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  1.  
  2. [The Draconian Supremacy]
  3.  
  4. Population: (7.8) (.6/turn)
  5.  
  6. Food: (Stable)
  7.  
  8. Raw Currency: (64) (+3/turn)
  9.  
  10. Legitimacy: (Very Stable)
  11.  
  12. Culture: (12)
  13.  
  14. Industry: (4)
  15.  
  16. Unique Buildings: The great council-eyrie,
  17. Defenses: None
  18.  
  19. Military Units: 1 (Dragonlord)(exhausted 4 turns), Epic; 2 (Dragonkin platoon), Medium,2 Green Kobold Warmages, Weak)
  20.  
  21. Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable]
  22.  
  23. Magic/Spells: (Eclectic, Simple) (spells: Transmute Material, Simple; Locate Dragonkin, Simple) Deflect Projectiles, Simple
  24.  
  25. Technology: (Stone, Wood, Copper, Iron)
  26.  
  27. Territory: (3)
  28.  
  29. Bonuses:
  30.  
  31. 1. Venerable: You have access you a large library of research that spans millenia. You can allocate researchers in a clear direction to develop technology, magic, and other things with a bonus (+15 to research rolls).
  32.  
  33. 2. Natural Fliers: Many of the nation are adept fliers and have developed sophisticated tactics and techniques for usage in the skies. Add an extra 2 to every combat roll for naturally flying units engaging other flying units.
  34.  
  35. Eccentricities:
  36.  
  37. 1. Arrogant: You sometimes have difficult engaging with the PATHETIC and PITIFUL child races in a fashion that is equitable. Other ancient races are, in contrast, treated reasonably. They are few in number.
  38. 2. Hoarding: The dragonlords prefer to lounge in massive piles of gold and gems. The nation cannot spend over 20% of the existing treasury without incurring discord. However, as gold stocks grow larger, it becomes easier to placate the dragonlords and the chance for intra-council strife decreases.”
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