Arcana Domain Customization: Difference between revisions
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===Chaotic Wilds=== | ===Modified Domains=== | ||
====Chaotic Wilds==== | |||
:The destruction of the node tap unleashed the full pent-up power of the Chaos Node, pouring the essence of life into the surrounding area. The resulting jungles were choked with vegetative growth and to this day they remain almost impenetrable, though strange treasures await intrepid explorers. | :The destruction of the node tap unleashed the full pent-up power of the Chaos Node, pouring the essence of life into the surrounding area. The resulting jungles were choked with vegetative growth and to this day they remain almost impenetrable, though strange treasures await intrepid explorers. | ||
::10 points | ::10 points | ||
::Produces 50 Gold | ::Produces 1 Food and 50 Gold | ||
::Highly defensible | ::Highly defensible | ||
::Attritionary | ::Attritionary | ||
::Beasts | ::Beasts | ||
====Elven Wilds==== | |||
:The ancient groves of the Alfar Empire have been meticulously maintained for millenia, the gardening so harmonious with nature that only a keen eye could seperate nature from nuture. | |||
::10 points | |||
::Produces 2 Food, 50 Gold and 50 Mana | |||
::3 Common Draft | |||
::Somewhat defensible | |||
====Terraced Hills==== | ====Terraced Hills==== | ||
Line 21: | Line 29: | ||
::Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be | ::Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be | ||
::Adamantium, Levistone, Gold (costs double) | ::Adamantium, Levistone, Gold (costs double) | ||
====Lizard Wastes==== | |||
:Infested with lizards! | |||
::5 points | |||
::Produces 75 Gold | |||
::2 Common Draft | |||
::Attritionary | |||
::Beasts | |||
====Marshy Wastes==== | |||
:While most wastelands are characterized by rocks, sand and ice where little lives, marshes are the exact opposite. Their slow, stagnant waters are host to myriads of plants and animals and may even be somewhat pleasant. Unfortunately, they tend to spawn rather unpleasant diseases and parasites and are essentially trackless to anyone without a boat or skyship. | |||
::10 points | |||
::Produces 1 food and 25 Gold | |||
::Highly defensible | |||
::Attritionary | |||
::Impassible to all non-infantry ground units, save those specially made for Marshy Wastes. | |||
::Beasts | |||
===Universal Modifiers=== | ===Universal Modifiers=== | ||
===Major River=== | ====Major River==== | ||
:Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food. | :Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food. | ||
::+5 points | ::+5 points | ||
Line 31: | Line 56: | ||
::River transport | ::River transport | ||
===Genesis=== | ====Genesis==== | ||
:A few rare areas of Arcana are peculiar outwellings of life energy. Different from Wood Nodes, in these places wounds heal with the speed of magic, sicknesses fade and fatigue is rare. Furthermore, the food grown in these areas is almost unseemly bountiful. | :A few rare areas of Arcana are peculiar outwellings of life energy. Different from Wood Nodes, in these places wounds heal with the speed of magic, sicknesses fade and fatigue is rare. Furthermore, the food grown in these areas is almost unseemly bountiful. | ||
::+10 points | ::+10 points | ||
::Produces + | ::Produces +1 Food and +50 Mana | ||
::Units heal rapidly | ::Units heal rapidly | ||
::+1 Common Draft | |||
====Mana Seep==== | |||
:Many areas of Arcana has low levels of mana emissions, not enough to qualify as a demesne. | |||
::+5 points | |||
::Produces +100 Mana | |||
- movement | ====Unsteady==== | ||
:Unsteady ground can take the form of frequent landslides, ancient thickets or just Lord Mud. Whatever the exact reason, travel across them is slowed. | |||
::+2 points | |||
::Reduces all non-air movement speed | |||
- | ====Brittle==== | ||
:Similar to unsteady ground, brittle ground does not hamper infantry in any significant way, but larger things like cavalry and warstriders find it nearly impassible. | |||
::+2 points | |||
::Impassible to all non-infantry ground units. | |||
====Miasmatic==== | |||
:Some places are notorious for having natural hazards that prey upon the living. They can range from things like poisonous fungal blooms to toxic fumaroles to pestiferous insects. | |||
::+2 points | |||
::Reduces gold output by 10% | |||
::Attritionary | |||
====Stormy==== | ====Stormy==== | ||
:Some lands suffer near-constant storms, resulting in torrential rains that wash out bridges, swamp creeks and leave even nominally dry land as thick mud. | :Some lands suffer near-constant storms, resulting in torrential rains that wash out bridges, swamp creeks and leave even nominally dry land as thick mud. | ||
::2 points | ::+2 points | ||
::Reduces gold output by 10% | ::Reduces gold output by 10% | ||
::Disrupts land and air travel | ::Disrupts land and air travel | ||
Line 51: | Line 92: | ||
====Dead Skies==== | ====Dead Skies==== | ||
:A few rare zones have unpredictable and deleterious effects on levistones. | :A few rare zones have unpredictable and deleterious effects on levistones. | ||
::10 points | ::+10 points | ||
::Requires | ::Requires 50 Mana | ||
::Strongly disrupts skyship travel | ::Strongly disrupts skyship travel | ||
Line 60: | Line 101: | ||
::Halves all gold and food output | ::Halves all gold and food output | ||
::No draft | ::No draft | ||
::Attritional | |||
::Horrors | |||
====Ruined==== | |||
:The lingering shadows of former empires litter Arcana's lands in the forms of ruined fortresses, overgrown roads and crumbling monuments that time has yet to erase. In the chaos of the Alfar collapse and the Necromatic Wars, there's no telling what treasures lie abandoned beneath the rubble. Would-be adventurers should keep in mind, though, that these places stay abandoned for a reason. | |||
::Applies only to a Site | |||
::Halved point cost (Round up) | |||
::No Output in Gold, Mana and Books. | |||
::No Draft | |||
::Requires no support in food, gold or mana. | |||
::Once per quarter, explorers will dig up something useful. | |||
====The Deeps==== | |||
:The Underdark can be a dangerous place for the unwary, but a few parts of it are dangerous even for the denizens of the underground realm. In the Deep Underdark, horrors from below lurk and even infravision falters. | |||
::0 Points | |||
::Reduces gold output by 25% | |||
::Attritional | ::Attritional | ||
::Horrors | ::Horrors |
Latest revision as of 10:11, 18 September 2009
Modified Domains
Chaotic Wilds
- The destruction of the node tap unleashed the full pent-up power of the Chaos Node, pouring the essence of life into the surrounding area. The resulting jungles were choked with vegetative growth and to this day they remain almost impenetrable, though strange treasures await intrepid explorers.
- 10 points
- Produces 1 Food and 50 Gold
- Highly defensible
- Attritionary
- Beasts
Elven Wilds
- The ancient groves of the Alfar Empire have been meticulously maintained for millenia, the gardening so harmonious with nature that only a keen eye could seperate nature from nuture.
- 10 points
- Produces 2 Food, 50 Gold and 50 Mana
- 3 Common Draft
- Somewhat defensible
Terraced Hills
- Some hills have been terraced over centuries, turned to growing rice or other plants.
- 10 points
- Produces 2 Food and 50 Gold
- 1 Common Draft
- Defensible
- Adamantium, Gold
Skyrange Mountains
- A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.
- 10 points
- Produces 50 Gold
- Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be
- Adamantium, Levistone, Gold (costs double)
Lizard Wastes
- Infested with lizards!
- 5 points
- Produces 75 Gold
- 2 Common Draft
- Attritionary
- Beasts
Marshy Wastes
- While most wastelands are characterized by rocks, sand and ice where little lives, marshes are the exact opposite. Their slow, stagnant waters are host to myriads of plants and animals and may even be somewhat pleasant. Unfortunately, they tend to spawn rather unpleasant diseases and parasites and are essentially trackless to anyone without a boat or skyship.
- 10 points
- Produces 1 food and 25 Gold
- Highly defensible
- Attritionary
- Impassible to all non-infantry ground units, save those specially made for Marshy Wastes.
- Beasts
Universal Modifiers
Major River
- Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
- +5 points
- Produces +1 Food and +50 Gold
- (potentially) defensible
- River transport
Genesis
- A few rare areas of Arcana are peculiar outwellings of life energy. Different from Wood Nodes, in these places wounds heal with the speed of magic, sicknesses fade and fatigue is rare. Furthermore, the food grown in these areas is almost unseemly bountiful.
- +10 points
- Produces +1 Food and +50 Mana
- Units heal rapidly
- +1 Common Draft
Mana Seep
- Many areas of Arcana has low levels of mana emissions, not enough to qualify as a demesne.
- +5 points
- Produces +100 Mana
Unsteady
- Unsteady ground can take the form of frequent landslides, ancient thickets or just Lord Mud. Whatever the exact reason, travel across them is slowed.
- +2 points
- Reduces all non-air movement speed
Brittle
- Similar to unsteady ground, brittle ground does not hamper infantry in any significant way, but larger things like cavalry and warstriders find it nearly impassible.
- +2 points
- Impassible to all non-infantry ground units.
Miasmatic
- Some places are notorious for having natural hazards that prey upon the living. They can range from things like poisonous fungal blooms to toxic fumaroles to pestiferous insects.
- +2 points
- Reduces gold output by 10%
- Attritionary
Stormy
- Some lands suffer near-constant storms, resulting in torrential rains that wash out bridges, swamp creeks and leave even nominally dry land as thick mud.
- +2 points
- Reduces gold output by 10%
- Disrupts land and air travel
Dead Skies
- A few rare zones have unpredictable and deleterious effects on levistones.
- +10 points
- Requires 50 Mana
- Strongly disrupts skyship travel
Cursed
- Many areas of Arcana emit harmful, invisible mana, the fading aftershocks of potent magical weapons or unthinkable forces unleashed in prehistory. Sensible individuals shun these zones, leaving the twisted, gnarled trees and wretched animals there to their own devices. This radiation distorts the nature of the beasts inhabiting it, leading to obscene horrors that prey upon those foolish enough to pass through.
- Halved point cost (round up)
- Halves all gold and food output
- No draft
- Attritional
- Horrors
Ruined
- The lingering shadows of former empires litter Arcana's lands in the forms of ruined fortresses, overgrown roads and crumbling monuments that time has yet to erase. In the chaos of the Alfar collapse and the Necromatic Wars, there's no telling what treasures lie abandoned beneath the rubble. Would-be adventurers should keep in mind, though, that these places stay abandoned for a reason.
- Applies only to a Site
- Halved point cost (Round up)
- No Output in Gold, Mana and Books.
- No Draft
- Requires no support in food, gold or mana.
- Once per quarter, explorers will dig up something useful.
The Deeps
- The Underdark can be a dangerous place for the unwary, but a few parts of it are dangerous even for the denizens of the underground realm. In the Deep Underdark, horrors from below lurk and even infravision falters.
- 0 Points
- Reduces gold output by 25%
- Attritional
- Horrors