Post by Silvan Elves of Sith'ari on May 5, 2011 10:34:05 GMT -5
Warring Fronts
Race
The kingdoms race, as of right now, is to choose what 100% of the kingdoms population will be made up of. This may change later as the meta game evolves, but as of now all kingdoms start out as a single race (Confederacy type of government has allowed for this to change). The first choice here is to choose a race, all races have their own individual pros and cons, so choose wisely.
Humans - Humans are the youngest race around, and they have the most to learn. However, humans are also the most eager to learn the ancient art of magic, and they are also one of the more honorable races. Human kingdoms are varied and diverse, which leads credence to the idea that humans are a powerful race indeed. Humans have an average lifespan of 70 years.
Strength of Men -- Humans have increased military prowess against Orcs, Drow, Goblins and Lizardmen.
Easily Corrupted -- Human leaders are much more easily corrupted and bribed.
Dwarves - Dwarves are one of the ancient races on the planet. They are a stockier race, standing at about four and a half feet tall. It's common in their culture to have long beards and usually, while history has indicated that most of their recorded empires have been built underground, some surface dwelling dwarven cultures have been observed. The Dwarves have a natural pennant for mining and casting, but what is the most known facet of them is their stubborn politics. Dwarves have an average lifespan of 450 years.
Underground Empires - Dwarven Kingdoms must be built Underground.
Unable Riders - Dwarves cannot purchase Light Cavalry or Heavy Cavalry.
Elves - Arguably the oldest race on the planet, Elves have watched the world grow and watched the world burn. Magically powerful and cunning, the Elves are a tall and elegant race, known particularly for their pointed ears and patient nature. The Elves are traditionally a race aligned more so with the morality of law and justice, but history has indicated that races of Dark Elves have made themselves known before. Elves have an average lifespan of 700 years.
Old Kingdoms - Elven Kingdoms start with a single Construct under 20 Economic Points of choice in the capital.
Deliberative - Elves are very slow to decide on all political and military matters.
Halflings - Halflings are older than Humans but younger than Dwarves and Elves. They are shorter than Dwarves but have a look more Human. They are known mostly for their humor and large, hairy feet over anything else. They are not particularly fond of warfare and prefer trading and bartering. They are often characterized by curly hair and big smiles. Halflings have an average lifespan of 250 years.
Farmers of the Land - Foodstuff Resource Nodes generate +2 Economic Points a week.
Pacifist - Halflings receive only 2 Military Points per 1 Million populaton.
Orcs - Called greenskins by the more civilized races, orcs are lumbering warriors that know no equal. They are less intelligent than other races, but they are savage and shamanistic and it is easy for Orc Kingdoms to slip into war without much trouble. The Orcs have a disdain for most other races but have been known to trade and wage war alongside the Goblins and Lizardmen from time to time. Orcs have an average lifespan of 70 years.
Savage - Orcs receive 5 Military Points per 1 Million citizens a week.
Nomadic - Orc cities can not have more than four constructs in them.
Goblins - Standing about as tall as halflings, Goblins are grey skinned humanoids that are characterized by their high pitched voices and pointed ears. They are naturally frail but fierce fighters, and they can be cunning in warfare. History has shown them to be an aggressive race but good natured goblins are not an impossibility in the world. Goblins have an average lifespan of 45 years.
Mountain Prone - Goblin Kingdoms may be built Underground or Above Ground. One must be chosen.
Unable Riders - Goblins cannot purchase native Heavy Cavalry.
Avians - Avians stand six and a half feet tall with a humanoid frame and distinct avian features. They have talons for appendages, a beak instead of a human orifice and nose, and a huge set of feathered wings. They hatch eggs instead of live births. Their own race has its legends set in stone with the Lizardmen. Most Avian Kingdoms have a founding within huge mountain resorts rather than across the plains. Avians have an average lifespan of 180 years.
Flight - Avian Warriors and Skirmishers may take short range flight during maneuvers, but not during combat.
Xenocentric - Avian Kingdoms must pay double for non-Avian mercenary units.
Lizardmen - Rumored to be as old as the Elves, the Lizardmen are bipedal, reptilian humanoids that have clawed appendages, beady eyes and elongated snouts with a vicious row of teeth. They hatch eggs instead of live young. The Lizardmen as cold-blooded creatures are much more receptive to the environment than the warm blooded races. Lizardmen have an averge lifespan of 180 years.
Cunning - Lizardmen Kingdoms start with the trait Military Tactics and may pick one of the following sub-traits. This trait is free, they can still pick whatever other military trait they want.
Keepers of the Wild - Lizardmen cannot build Forge or Armory Constructs.
Drow - Drow are fundamentally the same as elves but are noted as a distinct sub-species. Drow have obsidian colored skin and pale yellow (or pale golden), silver or white hair, the latter being by far the most common. This hair is carefully groomed and cared for by most drow and worn long with jewelry and other accessories decorating it. Like all elves, drow are incapable of growing beards, though many males are fond of long sideburns. Drow have an ancestral rivalry with High Elves but have been known to ally with Dark Elves in the past. Drow stand between 5 and 6 feet tall but never much tall. Drow have an average lifespan of 600 years.
Underground Empires - Drow Kingdoms must be built Underground.
Surface Uncertainty - Drow have decreased fighting prowess while fighting on the surface.
Natural Predisposition
Every race must also choose Natural Predisposition in regards to the Old World. The Old World was that one afflicted by the Wizard Varinus and the War of the Realms. These natural predispositions mean that they have a certain ideology that must initially be adhered to. There are three.
Good -- A good natural predisposition means that this race opposed the rise of Varinus and those races that allied with him. Good allied races must be followers of freedom and justice. They have great relations with other good aligned races and are at near war with evil aligned races.
* Orcs and Goblins cannot be Good aligned.
* Halflings must be Good aligned.
Neutral -- A neutral natural predisposition means that this race was not against or for the rise of Varinus. Most likely, they decided neutral for pragmatic purposes and decided to not put their nose where it didn't belong, or perhaps they were just so far away the war didn't really effect them. Neutral races have neutral relations with everyone, but will inevitably lean toward the predisposition of their neighbors.
Evil -- an evil natural predisposition means that this race was for or allied with Varinus during his rise to power. They stood with him, and either fought alongside him or supplied him with men and weapons of war in which to fight. Evil have great relations with other evil races and are at near war with good aligned races.
* Elves and Dwarves cannot be evil aligned.
* Drow must be evil aligned.