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Forum Games and Roleplaying / Conquest of Pangea! Game 3 needs players!
« on: March 15, 2022, 05:08:29 pm »
An unholy hybrid of this and this and this too.
EMPIRE OF FIRST PANGEA: ⫷Ͷbyn⫸, established by Egan_BW on Turn 5.
EMPIRE OF SECOND PANGEA: None, for the game ended in an unsolved state.
RACES OF THIRD PANGEA:
-
Spoiler: 1. General Rules (click to show/hide)
===INTRODUCTION===
Welcome to Pangea, the land of sorcery, conquest and treasures!
To join, you need to Create a Race that will strive to dominate the Pangea:
*Give it a name
*Pick up to 3 Traits worth no more than 5 Points total. Refer to '2 Racial Traits' for a comprehensive list of available Traits.
*Pick a color.
*Select Starting Province (or more, if ASCENDANT/VESTIGIAL).
*Write a backstory, if you feel like it.
No ideas inside your head but still want to join the game? Refer to '3 Predefined Races' for a small list of pre-made Races ready for taking!
===TURN ORDER===
The turns of all Players are SIMULTANEOUS. Orders can be sent through Personal Messages to the GM (Haspen), or if you're not caring about what people see, in the game thread itself.
For your orders to be valid, they must be bolded using the forum bbcode.
An example of a Turn Orders list:
15 to Conquer #15
10 to Improve #14
Build a Castle for 20 in #14
You cannot edit your orders once you've send the post! Think twice before posting!!
===PROVINCES===
The map of Pangea is divided into 53 Provinces, and each Province has a Terrain, Resources and Features.
Terrain is the large square on the map, representing the local terrain type. Terrain modifies Colonization and Improvement costs, and might bestow Defense bonus too. Various traits (mostly exclusive with each other) benefit from certain type of Terrain.
Resources is the numerical representation of a Province's 'wealth', and also the name for everything-currency. Colonization, Conquest and Construction all use Resources. At start of the game, each Player's Province(s) has 10 Resources; neutral Provinces have 0 until Colonized, unless there's a local Chiefdom which has 10 Resources. Maximum Resources a Province can have is 40.
Features are local, either natural or constructed, modifiers of the Province. They usually provide some sort of a bonus and/or ability, and not all Terrains can have all Features.
You can Improve Resources in a Province; to do so, spend 5 Resources to raise Resources in a Province by 1 point; this is modified by several Traits. Several Terrains are extra hard to Improve due to unfavorable conditions.
Refer to '1b Terrains and Features' for a comprehensive list of Terrains and Features.
===COLONIZATION===
A Province that has no Chiefdom on it and is not controlled by another Player requires to be Colonized first.
To Colonize, you must pick a Province and spend Resources:
Adjacent: 10 Resources
1 Province over the Sea: 15 Resources (10 with SEAFARERS)
Across a Gateway: 20 Resources (15 with TRANS-DIMENSIONAL)
At the start of the next Turn, the Province will be put under your control with 5 Resources in it.
You can put extra Resources into Colonization effort; this is used when two or more Races try to Colonize the same Province. If this occurs, the Race that added the highest amount of extra Resources will colonize the province.
===CONSTRUCTION===
You can construct certain Features in your Provinces; the ability to do so and the cost depends on your Traits.
Castle: Costs 20 Resources. Available to all.
Gateway: Costs 30 Resources. Requires either SORCERORS or TRANS-DIMENSIONAL Trait.
Magic Node: Cost 30 Resources. Requires either FEY or SORCERORS Trait.
Temple: Costs 20 Resources. Available to all.
===CONQUEST===
When the Province you want to own has a Chiefdom in it or belongs to another Race, there's no other option than a violent Conquest of it!
Combat formula is simple: 1d10 + amount of Resources you spend on Conquest = your number. This number is then weighted against the Defender's 1d10 + amount of Resources they spent on Defense.
If a Province is attacked by more than 1 Player at once, the Resources spent on Defense is spread as equally as possible with any leftover spent against the Player with highest amount of Resources dedicated to the conquest.
If a Province is defeated by more than 1 Player at once, the control of the Province falls into the hands of the Player that dedicated more Resources into the Province's Conquest. If Players invest same amount of Resources, then a coin toss will determine the new owner of the Province.
Once a Province is conquered, there occurs some looting, pillaging and razing by the victorious soldiers; the amount of Resources in the Province will be HALVED (rounded down). If the amount of Resources hits 0, the Province is considered Devastated.
Devastated Province cannot be used to launch attacks against other Provinces, and no Construction can be done in there as well.
You can launch a Naval Attack across 1 Province alongside the coast of the Great Sea; this costs 5 extra Resources (0 if SEAFARERS). You can launch a Gateway Attack through any Gateway you own if the target Province also has one; this costs 10 extra Resoures (5 if TRANS-DIMENSIONAL).
===TREATIES===
Treaties bind two Races in a mutual pact of non-aggression and commercial exchange.
For Treaty to become binding, both Races must state creation of a Treaty when sending their orders to the GM; the Treaty will start functioning from the next Turn onwards.
Races bound in a Treaty cannot attack each other and gain +3 Resources Bonus (MERCANTILE Race gets +6).
The Range at which Treaties can be formed is 1 Province apart, both over Sea coast and over the land, as well as across Gateways. MERCANTILE Races increase overland Range by 1; SEAFARERS gain unlimited Range across the Sea. Only one of the Races needs to be 'in range' for a Treaty to be validated.
Breaking a Treaty requires only one of the Races to inform the GM while sending their Orders; the Treaty will be no longer in place from the next Turn onwards.
===MAGIC===
To Cast Spells, you require to have Magic Power equal or higher than the Spell's cost. Each Magic Node increases your Magic Power by 1. SORCERORS get permament +2 Magic Power bonus. ORB OF YORE grants +4 Magic Power bonus.
Each Spell can be cast only once per Turn. If you have enough Magic Power, you can cast several Spells in the same Turn.
Refer to '1c Spells' for a comprehensive list of available Spells to cast.
===ARTIFACTS OF YORE===
When a Province is first Colonized or local Chiefdom is conquered, there's a chance for your peoples to stumble upon ancient ruins of a lost civilization, containing an Artifact of Yore. The 8 Provinces containing an Artifact each are rolled at start of the game.
One Artifact will be in the possession of the Nys-Guh-Torlek, the Last Dragon; he is a powerful combatant that lives in the cave on a random, unclaimed Mountain or Volcano (chosen after the game starts). He has a hidden Defense number ranging between 25 to 40 Resources; at start of each Turn after 1st, Nys-Guh-Torlek gains extra 3 Defense. Defeating the Last Dragon gives you a random Artifact and spawns a Gold Deposit Feature in the Province.
Every Artifact is a powerful item that grants you certain bonuses. Once you find it, the Artifact is in your possession until you are eliminated; when that happens, the Artifact falls into the hands of the Player that eliminated you. You can also gift Artifacts to another Player - but why would you??
Refer to '1d Artifacts of Yore' for a comprehensive list of Artifacts that can be found.
===VICTORY CONDITIONS===
There are several ways to conquer Pangea:
Imperial: Control 27 Provinces in a continuous way (all Provinces connected with no Neutral/other Player's Province between them). If your Race is TRANS-DIMENSIONAL, Gateways count for continuity rule. If you possess CROWN OF YORE, you only require 22 Provinces.
Economical: Control 3 Gold and Spice Features each and have a total of 150 Resources in your Provinces.
Heroic: Obtain 6 out of 9 Artifacts of Yore by any means.
Domination: Remove all other Players from the Map.
If no Player's Race fulfills either of these conditions by end of Turn 20, the winner is chosen based on total Resources they have. In case of a draw, the winner will be chosen by a coin toss!
Welcome to Pangea, the land of sorcery, conquest and treasures!
To join, you need to Create a Race that will strive to dominate the Pangea:
*Give it a name
*Pick up to 3 Traits worth no more than 5 Points total. Refer to '2 Racial Traits' for a comprehensive list of available Traits.
*Pick a color.
*Select Starting Province (or more, if ASCENDANT/VESTIGIAL).
*Write a backstory, if you feel like it.
No ideas inside your head but still want to join the game? Refer to '3 Predefined Races' for a small list of pre-made Races ready for taking!
===TURN ORDER===
The turns of all Players are SIMULTANEOUS. Orders can be sent through Personal Messages to the GM (Haspen), or if you're not caring about what people see, in the game thread itself.
For your orders to be valid, they must be bolded using the forum bbcode.
An example of a Turn Orders list:
15 to Conquer #15
10 to Improve #14
Build a Castle for 20 in #14
You cannot edit your orders once you've send the post! Think twice before posting!!
===PROVINCES===
The map of Pangea is divided into 53 Provinces, and each Province has a Terrain, Resources and Features.
Terrain is the large square on the map, representing the local terrain type. Terrain modifies Colonization and Improvement costs, and might bestow Defense bonus too. Various traits (mostly exclusive with each other) benefit from certain type of Terrain.
Resources is the numerical representation of a Province's 'wealth', and also the name for everything-currency. Colonization, Conquest and Construction all use Resources. At start of the game, each Player's Province(s) has 10 Resources; neutral Provinces have 0 until Colonized, unless there's a local Chiefdom which has 10 Resources. Maximum Resources a Province can have is 40.
Features are local, either natural or constructed, modifiers of the Province. They usually provide some sort of a bonus and/or ability, and not all Terrains can have all Features.
You can Improve Resources in a Province; to do so, spend 5 Resources to raise Resources in a Province by 1 point; this is modified by several Traits. Several Terrains are extra hard to Improve due to unfavorable conditions.
Refer to '1b Terrains and Features' for a comprehensive list of Terrains and Features.
===COLONIZATION===
A Province that has no Chiefdom on it and is not controlled by another Player requires to be Colonized first.
To Colonize, you must pick a Province and spend Resources:
Adjacent: 10 Resources
1 Province over the Sea: 15 Resources (10 with SEAFARERS)
Across a Gateway: 20 Resources (15 with TRANS-DIMENSIONAL)
At the start of the next Turn, the Province will be put under your control with 5 Resources in it.
You can put extra Resources into Colonization effort; this is used when two or more Races try to Colonize the same Province. If this occurs, the Race that added the highest amount of extra Resources will colonize the province.
===CONSTRUCTION===
You can construct certain Features in your Provinces; the ability to do so and the cost depends on your Traits.
Castle: Costs 20 Resources. Available to all.
Gateway: Costs 30 Resources. Requires either SORCERORS or TRANS-DIMENSIONAL Trait.
Magic Node: Cost 30 Resources. Requires either FEY or SORCERORS Trait.
Temple: Costs 20 Resources. Available to all.
===CONQUEST===
When the Province you want to own has a Chiefdom in it or belongs to another Race, there's no other option than a violent Conquest of it!
Combat formula is simple: 1d10 + amount of Resources you spend on Conquest = your number. This number is then weighted against the Defender's 1d10 + amount of Resources they spent on Defense.
If a Province is attacked by more than 1 Player at once, the Resources spent on Defense is spread as equally as possible with any leftover spent against the Player with highest amount of Resources dedicated to the conquest.
If a Province is defeated by more than 1 Player at once, the control of the Province falls into the hands of the Player that dedicated more Resources into the Province's Conquest. If Players invest same amount of Resources, then a coin toss will determine the new owner of the Province.
Once a Province is conquered, there occurs some looting, pillaging and razing by the victorious soldiers; the amount of Resources in the Province will be HALVED (rounded down). If the amount of Resources hits 0, the Province is considered Devastated.
Devastated Province cannot be used to launch attacks against other Provinces, and no Construction can be done in there as well.
You can launch a Naval Attack across 1 Province alongside the coast of the Great Sea; this costs 5 extra Resources (0 if SEAFARERS). You can launch a Gateway Attack through any Gateway you own if the target Province also has one; this costs 10 extra Resoures (5 if TRANS-DIMENSIONAL).
===TREATIES===
Treaties bind two Races in a mutual pact of non-aggression and commercial exchange.
For Treaty to become binding, both Races must state creation of a Treaty when sending their orders to the GM; the Treaty will start functioning from the next Turn onwards.
Races bound in a Treaty cannot attack each other and gain +3 Resources Bonus (MERCANTILE Race gets +6).
The Range at which Treaties can be formed is 1 Province apart, both over Sea coast and over the land, as well as across Gateways. MERCANTILE Races increase overland Range by 1; SEAFARERS gain unlimited Range across the Sea. Only one of the Races needs to be 'in range' for a Treaty to be validated.
Breaking a Treaty requires only one of the Races to inform the GM while sending their Orders; the Treaty will be no longer in place from the next Turn onwards.
===MAGIC===
To Cast Spells, you require to have Magic Power equal or higher than the Spell's cost. Each Magic Node increases your Magic Power by 1. SORCERORS get permament +2 Magic Power bonus. ORB OF YORE grants +4 Magic Power bonus.
Each Spell can be cast only once per Turn. If you have enough Magic Power, you can cast several Spells in the same Turn.
Refer to '1c Spells' for a comprehensive list of available Spells to cast.
===ARTIFACTS OF YORE===
When a Province is first Colonized or local Chiefdom is conquered, there's a chance for your peoples to stumble upon ancient ruins of a lost civilization, containing an Artifact of Yore. The 8 Provinces containing an Artifact each are rolled at start of the game.
One Artifact will be in the possession of the Nys-Guh-Torlek, the Last Dragon; he is a powerful combatant that lives in the cave on a random, unclaimed Mountain or Volcano (chosen after the game starts). He has a hidden Defense number ranging between 25 to 40 Resources; at start of each Turn after 1st, Nys-Guh-Torlek gains extra 3 Defense. Defeating the Last Dragon gives you a random Artifact and spawns a Gold Deposit Feature in the Province.
Every Artifact is a powerful item that grants you certain bonuses. Once you find it, the Artifact is in your possession until you are eliminated; when that happens, the Artifact falls into the hands of the Player that eliminated you. You can also gift Artifacts to another Player - but why would you??
Refer to '1d Artifacts of Yore' for a comprehensive list of Artifacts that can be found.
===VICTORY CONDITIONS===
There are several ways to conquer Pangea:
Imperial: Control 27 Provinces in a continuous way (all Provinces connected with no Neutral/other Player's Province between them). If your Race is TRANS-DIMENSIONAL, Gateways count for continuity rule. If you possess CROWN OF YORE, you only require 22 Provinces.
Economical: Control 3 Gold and Spice Features each and have a total of 150 Resources in your Provinces.
Heroic: Obtain 6 out of 9 Artifacts of Yore by any means.
Domination: Remove all other Players from the Map.
If no Player's Race fulfills either of these conditions by end of Turn 20, the winner is chosen based on total Resources they have. In case of a draw, the winner will be chosen by a coin toss!
Spoiler: 1b. Terrains and Features (click to show/hide)
===TERRAINS===
These are pre-set on the Map.
Plains: Flat lands covered in some vegetation. No special effect. (7 Tiles)
Forest: Dense woodland. No special effect. (6 Tiles)
Desert: Scorched land of sands and dunes. Improving Resources here costs 3 Resources more than usual. Colonization requires 5 Resources more. Middle of the map (7 Tiles)
Mountain: Elevated terrain cut with valleys and chasms. +2 Defense Bonus. (6 Tiles)
Tundra: Frozen land of rocky fields. Improving Resources here costs 3 Resources more than usual. Colonization requires 5 Resources more. Top and bottom of the map (10 Tiles)
Mushroom Forest: Dense shroomland. No special effect. (5 Tiles)
Crystal Grove: Land of crystal spires and boulders. No special effect. (5 Tiles)
Swamp: Flooded flatland full of grasses and bugs. +2 Defense Bonus. (4 Tiles)
Volcano: Elevated terrain with constant lava flows and smoke plumes. +2 Defense Bonus. Improving Resources here costs 3 Resources more than usual. Colonization requires 5 Resources more. (3 Tiles)
Wasteland: Ruined, lifeless plain. Improving Resources and Constructing Features here costs 5 Resources more than usual. Colonization requires 10 Resources more. (Special)
===FEATURES===
These are added to the Map AFTER all Players create their Races.
Castle: +2 to Defense Bonus; if you do not provide any Resources to Defend this Province, Castle acts as 'free' 2 Resource that automatically defends the Province. Can be Constructed. 0 at Start.
Magic Node: Allows Spells to be cast. Provides additional bonuses depending on your Traits. Can be Constructed. 5 at Start (any).
Gateway: Allows to Attack/Colonize another Province with a Gateway. You can form Treaties across Gateways. Provides additional bonuses depending on your Traits. Can be Constructed. 5 at Start (any).
Temple: Prevents enemy Races from Targeting this Province with Spells. Prevents enemy Races from launching attacks through Gateway into this Province, if Gateway is present. Can be Constructed. 0 at Start.
Ore Deposits: All Constructions in this Province cost 5 Resources less. 8 at Start (Mountain, Mushroom Forest, Crystal Grove, Tundra).
Gold Deposits: +5 Resource bonus for your Race. 5 at Start (Mountain, Desert, Volcano).
Chiefdom: Primitive hunter-gatherer culture that needs to be Conquered instead of Colonized. Has 10 Resources, which it uses purely for Defense. 25 at Start (any, except Player Provinces).
Spices: +5 Resource bonus for your Race. 5 at Start (Forest, Mushroom Forest, Swamp).
Manastone Deposits: Lowers Gateway and Magic Node Construction costs by 5 Resources in all your Provinces. 4 at Start (Mountain, Crystal Grove, Volcano).
Lair of Nys-Guh-Torlek: The Last Dragon, Nys-Guh-Torlek, lives here. The Province with the Lair cannot be Conquered/Colonized until after he is defeated!
These are pre-set on the Map.
Plains: Flat lands covered in some vegetation. No special effect. (7 Tiles)
Forest: Dense woodland. No special effect. (6 Tiles)
Desert: Scorched land of sands and dunes. Improving Resources here costs 3 Resources more than usual. Colonization requires 5 Resources more. Middle of the map (7 Tiles)
Mountain: Elevated terrain cut with valleys and chasms. +2 Defense Bonus. (6 Tiles)
Tundra: Frozen land of rocky fields. Improving Resources here costs 3 Resources more than usual. Colonization requires 5 Resources more. Top and bottom of the map (10 Tiles)
Mushroom Forest: Dense shroomland. No special effect. (5 Tiles)
Crystal Grove: Land of crystal spires and boulders. No special effect. (5 Tiles)
Swamp: Flooded flatland full of grasses and bugs. +2 Defense Bonus. (4 Tiles)
Volcano: Elevated terrain with constant lava flows and smoke plumes. +2 Defense Bonus. Improving Resources here costs 3 Resources more than usual. Colonization requires 5 Resources more. (3 Tiles)
Wasteland: Ruined, lifeless plain. Improving Resources and Constructing Features here costs 5 Resources more than usual. Colonization requires 10 Resources more. (Special)
===FEATURES===
These are added to the Map AFTER all Players create their Races.
Castle: +2 to Defense Bonus; if you do not provide any Resources to Defend this Province, Castle acts as 'free' 2 Resource that automatically defends the Province. Can be Constructed. 0 at Start.
Magic Node: Allows Spells to be cast. Provides additional bonuses depending on your Traits. Can be Constructed. 5 at Start (any).
Gateway: Allows to Attack/Colonize another Province with a Gateway. You can form Treaties across Gateways. Provides additional bonuses depending on your Traits. Can be Constructed. 5 at Start (any).
Temple: Prevents enemy Races from Targeting this Province with Spells. Prevents enemy Races from launching attacks through Gateway into this Province, if Gateway is present. Can be Constructed. 0 at Start.
Ore Deposits: All Constructions in this Province cost 5 Resources less. 8 at Start (Mountain, Mushroom Forest, Crystal Grove, Tundra).
Gold Deposits: +5 Resource bonus for your Race. 5 at Start (Mountain, Desert, Volcano).
Chiefdom: Primitive hunter-gatherer culture that needs to be Conquered instead of Colonized. Has 10 Resources, which it uses purely for Defense. 25 at Start (any, except Player Provinces).
Spices: +5 Resource bonus for your Race. 5 at Start (Forest, Mushroom Forest, Swamp).
Manastone Deposits: Lowers Gateway and Magic Node Construction costs by 5 Resources in all your Provinces. 4 at Start (Mountain, Crystal Grove, Volcano).
Lair of Nys-Guh-Torlek: The Last Dragon, Nys-Guh-Torlek, lives here. The Province with the Lair cannot be Conquered/Colonized until after he is defeated!
Spoiler: 1c. Spells (click to show/hide)
===LIST OF SPELLS===
GROWTH (1):
Target Province you own gains +2 Resources.
BLESSING (2):
Target Province you own gains +4 Defense Bonus for this Turn.
CORNUCOPIA (3):
You gain 10 Resources extra to spend this Turn.
FARSIGHT (3):
Tells you the #Number of the nearest Province containing an Artifact of Yore and the Artifact's Name. Cannot be cast if all Artifacts have been collected already.
TREMOR (3):
Destroys a Construction-Feature of your choice in a Province adjacent to any of your Provinces.
ENTHRALLMENT (4):
Target Province with a Chiefdom adjacent to any of your Provinces falls under your ownership; the Chiefdom is removed and the Province retains the 10 Resources it had.
SEEDING (5):
Target Plains Province you own changes its Terrain to Forest/Mushroom Forest/Crystal Grove (your choice).
WATERSHIFT (5):
Target Province you own changes its Terrain according to this axis: Swamp <-> Plains <-> Desert. Incompatible terrain-dependant Features (Gold Deposits, Spices) will be removed.
TRANSMUTE (6):
Turns 1 Ore Deposit you own into a Gold Deposit, or vice versa.
WITHER (6):
Target Province adjacent to any of your Provinces loses up to 10 Resources.
STORM (7):
Prevents/Cancels all Naval Colonization and Attacks during this Turn. You must own at least 1 Province adjacent to the Sea to cast this Spell.
FRENZY (
:
Your Race gains +2 Attack Bonus for this Turn.
ERUPTION (9):
Choose a Volcano adjacent to any Province you own, and then choose a Province adjacent to that Volcano; the targeted Province will lose all Constructed Features (Castle, Gateway, Magic Node) and up to 5 Resources at the start of next Turn.
TERRAFORM (10):
Target Province you own changes its Terrain to a Terrain of your choice. Incompatible terrain-dependant Features (Ore/Gold/Manastone Deposits, Spices) will be removed.
NUKE (12):
Target Province adjacent to any of your Provinces loses all Resources and all Features (both natural and constructed); also if the Province's Terrain isn't a Mountain or a Volcano, its Terrain changes to Wasteland.
GROWTH (1):
Target Province you own gains +2 Resources.
BLESSING (2):
Target Province you own gains +4 Defense Bonus for this Turn.
CORNUCOPIA (3):
You gain 10 Resources extra to spend this Turn.
FARSIGHT (3):
Tells you the #Number of the nearest Province containing an Artifact of Yore and the Artifact's Name. Cannot be cast if all Artifacts have been collected already.
TREMOR (3):
Destroys a Construction-Feature of your choice in a Province adjacent to any of your Provinces.
ENTHRALLMENT (4):
Target Province with a Chiefdom adjacent to any of your Provinces falls under your ownership; the Chiefdom is removed and the Province retains the 10 Resources it had.
SEEDING (5):
Target Plains Province you own changes its Terrain to Forest/Mushroom Forest/Crystal Grove (your choice).
WATERSHIFT (5):
Target Province you own changes its Terrain according to this axis: Swamp <-> Plains <-> Desert. Incompatible terrain-dependant Features (Gold Deposits, Spices) will be removed.
TRANSMUTE (6):
Turns 1 Ore Deposit you own into a Gold Deposit, or vice versa.
WITHER (6):
Target Province adjacent to any of your Provinces loses up to 10 Resources.
STORM (7):
Prevents/Cancels all Naval Colonization and Attacks during this Turn. You must own at least 1 Province adjacent to the Sea to cast this Spell.
FRENZY (
:Your Race gains +2 Attack Bonus for this Turn.
ERUPTION (9):
Choose a Volcano adjacent to any Province you own, and then choose a Province adjacent to that Volcano; the targeted Province will lose all Constructed Features (Castle, Gateway, Magic Node) and up to 5 Resources at the start of next Turn.
TERRAFORM (10):
Target Province you own changes its Terrain to a Terrain of your choice. Incompatible terrain-dependant Features (Ore/Gold/Manastone Deposits, Spices) will be removed.
NUKE (12):
Target Province adjacent to any of your Provinces loses all Resources and all Features (both natural and constructed); also if the Province's Terrain isn't a Mountain or a Volcano, its Terrain changes to Wasteland.
Spoiler: 1d. Artifacts (click to show/hide)
===LIST OF ARTIFACTS OF YORE===
ANCHOR OF YORE
"A large anchor that was cast out of mythril by the Ancient Ones. Those blessed by the Anchor enjoy the protection of the Sea."
Effect: Grants +5 Defense bonus against Naval Attacks in all Provinces. Your Race is exempt from the effects of the STORM Spell.
BANNER OF YORE
"Banner of the ancient World-Queen Kumbas-Tayar, woven from moon-silk and star-velvet. Its sight inspires soldiers near and far to defend their homeland with unusual fervor."
Effect: +2 Defense bonus in all Provinces.
CROWN OF YORE
"Enchanted copper crown of the ancient World-Queen Kumbas-Tayar. It bestows immense charisma and administrative acumen to the person wearing it."
Effect: Neutral Provinces containing Chiefdoms can be Conquered for 0 Resources. Counts as 5 Provinces for Imperial Victory condition.
HORN OF YORE
"Hollowed horn of the legendary black unicorn Ysdrazic. Argent maize pours continuously from the inside, capable of filling a thousand of grain bags every day."
Effect: +10 Resources bonus.
NECKLACE OF YORE
"A necklace of black pearls that affect the laws of the Etherworld in ways that should not be possible."
Effect: Cost of all Spells is lowered by 1, to minimum of 1.
ORB OF YORE
"An orb of astral marble the size of an adult horse. Its polished, silvery surface crackles with raw magical power, ready to be used at will."
Effect: +4 Magic Power bonus.
SWORD OF YORE
"A blade forged from an unique rainbow alloy and rumored to be created by the forge-god, Korinnian, himself. Its wielder is capable of awesome feats of combat and is granted near-invicibility."
Effect: Once per Turn, you can boost one of your Conquest Orders with a +8 bonus.
TROWEL OF YORE
"Enchanted trowel that is capable of laying thousands of bricks on its own every day. Its blade is always coated with an adhesive, greyish plaster that seems to never run out."
Effect: Lowers All Construction costs by 5 Resources.
WAND OF YORE
"Wand infused with the powers to shape earth and flora at will, allowing its wielder to modify terrain on the local scale."
Effect: Once per Turn, you can cast either SEEDING or WATERSHIFT Spell for free.
ANCHOR OF YORE
"A large anchor that was cast out of mythril by the Ancient Ones. Those blessed by the Anchor enjoy the protection of the Sea."
Effect: Grants +5 Defense bonus against Naval Attacks in all Provinces. Your Race is exempt from the effects of the STORM Spell.
BANNER OF YORE
"Banner of the ancient World-Queen Kumbas-Tayar, woven from moon-silk and star-velvet. Its sight inspires soldiers near and far to defend their homeland with unusual fervor."
Effect: +2 Defense bonus in all Provinces.
CROWN OF YORE
"Enchanted copper crown of the ancient World-Queen Kumbas-Tayar. It bestows immense charisma and administrative acumen to the person wearing it."
Effect: Neutral Provinces containing Chiefdoms can be Conquered for 0 Resources. Counts as 5 Provinces for Imperial Victory condition.
HORN OF YORE
"Hollowed horn of the legendary black unicorn Ysdrazic. Argent maize pours continuously from the inside, capable of filling a thousand of grain bags every day."
Effect: +10 Resources bonus.
NECKLACE OF YORE
"A necklace of black pearls that affect the laws of the Etherworld in ways that should not be possible."
Effect: Cost of all Spells is lowered by 1, to minimum of 1.
ORB OF YORE
"An orb of astral marble the size of an adult horse. Its polished, silvery surface crackles with raw magical power, ready to be used at will."
Effect: +4 Magic Power bonus.
SWORD OF YORE
"A blade forged from an unique rainbow alloy and rumored to be created by the forge-god, Korinnian, himself. Its wielder is capable of awesome feats of combat and is granted near-invicibility."
Effect: Once per Turn, you can boost one of your Conquest Orders with a +8 bonus.
TROWEL OF YORE
"Enchanted trowel that is capable of laying thousands of bricks on its own every day. Its blade is always coated with an adhesive, greyish plaster that seems to never run out."
Effect: Lowers All Construction costs by 5 Resources.
WAND OF YORE
"Wand infused with the powers to shape earth and flora at will, allowing its wielder to modify terrain on the local scale."
Effect: Once per Turn, you can cast either SEEDING or WATERSHIFT Spell for free.
Spoiler: 2. Racial Traits (click to show/hide)
===RACIAL TRAITS===
ACROPOLIS (1):
Castles provide +4 to Defense instead of usual +2. Starting Province gains a Castle at start of the game.
ARBOREAL (1):
+2 Defense Bonus on Forest Provinces.
ASCENDANT (3):
Starts with 3 Provinces that are chosen by the Player; extraneous Provinces must be adjacent to the 'main' Province. The main Province starts with 10 Resources; extras start with 5 Resources each. Mutually exclusive with VESTIGIAL.
BUILDERS (1):
Lowers All Construction costs by 5 Resources.
CRYSTALLINE (1):
+2 Defense Bonus in Crystal Grove Provinces. Colonizing Crystal Grove Provinces costs 5 Resources less. Mutually exclusive with FUNGOID/MARSHY.
DESTROYERS (3):
+4 Attack Bonus; Conquered Provinces lose extra 2 Resources (after usual halving). Mutually exclusive with PACIFIST.
EQUESTRIAN (2):
+2 Combat Bonus on Plains Provinces.
FEY (2):
+2 Defense Bonus in Crystal Grove and Mushroom Forest Provinces. Allows Construction of Magic Nodes.
FUNGOID (1):
+2 Defense Bonus in Mushroom Forest Provinces. Colonizing Mushroom Forest Provinces costs 5 Resources less. Mutually exclusive with CRYSTALLINE/MARSHY.
GELID (2):
Negates penalty on Improving/Colonizing Tundra Provinces. +2 Combat Bonus on Tundra Provinces. Mutually exclusive with TROPICAL.
MARSHY (1):
+2 Defense Bonus in Swamp Provinces. Colonizing Swamp Provinces costs 5 Resources less. Mutually exclusive with CRYSTALLINE/FUNGOID.
MARTIAL (3):
+2 Combat Bonus.
MERCANTILE (1):
Gain 3 Resource extra per Treaty. Overland Treaties +1 Range.
PACIFIST (2):
+4 Defense Bonus; cannot Conquer Provinces except via ENTHRALLMENT Spell/CROWN OF YORE effect. Colonization requires 2 Resources less. Mutually exclusive with DESTROYERS.
SALTWATER (2):
Provinces adjacent to the Sea require 2 Resources less to Improve.
SEAFARERS (1):
Naval Attacks and Naval Colonization cost 5 Resources less (0 and 10, respectively). Unlimited Treaty range across Sea.
SORCERORS (2):
+2 Defense bonus in Provinces with Magic Node. +2 Magic Power bonus. Allows Construction of Gateways and Magic Nodes.
SPIRITUALIST (1):
Temples provide +2 Defense Bonus. Starting Province gains a Temple.
STONE-GROWERS (2):
Mountain and Crystal Grove Provinces require 2 Resources less to Improve. Mutually exclusive with TREE-HERDERS.
TRANS-DIMENSIONAL (2):
Provinces with Gateways count for Imperial Victory Condition's continuity requirement. Gateway Attack/Colonization cost 5 Resources less to launch (5 and 15, respectively). Casting FARSIGHT costs no Magic Power. Allows Construction of Gateways.
TREE-HERDERS (2):
Forest and Mushroom Forest Provinces require 2 Resources less to Improve. Mutually exclusive with STONE-GROWERS.
TROPICAL (2):
Negates penalty on Improving/Colonizing Desert Provinces. +2 Combat Bonus on Desert Provinces. Mutually exclusive with GELID.
VESTIGIAL (1):
Starts with 3 Provinces that are chosen by the Player; extraneous Provinces must be adjacent to the 'main' Province. All 3 Provinces start with only 4 Resource each. Mutually exclusive with ASCENDANT.
ACROPOLIS (1):
Castles provide +4 to Defense instead of usual +2. Starting Province gains a Castle at start of the game.
ARBOREAL (1):
+2 Defense Bonus on Forest Provinces.
ASCENDANT (3):
Starts with 3 Provinces that are chosen by the Player; extraneous Provinces must be adjacent to the 'main' Province. The main Province starts with 10 Resources; extras start with 5 Resources each. Mutually exclusive with VESTIGIAL.
BUILDERS (1):
Lowers All Construction costs by 5 Resources.
CRYSTALLINE (1):
+2 Defense Bonus in Crystal Grove Provinces. Colonizing Crystal Grove Provinces costs 5 Resources less. Mutually exclusive with FUNGOID/MARSHY.
DESTROYERS (3):
+4 Attack Bonus; Conquered Provinces lose extra 2 Resources (after usual halving). Mutually exclusive with PACIFIST.
EQUESTRIAN (2):
+2 Combat Bonus on Plains Provinces.
FEY (2):
+2 Defense Bonus in Crystal Grove and Mushroom Forest Provinces. Allows Construction of Magic Nodes.
FUNGOID (1):
+2 Defense Bonus in Mushroom Forest Provinces. Colonizing Mushroom Forest Provinces costs 5 Resources less. Mutually exclusive with CRYSTALLINE/MARSHY.
GELID (2):
Negates penalty on Improving/Colonizing Tundra Provinces. +2 Combat Bonus on Tundra Provinces. Mutually exclusive with TROPICAL.
MARSHY (1):
+2 Defense Bonus in Swamp Provinces. Colonizing Swamp Provinces costs 5 Resources less. Mutually exclusive with CRYSTALLINE/FUNGOID.
MARTIAL (3):
+2 Combat Bonus.
MERCANTILE (1):
Gain 3 Resource extra per Treaty. Overland Treaties +1 Range.
PACIFIST (2):
+4 Defense Bonus; cannot Conquer Provinces except via ENTHRALLMENT Spell/CROWN OF YORE effect. Colonization requires 2 Resources less. Mutually exclusive with DESTROYERS.
SALTWATER (2):
Provinces adjacent to the Sea require 2 Resources less to Improve.
SEAFARERS (1):
Naval Attacks and Naval Colonization cost 5 Resources less (0 and 10, respectively). Unlimited Treaty range across Sea.
SORCERORS (2):
+2 Defense bonus in Provinces with Magic Node. +2 Magic Power bonus. Allows Construction of Gateways and Magic Nodes.
SPIRITUALIST (1):
Temples provide +2 Defense Bonus. Starting Province gains a Temple.
STONE-GROWERS (2):
Mountain and Crystal Grove Provinces require 2 Resources less to Improve. Mutually exclusive with TREE-HERDERS.
TRANS-DIMENSIONAL (2):
Provinces with Gateways count for Imperial Victory Condition's continuity requirement. Gateway Attack/Colonization cost 5 Resources less to launch (5 and 15, respectively). Casting FARSIGHT costs no Magic Power. Allows Construction of Gateways.
TREE-HERDERS (2):
Forest and Mushroom Forest Provinces require 2 Resources less to Improve. Mutually exclusive with STONE-GROWERS.
TROPICAL (2):
Negates penalty on Improving/Colonizing Desert Provinces. +2 Combat Bonus on Desert Provinces. Mutually exclusive with GELID.
VESTIGIAL (1):
Starts with 3 Provinces that are chosen by the Player; extraneous Provinces must be adjacent to the 'main' Province. All 3 Provinces start with only 4 Resource each. Mutually exclusive with ASCENDANT.
Spoiler: 3. Predefined Races (click to show/hide)
===PREDEFINED RACES===
===ALD'EEN===
Traits: ACROPOLIS (1), FEY (2), STONE-GROWERS (2)
Color: White
Starting Province: #6
"In Time before Time, the Ald'Een were created. Attuned to the Etherworld, they mastered the art of consuming rock and growing new boulders, living on the snow-covered Mount Ul'daan. Once in their history, a young generation of their kin rebelled against the Old Masters and left the mountains, settling in the forests below and taking up a new name. Since then, the Ald'Een remained on their mountains, watching the upstart races come and go, and dreaming of a day when their children return to the mountains."
===DARIANS===
Traits: MARTIAL (3), SORCERORS (2)
Color: Purple
Starting Province: #41
"The Darian culture is based on the pursuit of both physical and mental perfection, its people spending as much time on athletics as they do on book reading. The Great Chancellor leads the Council of Battlemages, who in turn rule over Darian provinces and cities. Amongst Darians, to be born weak, disfigured or mentally ill is a crime punishable by death; to yield one's body or mind to servitude of others is the greatest dishonor, one that can be removed only by taking one's life."
===FA'LE===
Traits: ARBOREAL (1), FEY (2), TREE-HERDERS (2)
Color: Limegreen
Starting Province: #48
"Fa'Le are the descendants of the rebellious Ald'Een who left the mountains and settled in the forests of Pangea. So long they've left their brethren, that they've forgot where they even are. And, although still fair and beautiful, they've changed completely compared to their elder brethren. Their facial hair and flowing beards disappeared almost entirely, their skin turned from pale white to peachy, and their once golden and purple eyes turned green, red and black."
===KENTAROI===
Traits: EQUESTRIAN (2), MERCANTILE (1), TROPICAL (2)
Color: Blue
Starting Province: #44
"The equine Kentaroi have long adapted to the flat valleys and deserts of Pangea, and many a culture were visited by at least one Kentaroi explorer or more. A desire to learn, a thirst for experiences, these half-men, half-animals will continue to roam Pangea, until all is seen and all is known to them."
===MUDRIGGI===
Traits: ASCENDANT (3), FUNGOID (1), SEAFARERS (1)
Color: Chocolate
Starting Province: #8, + #2, #9
"The brave and intrepid shrooms of the Sea: the Mudriggi. The Maritime Mudrigge Republike is expanding rapidly along the eastern coast of the Sea. Its longships and carracks, manned by brave explorers and sturdy sailors are constantly searching for new riches to be plundered, new trading partners to be found, and new colonies to be established."
===SUMYANS===
Traits: BUILDERS (1), MARTIAL (3), VESTIGIAL (1)
Color: Dark Red
Starting Province: #31, + #30, #28
"For the longest of times, the splendid palaces, huge colloseums and bustling forums of the Sumyan Empire have lied abandoned, and the bearded, green-eyed Sumyans themselves eked out a meager living amongst the ruins. It was like this until the coming of Dukryan, the new King of Sumyans, who wishes to restore the old glory of Sumyans and create his own Empire that would match, or even exceed, the territorial extent and riches of the old Sumya. Only time will tell whether he will succeed or not."
===VISHNE===
Traits: DESTROYERS (3), TRANS-DIMENSIONAL (2)
Color: Yellow
Starting Province: #19
"No one knows when and from where did Vishne arrive in Pangea. The Vishne are definitely attuned to the magical powers of the Ether, for they traverse the Gateways with ease. This only helps them in their ultimate goal of eradicating anything that is not Vishne. May Gods have mercy upon those within their quadruple grasp!"
===YAMIRS===
Traits: AMPHIBIOUS (2), BUILDERS (1), GELID (2)
Color: Silver
Starting Province: #37
"Hailing from the frigid South, the Yamirs have long ago mastered the art of constructing ice-ziggurats and deep-sea squid hunting. But a cold wind now blows at their backs and pushes them northwards; a time has come for the seal-like Yamyri to extend their reach outside the frozen plains they call home."
===ALD'EEN===
Traits: ACROPOLIS (1), FEY (2), STONE-GROWERS (2)
Color: White
Starting Province: #6
"In Time before Time, the Ald'Een were created. Attuned to the Etherworld, they mastered the art of consuming rock and growing new boulders, living on the snow-covered Mount Ul'daan. Once in their history, a young generation of their kin rebelled against the Old Masters and left the mountains, settling in the forests below and taking up a new name. Since then, the Ald'Een remained on their mountains, watching the upstart races come and go, and dreaming of a day when their children return to the mountains."
===DARIANS===
Traits: MARTIAL (3), SORCERORS (2)
Color: Purple
Starting Province: #41
"The Darian culture is based on the pursuit of both physical and mental perfection, its people spending as much time on athletics as they do on book reading. The Great Chancellor leads the Council of Battlemages, who in turn rule over Darian provinces and cities. Amongst Darians, to be born weak, disfigured or mentally ill is a crime punishable by death; to yield one's body or mind to servitude of others is the greatest dishonor, one that can be removed only by taking one's life."
===FA'LE===
Traits: ARBOREAL (1), FEY (2), TREE-HERDERS (2)
Color: Limegreen
Starting Province: #48
"Fa'Le are the descendants of the rebellious Ald'Een who left the mountains and settled in the forests of Pangea. So long they've left their brethren, that they've forgot where they even are. And, although still fair and beautiful, they've changed completely compared to their elder brethren. Their facial hair and flowing beards disappeared almost entirely, their skin turned from pale white to peachy, and their once golden and purple eyes turned green, red and black."
===KENTAROI===
Traits: EQUESTRIAN (2), MERCANTILE (1), TROPICAL (2)
Color: Blue
Starting Province: #44
"The equine Kentaroi have long adapted to the flat valleys and deserts of Pangea, and many a culture were visited by at least one Kentaroi explorer or more. A desire to learn, a thirst for experiences, these half-men, half-animals will continue to roam Pangea, until all is seen and all is known to them."
===MUDRIGGI===
Traits: ASCENDANT (3), FUNGOID (1), SEAFARERS (1)
Color: Chocolate
Starting Province: #8, + #2, #9
"The brave and intrepid shrooms of the Sea: the Mudriggi. The Maritime Mudrigge Republike is expanding rapidly along the eastern coast of the Sea. Its longships and carracks, manned by brave explorers and sturdy sailors are constantly searching for new riches to be plundered, new trading partners to be found, and new colonies to be established."
===SUMYANS===
Traits: BUILDERS (1), MARTIAL (3), VESTIGIAL (1)
Color: Dark Red
Starting Province: #31, + #30, #28
"For the longest of times, the splendid palaces, huge colloseums and bustling forums of the Sumyan Empire have lied abandoned, and the bearded, green-eyed Sumyans themselves eked out a meager living amongst the ruins. It was like this until the coming of Dukryan, the new King of Sumyans, who wishes to restore the old glory of Sumyans and create his own Empire that would match, or even exceed, the territorial extent and riches of the old Sumya. Only time will tell whether he will succeed or not."
===VISHNE===
Traits: DESTROYERS (3), TRANS-DIMENSIONAL (2)
Color: Yellow
Starting Province: #19
"No one knows when and from where did Vishne arrive in Pangea. The Vishne are definitely attuned to the magical powers of the Ether, for they traverse the Gateways with ease. This only helps them in their ultimate goal of eradicating anything that is not Vishne. May Gods have mercy upon those within their quadruple grasp!"
===YAMIRS===
Traits: AMPHIBIOUS (2), BUILDERS (1), GELID (2)
Color: Silver
Starting Province: #37
"Hailing from the frigid South, the Yamirs have long ago mastered the art of constructing ice-ziggurats and deep-sea squid hunting. But a cold wind now blows at their backs and pushes them northwards; a time has come for the seal-like Yamyri to extend their reach outside the frozen plains they call home."
EMPIRE OF FIRST PANGEA: ⫷Ͷbyn⫸, established by Egan_BW on Turn 5.
EMPIRE OF SECOND PANGEA: None, for the game ended in an unsolved state.
RACES OF THIRD PANGEA:
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