Difference between revisions of "Arcana Domain Customization"

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====Unsteady====
 
====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.
 
: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
+
::+2 points
 
::Reduces all non-air movement speed
 
::Reduces all non-air movement speed
  
 
====Brittle====
 
====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.
 
: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
+
::+2 points
 
::Impassible to all non-infantry ground units.
 
::Impassible to all non-infantry ground units.
  
 
====Infested====
 
====Infested====
 
: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.
 
: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
+
::+2 points
 
::Reduces gold output by 10%
 
::Reduces gold output by 10%
 
::Attritionary
 
::Attritionary
Line 71: Line 71:
 
====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
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====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 25 Mana
 
::Requires 25 Mana
 
::Strongly disrupts skyship travel
 
::Strongly disrupts skyship travel

Revision as of 13:03, 26 August 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 50 Gold
Highly defensible
Attritionary
Beasts

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)

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
Doubles food output (minimum of +1)
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 +50 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.

Infested

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 25 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