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ParasiteEveQuest

Paladin of Joy Realms

Aug 25th, 2014
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  1. Joyful Paladin, the Realms
  2.  
  3. The Azure Empire (Large Realm)
  4.  
  5. The Azure Empress rules the Empire, though she has a permanent Council of Clan Chieftains that handles a lot of the day to day running of the Empire.
  6.  
  7. The nation is very large, covering about 15% of the Tribal lands, a harsh and unforgiving place. However, thanks to the Azure Empress’ powers, crops grow incredibly fast. The few places within the nation suitable for growing crops are able to produce bountiful harvests every few weeks, instead of once per year.
  8.  
  9. The Azure Empress has several strongholds she has confiscated from conquered tribes.
  10.  
  11. The population of the Azure Empire is growing quickly, mostly through conquest.
  12.  
  13. The Azure Empress subjects worship her.
  14.  
  15. The Azure Empire has a clan-based military – the clans work well alone, but tend to be fractious when fighting alongside one another, and they are much more accustomed to small-scale battles rather than large-scale ones.
  16.  
  17. The Azure Empire has enough housing for all of its residents, though some are only temporary or mobile (i.e. tents).
  18.  
  19. The Azure Empires roads system is widespread and well-maintained.
  20.  
  21. The Azure Empire has its own coinage and does a lot of trade with other nations.
  22.  
  23. There are no bandits within The Azure Empire. It has constant battles along its border however.
  24.  
  25. Strongholds
  26. Due to its size, the Azure Empire has several strongholds
  27.  
  28. Bloodrock Fortress
  29. The Azure Empress’ first stronghold, and the meeting places for tribal chieftains not involved in the war
  30. Advanced Defences (Mundane): Heavily reinforced gates and elite guards, randomised security checks and every entrance or exit is heavily protected by gates, bars and traps. (30,000/6,000)
  31. Advanced Defences (Magical) Powerful protections against scrying include false visions and impressions, teleporting into the stronghold is very difficult; A host of summoned monsters, multiple magical symbols that inhibit and attack invaders. (30,000/6,000)
  32. War Totems: The stronghold has War Totems depicting tribal heroes and skalds travel through the surrounding lands telling tales of heroism. Here young orcs and beastmen come to be trained how to fight. Reduces the cost and upkeep of soldiers by 5% (1,000/200). Requires: limit 1 per Stronghold; Limit 15 per realm, Orc or beastman population 5% per purchase
  33.  
  34. Thunder Mountain Fortress
  35. Fortress that is closest to the geographic centre of the Azure Empire, centre of trade within the Empire
  36. Advanced Mundane Defences
  37. Advanced Magic Defences
  38. War Totems
  39.  
  40. Shamans Camp: A group of shamans have settled near your stronghold. This has several effects:
  41. You get a +5 bonus to all Magical and History Knowledge checks if you spend time discussing the topic with the shamans;
  42. The XP cost to increase the Magical Knowledge and Historical Knowledge skills is halved for you and your allies;
  43. The shamans can create magical items for you; this equals 10 *free* weeks of crafting per year and the shamans have access to most commonly known druid and sorcerer spells, as well as all ordinary magic item creation feats (100,000/5,000).
  44. Counts as Church of Yerra for the purpose of buying other Stronghold upgrades.
  45.  
  46. Mages Guild: You have your own mages guild in your stronghold, along with ties to mages across the surrounding land. This has several effects:
  47. You reduce the cost of mages for your military by 20%;
  48. You get a +5 bonus to all Magical and History Knowledge checks if you spend time researching the topic in the mages library;
  49. The XP cost to increase the Magical Knowledge and Historical Knowledge skills is halved for you and your allies;
  50. The mages can create magical items for you; this equals 10 *free* weeks of crafting per year (starting the year after purchase) and the mages have access to all commonly known spells, as well as all ordinary magic item creation feats (100,000/5,000).
  51.  
  52. Manufactory (3): Your mages guild is skilled at creating large numbers of weaker magical items. This has the following effects:
  53. All troop types have access to potions and simple enchanted weapons and armour;
  54. You increase the number of free weeks of magical item creation available by 10, this is available in the year *after* purchase.
  55. This can be purchased multiple times, increasing the number of free weeks by 10 each time (10,000/500)
  56.  
  57. Realm-Wide Banks: The Town Banks have merged into chains of banks, each following a unified set of rules (100,000/10,000, +30 Trade)
  58.  
  59. Trade Halls: The larger settlements have trade halls where merchants can come and bargain, trading wares without the wares being present, buying trade promises and options from each other (5,000/500, +5 Trade)
  60.  
  61. Mazon-Sanctified Trade Halls: The priests of Mazon lay his blessings upon the Trade Halls – bringing good fortune to all those who trade within, and calling his wrath down upon those who cheat others, or who break contracts. (10,000/1,000, +5 Trade)
  62.  
  63. Espionage School: This might be a formal training facility, or an older and more experienced rogue teaching young rogues the skills they will need. Allows recruitment of Spies and Assassins (25,000/5,000).
  64.  
  65. Teleportation Circle Trade: You have teleportation circles linking your realm to others on the same plane, even though they might be an entire world away. (250,000/10,000).
  66.  
  67.  
  68. Snake River Fortress
  69. Fortress closest to the war-front, current meeting place of the clan chieftains involved in the war.
  70. Advanced Magic Defences
  71. War Totems
  72.  
  73. Extreme Defences (Mundane): An army could lay siege to your stronghold for years and fail. Infiltrating this fortress is beyond mortal capability. (40,000/10,000)
  74.  
  75. Dragonskull Fortress
  76. The Meeting places for the shamans of the clans,
  77. Advanced Mundane Defences
  78. Advanced Magic Defences
  79. Shamans Camp
  80. Mages Guild
  81. Manufactory (3)
  82. War Totems
  83. School of Abjuration: Your mages guild has its own school of abjuration where students can learn all sorts of useful protective spells. Buildings within your realm get increasingly harder to break into and most middle-class people have magic items giving them some form of protection from magical mental influence (20,000/2,000). Effects are localised to the stronghold and the surrounding area for Large Realms.
  84.  
  85. School of Angelology: Your mages guild has its own school of angelology where students can learn all sorts of useful angelic spells. Mages can use healing and blessing spells and can form bargains with angels, angelic troops can also be recruited, magic students tend to act a little starstruck around Sireyi and her family (20,000/2,000).
  86.  
  87. School of Demonology: Your mages guild has its own school of summoning and banishing demons where students can learn all sorts of useful summoning and banishing spells. Demons within your borders are easily expelled and demonic troops can be recruited (20,000/2,000).
  88.  
  89. School of Divination: Your mages guild has its own school of divination where students can learn all sorts of useful divination spells. Infiltrators to your realm are quickly discovered and if you want to find a person or thing within your borders it is pathetically easy. Monitoring trouble-makers within your realm is also easy, and should you so want to, eliminating crime almost entirely is possible (20,000/2,000).
  90.  
  91. School of Enchantment: Your mages guild has its own school of Enchantment where students can learn all sorts of useful charm and enchantment spells. You can set Realm Approval to whatever level you want it to be, as well as military morale. No one ever leaves your realm if you don't want them to (20,000/2,000).
  92.  
  93. School of Elementalism: Your mages guild has its own school of elementalism where students can learn all sorts of useful elemental spells. Mages have easy access to spells that conjure and manipulate the elements and elemental troops can be recruited (20,000/2,000).
  94.  
  95. School of Necromancy: Your mages guild has its own school of necromancy where students can learn all sorts of useful necromantic spells. In battle your mages are much more effective against undead and you have access to a variety of anti-undead magical items (20,000/2,000). Unlocks Skeletons and Zombies as troops choices, as well as other types of undead.
  96.  
  97. Dead Road Fortress
  98. The best-defended fortress in the Azure Empire. The march up to the front gate alone killed over 5,000 of the Empires army.
  99. Extreme Mundane Defences
  100. Advanced Magic Defences
  101. Shamans Camp
  102. Mages Guild
  103. Manufactory (3)
  104. War Totems
  105.  
  106. Population: 3,780,000 (26% growth/year)
  107.  
  108. Approval: >100% (25% Base, -50% Taxes, +50% Divine Empress, +10% Expansionist Policy, +129% Trade)
  109. Morale: 85%
  110.  
  111. Military: Total Upkeep 617,740/year
  112. -    40,000 Infantry (250,000; 6.25 per soldier)
  113. -    8,000 Cavalry (100,000; 12.5 per soldier)
  114. -    8,000 Heavy Infantry (69,280; 8.66 per soldier)
  115. -    2,000 Heavy Cavalry (34,660; 17.33 per soldier)
  116. -    20,000 Archers (123,800/6.19 per soldier)
  117. -    3 Airships (60,000/20,000 per unit) – The Golden Blade, First Storm and Thunderstriker
  118. 0 Empowered (25 upkeep each)
  119. 0 Mages (200 upkeep each)
  120. 0 Blessed (250 upkeep each)
  121. 0 Soldiers of the Pit (250 upkeep each)
  122. 0 Elementals (100 upkeep each)
  123. 0 Skeletons (5 upkeep each)
  124. 0 Zombies (5 upkeep each)
  125.  
  126. Espionage: Total Upkeep 15,000/year
  127. -    30 Spies (7,500/250 per spy)
  128. -    30 Assassins (7,500/250 per assassin)
  129.  
  130. Spy and Assassin deployment:
  131. - 10 Spies on defence of the Azure Empire
  132. - 10 Spies finding secrets in the Azure Empire (looking for chieftains or shamans conspiring against the Empress)
  133. - 10 Spies focusing on the unconquered tribes looking for any influential tribes that might threaten her by forming a counter-alliance
  134. - 30 Assassins split into 3 groups of 10 each of which are disrupting both the military and governance of the largest/most powerful tribes out of those the Empress is planning to conquer.
  135.  
  136. Treasury (gold): 156,260
  137. Revenue: 2,158,000 (378,000 base; Trade 268,000; Life Domain [400% base income] 1,512,000)
  138. Upkeep: 924,240 (Military 637,740; Espionage 15,000; Well Maintained Roads 1,000; Archery Butts 1,000; Heavy Armour Manufacture 5,000; Defences (Bloodrock) 16,000; Defences (Thunder Mountain) 16,000; Defences (Snake River) 26,000; Defences (Dragonskull) 16,000; Defences (Dead Road) 26,000 Shamans Camp x3 15,000; Mages Guild x3 15,000; Manufactory x9 4,500; Realm-wide Banks 10,000; Mazon-Sanctified Trade Halls 1,000; Teleportation Circle Trade 10,000; Wagon Trains x5 10,000; Waystations x5 25,000; Patrolled Roads x5 50,000; Schools (Abjuration, Angelology, Demonology, Necromancy, Divination, Elementalism, Enchantment) 14,000; Espionage School 10,000)
  139. Income: Income: 1,223,760 (2,148,000 minus 924,240)
  140.  
  141. Taxes: 10
  142. Trade: 134 (Base 1; Hated by Nations -20; Kelsoreth +3; Realm-wide Banks +30; Mazon-sanctified Trade Halls +10; Teleportation Circle Trade +25; Wagon Trains x5 + 10; Waystations x 5 +25; Patrolled Roads x5 +50)
  143.  
  144. Transport:
  145. Well Maintained Roads (5,000/1,000, the Azure Empires roads are regularly repaired, no trade penalty)
  146. Wagon Trains (10,000/2,000), the Empire organises and subsidises guarded wagon trains, allowing people and goods to move easily and without fear of bandits, +2 trade
  147. Waystations (25,000/5,000): a series of supplied waystations throughout your realm make long-distance travel easier and safer, +5 trade
  148. Patrolled Roads (-/10,000), your soldiers patrol trade routes constantly, deterring bandits and thieves, +10 trade
  149.  
  150. Other
  151. 150 Weeks Free Magic Item Crafting per year
  152. Aerial Warship: You have an aerial warship, a vessel powered by magic that can fly through the skies. Around 150ft long and carrying 70 cannons this ship can fly across the world to bring your might to bear upon your enemies (100,000/20,000).
  153. Power Armour Barracks: You have soldiers outfitted with magically powered armour. This gives them great prowess on the battlefield, allows them to survive in hostile environments and even fly (50,000/-).
  154. Allows many troop types to be upgraded to Power Armour [type] where [type] is the basic troops type.
  155. Power Armour can be added to an existing troop type as a template, making them more effective.
  156. In the past few years, Sireyi and the Azure Empress have unlocked increasingly diverse and powerful armour designs from the Elemental Nodes.
  157. Ordinary mortals clad in spell-enhanced plate wield weapons of burning light, they might walk upon the ground, fly above it on wings of dancing lightning, or ride magical automata that resemble horses, birds or other, more fantastic creatures.
  158. The humble crossbow is replaced by a similar-looking weapon that can smash in doors and fracture stone with a single shot; an ogre wearing even a simple suit of this armour becomes a veritable terror on the battlefield.
  159. Those mortals with magical powers find their own abilities enhanced by the types of armour you can build: angelic, demonic or elemental. Succubi-specific armour can enhance their empathic/telepathic abilities to allow groups to fight together with perfect coordination, or enhance their abilities to manipulate emotions to terrify others on the battlefield. The armour also changes shape with them.
  160. Troop Types that can benefit from Power Armour: Blessed, Crossbowmen, Empowered, Heavy Infantry, Heavy Cavalry, Mages, Ogres, Soldiers of the Pit.
  161. No designs truly suitable for the following troop types have been found yet: Elementals, Skeletons, Zombies
  162. Adding power armour to a troop type costs 5,000 gold and increases upkeep by 250 – these costs can only be reduced by modifiers that specifically mention power armour.
  163. Power Armour typically adds the following to troops: Increased damage and damage reduction, magic resistance, increased speed, all attacks count as magical attacks, may add flight, may add additional types of attacks.
  164. The following can be added as further upgrade when the power armour is bought, or can be added later.
  165. Abyssal Brass: The wearer gains resistance to non-evil magic, increased damage reduction, attacks count as unholy, the armour has a demonic appearance. If worn by a demon or soldier of the pit then all of the armours bonuses are increased further and they get a boost to arcane energy. Requires 50lbs of Abyssal Brass.
  166. Celestial Iron: The wearer gains resistance to non-good magic, increased magic resistance, attacks count as holy, the armour has a beautiful appearance. If worn by an angel, paladin, priest or blessed then all of the armours bonuses are increased further and they get a boost to divine energy. Requires 50lbs of Celestial Iron.
  167. Storm Silver: The wearer gains resistance to all elemental damage, gains the ability to fly or massively increases flight-speed, attacks deal additional electricity damage, the armour has a beautiful appearance. If worn by anyone with storm-themed powers then all of the armours bonuses are increased further and they get a boost to all electricity damage they deal. Requires 50lbs of Storm Silver
  168.  
  169. Dragons
  170.  
  171. 31 dragons from Juvenile to Very Old. Mostly red dragons. Have varying lair defences, some have tribes loyal to them.
  172. Includes
  173. Infersiax – Old Red Dragon (female)
  174. Total Hoard (as per hoard rules): 8 million gold
  175.  
  176. The Nation of Oreia (Large Realm)
  177.  
  178. Queen Sireyi rules the Nation of Oreia, though she has a Parliament that votes on laws and handles a lot of the day to day running of the nation.
  179.  
  180. The nation is very large, but is within the Tribal lands, a harsh and unforgiving place. However, thanks to Sireyis powers, crops grow incredibly fast. The few places within the nation suitable for growing crops are able to produce bountiful harvests every few weeks, instead of once per year.
  181.  
  182. Sireyi lives in an Oreian stronghold.
  183.  
  184. The population of Oreia is growing rapidly, succubi are hardy: few children die at a young age, and they mature fast. The succubi prefer large families. Some orcs and beastmen are also settling in the nation, smaller clans and clanless mostly.
  185.  
  186. Sireyi's subjects adore her with a fervour that can be described only as worshipful.
  187.  
  188. Oreia has no formal military but almost every resident can fight.
  189.  
  190. Oreia has enough housing for all of its residents, and cities and town have been founded and are growing.
  191.  
  192. Oreia has extensive, well-maintained roads.
  193.  
  194. Oreia has a has its own coinage and does a lot of trade with other nations.
  195.  
  196. There are no bandits within Oreia. A few orc and beastmen clans within its borders occasionally tried this, but were swiftly rounded up by the residents, and dealt with.
  197.  
  198. Stronghold A (unnamed):
  199. Located in the *capital* of Oreia
  200. Advanced Defences (Mundane): Heavily reinforced gates and elite guards, randomised security checks and every entrance or exit is heavily protected by gates, bars and traps. (30,000/6,000)
  201. Advanced Defences (Magical) Powerful protections against scrying include false visions and impressions, teleporting into the lair is very difficult; A host of summoned monsters, multiple magical symbols that inhibit and attack invaders. (30,000/6,000)
  202. Church of Velya: Your stronghold has a Church dedicated to Velya and chapels and shrines to Velya can be found throughout your realm.
  203. Large Realm: Reduces the cost and upkeep of social programs by 10% (to a minimum of 20%, 2,000/200).
  204. Espionage School: This might be a formal training facility, or an older and more experienced rogue teaching young rogues the skills they will need. Allows recruitment of Spies and Assassins (25,000/5,000).
  205. 40 Succubus Spies (upkeep 250 each): Spies have special rules.
  206. Spies: Each year you assign one or more spies to any nation or organisation (i.e. nation of Dornmer, Church of Yerra etc). At the end of the year you have cumulative 10% chance per spy (so 30% chance for 3 spies) of discovering a significant, useful fact about events or people within that nation or organisation. If this chance is over 100% then you automatically discover one significant or useful fact per full 100% chance and roll for any remaining percentage (ie. 35 spies in a nation give you 3 facts per years, plus a 50% chance of a 4th fact).
  207. You may also assign spies to your own nation or a closely allied nation (about which you do not need to know secrets). Doing so has the same percentage chance of success, but rather than revealing secrets, for each *secret* you would have revealed you instead locate 1-5 enemy Assassins or 1-10 enemy Spies (if present). You may chose to arrest, kill or neutralise these revealed foes – neutralise involves controlling them or feeding them false information.
  208. The base percentage chance of a Spies success may vary depending upon their natural abilities – for example succubi have natural shapeshifting and mind-reading/mind-effecting power and so their base chance of success is 30% not 10%.
  209. School of Divination: Increase the base chance of success by 10% per spy (to 40% for Succubi Spies) and double the usual number of Assassins/Spies are located if guarding your own realm.
  210.  
  211. Population: 1,560,000 (56% growth/year): Over 95% Succubi
  212. Succubi Instinct: The Succubi in Oreia are having a lot of children, a relic of a time when few of their children would reach adulthood. Currently this increases population growth by 30%/year.
  213. Life Domain: Whilst the Sireyi is in residence the Realm receives the benefit of the life domain – mortality is greatly reduced, increasing population growth by 20%/year. The Life Domain also greatly increases harvests, resulting in a percentage increase in tax revenues.
  214. Isolated Nation: Oreia has almost no immigration from its own plane.
  215. Interplanar Reputation: Oreia has a constant flow of succubi from other planes coming to live there.
  216. Social Programs 50 (2,250 upkeep): cheap housing, food handed out to the poor, medical treatment for those who can't afford it.
  217. Large Realm: Each rank in social programs raises approval by 0.2% and population growth by 0.1% (500/50 per rank).
  218. Size: 61,000 square miles
  219.  
  220. Approval: 69% (Popular opinion of Sireyi is very positive)
  221. (Base 25%; -25% taxes; +50% Saviour of the People, +7% Trade; Social Programs +10%; Simple Magic Items +2%)
  222.  
  223. Military: Total Upkeep 53,825/year
  224. 1,100 Infantry (25 upkeep each)
  225. 550 Heavy Infantry (35 upkeep each)
  226. 3 Empowered (25 upkeep each)
  227. 10 Mages (200 upkeep each)
  228. 10 Blessed (250 upkeep each)
  229. 0 Soldiers of the Pit (250 upkeep each)
  230. 25 Elementals (100 upkeep each)
  231. 0 Skeletons (5 upkeep each)
  232. 0 Zombies (5 upkeep each)
  233.  
  234. Mages, battle wizards, war sorcerers, call them what you will, but you have magic-users specialising in martial spells and skills (800/200).
  235.  
  236. Blessed are those who have formed a compact with a powerful angel. Sometimes called an *Angels Paladin* the Angel grants the person (usually a mortal) powers that they must use in a certain way, or adhere to a certain code of conduct. In many ways they *are* paladins, but with a less uniform set of powers (1,000/250).
  237.  
  238. Soldiers of the Pit are those who have formed a pact with a powerful demon. Sometimes called warlocks, hellbound and other less flattering names the Demon grants the person (usually a mortal) powers that they must use in a certain way; or perhaps the demon require regular sacrifices or other services in order for the recipient to retain their powers. Sorcery and demonic traits are commonly-granted powers (1,000/250).
  239.  
  240. Elementals are intelligent accretions of an element that can be summoned, and persuaded to serve in exchange for something they want – usually having to do with their element. They are typically around 10ft tall and have powers over their elements that function as appropriate rank 1 and 2 spells (500/100).
  241.  
  242. Skeletons: unarmed; near-mindless; not very durable; useful only in large numbers; Intelligence 3; resistant to slashing/piercing weapons (10/5).
  243.  
  244. Zombies: unarmed; near-mindless; more durable than skeletons; Intelligence 3; useful only in large numbers (10/5).
  245.  
  246. Currently only skeletons and zombies are available. More types of undead may be available in future, perhaps Aboswe has some ideas in this area.
  247.  
  248. Total number of undead permitted to be in the army at any one time is 100 times the number of mages you have. Soldiers of the Pit count as Mages for this purpose.
  249.  
  250. Heavy Armour Manufacture (25,000/5,000): You have hired a lot of blacksmiths and specialist armourers. This allows you to train Heavy Infantry and Heavy Cavalry. Both of these units are more effective than their regular counterparts.
  251.  
  252. Morale: 75% (Sireyis troops morale is high)
  253. (Base 50%, +25% Saviour of the People)
  254.  
  255. Treasury (gold): 37,687
  256. Revenue: 494,000
  257. (78,000 base, Trade 26,000, Life Domain [500% base income] 390,000)
  258. Upkeep: 121,800
  259. (Stronghold A Advanced Magical Defences 6,000; Stronghold A Advanced Mundane Defences 6,000; Church of Velya 200; Spies 10,000; Social Programs 2,250; Military 53,825; Heavy Armour Manufacture 5,000; Well Maintained Roads 1,000; Elders Coven 5,000; Mages Guild 5,000; 3xManufactory 1,500; Simple Magic Items 5,000; Schools of Elementalism, Demonology, Angelology, Necromancy, Abjuration, Divination 10,200)
  260. Income: 372,200 (494,000 minus 121,875)
  261.  
  262. Taxes: 5
  263.  
  264. Trade: 13
  265. (Base 1; Kelsoreth 6; Oisen 4; Daire 2)
  266. Trade deal with Kelsoreth adds +6 to Trade
  267. Trade deals with Oisen add +4 to Trade
  268. Trade deal with Daire adds +2 to Trade (split between Dalvin and Oiren)
  269. Interplanar Trade deals add +10 to Trade (cannot be used until you have purchased Interplanar Teleportation Trade)
  270.  
  271. Transport:
  272. Well Maintained Roads (5,000/1,000, Sireyis roads are regularly repaired, no trade penalty)
  273.  
  274. Other
  275.  
  276. Elders Coven: Traditionally only older succubi have learned true sorcery, but now even the younger ones have time to learn it, after being freed from the daily struggle of life in Hell.
  277. A group of Succubi sorceresses have settled near your stronghold. This has several effects:
  278. You get a +5 bonus to all Magical and History Knowledge checks if you spend time discussing the topic with the coven;
  279. The XP cost to increase the Magical Knowledge and Historical Knowledge skills is halved for you and your allies;
  280. The coven can create magical items for you; this equals 15 *free* weeks of crafting per year and the coven has access to most commonly known sorcerer spells, as well as all ordinary magic item creation feats (100,000/5,000).
  281. The Coven can work Abyssal Brass and make items from it without anyone helping them.
  282.  
  283. Mages Guild: You have your own mages guild in your stronghold, along with ties to mages across the surrounding land. This has several effects:
  284. You reduce the cost of mages for your military by 20%;
  285. You get a +5 bonus to all Magical and History Knowledge checks if you spend time researching the topic in the mages library;
  286. The XP cost to increase the Magical Knowledge and Historical Knowledge skills is halved for you and your allies;
  287. The mages can create magical items for you; this equals 10 *free* weeks of crafting per year (starting the year after purchase) and the mages have access to all commonly known spells, as well as all ordinary magic item creation feats (100,000/5,000).
  288.  
  289. Manufactory x3: Your mages guild is skilled at creating large numbers of weaker magical items. This has the following effects:
  290. All troop types have access to potions and simple enchanted weapons and armour;
  291. You increase the number of free weeks of magical item creation available by 10, this is available in the year *after* purchase.
  292.  
  293. School of Abjuration: Your mages guild has its own school of abjuration where students can learn all sorts of useful protective spells. Buildings within your realm get increasingly harder to break into and most middle-class people have magic items giving them some form of protection from magical mental influence (20,000/2,000).
  294. Effects are localised to the stronghold and the surrounding area for Large Realms.
  295.  
  296. School of Angelology: Your mages guild has its own school of angelology where students can learn all sorts of useful angelic spells. Mages can use healing and blessing spells and can form bargains with angels, angelic troops can also be recruited, magic students tend to act a little starstruck around Sireyi and her family (20,000/2,000).
  297.  
  298. School of Demonology: Your mages guild has its own school of summoning and banishing demons where students can learn all sorts of useful summoning and banishing spells. Demons within your borders are easily expelled and demonic troops can be recruited (20,000/2,000).
  299.  
  300. School of Divination: Your mages guild has its own school of divination where students can learn all sorts of useful divination spells. Infiltrators to your realm are quickly discovered and if you want to find a person or thing within your borders it is pathetically easy. Monitoring trouble-makers within your realm is also easy, and should you so want to, eliminating crime almost entirely is possible (20,000/2,000). 
  301.  
  302. School of Elementalism: Your mages guild has its own school of elementalism where students can learn all sorts of useful elemental spells. Mages have easy access to spells that conjure and manipulate the elements and elemental troops can be recruited (20,000/2,000).
  303.  
  304. School of Necromancy: Your mages guild has its own school of necromancy where students can learn all sorts of useful necromantic spells. In battle your mages are much more effective against undead and you have access to a variety of anti-undead magical items (20,000/2,000).
  305. Unlocks Skeletons and Zombies as troops choices, as well as other types of undead.
  306.  
  307. Simple Magic Items: Your mages guild has created a plethora of simple magic items and effects that find common use throughout your realm. Water is drawn from wells marked with purification runes, alarm spells warn guards if anyone or anything climbs over the town walls at night, light spells illuminate the streets of many towns after dark and many other simple yet useful effects (10,000/5,000). This increases approval by 10% (Small Realms) or 2% (Large Realms).
  308. Effects are localised to the stronghold and the surrounding area for Large Realms.
  309.  
  310. Forest of the Six Elements (Rare Upgrade)
  311. Oreia has a forest that can empower people with elemental-themed magical powers.
  312. Powers: One of the six elements of air, water, earth, fire, wood or storm
  313. Number: Can currently only empower 3 people/year - Oreia automatically gains up to 3 empowered people every year for the military.
  314. Empowered (-/25): Have elemental-based powers
  315.  
  316. Empowered Template: This template can be added to any non-divine creature.
  317. The Empowered gains +2 to Strength, Agility and Constitution and their species limits for these ability scores is 4 higher than normal.
  318. The Empowered gains +10 hit points.
  319. The Empowered gains Sorcerer Magic 1 (if they did not possess it, Base Arcane Energy 8) and additional benefits based upon the chosen element.
  320. Air: Additional +2 to Agility, and Agility maximum is 8 higher, not 4. Agility is automatically a primary ability score (if already primary, the XP cost of raising Agility drops by 1 per point, to a minimum of 1). All Air-themed spells are tagged *N*
  321. Earth: Additional +2 to Constitution, and Constitution maximum is 8 higher, not 4. Constitution is automatically a primary ability score (if already primary, the XP cost of raising Constitution drops by 1 per point, to a minimum of 1). All Earth-themed spells are tagged *N*. Raising hit points costs 1XP per hit point less (to a minimum cost of 1XP/hit point).
  322. Fire: Additional +2 to Strength, and Strength maximum is 8 higher, not 4. Strength is automatically a primary ability score (if already primary, the XP cost of raising Strength drops by 1 per point, to a minimum of 1). All Fire-themed spells are tagged *N*
  323. Water: Additional +2 to Fellowship, and Fellowship maximum is 4 higher. Fellowship is automatically a primary ability score (if already primary, the XP cost of raising Fellowship drops by 1 per point, to a minimum of 1). All Water-themed spells are tagged *N*
  324. Wood: Gain Druid Magic 1. All healing-, life- and plant-themed spells are tagged *N*
  325. Storm: Gain a single storm elemental power from those available to storm elementals. All storm-themed spells are tagged *N*
  326. The Empowered also receive a 20% discount of the Mystical Martial Arts of their elemental type.
  327.  
  328. The Forest of the Six Elements can be upgraded by Sireyi spending Deific Power.
  329. It takes Sireyi 1 day per deific power spent to upgrade the Forest. This time is spent within the Forest, shaping its energies.
  330.  
  331. Empower 1 extra person per year (to a maximum of 10): 5 Deific power
  332. Empower 1 extra person per year (to a maximum of 100): 25 Deific power
  333. Grant 1 bonus XP at Empowerment (to a maximum of 10): 1 Deific power
  334. Grant 1 bonus XP at Empowerment (to a maximum of 25): 2 Deific power
  335. Grant 1 bonus XP at Empowerment (to a maximum of 50): 3 Deific power
  336. Grant 1 bonus XP at Empowerment (to a maximum of 100): 4 Deific power
  337. Grant 1 bonus XP at Empowerment (to a maximum of 250): 5 Deific power
  338.  
  339. Bonus XP granted can be spent upon; physical ability scores; primary ability scores; hit points; Sorcery Magic; Druid Magic (wood only); Storm powers (Storm only).
  340.  
  341. Other upgrade options may appear over time.
  342.  
  343. 28 dragons from Juvenile to Very Old. A mixture of all dragon types, metallic and chromatic. Have varying lair defences.
  344. This includes:
  345. Galcaneroth, Adult Black Dragon (male)
  346. Total Hoard (as per hoard rules): 7.5 million gold
  347.  
  348. Sireyis Heaven
  349.  
  350. Sireyi has created a Heaven. Currently the Heaven looks much like Velya’s Heaven: High mountains and hills and pure clean air.
  351.  
  352. Sireyi’s Heaven has no occupants or special qualities.
  353.  
  354. The Barony of Dalvin (Small Realm)
  355.  
  356. Baroness Sofia rules the Barony of Dalvin, though she is always willing to listen to your advice.
  357.  
  358. The Barony is very large, but a lot of it is rocky hills, and scrubland unsuitable for growing crops. The population is small for the size of the barony, but about average compared to many baronies across the kingdom.
  359.  
  360. There are chapels to Velya and Konig throughout the barony, and a Church of each of these gods exists in your stronghold, Castle Dalvin.
  361.  
  362. Sofias realm’s population is growing rapidly, few children die at a young age, and the residents of nearby baronies are coming to settle in yours.
  363. Sofias realm has rich and poor, but no one starves in Sofias realm, and medical treatment is available to all. Many people own their own houses in the towns and villages.
  364.  
  365. Sofias people love her: She spends much of the realms money on helping its people, trade and wealth has come to her realm, and taxes are affordable.
  366.  
  367. She has a small military comprised of infantry, but she can call upon a force of ogres if needed.
  368.  
  369. Trade Halls blessed by the priests of Mazon exist throughout Sofias realm, attracting honest merchants, and discouraging cheating.
  370.  
  371. Sofias realm has well-maintained roads.
  372.  
  373. Bandit attacks are infrequent, but still make travel through Sofias realm dangerous for the common folk.
  374.  
  375. Stronghold:
  376. Church of Velya: Sofias stronghold has a Church dedicated to Velya and chapels and shrines to Velya can be found throughout Sofias realm. Halves the cost and upkeep of social programs (5,000/1,000).
  377. Church of Konig: Sofias stronghold has a Church dedicated to Konig and chapels and shrines to Konig can be found throughout Sofias realm. Reduces the cost and upkeep of soldiers by 40% (5,000/1,000).
  378. Church of Mazon: Sofias stronghold has a Church dedicated to Mazon and chapels and shrines to Mazon can be found throughout Sofias realm. Raises Trade by 10 (25,000/5,000).
  379. Church of Yerra: Your stronghold has a Church dedicated to Yerra and chapels and shrines to Yerra can be found throughout your realm. Allows you to recruit mages into your military (10,000/2,000)
  380. Mages Guild: You have your own mages guild in your stronghold, along with ties to mages across the surrounding land. This has several effects:
  381. You reduce the cost of mages for your military by 20%;
  382. You get a +5 bonus to all Magical and History Knowledge checks if you spend time researching the topic in the mages library;
  383. The XP cost to increase the Magical Knowledge and Historical Knowledge skills is halved for you and your allies;
  384. The mages can create magical items for you; this equals 10 *free* weeks of crafting per year and the mages have access to all commonly known spells, as well as all ordinary magic item creation feats (100,000/5,000).
  385. Manufactory (x2): Your mages guild is skilled at creating large numbers of weaker magical items. This has the following effects:
  386. All troop types have access to potions and simple enchanted weapons and armour;
  387. You increase the number of free weeks of magical item creation available by 10.
  388. This can be purchased multiple times, increasing the number of free weeks by 10 each time (10,000/500)
  389.  
  390. Population: 205,535 (21% growth/year); over 95% human
  391. Social Programs 42: cheap housing, food handed out to the poor, medical treatment for those who can't afford it. Each rank in social programs raises approval by 1% and population growth by 0.5% (1,000/100 per rank)
  392.  
  393. Approval: 100% (Criticism of Sofias rule is social suicide)
  394. (Base 25%; -25% taxes; +42% Social Programs, +10% Simple Magic Items, +107% Trade)
  395.  
  396. Military: Total Upkeep 18,900/year
  397. Iron Mine (reduces upkeep by 12,000)
  398. 1,500 Infantry (Upkeep 15 gold each)
  399. 500 Archers (Upkeep 15 gold each)
  400. 30 Ogres (Upkeep 30 gold each)
  401. 0 Mages (200 upkeep each)
  402. 0 Blessed (250 upkeep each)
  403.  
  404. Mages, battle wizards, war sorcerers, call them what you will, but you have magic-users specialising in martial spells and skills (800/200).
  405.  
  406. Blessed are those who have formed a compact with a powerful angel. Sometimes called an *Angels Paladin* the Angel grants the person (usually a mortal) powers that they must use in a certain way, or adhere to a certain code of conduct. In many ways they *are* paladins, but with a less uniform set of powers (1,000/250).
  407.  
  408. Archery Butts (5,000/1,000: Sofia has purchased longbows, hired instructors and fletchers, and can now train archers. Archers are useful in battles for harming an enemy before they get close.
  409. Archers (100/25 per soldier)
  410.  
  411. Morale: 45% (Sofias troops morale is average)
  412. (Base 50%, -5% one battle lost)
  413.  
  414. Treasury (gold): 212,704
  415. Revenue: 240,493
  416. (8,493 base, Trade 218,000, Gold Mine 20,000)
  417. Upkeep: 93,000
  418. (18,900 Military, 1,000 Church of Konig, 5,000 Church of Mazon, 1,000 Church of Velya, 2,000 Church of Yerra, 8,000 Defences [Magic Advanced, Mundane Intermediate], 5,000 Mages Guild, 1.500 Manufactories (3), 5,000 Simple Magic Items, 4,000 Schools of Abjuration and Angelology, 2,100 Social Programs, 1,000 Well-Maintained Roads, 10,000 Patrolled Roads, 10,000 Moneylenders, 500 Trade Halls, 1,000 Mazon-Sanctified Trade Halls, 2,000 Wagons, 5,000 Waysations, 10,000 Teleportation Circle Trade)
  419. Income: 153,493 (240,493 minus 93,000)
  420.  
  421. Taxes: 5
  422.  
  423. Trade: 109
  424. (Base 1, Church of Mazon +10, Forest Trade Route +8, Iron Ore Mine +0, Mazon-Sanctified Trade Halls +5, Realm Wide Banks+30, Patrolled Roads +10, Trade Halls +5, Village of Werespiders +1, Waystations +5, Wagon Trains +2, Wellspring of Velya +2, Teleportation Circle Trade +25, Kelsoreth +3)
  425. Realm-Wide Banks: The Town Banks have merged into chains of banks, each following a unified set of rules (100,000/10,000, +30 Trade, requires Town Banks, but also replaces Town Banks)
  426. Trade Halls: The larger settlements have trade halls where merchants can come and bargain, trading wares without the wares being present, buying trade promises and options from each other (5,000/500, +5 Trade)
  427. Mazon-Sanctified Trade Halls: The priests of Mazon lay his blessings upon the Trade Halls – bringing good fortune to all those who trade within, and calling his wrath down upon those who cheat others, or who break contracts, Requires Trade Halls. (10,000/1,000, +5 Trade)
  428. Teleportation Circle Trade: You have teleportation circles linking your realm to others on the same plane, even though they might be an entire world away.
  429. (250,000/10,000). Adds +25 Trade, removes geographic limits to trade (if applicable)
  430. Trade deal with Daire adds +2 to Trade (split between Dalvin and Oiren)
  431.  
  432. Transport:
  433. Well Maintained Roads (5,000/1,000, Sofias roads are regularly repaired, no trade penalty)
  434. Wagon Trains (10,000/2,000), Sofia organises and subsidises guarded wagon trains, allowing people and goods to move easily and without fear of bandits, +2 trade, requires 500 soldiers)
  435. Waystations (25,000/5,000, a series of supplied waystations throughout Sofias realm make long-distance travel easier and safer, +5 trade
  436.  
  437. Other
  438.  
  439. Iron Mine: Iron Ore Mine provides a +2 to trade, representing all the iron being sold for money. Sofia may choose to keep some or all of the iron ore to make weapons for Sofias Infantry, Archers and Cavalry. For every 1 point of Trade lost the upkeep cost of Sofias military falls by 6,000 gold – this reduction cannot exceed half the total upkeep from Sofias Infantry, Archers and Cavalry combined. This trade may increase in future. [Exchanged 2 points of Trade from the Iron Mine for Military Upkeep Reduction]
  440. Gold Mine: Ebonsong has shared the proceeds of her gold mine with you, this provides an income of 20,000 gold/year.
  441. Wellspring of Velya: The Wellspring of Velya is resulting in an amazing bounty of crops and livestock from the surrounding area, increasing Trade by 2, The priestesses of Velya are building a church on the wellspring that, once finished should result in very cheap and easy to create magic items appropriate to Velya such as healing potions and banners of peace. The trade bonus may increase in future.
  442. Village of Werespiders: The Village of Werespiders has begun creating spider-silk in large quantities, this has been used to make a much lighter and stronger type of rope than is currently available. As Sofias realm does not currently have a need for large quantities of rope the werespiders have been selling it, increasing Trade by 1. This trade may increase in future.
  443.  
  444. Dragons
  445.  
  446. Ebonsong (Young, Black): Lake Lair with a Gold Mine
  447. Hoard Value (gold): 95,000
  448. Ebonsongs lair has no mundane or magic defences but does have a family of trolls living nearby that would defend the lair.
  449.  
  450. Nicolvren (Juvenile, Silver): Mountain Lair.
  451. Hoard Value (gold): 100,000
  452. Nicolvrens lair has no mundane defences and basic magic defences.
  453.  
  454. Shahulzer (Young Adult, Hellfire Wyrm): Mountain Lair.
  455. Hoard Value (gold): 70,000
  456. Shahulzers lair has no mundane defences and basic magic defences.
  457.  
  458. Realm Rules
  459.  
  460. These are the rules for managing a realm in the Joyful Paladin Quest.
  461.  
  462. Realms are divided into Large Realms, and Small Realms.
  463.  
  464. Large Realms are nations, vast in size, and comprised of country-sized areas, and have multiple strongholds and cities.
  465.  
  466. Small Realms are much smaller, are often parts of a larger nation, and typically have a single city. Small Realms are restricted to a single Stronghold.
  467. Many upgrades function differently for Large and Small Realms. Generally Small Realms gain more benefit from a single upgrade, but Large Realms can stack multiple upgrades, and buy far more of various things.
  468. Upgrades that do not list specific benefits for Large/Small Realms function the same for both.
  469. Large Realms that buy stronghold upgrades only buy that upgrade for a single stronghold, each time they buy it.
  470.  
  471. There are a number of things you can buy for your realm, they have the costs in parenthesis, separated by a / (x/y). The first number is the cost you must pay from your treasury to acquire the thing, the second is the amount it increases your upkeep by. Some require specific things, listed under the description. Note that these requirements are not expended, instead your realm must simply possess them.
  472.  
  473. There are a number of key parts to the realm.
  474.  
  475. Stronghold: You main keep, where you rule from. This has a number of features.
  476. [PURCHASED: Dalvin, Oreia] Church of Velya: Your stronghold has a Church dedicated to Velya and chapels and shrines to Velya can be found throughout your realm.
  477. Small Realm: Reduces the cost and upkeep of social programs by 50% (5,000/1,000).
  478. Large Realm: Reduces the cost and upkeep of social programs by 10% (to a minimum of 20%, 2,000/200).
  479. Small Realm: Maximum of 1
  480. Large Realm: Maximum of 1 per Stronghold
  481. [PURCHASED: Dalvin] Church of Konig: Your stronghold has a Church dedicated to Konig and chapels and shrines to Konig can be found throughout your realm.
  482. Small Realm: Reduces the cost and upkeep of soldiers by 40% (10,000/2,000).
  483. Large Realm: Reduces the cost and upkeep of soldiers by 10% (to a minimum of 20%, 5,000/1,000).
  484. Small Realm: Maximum of 1
  485. Large Realm: Maximum of 1 per Stronghold
  486. [PURCHASED: Dalvin] Church of Mazon: Your stronghold has a Church dedicated to Mazon and chapels and shrines to Mazon can be found throughout your realm.
  487. Small Realm: Raises Trade by 10 (25,000/5,000).
  488. Large Realm: Raises Trade by 2 (5,000/1,000).
  489. Small Realm: Maximum of 1
  490. Large Realm: Maximum of 1 per Stronghold
  491. [PURCHASED: Dalvin, Oreia] Church of Yerra: Your stronghold has a Church dedicated to Yerra and chapels and shrines to Yerra can be found throughout your realm.
  492. Small Realm: Allows you to recruit mages into your military (10,000/2,000).
  493. Large Realm: The first one allows you to recruit mages into your military. Subsequent ones, reduce the cost and upkeep of mages by 10% (to a minimum of 20%, 5,000/1,000).
  494. Small Realm: Maximum of 1
  495. Large Realm: Maximum of 1 per Stronghold
  496. Basic Defences (Mundane): A standard fortress with walls and guards. (-/-)
  497. [PURCHASED: Dalvin] Intermediate Defences (Mundane): Reinforced gates and regular guard patrols, internal security checkpoints and barred windows. (20,000/2,000)
  498. [PURCHASED: Oreia] Advanced Defences (Mundane): Heavily reinforced gates and elite guards, randomised security checks and every entrance or exit is heavily protected by gates, bars and traps. (30,000/6,000)
  499. Extreme Defences (Mundane): An army could lay siege to your stronghold for years and fail. Infiltrating this fortress is beyond mortal capability. (40,000/10,000)
  500. Basic Defences (Magical) Mostly detection-based defences to let you know when someone uses magic to enter, though a few critical locations are protected against scrying and teleportation. (10,000/-)
  501. Intermediate Defences (Magical) Key locations are shielded against teleportation and scrying. Summoned monsters can be called up to defend the stronghold by the owner. (20,000/2,000)
  502. [PURCHASED: Dalvin, Oreia] Advanced Defences (Magical) Powerful protections against scrying include false visions and impressions, teleporting into the stronghold is very difficult; A host of summoned monsters, multiple magical symbols that inhibit and attack invaders. (30,000/6,000)
  503. Extreme Defences (Magical) Entire mages guilds would exhaust themselves to pierce your defences against scrying and teleportation. An army of summoned monsters will spring in to attack any intruder who manages to survive the symbols and magical traps that cover the entire stronghold. (40,000/10,000)
  504. [PURCHASED: Oreia] Espionage School: This might be a formal training facility, or an older and more experienced rogue teaching young rogues the skills they will need. Allows recruitment of Spies and Assassins (25,000/5,000).
  505. Spies (500/250): Spies have special rules.
  506. Assassins (1,000/250): Assassins have special rules.
  507.  
  508. Spies: Each year you assign one or more spies to any nation or organisation (i.e. nation of Dornmer, Church of Yerra etc). At the end of the year you have cumulative 10% chance per spy (so 30% chance for 3 spies) of discovering a significant, useful fact about events or people within that nation or organisation. If this chance is over 100% then you automatically discover one significant or useful fact per full 100% chance and roll for any remaining percentage (ie. 35 spies in a nation give you 3 facts per years, plus a 50% chance of a 4th fact).
  509. You may also assign spies to your own nation or a closely allied nation (about which you do not need to know secrets). Doing so has the same percentage chance of success, but rather than revealing secrets, for each *secret* you would have revealed you instead locate 1-5 enemy Assassins or 1-10 enemy Spies (if present). You may chose to arrest, kill or neutralise these revealed foes – neutralise involves controlling them or feeding them false information.
  510. The base percentage chance of a Spies success may vary depending upon their natural abilities – for example succubi have natural shapeshifting and mind-reading/mind-effecting power and so their base chance of success is 30% not 10%.
  511.  
  512. Assassins: Each year you assign one or more Assassins to any nation or organisation (i.e. nation of Dornmer, Church of Yerra etc). At the end of the year you have cumulative 20% chance per Assassin (so 60% chance for 3 assassins) of disrupting one of the following: The Realms governance, its trade or its military. If this chance is over 100% then you automatically disrupt one aspect of the realm per full 100% chance and roll for any remaining percentage.
  513. Assassins active in this manner have a 10% chance each (non-cumulative) chance of dying in the course of their duties.
  514. You can order Assassins not to act, in order to avoid them dying.
  515. Assassins can be directed to kill named NPCs – their chance of success and dying will vary depending upon who they are trying to kill. They will automatically fail against certain targets (assassins are unable to kill the Lord of Life).
  516. The base percentage chance of an Assassins success may vary depending upon their natural abilities – for example succubi have natural shapeshifting and mind-reading/mind-effecting power and so their base chance of success is 25% not 20%.
  517.  
  518. Both spy and assassin chances of success are affected by other factors, such as stronghold defences.
  519.  
  520. Sanctuary 5: The Azure Empress and Sireyi both protect their realms via their Sanctuaries. Whilst they are resident in their Realms, both enemy assassins and enemy spies suffer a 200% penalty to their success rate.
  521.  
  522. Population: How many people live in your realm. Your population has a number, and a % growth rate, your population increases by the growth rate each year.
  523. Social Programs: cheap housing, food handed out to the poor, medical treatment for those who can't afford it.
  524. Small Realm: Each rank in social programs raises approval by 1% and population growth by 0.5% (1,000/100 per rank).
  525. Large Realm: Each rank in social programs raises approval by 0.2% and population growth by 0.1% (500/50 per rank).
  526. Immigration: You can entice ordinary folk from nearby realms to live in yours, by helping them with moving costs, offering them plots of land etc. Every 25 gold you spend on immigration raises your population by 1.
  527.  
  528. Approval: How favourably the ordinary folk of your realm view you. Measured as a percentage, the higher the better. Maximum is 100%
  529.  
  530. Military: How many soldiers do you have, as well as types. Also what expansions you have that allow training of other troops types.
  531. Infantry (100/25 per soldier)
  532. Cavalry (200/50 per soldier)
  533.  
  534. [PURCHASED: Dalvin] Archery Butts (5,000/1,000: You have purchased longbows, hired instructors and fletchers, and can now train archers. Archers are useful in battles for harming an enemy before they get close.
  535. Archers (100/25 per soldier)
  536.  
  537. Crossbows Butts (10,000/2,000: You have purchased crossbows, hired instructors and can now train archers. Crossbowmen are useful in battles for harming an enemy before they get close, and are good at dealing with heavily armoured foes.
  538. Crossbowman (120/30 per soldier)
  539.  
  540. [PURCHASED: Oreia] Heavy Armour Manufacture (25,000/5,000: You have hired a lot of blacksmiths and specialist armourers. This allows you to train Heavy Infantry and Heavy Cavalry. Both of these units are more effective than their regular counterparts.
  541. Heavy Infantry (140/35 per soldier)
  542. Heavy Cavalry (280/70 per soldier)
  543.  
  544. Morale: How favourably your soldiers view you. Measured as a percentage, the higher the better.
  545. Victory in battle raises Morale, defeat in battle lowers it.
  546. Maximum is 100%
  547.  
  548. Treasury: What resources you have on hand, measured in gold pieces, though it can represent raw materials and favours owed to you. Has sub-stats of revenue, income and upkeep.
  549. Revenue: What resources you gain regularly, including trade and taxes. Base Revenue is (Tax x population/100)
  550. Upkeep: How much it costs to keep your realm running, yearly cost.
  551. Income: Revenue minus upkeep, Treasury rises by income every year.
  552.  
  553. Taxes: Rated 0 to 10, the higher the number the higher the tax rate, and the more revenue you receive, high tax rates have a negative impact on Approval. You control Taxes directly. Each point of taxes drops approval by 5%.
  554.  
  555. Trade: Rated 0 or higher, the higher the number the more trade happens in your realm, and the more revenue you receive, high trade has a positive impact on Approval. You do not control Trade directly, instead, the more hospitable your realm is to trade (transportation, low taxes, a reliable financial sector etc) the higher Trade will be. Each point of trade normally raises revenue by 2,000 and approval by 1%. Base Trade is 1.
  556. [PURCHASED: Dalvin] Moneylenders: Individual moneylenders promote trade via finance (-/1000, the cost comes from having to deal with the few unscrupulous individuals, +5 Trade)
  557. [PURCHASED: Dalvin] Town Banks: Moneylenders working together under a common set of rules, although each settlement has its own bank, separate from the others (50,000/10,000, +15 Trade, replaces Moneylenders)
  558. [PURCHASED: Dalvin] Realm-Wide Banks: The Town Banks have merged into chains of banks, each following a unified set of rules (100,000/10,000, +30 Trade, requires Town Banks, but also replaces Town Banks)
  559. [PURCHASED: Dalvin] Trade Halls: The larger settlements have trade halls where merchants can come and bargain, trading wares without the wares being present, buying trade promises and options from each other (5,000/500, +5 Trade)
  560. [PURCHASED: Dalvin] Mazon-Sanctified Trade Halls: The priests of Mazon lay his blessings upon the Trade Halls – bringing good fortune to all those who trade within, and calling his wrath down upon those who cheat others, or who break contracts, Requires Trade Halls. (10,000/1,000, +5 Trade)
  561.  
  562. Transport: How easy is it to get around, currently the only methods of transport are poorly-maintained roads.
  563. [PURCHASED: Dalvin, Oreia] Well Maintained Roads (5,000/1,000, your roads are regularly repaired, no trade penalty)
  564. [PURCHASED: Dalvin] Wagon Trains (10,000/2,000, you organise and subsidise guarded wagon trains, allowing people and goods to move easily and without fear of bandits, +2 trade, requires 500 soldiers)
  565. [PURCHASED: Dalvin] Waystations (25,000/5,000, a series of supplied waystations throughout your realm make long-distance travel easier and safer, +5 trade)
  566. [PURCHASED: Dalvin] Patrolled Roads (-/10,000, your soldiers patrol trade routes constantly, deterring bandits and thieves, +10 trade, requires 2,000 soldiers)
  567.  
  568. Dragon Lairs: What dragons live in your realm, their lairs, and their hoards. By increasing a dragons hoard size you increase their loyalty. The hoard belongs to the dragon in question, but they may permit you to borrow from them when your realm needs money, as long as they get paid back.
  569. You can borrow a maximum of 10% per point of loyalty a dragon has from their hoard.
  570. If you leave it too long before paying them back, their loyalty will drop.
  571. Every 50,000 gold you give a dragon increases their loyalty by 1 (to a maximum of 9).
  572. Dragons hoards may be stolen by orcs, beastmen or adventurers, if the dragon isn’t around, or if the defences are poor.
  573.  
  574. Lair Defences: You buy defences for dragon lairs. Defences come in two categories: Mundane – representing traps, guardian monsters or allies and other non-magical defences; and Magical – representing magical wards, protections against scrying and teleportation, bound monsters and other magical countermeasures.
  575. Each degree of defences requires the previous one to have been purchased, magical and mundane defences are purchased separately.
  576. Against many attackers, magical and mundane defences both reduce the chance that a raid is successful, but some attackers will be more vulnerable to magic, and others more vulnerable to mundane defences.
  577. You need to pay the full cost to buy each level of defences, and the total upkeep cost of all defences combined.
  578. Lair defences can also be added to your stronghold, to protect your friends and family.
  579.  
  580. Basic Defences (10,000/-)
  581. Mundane: Some traps, concealed lair, a few guardian animals.
  582. Magical: Some protections against scrying and teleportation.
  583.  
  584. Intermediate Defences (20,000/2,000)
  585. Mundane: Traps throughout the lair, a maze of passages surrounding the lair, guardian beasts or a small tribe of humanoids (i.e. goblins, orcs etc).
  586. Magical: Strong protection against scrying and teleportation; A few summoned monsters, a few symbols that inflict some negative magical effects upon invaders.
  587.  
  588. Advanced Defences (30,000/6,000)
  589. Mundane: Lair is filled with traps, lair has a complex layout with false hoards, an army of powerful beasts or a moderately large tribe of humanoids guards this place.
  590. Magical: Powerful protections against scrying include false visions and impressions, teleporting into the lair is very difficult; A host of summoned monsters, multiple magical symbols that inhibit and attack invaders.
  591.  
  592. Extreme Defences (40,000/10,000)
  593. Mundane: Good luck finding an area that’s not trapped. The lairs layout is huge, and designed to stymie anyone trying to map or explore it. Monsters and beasts are everywhere, or the lair is guarded by a large and well-equipped tribe.
  594. Magical: Protections against scrying include multiple false visions and impressions – similar too but subtly different from the true lair; teleporting into the lair is almost impossible – and a failed attempt results in the teleport being diverted to somewhere dangerous; an army of summoned monsters, magical symbols throughout the lair that stop invaders in their tracks, or kill them.
  595.  
  596. Magical Additions
  597. Bard College: Your mages guild has its own bardic college where students can learn to mix music and magic. The quality of entertainers in your realm goes up considerably (10,000/1,000). Hey where did all these half-breeds come from?
  598. Requires: Church of Yerra, Mages Guild
  599.  
  600. [PURCHASED: Oreia] Elders Coven: Traditionally only older succubi have learned true sorcery, but now even the younger ones have time to learn it, after being freed from the daily struggle of life in Hell.
  601. A group of Succubi sorceresses have settled near your stronghold. This has several effects:
  602. You get a +5 bonus to all Magical and History Knowledge checks if you spend time discussing the topic with the coven;
  603. The XP cost to increase the Magical Knowledge and Historical Knowledge skills is halved for you and your allies;
  604. The coven can create magical items for you; this equals 15 *free* weeks of crafting per year and the coven has access to most commonly known sorcerer spells, as well as all ordinary magic item creation feats (100,000/5,000).
  605. The Coven can work Abyssal Brass and make items from it without anyone helping them.
  606. School of Demonology and School of Enchantment can be added to the Elders Coven for 10% of the normal cost and upkeep.
  607. Requires Succubi Primary population.
  608. Counts as Church of Yerra for the purpose of buying other Stronghold upgrades.
  609. Small Realm: Maximum of 1
  610. Large Realm: Maximum of 1 per Stronghold
  611.  
  612. [PURCHASED: Dalvin, Oreia] Mages Guild: You have your own mages guild in your stronghold, along with ties to mages across the surrounding land. This has several effects:
  613. You reduce the cost of mages for your military by 20%;
  614. You get a +5 bonus to all Magical and History Knowledge checks if you spend time researching the topic in the mages library;
  615. The XP cost to increase the Magical Knowledge and Historical Knowledge skills is halved for you and your allies;
  616. The mages can create magical items for you; this equals 10 *free* weeks of crafting per year (starting the year after purchase) and the mages have access to all commonly known spells, as well as all ordinary magic item creation feats (100,000/5,000).
  617. Small Realm: Maximum of 1
  618. Large Realm: Maximum of 1 per Stronghold
  619. Requires: Church of Yerra
  620.  
  621. [PURCHASED; Dalvin x3, Oreia x3] Manufactory: Your mages guild is skilled at creating large numbers of weaker magical items. This has the following effects:
  622. All troop types have access to potions and simple enchanted weapons and armour;
  623. You increase the number of free weeks of magical item creation available by 10, this is available in the year *after* purchase.
  624. This can be purchased multiple times, increasing the number of free weeks by 10 each time (10,000/500) – Upkeep cost reduced due to Isla’s improvements
  625. Requires: Church of Yerra, Mages Guild, Maximum of 3 per Mages Guild
  626.  
  627. [PURCHASED: Dalvin, Oreia] School of Abjuration: Your mages guild has its own school of abjuration where students can learn all sorts of useful protective spells. Buildings within your realm get increasingly harder to break into and most middle-class people have magic items giving them some form of protection from magical mental influence (20,000/2,000).
  628. Effects are localised to the stronghold and the surrounding area for Large Realms.
  629. Requires: Church of Yerra, Mages Guild
  630.  
  631. [PURCHASED: Dalvin, Oreia] School of Angelology: Your mages guild has its own school of angelology where students can learn all sorts of useful angelic spells. Mages can use healing and blessing spells and can form bargains with angels, angelic troops can also be recruited, magic students tend to act a little starstruck around Sireyi and her family (20,000/2,000).
  632. Requires: Church of Yerra, Mages Guild
  633.  
  634. [PURCHASED: Oreia] School of Demonology: Your mages guild has its own school of summoning and banishing demons where students can learn all sorts of useful summoning and banishing spells. Demons within your borders are easily expelled and demonic troops can be recruited (20,000/2,000).
  635. Requires: Church of Yerra, Mages Guild
  636.  
  637. [PURCHASED: Oreia] School of Divination: Your mages guild has its own school of divination where students can learn all sorts of useful divination spells. Infiltrators to your realm are quickly discovered and if you want to find a person or thing within your borders it is pathetically easy. Monitoring trouble-makers within your realm is also easy, and should you so want to, eliminating crime almost entirely is possible (20,000/2,000).
  638. Requires: Church of Yerra, Mages Guild
  639.  
  640. School of Enchantment: Your mages guild has its own school of Enchantment where students can learn all sorts of useful charm and enchantment spells. You can set Realm Approval to whatever level you want it to be, as well as military morale. No one ever leaves your realm if you don't want them to (20,000/2,000).
  641. Requires: Church of Yerra, Mages Guild
  642.  
  643. [PURCHASED: Oreia] School of Elementalism: Your mages guild has its own school of elementalism where students can learn all sorts of useful elemental spells. Mages have easy access to spells that conjure and manipulate the elements and elemental troops can be recruited (20,000/2,000).
  644. Requires: Church of Yerra, Mages Guild
  645.  
  646. [PURCHASED: Oreia] School of Necromancy: Your mages guild has its own school of necromancy where students can learn all sorts of useful necromantic spells. In battle your mages are much more effective against undead and you have access to a variety of anti-undead magical items (20,000/2,000).
  647. Unlocks Skeletons and Zombies as troops choices, as well as other types of undead.
  648. Requires: Church of Yerra, Mages Guild
  649.  
  650. Shamans Camp: A group of shamans have settled near your stronghold. This has several effects:
  651. You get a +5 bonus to all Magical and History Knowledge checks if you spend time discussing the topic with the shamans;
  652. The XP cost to increase the Magical Knowledge and Historical Knowledge skills is halved for you and your allies;
  653. The shamans can create magical items for you; this equals 10 *free* weeks of crafting per year and the shamans have access to most commonly known druid and sorcerer spells, as well as all ordinary magic item creation feats (100,000/5,000).
  654. Requires Orc/Beastman Primary population.
  655. Counts as Church of Yerra for the purpose of buying other Stronghold upgrades.
  656. Small Realm: Maximum of 1
  657. Large Realm: Maximum of 1 per Stronghold
  658.  
  659. [PURCHASED: Dalvin, Oreia] Simple Magic Items: Your mages guild has created a plethora of simple magic items and effects that find common use throughout your realm. Water is drawn from wells marked with purification runes, alarm spells warn guards if anyone or anything climbs over the town walls at night, light spells illuminate the streets of many towns after dark and many other simple yet useful effects (10,000/5,000). This increases approval by 10% (Small Realms) or 2% (Large Realms).
  660. Effects are localised to the stronghold and the surrounding area for Large Realms.
  661. Requires: Church of Yerra, Mages Guild
  662. Small Realm: Maximum of 1
  663. Large Realm: Maximum of 1 per Stronghold
  664.  
  665. Other Additions
  666.  
  667. Aerial Warship: You have an aerial warship, a vessel powered by magic that can fly through the skies. Around 150ft long and carrying 70 cannons this ship can fly across the world to bring your might to bear upon your enemies (100,000/20,000).
  668. Requires: Church of Yerra, Mages Guild, Manufactory x2, 500 soldiers assigned to the ship
  669. Special: You can buy multiple Aerial Warships; each requires another Manufactory, and another 500 soldiers.
  670.  
  671. Interplanar Teleportation Trade: You have interplanar teleportation circles linking your realm to other planes.
  672. (500,000/10,000).
  673. Requires: Church of Yerra, Mages Guild x3, Manufactory x9
  674. Adds +50 Trade
  675.  
  676. [PURCHASED: Dalvin] Teleportation Circle Trade: You have teleportation circles linking your realm to others on the same plane, even though they might be an entire world away.
  677. (250,000/10,000).
  678. Requires: Church of Yerra, Mages Guild, Manufactory x3
  679. Adds +25 Trade, removes geographic limits to trade (if applicable)
  680.  
  681. Power Armour Barracks: You have soldiers outfitted with magically powered armour. This gives them great prowess on the battlefield, allows them to survive in hostile environments and even fly (50,000/-).
  682. Allows many troop types to be upgraded to Power Armour [type] where [type] is the basic troops type.
  683.  
  684. Power Armour can be added to an existing troop type as a template, making them more effective.
  685. In the past few years, Sireyi and the Azure Empress have unlocked increasingly diverse and powerful armour designs from the Elemental Nodes.
  686. Ordinary mortals clad in spell-enhanced plate wield weapons of burning light, they might walk upon the ground, fly above it on wings of dancing lightning, or ride magical automata that resemble horses, birds or other, more fantastic creatures.
  687. The humble crossbow is replaced by a similar-looking weapon that can smash in doors and fracture stone with a single shot; an ogre wearing even a simple suit of this armour becomes a veritable terror on the battlefield.
  688. Those mortals with magical powers find their own abilities enhanced by the types of armour you can build: angelic, demonic or elemental. Succubi-specific armour can enhance their empathic/telepathic abilities to allow groups to fight together with perfect coordination, or enhance their abilities to manipulate emotions to terrify others on the battlefield. The armour also changes shape with them.
  689.  
  690. Troop Types that can benefit from Power Armour: Blessed, Crossbowmen, Empowered, Heavy Infantry, Heavy Cavalry, Mages, Ogres, Soldiers of the Pit.
  691. No designs truly suitable for the following troop types have been found yet: Elementals, Skeletons, Zombies
  692. Adding power armour to a troop type costs increases purchase price by a multiplier of 10 and and upkeep by a multiplier of 3.
  693. Power Armour typically adds the following to troops: Increased damage and damage reduction, magic resistance, increased speed, all attacks count as magical attacks, may add flight, may add additional types of attacks.
  694.  
  695. The following can be added as further upgrade when the power armour is bought, or can be added later.
  696. Abyssal Brass: The wearer gains resistance to non-evil magic, increased damage reduction, attacks count as unholy, the armour has a demonic appearance. If worn by a demon or soldier of the pit then all of the armours bonuses are increased further and they get a boost to arcane energy. Requires 50lbs of Abyssal Brass.
  697. Celestial Iron: The wearer gains resistance to non-good magic, increased magic resistance, attacks count as holy, the armour has a beautiful appearance. If worn by an angel, paladin, priest or blessed then all of the armours bonuses are increased further and they get a boost to divine energy. Requires 50lbs of Celestial Iron.
  698. Storm Silver: The wearer gains resistance to all elemental damage, gains the ability to fly or massively increases flight-speed, attacks deal additional electricity damage, the armour has a beautiful appearance. If worn by anyone with storm-themed powers then all of the armours bonuses are increased further and they get a boost to all electricity damage they deal. Requires 50lbs of Storm Silver.
  699. Jal made a joke about a suit of armour combining all three of these metals. Everyone laughed, then Isla and the Azure Empress started grinning maniacally and spend the next several hours sketching out plans.
  700. Sireyi may be getting an interesting gift on her next birthday or wedding anniversary.
  701.  
  702. Mines
  703.  
  704. Mines can greatly improve a realms treasury.
  705.  
  706. Surface Mine: (5000/-) Mines 2 Trade-worth of surface gems/metals.
  707. Deep Mine: (10,000/-) Mines 2 Trade-worth of deep gems/metals.
  708. Arcane Mine: (20,000/-) Mines 6 Trade-worth of deep or surface gems/metals. Required for certain gems or metals. Requires Earth Node research to construct.
  709.  
  710. Upkeep: Mines don't have any upkeep cost inherently, but certain materials may add yearly costs due to exigent circumstances. In addition, rare negative events can add a temporary upkeep cost to affected mines.
  711.  
  712. Deposit Size: Discovered ore/gem deposits vary in size, represented as a number of 2 or greater, though only very rarely above 20, even for common metals/gems. Size is equal to the maximum number of points of yearly Trade that
  713. can ever be gained from a single deposit. For mines that produce wealth directly (i.e. gold mines) every 10,000 Gold of production is equal to one point of yearly Trade. Common metals and gems are usually found in larger deposits while rarer metals and gems will only exceed size 10 under exceptional circumstances.
  714.  
  715. Mine Expansion: Expanding mines to gain more of the Deposit's maximum worth requires (Current Mine Trade * 1/10th of the Mine type's base cost) Gold and adds 1 point of Trade to the mine. Each mine cannot be expanded more than once per year. Trade exchanged for discounts or other unique features of any given gem or metal still count as a point of Trade for the purposes of mine expansion. Too many expansions may exhaust a mine.
  716.  
  717. Random Events: Each year, every mine rolls a 1d100. On a 1, a random negative event occurs. On a 100, a random positive event occurs. This range is increased by 1 (1-2, 99-100) for Deep mines and 2 (1-3, 98-100) for Arcane Mines. If a random event occurs, a d10 is rolled for severity, with a 1 being something minor (i.e. extra point of Trade this year) and a 10 being something major (i.e. you've unleashed a Pit Lord and the mine was destroyed).
  718.  
  719. Salamander's Eye
  720. Type: Gemstone (Magical)
  721. Availability: Deep; Surface in volcanically active areas or places with high amounts of fire-aligned arcane power (i.e. Forest of Six Elements)
  722. Description: Small red-orange crystals, almost always found as slightly-misshapen, smooth orbs.
  723. Special: When exposed to Arcane Energy, Salamander's Eyes give off a high level of heat. More Arcane Energy does not increase the level of this heat but instead makes it last longer. This property makes Salamander's Eyes a useful resource for magitech engines or heating. When used for enchantment, items with Salamander's Eyes as part of them can hold far stronger enchantments related to the creation of heat or fire. Splitting a Salamander's Eye is inadvisable as this causes them to explode. It's possible this property could be used in the creation of magical explosives, as it does increase in size and intensity with higher amounts of Arcane Energy in the Eye. The chance of splitting the crystals setting off a chain reaction means that mines require specialized equipment for extraction, increasing base cost and upkeep. Arcane Mines provoke no price increase as they already have tools to circumvent this danger at their disposal.
  724.  
  725. Tanzanite
  726. Type: Gemstone (Magical)
  727. Availability: Surface, Deep
  728. Description: A blue-violet crystal with a penchant for changing it's coloration depending on how the light hits it, Tanzanite is named after the mage to discover it, Storm Lord Tanzaris.
  729. Special: Tanzanite has the rather useful property of being able to hold extremely large amounts of Arcane Energy, far beyond where regular gemstones would shatter, and is able to do so with almost no enchantments laid upon it. The downside is that it manifests it's storage of Arcane Energy as an extremely strong electrical charge and that grounding the crystal will result in the rapid dissipation of stored Arcane Energy. Touching a fully charged Tanzanite crystal is inadvisable, even for the purposes of testing spells meant to enhance one's resistance to electricity, as all recorded instances of direct exposure to a crystal with a full charge have resulted in complete and instantaneous disintegration of the toucher. These properties make it extremely valuable as energy storage for magitech creation while making it almost useless as far as replacing regular Arcane Energy Storage Gems for adventurers or mages that use them. In addition, it's one of the best known gemstones for augmenting enchantments related to storms and electricity.
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