can do any other Actions.
LAND AND SEA MOVEMENT:
Armies can move to adjacent Areas if Owned, or other State's during War or Military Pact.
Navies can perform 2 Actions per Turn; Dispatch (from Land Area to Sea Area), Sail (from Sea Area to Sea Area), Anchor (from Sea Area to Land Area). Anchored Navies can Load up Armies (1 Army per Navy) to carry them across Sea Areas.
Land Areas that border two Sea Areas effectively have two Anchor points; Player must choose in this situation which Land Area they wish to Anchor their Navy at.
Armies can Attack a Land Area directly from Navies they're embarked on; this grants a penalty of -1 to Attack Rolls of the Armies involved.
Navies can share the same Sea Area no matter the Diplomacy (War will force Combat, though).
All four Iliac Bay Sea Areas are considered adjacent to each other for purposes of Movement (indicated by white arrows).
COMBAT ON LAND AND SEA:
Land:
Combat is resolved using 1d10 die. +1 to Rolls if Favorite Terrain. -1 to Attack if Army attacks while carried by Navy.
If Attacking Armies roll higher than Defender, the Defender is destroyed.
If Attacking Armies roll equal to Defender, they Retreat to the Land Area they started from.
If Attacking Armies roll lower than Defender, the Attacker is destroyed.
Combat continues until all Armies involved are destroyed or retreat.
Sea:
Combat is resolved using 1d10 die. If Attacker has spent only 1 Move to get to the Sea Area where Combat occurs, they gain +1 to their Attack rolls.
If Attacking Navies roll higher than Defender, the Defender is destroyed.
If Attacking Navies roll equal to Defender, they Retreat to the Sea Area or Land Shore they started from.
If Attacking Navies roll lower than Defender, the Attacker is destroyed.
Combat continues until all Navies involved are destroyed or retreat. If any Navies carried Armies, these Armies are destroyed (Navies without Armies are destroyed first).
VICTORY CONDITION:
At the end of any given Turn:
Be at Peace with every other Player or NPC State.
Own 25 Land Areas, including at least 5 in both Hammerfell and High Rock.
Once you fulfill these conditions, congratulations! You're the new Sovereign of the Iliac Bay!
Leader: King/Queen this or that here (player name here)
Color: Something easy on the eyes
Nation: One of the 46 available on the Map of the Iliac Bay
Extra Traits: Pick 2 from "Races and Traits" list
TURNS:
Game starts at Turn 0, where Players can spend their starting Gold (default 25) on Development of Resources and Creation of Armies and Navies, as well as inter-Player Diplomacy.
Each subsequent Turn has their Players post their Actions - and have them resolved - in the order of Playerlist.
TAXATION:
Everything is paid with Gold; Gold is predominantly achieved via Tax Income.
Each Land Area owned provides +2 Tax Income. Each Developed Resource provides Tax Income according to "Resources" list.
No Tax Income is generated in Land Areas currently Occupied by Enemy Armies, though!
CAPITAL:
Your starting Land Area is your Capital. Capital generates extra 2 Tax Income per Turn, and grants +1 to Defense Rolls of Armies within.
You can move your Capital to another Land Area you own if you're not at War with anyone. This requires you to spend 50 Gold, and the Target Land Area to be of the same Population as your Nation.
DEVELOPMENT AND RESETTLEMENT:
You can Develop Resources according to their Terrain/Region dependencies. This costs Gold.
Each Land Area can have maximum of 2 Resources Developed in it.
You can re-Develop one Resource into another by paying the usual Development Cost.
You can resettle more of your Race into another Land Area with different population, displacing the previous settlers.
The base Cost of this is 30 Gold and requires 2 Turns.
Resettling a Favorite Terrain lowers the Cost by 10 Gold.
Resettling across Sea Region raises the Cost by 20 Gold and extends the time by 2 Turns.
DIPLOMACY:
War: States can move Armies into each other's Land Areas for Combat and Occupation.
Peace (default): States cannot move Armies into each other's Land Areas. "Truce" enforced by Negotiations is also this.
Noble Marriage: States roll 1d10 each Turn to Inherit; if first State rolls a 8 or higher, and other State rolls a 3 or lower, the other State is instantly absorbed by the first State. NPCs get -1 to roll. Requires Peace. Going to War nulls Noble Marriage. You can have maximum of 3 Noble Marriages.
Trade Treaty: +2 Trade Income to both States, and +2 Trade Income per Developed Resource-type NOT shared by both States. Requires Peace. Requires Land adjacency or Coastal access. Going to War nulls Trade Treaty. You can have maximum of 3 Trade Treaties.
Military Pact: States can move Armies into each other's Land Areas for further Movement, and Navies for Anchoring. Prevents War. When nulled, all Armies in Land Areas not owned by Army controller are moved to closest owned Land Area if possible; else they are Disbanded.
Gift: Sends Gold to another Player. Requires Peace. Maximum amount of Gold gifted cannot exceed your Tax Income.
NPC NATIONS:
After game starts, all non-Player States develop 1 random Resource and get 1 Army.
Players can do Diplomacy (except Gifts) with them. NPC States will accept if adjacent, or Coin Toss (Heads for acceptance) if non-adjacent or across Sea Areas.
NPC States receive Population, Race and Terrain bonuses in the same way as Players.
NPC States never wage War, create Navies or develop Resources on their own. They will build up Armies to Max Army Limit if Gold allows them to.
When at War, defeating NPC State's Army/armies and occupying the NPC State's Land Area instantly ends the War and annexes NPC State to the Player's State.
WAR AND ITS SCORE:
Two States at War accumulate War Score.
Each Destroyed (but not Retreated) enemy Army or Navy raises your War Score by 2.
Each Destroyed or Retreated owned Army or Navy lowers your War Score by 1.
Each Occupied Land Area nets you War Score equal to base Tax Income of Resources Developed in said Province.
Not owning any Armies: +10 War Score to the Enemy (temporary modifier).
Not controling your Capital: +10 War Score to the Enemy (temporary modifier).
The first State to achieve 10 War Score can offer Negotiations.
You can also begin Peace Negotiations if at least 5 Turns have passed since the start of the War.
Peace Negotiations also automatically begin the moment one Player destroys all Armies and occupies all Land Areas of the other Player.
During Negotiations, you can spend your War Score on certain demands. If War Score difference is 20 or more in your favor, your demands cannot be refused!
White Peace = 0 War Score (prevents any other Negotiation terms!)
10 Gold of Tribute = 1 War Score per each 10 Gold requested, cannot ask more than the other Player has.
Truce Length = Minimum Truce is 2 Turns, plus 1 War Score per 1 Turn of Truce, to maximum of 10 Turns (8 War Score).
Disbanding of Armies/Navies = 2 War Score per each Army/Navy requested.
Renouncing Trade Treaties and Military Pacts = 2 War Score per each Trade Treaty/Military Pact requested.
Occupied Land Area that is your Racial favorite = 5 War Score.
Occupied Land Area that is NOT your Racial favorite = 6 War Score.
ARMIES AND NAVIES:
Each Land Area can create 1 Army per Turn; Creating an Army costs 6 Gold.
Maximum amount of Armies a Player can have at any given moment is equal to Max Army Limit (base of 1), raised by Developed Crops and Spices they own.
If you have more Armies than your Max Army Limit, they gain -1 to all Land Combat rolls until you solve the issue.
Each Army owned requires 2 Gold of upkeep per Turn.
If you cannot pay all your Armies at start of your Turn, you first must disband enough Armies to be able to pay Upkeep before you can do any other Actions.
Each Land Area belonging to Iliac Bay Coast Region can create 1 Navy per Turn; Creating a Navy costs 12 Gold.
Maximum amount of Navies a Player can have at any given moment is equal to Max Navy Limit (base of 1), raised by Developed Timber they own or by being Shipwrights.
If you have more Navies than your Max Navy Limit, they gain -1 to all Sea Combat rolls until you solve the issue.
Each Navy owned requires 4 Gold of upkeep per Turn.
If you cannot pay all your Navies at start of your Turn, you first must disband enough Navies to be able to pay Upkeep before you can do any other Actions.
LAND AND SEA MOVEMENT:
Armies can move to adjacent Areas if Owned, or other State's during War or Military Pact.
Navies can perform 2 Actions per Turn; Dispatch (from Land Area to Sea Area), Sail (from Sea Area to Sea Area), Anchor (from Sea Area to Land Area). Anchored Navies can Load up Armies (1 Army per Navy) to carry them across Sea Areas.
Land Areas that border two Sea Areas effectively have two Anchor points; Player must choose in this situation which Land Area they wish to Anchor their Navy at.
Armies can Attack a Land Area directly from Navies they're embarked on; this grants a penalty of -1 to Attack Rolls of the Armies involved.
Navies can share the same Sea Area no matter the Diplomacy (War will force Combat, though).
All four Iliac Bay Sea Areas are considered adjacent to each other for purposes of Movement (indicated by white arrows).
COMBAT ON LAND AND SEA:
Land:
Combat is resolved using 1d10 die. +1 to Rolls if Favorite Terrain. -1 to Attack if Army attacks while carried by Navy.
If Attacking Armies roll higher than Defender, the Defender is destroyed.
If Attacking Armies roll equal to Defender, they Retreat to the Land Area they started from.
If Attacking Armies roll lower than Defender, the Attacker is destroyed.
Combat continues until all Armies involved are destroyed or retreat.
Sea:
Combat is resolved using 1d10 die. If Attacker has spent only 1 Move to get to the Sea Area where Combat occurs, they gain +1 to their Attack rolls.
If Attacking Navies roll higher than Defender, the Defender is destroyed.
If Attacking Navies roll equal to Defender, they Retreat to the Sea Area or Land Shore they started from.
If Attacking Navies roll lower than Defender, the Attacker is destroyed.
Combat continues until all Navies involved are destroyed or retreat. If any Navies carried Armies, these Armies are destroyed (Navies without Armies are destroyed first).
VICTORY CONDITION:
At the end of any given Turn:
Be at Peace with every other Player or NPC State.
Own 25 Land Areas, including at least 5 in both Hammerfell and High Rock.
Once you fulfill these conditions, congratulations! You're the new Sovereign of the Iliac Bay!
Spoiler: 2.Regions of the Iliac Bay (click to show/hide)
REGIONS:
Alik'r Desert:
Great desert in western Hammerfell Province.
Effect: Allows development of Iron and Spices in included Regions.
Regions included: Alik'r East, Alik'r West, Antiphyllos, Ayasofya, Bergama, Sentinel, Santaki
Bjoulsae River:
It feeds water into Iliac Bay, separating Hammerfell and High Rock Provinces. Bridges and ferry crossings across Bjoulsae are sparse.
Effect: Regions included are treated as adjacent, and +1 Defense bonus against Attacks from across the River.
Regions included: Gavaudon, Mournoth, Wayrest
Dragontail Mountains:
Ebony-rich mountains in central Hammerfell Province.
Effect: Allows development of Ebony in included Regions.
Regions included: Dragontail East, Dragontail West, Ephesus
Hammerfell Province:
One of the Provinces of the Empire, it contains mostly tropical and humid terrains and climates.
Effect: -
Regions included: Mournoth, Totambu, Satakalaam, Lainlyn, Kozanset, Dragontail West, Ephesus, Dragontail East, Dak'fron, Santaki, Alik'r East, Tigonus, Ayasofya, Antiphyllos, Sentinel, Bergama, Alik'r West, Myrkwasa, Pothago, Kairou, Abibon-Gora
High Rock Province:
One of the Provinces of the Empire, it contains mostly large forests and damp swamps.
Effect: -
Regions included: Glenumbra Moors, Tulune, Betony, Daggerfall, Glenpoint, Northmoor, Ykalon, Ilessan Hills, Shalgora, Daenia, Anticlere, Urvaius, Phrygias, Dwynnen, Kambria, Bhoriane, Koegria, Isle of Balfiera, Alcaire, Wrotgharian West, Wrothgarian East, Orsinium, Menevia, Wayrest, Gavaudon
Iliac Bay Coast:
Trade ships and military navies can cross between Hammerfell and High Rock here.
Effect: Allows construction of Navies in included Regions, and their dispatch into Sea Areas.
Regions included: Northmoor, Glenumbra Moors, Tulune, Daggerfall, Betony, Shalgora, Anticlere, Bhoriane, Koegria, Alcaire, Isle of Balfiera, Menevia, Wayrest, Mournoth, Satakalaam, Lainlyn, Dragontail West, Tigonus, Ayasofya, Sentinel, Myrkwasa, Pothago, Kairou, Abibon-Gora
Misty Marshes:
Murky and fog-shrouded areas of central High Rock, which are home to numerous exotic species of herbs and fruits.
Effect: +1 Defense bonus and allows development of Spices in included Regions.
Regions included: Ilessan Hills, Daenia, Ykalon, Phrygias
Alik'r Desert:
Great desert in western Hammerfell Province.
Effect: Allows development of Iron and Spices in included Regions.
Regions included: Alik'r East, Alik'r West, Antiphyllos, Ayasofya, Bergama, Sentinel, Santaki
Bjoulsae River:
It feeds water into Iliac Bay, separating Hammerfell and High Rock Provinces. Bridges and ferry crossings across Bjoulsae are sparse.
Effect: Regions included are treated as adjacent, and +1 Defense bonus against Attacks from across the River.
Regions included: Gavaudon, Mournoth, Wayrest
Dragontail Mountains:
Ebony-rich mountains in central Hammerfell Province.
Effect: Allows development of Ebony in included Regions.
Regions included: Dragontail East, Dragontail West, Ephesus
Hammerfell Province:
One of the Provinces of the Empire, it contains mostly tropical and humid terrains and climates.
Effect: -
Regions included: Mournoth, Totambu, Satakalaam, Lainlyn, Kozanset, Dragontail West, Ephesus, Dragontail East, Dak'fron, Santaki, Alik'r East, Tigonus, Ayasofya, Antiphyllos, Sentinel, Bergama, Alik'r West, Myrkwasa, Pothago, Kairou, Abibon-Gora
High Rock Province:
One of the Provinces of the Empire, it contains mostly large forests and damp swamps.
Effect: -
Regions included: Glenumbra Moors, Tulune, Betony, Daggerfall, Glenpoint, Northmoor, Ykalon, Ilessan Hills, Shalgora, Daenia, Anticlere, Urvaius, Phrygias, Dwynnen, Kambria, Bhoriane, Koegria, Isle of Balfiera, Alcaire, Wrotgharian West, Wrothgarian East, Orsinium, Menevia, Wayrest, Gavaudon
Iliac Bay Coast:
Trade ships and military navies can cross between Hammerfell and High Rock here.
Effect: Allows construction of Navies in included Regions, and their dispatch into Sea Areas.
Regions included: Northmoor, Glenumbra Moors, Tulune, Daggerfall, Betony, Shalgora, Anticlere, Bhoriane, Koegria, Alcaire, Isle of Balfiera, Menevia, Wayrest, Mournoth, Satakalaam, Lainlyn, Dragontail West, Tigonus, Ayasofya, Sentinel, Myrkwasa, Pothago, Kairou, Abibon-Gora
Misty Marshes:
Murky and fog-shrouded areas of central High Rock, which are home to numerous exotic species of herbs and fruits.
Effect: +1 Defense bonus and allows development of Spices in included Regions.
Regions included: Ilessan Hills, Daenia, Ykalon, Phrygias
Spoiler: 3.Races of the Iliac Bay and Nation Traits (click to show/hide)
BRETONS:
Proud artisans, bards and mages, thanks to centuries of intermixing with Mer (Elves) in ancient times. Their mage-kingdoms often compete for dominance within High Rock Province.
Possible Starting Areas: any High Rock Province area, except Orsinium
Population Trait: Shrewdness (-1 to Development Costs in area)
Racial Trait: Mer-Men (+1 Magic Level)
Favored Terrain: Forests
ORCS:
Homeless for centuries, they've come to live within Orsinium. They're famed armorers, warriors and highlanders, and their ruler dreams of carving a small independent nation for his kin.
Possible Starting Areas: Orsinium
Population Trait: Warrior Clans (+1 to Defense rolls in area)
National Trait: Master Armorers (-1 to Army Creation Costs)
Favored Terrain: Hills, Mountains
REDGUARDS:
Coarse but brave folk from Yokuda, they've long ago settled in Hammerfell and mastered the local tropical landscapes. They're pearless warriors of great ambition.
Possible Starting Areas: any Hammerfell area
Population Trait: Tropical (+1 Tax Income from Spices in area)
National Trait: Combat Mastery (+1 to all Land Combat rolls)
Favored Terrain: Dunes, Tropics
---
Additional Player State Traits (pick 2):
Alchemists: +1 Tax Income per each Magic Gems and Spices owned
Builders: -1 to Resource Development Costs
Diplomats: +2 to Noble Marriage Rolls (for this Player only)
Knights: +1 to all Land Rolls and +1 to Army Upkeep
Magicians: +1 Magic Level
Metalcrafters: +1 Tax Income per each Iron, Silver and Ebony owned
Privateers: +6 Gold per destroyed enemy Navy
Sea Wolfs: +1 to all Sea Rolls and +1 to Navy Upkeep
Shipwrights: -2 to Navy Creation Costs and +1 Max Navy Limit
Soldiers: -1 to Army Creation Costs
Traders: +4 Trade Income (for this Player only) per Trade Treaty
Proud artisans, bards and mages, thanks to centuries of intermixing with Mer (Elves) in ancient times. Their mage-kingdoms often compete for dominance within High Rock Province.
Possible Starting Areas: any High Rock Province area, except Orsinium
Population Trait: Shrewdness (-1 to Development Costs in area)
Racial Trait: Mer-Men (+1 Magic Level)
Favored Terrain: Forests
ORCS:
Homeless for centuries, they've come to live within Orsinium. They're famed armorers, warriors and highlanders, and their ruler dreams of carving a small independent nation for his kin.
Possible Starting Areas: Orsinium
Population Trait: Warrior Clans (+1 to Defense rolls in area)
National Trait: Master Armorers (-1 to Army Creation Costs)
Favored Terrain: Hills, Mountains
REDGUARDS:
Coarse but brave folk from Yokuda, they've long ago settled in Hammerfell and mastered the local tropical landscapes. They're pearless warriors of great ambition.
Possible Starting Areas: any Hammerfell area
Population Trait: Tropical (+1 Tax Income from Spices in area)
National Trait: Combat Mastery (+1 to all Land Combat rolls)
Favored Terrain: Dunes, Tropics
---
Additional Player State Traits (pick 2):
Alchemists: +1 Tax Income per each Magic Gems and Spices owned
Builders: -1 to Resource Development Costs
Diplomats: +2 to Noble Marriage Rolls (for this Player only)
Knights: +1 to all Land Rolls and +1 to Army Upkeep
Magicians: +1 Magic Level
Metalcrafters: +1 Tax Income per each Iron, Silver and Ebony owned
Privateers: +6 Gold per destroyed enemy Navy
Sea Wolfs: +1 to all Sea Rolls and +1 to Navy Upkeep
Shipwrights: -2 to Navy Creation Costs and +1 Max Navy Limit
Soldiers: -1 to Army Creation Costs
Traders: +4 Trade Income (for this Player only) per Trade Treaty
Spoiler: 4.Resources and Terrains (click to show/hide)
RESOURCES:
CROPS
Effect: +1 Max Army Limit (per Crops)
Development Cost\Tax Income: 3\1
Terrains: Forests, Hills, Tropics
Areas: -
EBONY
Effect: +1 to all Combat Rolls (global)
Development Cost\Tax Income: 40\10
Terrains: -
Areas: Dragontail Mountains
IRON
Effect: -1 Army Creation Costs (in this area)
Development Cost\Tax Income: 10\3
Terrains: Hills, Mountains
Areas: Alik'r Desert
MAGIC GEMS:
Effect: +1 to Magic Level (in this area)
Development Cost\Tax Income: 20\6
Terrains: any
Areas: -
SILVER
Effect: +1 Tax Income per Area Owned (per Silver)
Development Cost\Tax Income: 20\6
Terrains: Mountains
Areas: -
SPICES
Effect: +1 Max Army Limit (per Spices)
Development Cost\Tax Income: 10/3
Terrains: Jungles, Tropics
Areas: Alik'r Desert, Breton Marshes
TIMBER
Effect: -2 Navy Creation Cost (in this area), +1 Max Navy Limit (per Timber)
Development Cost\Tax Income: 3\1
Terrains: Forests, Jungles, Tropics
Areas: -
---
TERRAINS:
MOUNTAINS
Possible resources: Iron, Magic Gems, Silver
Terrain effect: +2 to Defense Rolls
HILLS
Possible resources: Crops, Iron, Magic Gems
Terrain effect: +1 to Defense Rolls
FORESTS
Possible resources: Crops, Magic Gems, Timber
Terrain effect: -
JUNGLES
Possible resources: Magic Gems, Spices, Timber
Terrain effect: +1 to Defense Rolls
TROPICS
Possible resources: Crops, Magic Gems, Spices, Timber
Terrain effect: -
DUNES
Possible resources: -
terrain effect: -
CROPS
Effect: +1 Max Army Limit (per Crops)
Development Cost\Tax Income: 3\1
Terrains: Forests, Hills, Tropics
Areas: -
EBONY
Effect: +1 to all Combat Rolls (global)
Development Cost\Tax Income: 40\10
Terrains: -
Areas: Dragontail Mountains
IRON
Effect: -1 Army Creation Costs (in this area)
Development Cost\Tax Income: 10\3
Terrains: Hills, Mountains
Areas: Alik'r Desert
MAGIC GEMS:
Effect: +1 to Magic Level (in this area)
Development Cost\Tax Income: 20\6
Terrains: any
Areas: -
SILVER
Effect: +1 Tax Income per Area Owned (per Silver)
Development Cost\Tax Income: 20\6
Terrains: Mountains
Areas: -
SPICES
Effect: +1 Max Army Limit (per Spices)
Development Cost\Tax Income: 10/3
Terrains: Jungles, Tropics
Areas: Alik'r Desert, Breton Marshes
TIMBER
Effect: -2 Navy Creation Cost (in this area), +1 Max Navy Limit (per Timber)
Development Cost\Tax Income: 3\1
Terrains: Forests, Jungles, Tropics
Areas: -
---
TERRAINS:
MOUNTAINS
Possible resources: Iron, Magic Gems, Silver
Terrain effect: +2 to Defense Rolls
HILLS
Possible resources: Crops, Iron, Magic Gems
Terrain effect: +1 to Defense Rolls
FORESTS
Possible resources: Crops, Magic Gems, Timber
Terrain effect: -
JUNGLES
Possible resources: Magic Gems, Spices, Timber
Terrain effect: +1 to Defense Rolls
TROPICS
Possible resources: Crops, Magic Gems, Spices, Timber
Terrain effect: -
DUNES
Possible resources: -
terrain effect: -
Spoiler: 5.The Magic System (click to show/hide)
MAGIC SYSTEM:
Magic has two uses: enhancing your Armies and Navies rolls, and allowing you to cast Spells.
Enhancement:
Defense Rolls of Armies in the Land Area.
Attack Rolls of Armies sent to Attack from owned Land Area.
Defense Rolls of Navies in Sea Area adjacent to owned Land Area.
Attack Rolls of Navies Dispatched from Land Area into Sea Area.
Enhancement effect can be achieved only locally (via Magic Gems) so the resultant modifier maxes out at +2 and does not stack.
Spellcasting:
Each Spell has its own Level and can be cast once per Turn.
The amount of Spells and the levels you can cast each Turn is equal to: highest Magic Gem Development in any owned Land Area (max +2) + Breton racial trait (+1) + Magicians national trait (+1), therefore max is Level 4 and 4 Spells cast per Turn.
Level 1:
Shielding: Cast on owned Land Area. Grants +1 bonus to Defense Rolls of all Armies in Target Land Area until your next Turn.
Level 2:
Spiritwork: Cast on owned Land Area. Reduces Resource Development Costs in Target Land Area by 1 Gold until end of your current Turn.
Level 3:
Quake: Cast on other Player's Land Area adjacent to any Land Area you own. Removes random Developed Resource from Target Land Area.
Storm: Cast on a Sea Area adjacent to any Land Area you own. Coin Toss for each Navy to survive or be destroyed in Target Sea Area.
Level 4:
Rain of Fire: Cast on other Player's Land Area adjacent to any Land Area you own. Coin Toss for each Army to survive or be destroyed in Target Land Area.
Teleportation: Cast on owned Army and choose a Land Area you own. Chosen Army is instantly moved to the Target Land Area without spending its Move this Turn.
Transmutation: Cast on owned Land Area and choose Developed Resource. Choosen Developed Resource is removed and you gain 5dX Gold, where X is base Tax Income of removed Developed Resource.
Magic has two uses: enhancing your Armies and Navies rolls, and allowing you to cast Spells.
Enhancement:
Defense Rolls of Armies in the Land Area.
Attack Rolls of Armies sent to Attack from owned Land Area.
Defense Rolls of Navies in Sea Area adjacent to owned Land Area.
Attack Rolls of Navies Dispatched from Land Area into Sea Area.
Enhancement effect can be achieved only locally (via Magic Gems) so the resultant modifier maxes out at +2 and does not stack.
Spellcasting:
Each Spell has its own Level and can be cast once per Turn.
The amount of Spells and the levels you can cast each Turn is equal to: highest Magic Gem Development in any owned Land Area (max +2) + Breton racial trait (+1) + Magicians national trait (+1), therefore max is Level 4 and 4 Spells cast per Turn.
Level 1:
Shielding: Cast on owned Land Area. Grants +1 bonus to Defense Rolls of all Armies in Target Land Area until your next Turn.
Level 2:
Spiritwork: Cast on owned Land Area. Reduces Resource Development Costs in Target Land Area by 1 Gold until end of your current Turn.
Level 3:
Quake: Cast on other Player's Land Area adjacent to any Land Area you own. Removes random Developed Resource from Target Land Area.
Storm: Cast on a Sea Area adjacent to any Land Area you own. Coin Toss for each Navy to survive or be destroyed in Target Sea Area.
Level 4:
Rain of Fire: Cast on other Player's Land Area adjacent to any Land Area you own. Coin Toss for each Army to survive or be destroyed in Target Land Area.
Teleportation: Cast on owned Army and choose a Land Area you own. Chosen Army is instantly moved to the Target Land Area without spending its Move this Turn.
Transmutation: Cast on owned Land Area and choose Developed Resource. Choosen Developed Resource is removed and you gain 5dX Gold, where X is base Tax Income of removed Developed Resource.
Spoiler: 6.Census of Land Areas (click to show/hide)
X. Name:
Population:
Terrain:
Regions:
Resources:
----
1. Name: Glenumbra Moors
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
2. Name: Tulune
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
3. Name: Betony
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
4. Name: Daggerfall
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
5. Name: Glenpoint
Population: Bretons
Terrain: Hills
Regions: High Rock Province
Resources: Crops, Iron, Magic Gems
6. Name: Northmoor
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
7. Name: Ykalon
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Misty Marshes
Resources: Crops, Magic Gems, Spices, Timber
8. Name: Ilessan Hills
Population: Bretons
Terrain: Hills
Regions: High Rock Province, Misty Marshes
Resources: Crops, Iron, Magic Gems, Spices
9. Name: Shalgora
Population: Bretons
Terrain: Hills
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Iron, Magic Gems
10. Name: Daenia
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Misty Marshes
Resources: Crops, Magic Gems, Spices, Timber
11. Name: Anticlere
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
12. Name: Urvaius
Population: Bretons
Terrain: Forest
Regions: High Rock Province
Resources: Crops, Magic Gems, Timber
13. Name: Phrygias
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Misty Marshes
Resources: Crops, Magic Gems, Spices, Timber
14. Name: Dwynnen
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
15. Name: Kambria
Population: Bretons
Terrain: Forest
Regions: High Rock Province
Resources: Crops, Magic Gems, Timber
16. Name: Bhoriane
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
17. Name: Koegria
Population: Bretons
Terrain: Hills
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Iron, Magic Gems
18. Name: Isle of Balfiera
Population: Bretons
Terrain: Hills
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Iron, Magic Gems
19. Name: Alcaire
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
20. Name: Wrothgarian West
Population: Bretons
Terrain: Mountains
Regions: High Rock Province
Resources: Iron, Magic Gems, Silver
21. Name: Wrothgarian East
Population: Bretons
Terrain: Mountains
Regions: High Rock Province
Resources: Iron, Magic Gems, Silver
22. Name: Orsinium
Population: Orcs
Terrain: Hills
Regions: High Rock Province
Resources: Crops, Iron, Magic Gems
23. Name: Menevia
Population: Bretons
Terrain: Hills
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Iron, Magic Gems
24. Name: Wayrest
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast, Bjoulsae River
Resources: Crops, Magic Gems, Timber
25. Name: Gavaudon
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Bjoulsae River
Resources: Crops, Magic Gems, Timber
26. Name: Mournoth
Population: Redguards
Terrain: Jungle
Regions: Hammerfell Province, Iliac Bay Coast, Bjoulsae River
Resources: Magic Gems, Spices, Timber
27. Name: Totambu
Population: Redguards
Terrain: Jungle
Regions: Hammerfell Province
Resources: Magic Gems, Spices, Timber
28. Name: Satakalaam
Population: Redguards
Terrain: Jungle
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Magic Gems, Spices, Timber
29. Name: Lainlyn
Population: Redguards
Terrain: Jungle
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Magic Gems, Spices, Timber
30. Name: Kozanset
Population: Redguards
Terrain: Jungle
Regions: Hammerfell Province
Resources: Magic Gems, Spices, Timber
31. Name: Dragontail West
Population: Redguards
Terrain: Mountains
Regions: Hammerfell Province, Dragontail Mountains, Iliac Bay Coast
Resources: Ebony, Iron, Magic Gems, Silver
32. Name: Ephesus
Population: Redguards
Terrain: Mountains
Regions: Hammerfell Province, Dragontail Mountains
Resources: Ebony, Iron, Magic Gems, Silver
33. Name: Dragontail East
Population: Redguards
Terrain: Mountains
Regions: Hammerfell Province, Dragontail Mountains
Resources: Ebony, Iron, Magic Gems, Silver
34. Name: Dak'fron
Population: Redguards
Terrain: Mountains
Regions: Hammerfell Province
Resources: Iron, Magic Gems, Silver
35. Name: Santaki
Population: Redguards
Terrain: Hills
Regions: Hammerfell Province, Alik'r Desert
Resources: Crops, Iron, Magic Gems, Spices
36. Name: Alik'r East
Population: Redguards
Terrain: Dunes
Regions: Hammerfell Prvince, Alik'r Desert
Resources: Iron, Magic Gems, Spices
37. Name: Tigonus
Population: Redguards
Terrain: Tropics
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Spices, Timber
38. Name: Ayasofya
Population: Redguards
Terrain: Dunes
Regions: Hammerfell Province, Alik'r Desert, Iliac Bay Coast
Resources: Iron, Magic Gems, Spices
39. Name: Antiphyllos
Population: Redguards
Terrain: Dunes
Regions: Hammerfell Province, Alik'r Desert
Resources: Iron, Magic Gems, Spices
40. Name: Sentinel
Population: Redguards
Terrain: Tropics
Regions: Hammerfell Province, Alik'r Desert, Iliac Bay Coast
Resources: Crops, Iron, Magic Gems, Spices, Timber
41. Name: Bergama
Population: Redguards
Terrain: Dunes
Regions: Hammerfell Province, Alik'r Desert
Resources: Iron, Magic Gems, Spices
42. Name: Alik'r West
Population: Redguards
Terrain: Dunes
Regions: Hammerfell Province, Alik'r Desert
Resources: Iron, Magic Gems, Spices
43. Name: Myrkwasa
Population: Redguards
Terrain: Tropics
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Spices, Timber
44. Name: Pothago
Population: Redguards
Terrain: Tropics
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Spices, Timber
45. Name: Kairou
Population: Redguards
Terrain: Tropics
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Spices, Timber
46. Name: Abibon-Gora
Population: Redguards
Terrain: Tropics
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Spices, Timber
Population:
Terrain:
Regions:
Resources:
----
1. Name: Glenumbra Moors
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
2. Name: Tulune
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
3. Name: Betony
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
4. Name: Daggerfall
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
5. Name: Glenpoint
Population: Bretons
Terrain: Hills
Regions: High Rock Province
Resources: Crops, Iron, Magic Gems
6. Name: Northmoor
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
7. Name: Ykalon
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Misty Marshes
Resources: Crops, Magic Gems, Spices, Timber
8. Name: Ilessan Hills
Population: Bretons
Terrain: Hills
Regions: High Rock Province, Misty Marshes
Resources: Crops, Iron, Magic Gems, Spices
9. Name: Shalgora
Population: Bretons
Terrain: Hills
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Iron, Magic Gems
10. Name: Daenia
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Misty Marshes
Resources: Crops, Magic Gems, Spices, Timber
11. Name: Anticlere
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
12. Name: Urvaius
Population: Bretons
Terrain: Forest
Regions: High Rock Province
Resources: Crops, Magic Gems, Timber
13. Name: Phrygias
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Misty Marshes
Resources: Crops, Magic Gems, Spices, Timber
14. Name: Dwynnen
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
15. Name: Kambria
Population: Bretons
Terrain: Forest
Regions: High Rock Province
Resources: Crops, Magic Gems, Timber
16. Name: Bhoriane
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
17. Name: Koegria
Population: Bretons
Terrain: Hills
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Iron, Magic Gems
18. Name: Isle of Balfiera
Population: Bretons
Terrain: Hills
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Iron, Magic Gems
19. Name: Alcaire
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Timber
20. Name: Wrothgarian West
Population: Bretons
Terrain: Mountains
Regions: High Rock Province
Resources: Iron, Magic Gems, Silver
21. Name: Wrothgarian East
Population: Bretons
Terrain: Mountains
Regions: High Rock Province
Resources: Iron, Magic Gems, Silver
22. Name: Orsinium
Population: Orcs
Terrain: Hills
Regions: High Rock Province
Resources: Crops, Iron, Magic Gems
23. Name: Menevia
Population: Bretons
Terrain: Hills
Regions: High Rock Province, Iliac Bay Coast
Resources: Crops, Iron, Magic Gems
24. Name: Wayrest
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Iliac Bay Coast, Bjoulsae River
Resources: Crops, Magic Gems, Timber
25. Name: Gavaudon
Population: Bretons
Terrain: Forest
Regions: High Rock Province, Bjoulsae River
Resources: Crops, Magic Gems, Timber
26. Name: Mournoth
Population: Redguards
Terrain: Jungle
Regions: Hammerfell Province, Iliac Bay Coast, Bjoulsae River
Resources: Magic Gems, Spices, Timber
27. Name: Totambu
Population: Redguards
Terrain: Jungle
Regions: Hammerfell Province
Resources: Magic Gems, Spices, Timber
28. Name: Satakalaam
Population: Redguards
Terrain: Jungle
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Magic Gems, Spices, Timber
29. Name: Lainlyn
Population: Redguards
Terrain: Jungle
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Magic Gems, Spices, Timber
30. Name: Kozanset
Population: Redguards
Terrain: Jungle
Regions: Hammerfell Province
Resources: Magic Gems, Spices, Timber
31. Name: Dragontail West
Population: Redguards
Terrain: Mountains
Regions: Hammerfell Province, Dragontail Mountains, Iliac Bay Coast
Resources: Ebony, Iron, Magic Gems, Silver
32. Name: Ephesus
Population: Redguards
Terrain: Mountains
Regions: Hammerfell Province, Dragontail Mountains
Resources: Ebony, Iron, Magic Gems, Silver
33. Name: Dragontail East
Population: Redguards
Terrain: Mountains
Regions: Hammerfell Province, Dragontail Mountains
Resources: Ebony, Iron, Magic Gems, Silver
34. Name: Dak'fron
Population: Redguards
Terrain: Mountains
Regions: Hammerfell Province
Resources: Iron, Magic Gems, Silver
35. Name: Santaki
Population: Redguards
Terrain: Hills
Regions: Hammerfell Province, Alik'r Desert
Resources: Crops, Iron, Magic Gems, Spices
36. Name: Alik'r East
Population: Redguards
Terrain: Dunes
Regions: Hammerfell Prvince, Alik'r Desert
Resources: Iron, Magic Gems, Spices
37. Name: Tigonus
Population: Redguards
Terrain: Tropics
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Spices, Timber
38. Name: Ayasofya
Population: Redguards
Terrain: Dunes
Regions: Hammerfell Province, Alik'r Desert, Iliac Bay Coast
Resources: Iron, Magic Gems, Spices
39. Name: Antiphyllos
Population: Redguards
Terrain: Dunes
Regions: Hammerfell Province, Alik'r Desert
Resources: Iron, Magic Gems, Spices
40. Name: Sentinel
Population: Redguards
Terrain: Tropics
Regions: Hammerfell Province, Alik'r Desert, Iliac Bay Coast
Resources: Crops, Iron, Magic Gems, Spices, Timber
41. Name: Bergama
Population: Redguards
Terrain: Dunes
Regions: Hammerfell Province, Alik'r Desert
Resources: Iron, Magic Gems, Spices
42. Name: Alik'r West
Population: Redguards
Terrain: Dunes
Regions: Hammerfell Province, Alik'r Desert
Resources: Iron, Magic Gems, Spices
43. Name: Myrkwasa
Population: Redguards
Terrain: Tropics
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Spices, Timber
44. Name: Pothago
Population: Redguards
Terrain: Tropics
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Spices, Timber
45. Name: Kairou
Population: Redguards
Terrain: Tropics
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Spices, Timber
46. Name: Abibon-Gora
Population: Redguards
Terrain: Tropics
Regions: Hammerfell Province, Iliac Bay Coast
Resources: Crops, Magic Gems, Spices, Timber
Playerlist:
Spoiler: 1.King Groknak Irontoof of Orsinium (Kashyyk) (click to show/hide)
Leader: King Groknak Irontoof (Kashyyk)
Color: Orange
Nation: Orsinium
Extra Traits: Orcs, Knights, Soldiers
Color: Orange
Nation: Orsinium
Extra Traits: Orcs, Knights, Soldiers
Spoiler: 2.King Ventrun of the Mist of Ilessan Hills (Criptfeind) (click to show/hide)
Leader: King Ventrun of the Mist (Criptfeind)
Color: Light Blue
Nation: Ilessan Hills
Extra Traits: Bretons, Magicians, Knights
Color: Light Blue
Nation: Ilessan Hills
Extra Traits: Bretons, Magicians, Knights
Spoiler: 3.King Nhot'kern of Ayasofya (notquitehere) (click to show/hide)
Leader: King Nhot'kern (notquitethere)
Color: Gold
Nation: Ayasofya
Extra Traits: Redguards, Metalcrafters, Builders
Color: Gold
Nation: Ayasofya
Extra Traits: Redguards, Metalcrafters, Builders
Spoiler: 4.King Zog Seaborn Lord of the Pirates of Lilac of Isle of Balfiera (Megam0nkey) (click to show/hide)
Leader: "King" Zog Seaborn, Lord of the Pirates of Lilac (Megam0nkey)
Color: Green
Nation: Isle of Baliferia
Extra Traits: Bretons, Shipwrights, Privateers
Color: Green
Nation: Isle of Baliferia
Extra Traits: Bretons, Shipwrights, Privateers
Spoiler: 5.Petty Queen Aywen Ayes of Wrothgarian West (a1s) (click to show/hide)
Leader: Petty Queen Aywen Ayes (a1s)
Color: red
Nation: Wrothgarian West
Extra Traits: Bretons, Traders, Diplomats
Color: red
Nation: Wrothgarian West
Extra Traits: Bretons, Traders, Diplomats






