Turn 0 - The Spell is Broken
Summer 1000 A.D.
Being a mark of the years under the dominion of the Empire.
The sky burns for thirty days and thirty nights as a new star appears in the heavens, seeming to tear it apart. When the incandecense fades, oracles across the world of Arcanus tell of the return of magic to the world, of a time of destiny and power.
Leader: Ali Shorabongmad
Ali Shorabongmad, you have risen to command of the people of Southern Presst, a largely barren wilderness of taiga and tundra in the frozen south. Your kin are considered barbarians by most of the world, nomads who move from place to place in search of the few stretches of land capable of being hunted for game. To those who know of your land at all, game is all that it is known for - your forests may have little in the way of arable land, but there is always something to hunt.
The clans of your people are scattered across the wide wastes of Presst. You have succeeded in uniting your immediate neighbours, but can you command the loyalty of all the Pressts?
Resource: Game. Game adds +5% to your basic revenue per turn. Stables can be built in regions containing game.
Territories
Presst Sou (£500/turn): 4 Light Macemen. Palace. [Game]
(+£25/turn from game)
Finances:
Upkeep free for first turn!
Cash Reserves: £500
Revenue: +£525
Total: £1025
Techs
No non-Public techs.
Leader: Theris Anataki
Storm was once a jewel of commerce and industry in the north, a naval powerhouse of the Old Empire. Time, corruption and mismanagement have reduced your homelands to a pitiful shadow of their former glory. The brassworks of Taikeni, greatest city of Storm Central, were once world-famous for their production and brilliance; now they stand abandoned and in ruin. You have gained control of the Taikeni Dominion, one of the many fractured city-states that hold sway over the Isle of Tempests (home to the former kingdoms of Astrid, Terret and Storm). You have satisfied the demands of the dwarven nobility for now and imposed sufficient rule - but will you turn your attentions inward, to the desperate needs of your people, or will you seek fortune in Empire?
Resource: Copper. Copper does not add revenue on its own, but is a strategic resource. It may be mined.
Territories
Storm Cen (£500/turn): 4 Light Macemen. Palace. [Copper]
Finances:
Upkeep free for first turn!
Cash Reserves: £500
Revenue: +£500
Total: £1000
Techs
No non-Public techs.
Leader: Speaker Fredrick the Red
Speaker Fredrick, the Senate of Stormhold have chosen you to lead the new Republic. Exhausted by years of brutal rule, you and your people have thrown off the chains of the nobility that oppressed you and regained control of your destinies. However, centuries of subjugation and the toils of the civil war through which your freedom was won have utterly shattered Stormhold's economy. The once-verdant fields of Eastern Storm lie barren, the people starving and desperate. The granaries of the city will hold out yet, but your people are looking to you for leadership. Will you rebuild your republic from within, or seek the food of neighbouring states to sate your desperate populace?
Resource: Grain. Grain adds +5% to your basic revenue per turn. Farms can be built in regions containing grain.
Territories
Storm Eas (£500/turn): 4 Light Macemen. Palace. [Grain]
(+£25/turn from grain)
Finances:
Upkeep free for first turn!
Cash Reserves: £500
Revenue: +£525
Total: £1025
Techs
No non-Public techs.
Leader: Emperor Demonic Spoon
Your Imperial Highness, Emperor Spoon. You have seized control of the once-great nation of Foul, one of the greatest strongholds of the Arcanan Empire and the first step in global domination. Or at least, that is what you have told your generals to keep them in line - klackons are known for their obedience, but even you must still play politic in your own court. Foul was indeed once a magnificent bastion of the Arcanan military, but when the Old Empire withdrew its support half a century ago the entire nation was plunged into vicious, violent civil war. You are far from truly controlling the whole of the nation; all you have succeeded in doing so far is taking and holding the capital of Foulstrike, a burnt-out husk of a fortress where you are presently housing your ragged and battle-scarred troops. You chose the city for a reason, however; Foulstrike was once the greatest metalworks on the continent, and the iron deposits beneath the city are still plentiful. Such a shame that the last of the smelters was destroyed in the attack.
Will you focus on rebuilding the smithies of Foul and re-arm your people, or instead seek straightaway to reunite the country under your iron fist?
Resource: Iron. Iron confers no revenue bonus on its own, but is a strategic metal. It may be mined.
Territories
Foul Cen (£500/turn): 4 Light Macemen. Palace. [Iron]
Finances:
Upkeep free for first turn!
Cash Reserves: £500
Revenue: +£500
Total: £1000
Techs
No non-Public techs.
Leader: Grand Duke Mortrati
You have inherited the throne of the Grand Duchy of Grouting, a powerful and influential - look, even your advisors have to be honest with you. The only thing that was ever worthy of note in Grouting were the gold mines, and they are pretty much the entire reason for the existence of the Grand Duchy and the capital of Grout. The rest of Grouting is largely barely arable plain, patches of forest and scattered bands of the nomadic Grouts. Still, you are a man of ambition. A man with plans to put Grouting back on the map. Of course, this would have been easier if your father's lifetime of venal excesses had not nearly exhausted the current goldmine. Your advisors assure you there are plenty more veins to be tapped, in the fullness of time.
Resource: Gold. Gold adds +10% to your basic revenue per turn. Gold can be mined.
Territories
Grouting Cen (£500/turn): 4 Light Macemen. Palace. [Gold]
(+£50/turn from gold)
Finances:
Upkeep free for first turn!
Cash Reserves: £500
Revenue: +£550
Total: £1050
Techs
No non-Public techs.
Leader: Lady Alexia von Kashna
Much like the rest of the southern continent, Garnlish is untamed by civilised standards. Vast swathes of forest continue to dominate the landscape and your people have made their living for generations felling the trees here. Now you have joined the elvish clans of Central Garnlish under your rule. Will you continue to maintain the quiet pastoral existence of your people, or will you exercise their skill with the weapons they make from the trees they fell?
Resource: Lumber. Lumber adds +5% to your basic revenue per turn. It can support a Sawmill (requires Mechanics I). Archery units produced here have a 10% discount to recruitment cost (but not upkeep).
Territories
Garnlish Cen (£500/turn): 4 Light Macemen. Palace. [Lumber]
(+£25 from lumber)
Finances:
Upkeep free for first turn!
Cash Reserves: £500
Revenue: +£525
Total: £1025
Techs
No non-Public techs.
Leader: Harticus
Harticus, you have been chosen to lead the gnomes of Farland. Of course, only the gnomes of West Farland have currently accepted that particular nomination. Can you convince the other gnomes of Farland to submit to your leadership, or will you have to take sterner measures? One thing is for certain - if you want to engage in any serious metalwork you will need to expand or trade; West Farland is reknowned for being the most fertile place on the southern continent, but little else!
Resource: Grain. Grain adds +5% to your basic revenue per turn. Farms can be built in regions containing grain.
Territories
Farland Wes (£500/turn): 4 Light Macemen. Palace. [Grain]
(+£25/turn from grain)
Finances:
Upkeep free for first turn!
Cash Reserves: £500
Revenue: +£525
Total: £1025
Techs
No non-Public techs.
Leader: The Traveller
Nobody knows from whence you came, traveller, but since your appearance the people of Lower Toldrun have been drawn to your presence. Tired of years of bitter infighting, you offered them a better way. Perhaps your campaign of unification was not bloodless, perhaps it was not kind, but it was necessary and the fruits of your labours stand united before you. Under your guidance the hills are mined once more, the people ready to re-open the long-silent bronzeworks of Toll. Now you must choose - how will you unite the remaining provinces of Toldrun? Diplomacy is ever an option, though your sages must think hard on ways of negotiation. Or perhaps you will trust to the blade to sway the minds of men. Choose wisely, traveller, for their fate is in your hands.
Resource: Copper. Copper does not add revenue on its own, but is a strategic resource. It may be mined.
Territories
Lower Toldrun (£500/turn): 4 Light Macemen. Palace. [Copper]
Finances:
Upkeep free for first turn!
Cash Reserves: £500
Revenue: +£500
Total: £1000
Techs
No non-Public techs.