Difference between revisions of "Arcana: Iron and Magic"

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::Cost: 20
 
::Cost: 20
 
::Racial Alignment:  Ether
 
::Racial Alignment:  Ether
::Bow and Mage units are more powerful
+
::Ranged and Mage units are more powerful
 
::Wilds generate +1 Food and +10 Mana
 
::Wilds generate +1 Food and +10 Mana
 
::May buy Elven Wilds
 
::May buy Elven Wilds
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::Underdark Race
 
::Underdark Race
 
::Racial Alignment:  Ether
 
::Racial Alignment:  Ether
::Bow and Mage units are more powerful
+
::Ranged and Mage units are more powerful
 
::All Noble and Mage units reduce Mana upkeep by 5
 
::All Noble and Mage units reduce Mana upkeep by 5
 
::All Common draft halved
 
::All Common draft halved

Revision as of 12:31, 8 September 2009

Ether - magical power and knowledge
Force - magical application
Life - trade/diplomacy and personal development
Matter - order/bureaucracy
Void - exploration and sea/skymanship
Preliminary map of Arcana

The World

Arcana: Threads of Religions
Arcana: Schools of Magic
Arcana: The Alfar Empire


The Essence Gates

In the distant past, long before recorded history, the vast network of Essence Gates were constructed. These arcane and enigmatic constructs of high magic span Arcana, shortening the distances between places hundreds or thousands of miles apart to just a footstep. They take the form of immense standing stones of almost indestructible materiel inscribed with ancient runes and placed in linear chains sometimes approaching a quarter-mile long. Each Essence Gate is attuned to one and only one of the five Essences; Ether, Force, Life, Matter or Void. When active, their mana flares correspond to the following colors in order; White, Blue, Green, Red, Violet. Any given Essence Gate can connect to any other gate of the same Essence. At any given time a gate will typically be open to between three to six different gates, though this can vary immensely depending on the location. The skills required to magically determine the destination of a specific gate opening is relatively easy to learn and no serious traveller will fail to both learn how to do this and acquire a gate map. Actually opening a gate requires more skill, but is something almost every halfway-competent mage learns.

The magical gate is both two-way and double-sided, and can be compared to a door or window between two distant locations that instantly swap the locations of those who walk through them. If one walks into the left-hand side of one gate, one emerges at the right-hand side at the other. Likewise, going in the right-hand side will see one emerging from the left-hand side at the destination. Most gates managed by merchants or other officials will encourage using one side as an 'in' and the other as an 'out', to minimize confusion. Opening a new gate window can take anywhere from ten minutes to an hour or more, depending on how long it has been since the last connection; the longer since the last connection was made, the more time it takes for the gate window to open.

It was inevitable that Essence Gates would become key links for both trade and war, and indeed it was upon both of these that the Alfar Empire drew its power. Cities are often found near gates, connected to them via the ancient Alfar roads. However, there are the clear security issues involved with gates and most sensible lords have surrounded them with walls and other fortifications designed to bottle up any invader in killing zones. For this reason attacks through gates are quite rare and are often combined with other actions. Instead, standard military doctrine has armies travel to distant gates in uninhabited lands and then marching overland to their eventual target.

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 Gold. For this purpose consider 1 Mana or 1 Adamantium to be equal to 1 gold, 1 Horses or Beasts to be 10 Gold and 1 Levistone to be equal to 25 Gold.

Races of Arcana

The cost in points is to unlock a given race; normally one per nation, though Highborn races can have additional Baseborn races at a cost of +10 points per race. They may then be assigned to any domain as desired.


The ancient Alfar had names for most of the races they encountered, while these have either fallen out of use or undergone permutation, they are still widely used. The Alfar term is in brackets.

Baseborn Races

Humans (Midgar)

The generic
Racial Alignment: None

Orks (Uruk)

Originally tribal, some are now civilized. Can be green, brown or red.
Racial Alignment: Matter
Infantry units are tougher
Mage units are weaker

Goblins (Ruk-Tai)

Surface ones are mostly in isolated regions, underground ones are angry.
Racial Alignment: Void
+1 to all Drafts
Infantry units are weaker

Dwarves (Devgar)

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 Common draft

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: 5
Racial Alignment: Life
Infantry units are faster
May buy Lizard Wastes
Immune to attritionary effects of Wastes and Lizard Wastes
May not build Mechanical units

Frogmen

Primitive reptilian humanoids that come from the deep deserts far from civilization.
Cost: 10
Racial Alignment: Life
Infantry units are faster
Immune to attritionary effects of Marshy Wastes
Marshy Wastes produce +1 food, and +2 Common Draft
May not build Mechanical units

Highborn Races

Noble races can 'buy' Common race Domains to represent feudal (or enslaved) underclasses.

Elves (Alfar)

Fuck'n pointy-ears
Cost: 20
Racial Alignment: Ether
Ranged and Mage units are more powerful
Wilds generate +1 Food and +10 Mana
May buy Elven Wilds
All Common draft halved

Dark Elves (Dokkar)

Underground Elves
Cost: 20
Underdark Race
Racial Alignment: Ether
Ranged and Mage units are more powerful
All Noble and Mage units reduce Mana upkeep by 5
All Common draft halved

God-Blooded (Asgar)

Humans with a touch of ancient god in their bloodline
Cost: 25
Racial Alignment: Life
Infantry and Mage units are stronger and tougher
All Noble and Mage units reduce Mana upkeep by 10
All Common draft halved

Monster Races

Monster races require GM approval to play.

Draconians

Mutated dragon eggs, one of the more unpleasant by-blows of the Necromantic War. They're angry
Cost: 40
Racial Alignment: Matter
All non-mechanical units are tougher, breathe fire and fly
May not use Horses

Trolls (Jotnar)

Big green regenerating guys
Cost: 40
Racial Alignment: Void
All non-mechanical units are much stronger and tougher
All non-mechanical units regenerate
May not buy Cities
All drafts halved

Dryads

Half-plant, half-human physical tree spirits. Insular.
Cost: 40
Racial Alignment: Life
All non-mechanical units are much stronger and tougher
All mechanical units are grown at Wood Nodes, not built (see below)
Wilds generate +1 Food and +20 Mana
May buy Elven Wilds
May not buy Countryside
All drafts halved

Iron Dryads

What happens when you put a Dryad grove in an iron smelter
Cost: 40
Racial Alignment: Force
All non-mechanical units are much stronger and tougher
All mechanical units are grown at Fire Nodes, not built (see below)
All units reduce Mana upkeep by 5
Wilds generate +25 Mana
May not buy Countryside
All drafts halved

Revenants

Self-willed undead from the Necro War. May not look like zombies or skeletons.
Cost: 25
Racial Alignment: Void
All non-mechanical units are tougher
All units have certain magical resistances/immunities


Dryad growth rules: As almost everything Dryads make is grown and sculped from living trees, they do not need the raw materiels or manufacturing sites that other races do. They may pay Adamantium costs in Mana and can construct mechanical devices at the appropriate node - normally Life-aligned, but Iron Dryads use a Force-Essence permutation.

Domains

Arcana 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 turbulent times after the Necromantic War, few large states exist. A Domain can have at maximum two mines/quarries and one of every other type of site. As such a Mountain domain can have a Keep, a Town and two Gold Mines, but not a Keep, a Town, a Gold Mine, a Levistone Quarry and an Adamantium Mine.

Countryside

Cultivated fields interspersed with small forests, creeks, etc.
10 points
Produces 2 Food and 100 Gold
3 Common Draft
Horses

Wilds

Deeper forests of virgin oaks and old-growth cedar.
5 points
Produces 50 Gold
1 Common Draft
Somewhat defensible
Beasts

Hills

Rolling hills, often with small woodcutting or ranching operations. A popular site for gold mines, both collapsed and non-collapsed.
10 points
Produces 150 Gold
1 Common Draft
Defensible
Adamantium, Gold

Mountains

Tall, snow-capped peaks with the occasional high pass and raging river.
5 points
Produces 50 Gold
Very defensible
Adamantium, Levistone, Gold

Wastes

Deserts, swamps or tundras. Not nice places to be, but they make great borders.
1 point
Attritionary
Beasts

Demesne

20 points
Produces 1 Food, 100 Gold and 250 Mana
Adamantium, Levistone

Underdark

15 points
Produces 1 Food, 50 Gold and 125 Mana
1 Common Draft
Adamantium, Gold
Very Defensible
Is associated with another Domain

Underdark Lightfield

20 points
Produces 3 Food, 50 Gold and 125 Mana
2 Common Draft
Adamantium, Gold
Defensible
Is associated with another Domain

Underhaven

25 points
Produces 50 Gold and 375 Mana
Adamantium, Gold
Very Defensible
Beasts
Is associated with another Domain

Sites

Sites are geographical entities that are relatively small; cities, castles, nodes, etc. They must be placed in a Domain.

Fortifications

Many militarized borders have large walls, or else frontier fortifications. The practice has waxed and waned over the millenia, but dates back to the early expansion of the Alfar Empire.
10 points
Must be seized and captured before the associated Domain can be conquered.

Keep

Large fortified castles, complete with forges, smithies, bowyers, enchanters, ridiculously giant cannons, early-warning scrying pools and a rickety wizard's castle.
30 points
Requires 1 Food and 100 gold
Produces 250 Mana and 10 Books
2 Noble Draft
Must be seized and captured before the associated Domain can be conquered.
Maintains 25 gold/month of units free of charge, so long as they remain in the Domain.

Town

Vital cogs in a nation's economy, Towns are home to thousands of people. Like Keeps, they are home to various craftspeople and specialists.
10 points
Requires 1 Food
Produces 200 Gold and 10 Books
2 Common Draft

City

Much larger than Towns, Cities are centers of commerce and production. It is in Cities that the most powerful and amazing weapons and magics are crafted.
50 points
Requires 5 Food
Produces 1000 Gold, 250 Mana and 30 Books
6 Common Draft, 1 Noble Draft
Production sites for all Mechanical units.

Underhold

Even the denizens of the Underdark build cities, vast halls full of the myriad different tasks of civilization.
50 points
Requires 4 Food
Produces 700 Gold, 500 Mana and 30 Books
5 Common Draft, 1 Noble Draft
Production sites for all Mechanical units.
Must be sited in an Underdark Domain.

Paddocks

A proper site for rearing and keeping horses that typically includes stable buildings and fenced-in lands. Also tends to be a hub for experts in matters of training and equipment.
10 points
Requires 1 Food
Produces 30 Horses

Stockades

A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.
10 points
-1 Common Draft
Produces 25 Beasts

Wizard's Tower

Large, tall, possibly crooked and glows a faint greenish-yellow-purple at night.
10 points
Produces 50 Books

Gold Mine

Gold (or other similar precious materiels like silver and gems) need to be laboriously extracted from the earth to enrich the local lord.
10 points
Produces 250 Gold

Adamantium Mine

The reddish, incredibly tough metal known as Adamantium is prized across Arcana. While it makes excellent armor and weapons, it is one of the few substances (and by far the most available) that can be used to construct the frames of Guymelefs.
10 points
Produces 250 Adamantium

Levistone Quarry

Levistones are chunks of Arcana's rock that have become so infused with mana that they can ignore the grip of gravity. In some select areas these can be quarried and then floated to the shipyards where they become the keel of skyships.
10 points
Produces 10 Levistones

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 1250 Mana
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 1250 Mana
Reduces Mana cost of Constructs 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 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 1250 Mana
Increase Gold income by 5%

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
Void-Aligned
Each Water Node provides 1250 Mana
Increases City and Keep drafts by +1 each

Spirit Node

It is difficult to define a Spirit Node with any certainty, save that those who unknowingly travel through them will find fires not shedding heat, no animals to hunt and enigmatic dreams that can never be properly recalled.
50 points
Spirit-Aligned
Each Spirit Node provides 1250 Mana
Unique Nodes

The Sun

Ether/Force aligned

The Clouds

Force/Life aligned

Yggdrasil

Life/Matter aligned

The Core

Matter/Void aligned

The Skies

Void/Ether aligned

The Sea of Chaos

Ether/Life aligned

The Heartsforge

Force/Matter aligned

World's End

Life/Void aligned

The Font of Creation

Matter/Ether aligned

The Grand Flow

Void/Force aligned

Resources

Horses
Warhorses, in specific. Needed to equip any unit with Warhorses.
Adamantium
A crucual component in making Guymelefs.
Levistone
What keeps skyships in the air.
Books
Mages need books.
Common Draft
Commoners are the bulk of any military, coming from various lower classes.
Noble Draft
The nobles are the priviledged few of titled birth, typically forming the hard core of a Lord's military.

Military Units

Arcana: Unit Design