Strangereal World
The Rules
To start, all nations have a total of 200 points to spend exclusively on Domains and a further 200 points to be spent on any area of their choosing, such as races, extra domains and military forces. Military forces are purchased at 1 point = 250 Cash. For this purpose consider 1 Mana/Adamantium/Education to be equal to 1 gold, 1 Rare Earth to be 5 gold, 1 Oil to be 10 Gold.
Races of Strangereal
The cost in points is to unlock a given race.
Humans
- Humans are, for whatever reason, the most widespread race on Strangereal
- Racial Alignment: None
Orcs
- Originally tribal, some are now civilized. Can be green, brown or red.
- Racial Alignment: Matter
- Infantry units are tougher
- Mage units are weaker
Goblins
- Surface ones are mostly in isolated regions, underground ones are angry.
- Racial Alignment: Void
- +1 to all Drafts
- Infantry units are weaker
Dwarves
- Short guys that like beer and live in underground halls.
- Cost: 20
- Underdark Race
- Racial Alignment: Force
- Infantry units are tougher
- +25% to all Mine output
- -1 population
Beastfolk
- Catgirls and furries, oh my!
- Cost: 5-20
- Racial Alignment: Void
- May chose one Beast ability at 5 points, 2 at 12 or 3 at 20.
Lizardmen
- Primitive reptilian humanoids that come from the deep deserts far from civilization.
- Cost: 10
- Racial Alignment: Life
- Infantry units are faster
- May buy Lizard Wastes
- Immune to attritionary effects of Wastes and Lizard Wastes
Frogmen
- Primitive reptilian humanoids that come from the marshes far from civilization.
- Cost: 15
- Racial Alignment: Life
- Infantry units are faster
- Immune to attritionary effects of Marshy Wastes
- Marshy Wastes produce +1 food, and +2 Common Draft
Elves
- Fuck'n pointy-ears
- Cost: 20
- Racial Alignment: Ether
- Light units are faster and more powerful, everything else is weaker
- Wilds generate +1 Food and +10 Mana
- May buy Elven Wilds
- All population halved
Dark Elves
- Underground Elves
- Cost: 20
- Underdark Race
- Racial Alignment: Ether
- Light units are faster and more powerful, everything else is weaker
- Underdark Domains generate +1 Food and +10 Mana
- All Common draft fourth'd
God-Blooded (Asgar)
- Humans with a touch of ancient god in their bloodline
- Cost: 25
- Racial Alignment: Life
- All Infantry, Ground Vehicles, Naval units, and Aircraft are stronger and tougher
- All Nodes provide double non-mana benefits
- All Population halved, Infantry/GroundVehicles/Navalunits/Aircraft cost 50% more
Domains
Strangereal Domain Customization
Domains are what make up your nation, the real estate so to speak. They are where your people live and work and have a very real effect on your national character.
Domain Limits
A nation may have up to 12 domains without any problem, however past that there is a surcharge of +10 points per additional domain. In the modern era following the fall of empires, few large states exist. A Domain can have at maximum four mines/quarries and one of every other type of site.
Nodes
Air Node
- Often the sites of continual lightning, rain, snow and other more unusual atmospheric phenomenon. A flare at an Air Node can send storms across a continent, providing much-needed rain - or ruining crops.
- 50 points
- Ether-Aligned
- Each Air Node provides 1000 Mana, doubles the energy output of all wind farms in the domain
- Increases non-Node mana by 5%
Fire Node
- Archetypically a bubbling volcano, though vast fields of bubbling mud or geysers is not uncommon. More rarely, Fire Nodes can be twisted spires of rocks, dispersing raw energy into the air - or those venturing unwisely close.
- 50 points
- Force-Aligned
- Each Fire Node provides 1000 Mana
- Reduces Mana cost of vehicles by 10%
Wood Node
- The vibrant energy of a Wood Node imbues the local forests with unnatural vitality, turning them into vegetative battlegrounds of constantly-growing trees, creepers and other flora.
- 50 points
- Life-Aligned
- Each Wood Node provides 1250 Mana
- Increases Wilds and Countrysides draft by +1
Earth Node
- Often taking the form of ridiculously rugged mountains that are fairly bursting with precious gems and ores, Earth Nodes are the foci of the geomantic forces of Earth magic.
- 50 points
- Matter-Aligned
- Each Earth Node provides 1000 Mana
- Increase Cash income by 5%, Doubles the output of all mines in the domain
Water Node
- Endless fonts of crystal-clear water that fades to the deepest indigo above their unknown depths, Water Nodes are sources of pure water, even when they are found in an ocean.
- 50 points
- Each Water Node provides 1000 Mana
- Increases Fresh Water production in domain by 2 each, negates all pollution in the domain
Resources
- Oil
- Dead Black stuff that comes from the ground, Oil is refined, and is used to power most of the world's stuff.
- Adamantium
- A crucial metal from the early middle ages, use of Adamantium has continued on to present day.
- Rare Earths
- Rare Earth materials are almost as much of a necessity for modern life as Oil, being used for advanced Electronics and Computing.
- Education
- Education is a measure of how educated your nation is, and is required for magic and technomagic
- Fresh Water
- Because of the massive population increase of the last century, fresh water itself is at a premium in Strangereal, used both to support population(along with food) and decrease the effects of pollution.
- Pollution
- Ever Since the Industrial revolution, pollution in it's many forms has changed the Strangereal world. Pollution acts as a negative modifier to population.
- Population
- Commoners are the bulk of any military, coming from various lower classes.