Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- [The Draconian Supremacy]
- Population: (7.8) (.6/turn)
- Food: (Stable)
- Raw Currency: (64) (+3/turn)
- Legitimacy: (Very Stable)
- Culture: (12)
- Industry: (4)
- Unique Buildings: The great council-eyrie,
- Defenses: None
- Military Units: 1 (Dragonlord)(exhausted 4 turns), Epic; 2 (Dragonkin platoon), Medium,2 Green Kobold Warmages, Weak)
- Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable]
- Magic/Spells: (Eclectic, Simple) (spells: Transmute Material, Simple; Locate Dragonkin, Simple) Deflect Projectiles, Simple
- Technology: (Stone, Wood, Copper, Iron)
- Territory: (3)
- Bonuses:
- 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).
- 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.
- Eccentricities:
- 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.
- 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.”
Advertisement
Add Comment
Please, Sign In to add comment