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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Acts of Fate Breakdown Lists
(part one of several)
The following are the events that are always ‘on’ and available in the pools of all players at game start.
Categories:
Leadership (10)
***Baron Von Helmsdenvoor
***Bezzamarrabizzarra
***Black Sash Legacy
***Cyrus Anochi
***Felestro ShadeWalker
***Lady Jasmynth Corrinna
***Lady Rhiannon of Shaladare
***Lord Charles Vega
***Lord Rand
***Lord Steinwick, the Bold
Military (33 (37))
***A Call to Arms
***Archery Tournament Hosted
***Bonuses offered
***Confusion
***Disloyalty in the Ranks
***Double Time
***False Orders
***Forced March
******Military Patronage
***Fortification Effort
***Freeling’s Brigade
***Highwaymen!
***Indifference
***Interest in the Military
***Lethargy
***Local Industries Co-opted for Defense
****The National Defense Guild
***Low Morale
***Marksmen
***Marsten’s Raiders
***Military Intelligence
***Military Intelligence (variant)
***Miraculous Escape
***Mole
***Partisan Support
******Partisans Receive Foreign Support
******Partisans Captured by Factionname$!
***Rallying Cry
***Rallying Cry (variant)
***Recruitment Center
***Regional War Weariness
***Rousing Speech
***Staunch Defenders
***Surprise Tactics
***Training Accident
***Uninspiring Defense
***Vanished!
Misc (20)
***Adoration of your Peers
***Brilliant Research
***Concubine for the King
***Confiscation of Church Estates
***Daring Theft!
***Forbidden Knowledge, Forbidden Wisdom
***Hidden Treasure
***Innovation’s Many Forms
***Local Lords send Tribute
***Local Lords send Tribute (variant)
***Nobles Demand Increased Pensions
***Nobles Demand Increased Pensions (variant)
***Nobles Lend their Support
***Nobles Lend their Support (variant)
***Research Breakthrough
***Research Grants
***Research Grants (variant 1)
***Respect of your Peers
***Tax Church Estates
***Uncommitted Lords send Tribute
Provincial (33 (35))
***A Taste of Self-Governance
***Adoration of the Peasantry
***Children’s Creche
***Corruption
***Corruption (variant)
***Corruption (variant)
***Corruption (variant)
***Crop Failure
***Death of an Heirless, Petty Noble
***Deflationary Effects
***Excellent Season
***Excellent Season (variant)
***Famine
***Famine (variant)
***Flash Flood
***GuildMaster’s Alliance
***GuildMaster’s Alliance (variant)
***Improved Irrigation System
***Indifference
***Infrastructure and Irrigation
***Innovative Peasants
***Muted Indifference
***Plague
***Plague (variant)
***Plague (variant)
***Population Boom
***Regional Population Boom
***Rivals
******A Regional Powder Keg
*********Something Wicked This Way Comes
***Squatter’s Rights
***Stalwarts
***Stirring up the Dissidents
***The Mob is Fickle
***Wildfires
Religious (30 (33))
***Amnesty Offered
***Be Fruitful and Multiply
***Bishop in trouble
***Choosing Sides
***Clerical Pressures Applied
***Consolidation of Church Powers
***Favorite of the Clergy
***Closed-Mindedness
***Glorification or Gothicism?
***High Priest’s Decree
******High Priest’s Decree (gotcha)
***Intolerance or Pluralism?
***Losing Favor with the Clergy
***Losing Favor with the Clergy (variant 1)
***Money Talks
***Nothing but love for ya!
***Preaching the Work Ethic
***Preaching the Work Ethic (variant)
***Religious Fervor
***Religious Festival
***Respect of the Clergy
***Show me the money!
******Show me the money (yeah you!)
***Spiritual Inspiration
***Support for the Local Priesthood
***The Church Seeks a ‘Donation’
***The Church Washes its hands of the Great Nobles
***The Priest in Your Pocket
***Unholy Alliance?
***Unnatural Disaster
******Unnatural Disaster
***Zealotry
***Zealotry (variant)
Total: 131 (138) events in the common event pool
All events that are ‘arbitrary’ have an ‘okay’ button to close. Closing the window triggers the actual effect, in-game. With choose events, clicking the actual choice you want closes the window and triggers the appropriate effect(s).
Last edited by Velociryx on 11-09-2004 at 01:49
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Leadership
(current count: 10)
Name: Baron Von Helmsdenvoor
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.
Effect: Summons the Baron to your Capitol
Graphic:
Other Instructions: Each combat, two abilities are selected at random for this leader. Leader’s “grouping” is also selected at random at the start of each combat. This Event is holdable, may be played at any non-combat point in your turn OR played in lieu of a spell at the start of Combat (if you are holding the event in your Book of Fate, the Baron will appear as a “Castable Spell” at the start of combat)
Leader Name: Baron Neurledresic Von Helmsdenvoor
Grouping: (random)
Skill1: (random)
Skill2: (random)
Skill3: Not currently assigned
Skill4: Not currently assigned
Flavor Text: Right, so there we were, six hundred fifty-two men, assigned to defend the Gates of MistHaven against the entire wizard army. Outnumbered more than ten to one, and with no hope reinforcements, I figured we needed to get a little radical, see? So we gathered up livestock from all over the province, and kept them inside the fort with us for three days as the Army of the North drew near. And a foul smelling fort it was, too, after those three days.
So what we done was, when the army draws up, we launched three days worth of burning dung at them and attacked, flashing the gates open and spooked the critters, leading the assault with several thousand head of assorted livestock.
Yeah, we lost that battle and had to retreat, but I hear tell that the “Battle of MistHaven,” such as it was, got a mention in the Historical Archive somewhere as the most casualties ever lost in battle to charging livestock….”
~Barron Von Helmsdenvoor, Conversations
Name: Bezzamarrabizzarra
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.
Effect: Summons Bezzamarrabizzarra to your Capitol.
Graphic:
Other Instructions: Bezzamarra is not a ‘natural’ military leader, and gets no re-rolls as other leaders do. Nor does she have any military related skills. That, however, does not mean that she is worthless in a fight…
This Event is holdable, may be played at any non-combat point in your turn OR played in lieu of a spell at the start of Combat (if you are holding the event in your Book of Fate, Bezzamarra will appear as a “Castable Spell” at the start of combat)
Leader Name: Bezzamarrabizzarra
Grouping: NA
Skill1: Empty
Skill2: Acts as a Focusing Sigil
Skill3: The army she leads may have one additional spell cast upon it before battle (+1 Spell)
Skill4: 75% chance of detecting the presence of enemy spells, wards, and other effects in whatever province he’s currently in (has a move of one)
Flavor Text: "What can I say looking back at the past years? I can say they've shown me the truth about fighting. All those fighters controlled by nobles who pay a fortune for their training, the elite forces that spend five years in the academy prior to their appearance on the battlefield - that is a rather foolish creation of our society.
The Council Forces hired Mercenaries to sack my tower in Maldev. A cunning attack that was, but I shall forever be grateful to those who planned it, for it opened my eyes. The mercenaries received very good pay for their attack on my tower, but never did they complete all the tiresome and prolonged training. And then it dawned on me - I could do just as well. So I found people I could trust, and led them into battle personally. They remained faithful to me, although I was, perhaps, never too kind with them, but, not being trained myself, I could teach my soldiers no more - so I just led them into the battle. How glad I was to witness my faithful troops slaughter the enemy and emerge victorious! They were inspired. Inspiration is power. Inspiration is victory."
-General Bezzamarra, "Battles of the Sword and the Purse"
Name: Cyrus Anochi
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.
Effect: Summons Cyrus Anochi to your Capitol
Graphic:
Other Instructions: Event resolves when received. Gain three mercenaries with Cyrus Anochi in your capitol.
Leader Name: Cyrus Anochi
Grouping: Infantry
Skill1: Unassigned
Skill2: Unassigned
Skill3:
Skill4: Mercenaries under Cyrus’ command will NEVER attempt to seize control of a province from the ruling Lords
Flavor Text:”I shall never stand quietly by and let the stink of dishonor linger on me and mine. Just because my code of honor is different from those of the ruling Nobility does not mean it is any less valid. This Court is a mockery of all that is good and right!”
~Cyrus Anochi, Defending himself in Parthia for his alleged mistreatment of Fury House Members captured during the Battle of Helmsford Hall
Name: Black Sash Legacy
Category: Leadership
Triggering: Special, see below
Effect:
Tessal Aedrannai, the famed lieutenant of Mikail the Usurper, has been discovered by your spies in an isolated estate in Haven. The general, though old, is known well as the best military mind in recent history short of Mikail himself. This could be a great opportunity, but there are always risks...
Hire the famed General (-300g, Tessal and five (5) Infantry await your orders at the Capitol) (if this option is selected, then this event slips into a coma for all other players)
Send him away! He is a dangerous relic from the past! (this event de-activates for you, though it may still appear for other players—you will never see this event again this game)
Graphic:
Other Instructions: Event must be resolved when received.
Note: There is a 2% chance that every time Tessal Aedrannai wins a battle, the entire province and all units in it (yours and anybody else's) defect and become neutral. Unlike a neutral province, however, the province will produce infantry at its fastest rate and attack neighboring provinces under Tessal's leadership. If the Black Sword of Zeal is in play, this chance rises to 5% every turn. If Tessal Aedrannai ever receives that wondrous item, you immediately lose the game and all your provinces and units are affected as if they had rebelled to Tessal.
Leader Name: Tessal Aedrannai
Grouping Infantry
Skill 1: All infantry under this leader gain +3 to their attack values.
Skill 2: All infantry under this leader gain +1 movement
Skill 3: Forces under this leader never retreat unwillingly, and do not suffer any morale penalties to combat values for any reason, even if mandated by another fate card.
Skill 4: Unassigned
Flavor Text: "Do not think that this has ended. The Grand Lord was but a life, as we are but lives. The power we wield is beyond time, reason, and age. Paleh carries it, but I do not intend that he should wield it. For that is why I came to you."
~Servant of Octalus, to Tessal Aedrannai
Name: Felestro ShadeWalker
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.
Effect: Summons Felestro ShadeWalker to your Capitol, with three archers.
Graphic:
Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.
Leader Name: Felestro ShadeWalker
Grouping: Archer
Skill1:
Skill2:
Skill3: 75% likely to root out enemy spies in whatever province he’s stationed in (if found, treat as enemy military leader for % chance of outright killing the spy, if the spy does not die in this manner, then he can still be dealt with normally).
Skill4: When armies clash, Felestro can attempt to assassinate enemy army leader (30% chance of success, plus 10% * (Your espi level – opponent espi level)) Attempt is made in lieu of spell casting "Assassinate" appears as a casting choice) Success leaves the enemy army demoralized and fighting at –1 on all rolls. If a leader is killed in this manner, you lose (10 Honor + Your Honor Level), and your opponent gains a like amount of Honor.
Flavor Text: A Rock Badger can smell blood from more than a mile away, and they prefer their prey warm and kicking when eaten. What I propose we do, then, is give the man a staff to be sporting, bleed him a bit, perhaps with a knife to the gut, shallowly so it is non-fatal, and turn him loose in the hill country south of Kell. If he can make it home safely, he is of course, free to go….”
~Overheard in the Court of Mourngrym, discussing the fate of a Trentan spy
Name: Lady Jasmynth Corrinna
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.
Effect: Lady Jasmynth and her Cavalry Command are summoned to your Capitol
Graphic:
Other Instructions: Arrives with 4 units of Cavalry. Event resolves when received.
Leader Name: Lady Jasmynth Corrinna
Grouping: Cavalry
Skill1: Wily
Skill2: Unassigned
Skill3: Unassigned
Skill4: Unassigned
Flavor Text: Swift, decisive action is needed NOW! Not after endless weeks of debate….not after months of posturing! Let us put a force afield this very day!”
~ Jasmynth Corrina, Arguments in Council, IronPort.
Name: Lord Charles Vega
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.
Effect: Gain Lord Charles Vega and 5 Skirmishers in your Capitol province.
Graphic:
Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.
Leader Name - Lord Charles Vega
Grouping Skirmishers
Skill 1 unassigned
Skill 2 unassigned
Skill 3 (normally not used, may be expanded into via fate cards)
Skill 4 (normally not used, may be expanded into via fate cards)
Flavor Text: ”Yes, the Powers that Be are, in fact, all blithering idiots. I’ve got music to make, drums to play and a band to tour with…what’s with all this war nonsense, anyway?”
~ Conversations with Lord Vega
Name: Lord Rand
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.
Effect: Lord Rand and his Greycloaks (5 units of Pike) await you in your capitol province!
Graphic:
Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.
Leader Name - Lord Rand & the GrayCloaks
Grouping Pikemen
Skill 1 unassigned
Skill 2 unassigned
Skill 3 Infantry and Pike with leader gain +1 movement
Skill 4 (normally not used, may be expanded into via fate cards)
Flavor Text: ”Brothers and Sisters of the Basin…friends…countrymen, and companions, now is not the time for divisiveness. Our homeland teeters on the brink of chaos and war, the likes of which has never been seen before. Not even during the days of the Usurper have so many rushed to march off to the drum-beat of war…I implore you…seek out your leaders…let the voices of reason prevail. Let there be peace in the Basin!”
~ Lord Rand, in a last minute plea to attempt to stop the Succession Wars
Name: Lady Rhiannon of Shaladare
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.
Effect: Lady Rhiannon, of Shaladare awaits you at your capitol!
Graphic:
Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.
Leader Name - Lady Rhiannon of Shaladare
Grouping Archers
Skill 1 Battlefield Guile
Skill 2 unassigned
Skill 3 (normally not used, may be expanded into via fate cards)
Skill 4 (normally not used, may be expanded into via fate cards)
Flavor Text: ”The Merchants of the Loch and their allies are NOT welcome here. If any of your soldiery so much as sets foot inside these woods on a wayward stroll to someplace else, we shall unleash such Hell upon you as you have never dreamed!”
~ Lady Rhiannon, in a letter to the House of Mourngrym and the Wizards
Name: Lord Steinwick, the Bold
Triggering: This event will NEVER be seen by Clan Fury. Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.
Category: Leadership, Triggered
Effect: Lord Steinwick the bold awaits you in your capitol province!
Graphic:
Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.
Leader Name - Lord Steinwick, the Bold
Grouping Infantry
Skill 1 unassigned
Skill 2 unassigned
Skill 3 All Infantry and Skirmishers with gain the Charge/Flank ability even if you lack the appropriate tech level.
Skill 4 All Flankers and Chargers gain +2 on their attack values
Flavor Text: ”Lord Steinwick ruled the province of Thunder Hill in the name of the Fury family for a number of years until a dispute (the exact nature of which was never revealed) forced his abdication. He vanished from public life in disgrace, and at the start of the succession wars, his exact whereabouts were unknown. Not one to be left out of a fight, however, Lord Steinwick resurfaced not long after the disaster of Calimar, where a large force of Castillaran troops were surprised and annihilated. In short order, he whipped the demoralized Castillarans back into shape, and put them back in the thick of the action.”
Last edited by Velociryx on 24-11-2004 at 23:06
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Military
(Current Count: 33 (37))
Name: A Call to Arms
Category: Military, Triggered
Triggering: Must control at least one province with a Barracks for this event to become active.
Effect: All across your realm the call goes out, and you can practically feel the surge of energy inside your holdings as your people rally ‘round you. (All troops you train this turn cost five (5) gold less (minimum cost of 1g). Any recruitment you do anywhere in your kingdom this turn will not lower provincial loyalty).
Graphic:
Other Instructions: Event is holdable, may be played at any non-combat point in your turn.
Flavor Text: ”Some things are worth fighting for…dying for…if our homeland…the Basin itself is not one of these, then what is? Now is the chance to do something tangible to shape the future of the Basin. Now. Will you rise up and meet this challenge as free men, or will you, as sheep, simply do as the Nobles command. I beg you, sign on of your own accord. A man fighting for something he believes in is easily thrice as effective as one pressed into service. Join me!”
~Speech overheard at the Inn of the Laughing Lion, Griggor’s Steading
Name: Archery Tournament Hosted
Category: Military, Triggered
Triggering: You must control at least ten archer Units to activate this event (note that if you lose archers after meeting the condition, such that you have less than ten, the condition still counts as having been met, and the event remains active). If you control no Archers on the turn this event fires, it will not fire.
Effect: Our Archery Corps is requesting that we loosen our purse strings and hold a local tournament to provide additional training.
Certainly! Archers are the key component of our attack forces! (Pay 1g per archer unit you control to give all your archers +1 on their attack rolls, beginning at the start of your next turn, and lasting until the start of the turn following).
No…with all that’s going on in the Realm, this is an expense we can ill-afford (no effect, event vanishes, but remains in your active event pool)
Graphic:
Other Instructions: Event must be resolved upon receipt.
Flavor Text: The Swiftkill Regiment was among the most celebrated Archer Regiments in the whole of The Basin, famed for their marching abilities as much as for their exquisite marksmanship, they were truly the pride of the army of the Pine Cross (StroudHaven), until their destruction at the hands of the cursed Wizards at the Battle of Maldev….
~A Military History of Candle’Bre
Name: Bonuses Offered
Category: Military, Triggered
Triggering: Must control at least one province with a Barracks for this event to become active.
Effect: In an effort to boost recruitment in provname$, the Local Lords there have requested that you offer a recruitment bonus.
By all means, we need more men in the field! ((random), Pay (10-40g) to increase hiring rate in provname$ by +1 for (1-4 turns). Province must contain a barracks to be selected by this event). (every 10g = 1 turn, exact value randomly selected by the comp).
No. This is an excellent idea, but our money is better spent elsewhere for now (no effect, card returns to your Book of Fate, and may be activated later).
Graphic:
Other Instructions: Event is holdable, may be played at any non-combat point in your turn
Flavor Text: I wonder how many of them realize that they will never live to spend those glittering coins?
~ Flavin Mourngrym, Diaries
Name: Confusion
Category: Military
Triggering: None
Effect: Our War Leaders are not of one accord, and are sending conflicting and confused orders to the men! (All your troops get –1 move points this turn).
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text:
We march to the north
Then march to the south
While our fearless leaders
Run off at the mouth.
No plan, no direction
No rhyme an’ no reason.
Let’s march in circles
All farging Season!
~ Scrawled on a barn near the Barracks at IronPort
Name: Disloyalty in the Ranks
Category: Military, Triggered
Triggering: Must have at least three armies for this event to activate.
Effect: A popular, high-ranking military officer in armyname$ (this will be randomly selected from your top three armies, in terms of size), takes a tough stance against you and this war that is ripping the Basin apart, going so far as to suggest that none of the major Noble Houses in Candle’Bre are worthy of the King’s Crown. These tidings have suddenly placed you in an awkward, vulnerable position. Swift, decisive action must be taken here.
Kill the Dissenter. The course is clear, his position of power, and his recent slander have directly threatened your rule. (20% - 25% of the army he’s in will desert due to this move, and loyalty drops –15%, Kingdom-Wide (such bold action against a man of prominence unsettles the Nobility). Also, remember the name (provincename$) of the province the army was in when his death occurs. Gain +100g as the Dissenter’s estates are confiscated.
Force him to retire from Military Service, but stay your hand against him (corruption increases by 10% in whatever province he’s currently in as he retires there and continues to stir up trouble for you). 20-25% of the army he’s in will desert in protest. Gain +5 honor (even if you are Infamous) for choosing this option.
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text: I stand accused of High Crimes against the Crown. This is folly, for I submit to you that there IS no Crown at present, only a collection of self-important whelps playing at being King. A gaggle of pretenders who are bleeding our nation dry. I will not stand for it, and if my death should cause even ONE Noble to stop and reflect for a moment about what this war is doing to our nation, then I will happily submit. Curse the lot of you!”
~ The Trial of Lord Roth, of Ouestron.
Name: Double Time
Category: Military
Triggering: None
Effect: Someone lit a fire under the men, Sire! They’re marching like Ollux himself is hot on their heels! (All troops you control gain +1 movement point, to a maximum move of 2).
Graphic:
Other Instructions: This Act of ate may be held until needed, and played at any point during your turn.
Flavor Text: Hey! How’d they do that? Our last report was that they were still some two weeks distant!
~ Garrison Commander Hugh Gamble, of the Order of Mystics in MistHaven, bemoaning the approach of the Army of the Council before his reinforcements had arrived.
Name: False Orders
Category: Military
Triggering: None
Effect: Spend 4 Espionage Points (* see below) to put a “False Orders” counter on an enemy army you can see. This counter is visible to both you and to the player who owns the army so affected, and remains in place until the start of your next turn (but it may be removed by other means, if any player who can see it has means to do so). That army marked by the counter will be unable to move so long as the counter remains. If the affected army is attacked, it sees its DEFShield value reduced by half. No troops may be added to, or removed from that army for as long as the counter remains in place (army is ‘locked’).
Graphic:
Other Instructions: Places a permanent entry in your Book of Fate bearing the same name as this event.
The implementation cost for False Orders is 4 Espionage Points for the first placement, increasing by + 3 Espionage Points per use (1st use = 4, 2nd use = 7, 3rd use = 10, 4th use = 13, etc). This reflects your opponents’ increasingly sophisticated counter-measures against you.
Flavor Text: ”Sir Kenna Fury’s Cavalry Command? Oh, it’s off in the north country, defending Aard from a soon-to-materialize attack there by Wizard forces.”
“But there are no Wizard forces within fifty leagues of Aard!”
“Yes…I know.”
~ Zander Kane, Mourngrym’s Free Company, overheard
Name: Forced March
Category: Military
Triggering: None
Effect: Gold is, was, and always will be a powerful motivator for the masses.
Let us use the Lure of Gold to increase the eagerness of our armies! (Pay (5g * # of armies you had when this card appeared to you), and all troops you control gain +1 Movement Point this turn.
Not at this time, we must save our funds (card returns to your Book of Fate and may be activated later)
We don't need it, but as a show of goodwill, let us offer to do so for one of our peers. (radio buttons to select one faction to gift this event to) (choosing this option is the trigger for "Military Patronage")
Graphic:
Other Instructions: This Act of Fate may be held until needed, and played at any non-combat point during your turn. This event may be played on behalf of any other player in the game by paying the full price listed and designating the target player. (the receiving player will get a “Military Patronage” popup at the start of his/her turn). Playing the card in this manner will net you +10 honor, and increase your standing with the faction assisted by +15 points, IF the offer is accepted by the recipient (you get neither honor NOR a relational boost if the offer is rejected).
Flavor Text: I’m not sure what inspired them, or how they managed to cover such vast distances so quickly…all I know is the arrival of the Trentan Bordermen saved our bacon on the hills of Langborne….we were done for, but for their timely arrival.”
~ Kenna Fury, notes from the Battle of Langborne
Name: Military Patronage
Category: Military, Spawned Event
Triggering: This event has a 100% chance of occuring for the recipient of the "goodwill option" in the event "Forced March." Event will occur for that player at the start of his next turn.
Effect: “An emissary of (factionname$) approaches you with an intriguing offer to fund additional training and maneuvers for your troops. If you accept this offer, all your troops will gain +1 move this turn, and (factionname$) will gain +10 honor. Relations, currently at (relval$) will rise to (relvalnew$).”
Accept this most gracious offer at once! (effects as above)
Politely decline (no effect, sending receives the following text message on his next turn: “Sire, factionname$ has declined our offer of assistance.”)
Graphic:
Other Instructions: Event must be resolved upon receipt.
Flavor Text: ”It was rare, but not unheard of for men of honor—even when a strong rivalry existed between them—to lend one another assistance in times of dire need. Proof positive that during the Succession Wars, Chivalry was alive and well, and these tales of nobility stir hearts even today.”
~ A Wandering, Frustrated Poet, Candle’Bre
Name: Fortification Effort
Category: Military
Triggering: None
Effect: My Lord, the local leadership of provname$ have taken the initiative and expanded the fortification there (fortress expansion begins in provname$).
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text:”I love it when a plan comes together!”
~Anonymous, overheard
Name: Freeling’s Brigade
Category: Military
Triggering: None
Effect: An independent company offers their services to you. (You gain six (6) archers).
Graphic:
Other Instructions: Event is holdable, and may be played at any non-combat point during your turn OR in lieu of a spell before the start of a Combat (if you are holding the event in your Book of Fate, Freeling’s Brigade, will appear as a “Castable Spell” at the start of combat).
Flavor Text: ”Lander Freeling was one of the finest bowmen in the entire Basin in his day. Unfortunately, his day was some fifty years ago, and most scholars agree that the man must be long-dead by now. Nonetheless, nearly every archery band for hire in the Basin takes his name.”
Name: Highwaymen!
Category: Military, Triggered
Triggering: If you have positive honor, this event slips into a coma for you.
Effect: An independent company offers their services to you. (You gain 4 units of Cavalry).
Other Instructions: This event is holdable, and may be played at any non-combat point during your turn OR in lieu of a spell before the start of a Combat (If you are holding the event in your Book of Fate, Highwaymen!, will appear as a “Castable Spell” at the start of combat).
Flavor Text: ”Oftentimes, less scrupulous Lords, in a constant pinch to keep fighting forces in the field, resorted to using bandits, brigands, and even less savory types.”
Name: Indifference to the Cause
Category: Military
Triggering: None
Effect: Sire, the populace in provname$ are increasingly unappreciative of your efforts to unite the Basin (-1 to hiring rates in provname$ - effect is permanent).
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text: When day-to-day survival is in doubt, it’s a bit hard to get excited about the great doings of an uncaring Court.
~Mordecai Jones, Speaker for the People, CoS
Name: Interest in the Military
Category: Military, Triggered
Triggering: Must have at least one province with a Barracks for this event to activate for you.
Effect: All across your realm the call goes out, and you can practically feel the surge of energy inside your holdings as your people rally ‘round you. (No troop hiring limits this turn in any barracks you control. Any recruitment you do this turn will not lower provincial loyalty).
Other Instructions: This Event is holdable, may be played at any non-combat point in your turn.
Flavor Text: ”Charismatic leaders making rousing speeches in the larger cities of the basin would often send throngs flocking to the recruitment centers the Ruling Houses had established.”
Name: Lethargy
Category: Military
Triggering: None
Effect: Speed, efficiency, and ferocity in attack are of the essence when seizing important military objectives. Unfortunately, it appears that your military commanders have temporarily forgotten these lessons. At present, you have your doubts as to whether or not they could fight their way out of an empty flour sack. (All your units suffer a –1 attack penalty this turn).
Other Instructions: Event resolves upon receipt.
Flavor Text: Had the forces of Lord Mourngrym pressed their attack on that first day, they could have swept the remaining defenders from The Overlook, and then made for Langborne direct. Their hesitation was a costly one however, for in the night, the provincial governor brought reinforcements up, and while the province was ultimately captured, it cost the armies of Mourngrym untold hundreds of additional lives….
~ Tylo Gant, Epic Battles
Name: Local Industries Co-opted for Defense
Category: Military
Triggering: None
Effect: Defense of the realm takes precedence over all else. Without defense, there is no realm, and so, all other considerations are subordinate. This is something that many local businessmen tend to forget….
Sire, in the lands of Provname$, we have an unusual opportunity. By taking direct control of key local industries there, we can reduce military costs for the whole of the Kingdom.
Yes, we must do all we can to control military costs. Let us forcibly take control of these industries, stripping them away from our citizens who currently own them (loyalty in the province in question drops 30%, and 15% in the rest of your holdings as you run roughshod over the rights of the land and business owners. Loyalty cap in this province drops by 15%, and loyalty recovery rate in this province is permanently halved). Recruitment rate drops by –1, permanently in this province, and the province has two (2) fewer construction points for the remainder of the game (to a minimum of zero). All troops you hire for the remainder of the game (in any province) cost 2g less.
Let us do this, yes, but reimburse the current owners from our treasury. (-200g as you purchase the businesses from their current owners. Recruitment rate drops by –1 permanently in this province, and the province has two (2) fewer construction points for the remainder of the game. All troops you hire for the remainder of the game (in any province) cost 2g less.
No, it is an intriguing idea, but one that does not fit in with our current plans and schemes (provname$ gains +5gpt to its tax value as local businessmen breathe a sigh of relief, and agree to pay higher taxes in order to ensure that the government does not buy them out). This event vanishes, but is still considered to be in your active pool.
Graphic:
Other Instructions: Event resolves upon receipt. Either ‘yes’ response here spawns the event “The National Defense Guild” (3% cumulative per turn chance of occurring)
Flavor Text:”What these fools fail to realize is that they exist to further the glory of the Kingdom, not the other way around!”
~ Overheard in the Court of Peers, Cerilon
Name: The National Defense Guild
Category: Military, Triggered
Triggering: Either "yes" option taken in the event "Local Industries co-opted for Defense" serves as the trigger for this event. (3% cumulative per turn chance of occuring).
Effect: Building on your earlier success with taking control of local industries in provname$ (the province named in this event’s predecessor), your advisors have devised ambitious plans to completely redraw the structure of defense in your realm. It falls to you to evaluate the various approaches being fronted, and determine what course of action to take in this matter.
The Peers of the Realm await your enlightened decision:
Greatly increase military support structure and medical personnel, Kingdom-wide (Construction Points drop by –1 in every province you control, and every province you assume control of later, for the remainder of the game (minimum value of zero). Each province you control now generates 9gpt, tracked separately from the rest of provincial income, and put into a fund specifically to pay support costs out of. When support costs are paid at the start of each of your turns, this fund is drained first, and then, monies are taken from your “regular” income. Corruption increases by 8%, to be spread over at least three (random) provinces.
Greatly increase logistics and supply efficiency, Kingdom-wide (-100g, and every province you control—including those you take control of after this event), loses –5gpt in economic value. Each province you control now generates 9gpt, tracked separately from the rest of provincial income, and put into a fund specifically to pay support costs out of. When support costs are paid at the start of each of your turns, this fund is drained first, and then, monies are taken from your “regular” income. Corruption increases by 12%, to be spread over at least three (random) provinces.
Interesting ideas, but we should leave well enough alone. The present system works fine as it is (15% of all current research lost as your sages, seers, and wise men lose a bit of faith in your willingness to embrace new ideas).
Graphic:
Other Notes: Event must be resolved upon receipt.
Flavor Text:The old ways are falling away and a new age is dawning in the Basin….but what will it mean for us? What changes lie beneath the changes we are already seeing?
~A Wandering, Frustrated Poet of Candle’Bre
Last edited by Velociryx on 25-11-2004 at 00:25
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Name: Low Morale
Category: Military
Triggering: None
Effect: Being constantly on guard, ever-in-motion, and living in wretched conditions could sap the will to fight from even the most hardened veterans now and again. (-1 on all attack and defense rolls from now till the end of your next turn).
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text: Despite his lackluster and uninspired defense in Hlo’Haas, not a soul suggested that the Lord of the Furies be relieved of command, and all wrote that sad showing off to dysentery that had the whole of his company in its grip. Three weeks later, when Kenna Fury returned triumphantly to Hlo’Haas, that theory was proved quite correct.
Llhankhan the Wisp, Freeman of Trentare, Fury Family History
Name: Marksmen
Category: Military, Triggered
Triggering: Must control at least ten archers for this event to activate for you.
Effect: If one side or the other arrived first on the field of battle, the Archers had time to get themselves into ‘prepared firing positions’ which could have devastating effect on the enemy….assuming the force commander guessed correctly, of course, and positioned his archers well and wisely. (All archers you control gain an additional volley on their “round zero” firing phase).
Graphic:
Other Instructions: This Event is holdable, may be played at any non-combat point in your turn OR in lieu of a spell at the start of any combat (creates an entry in your Book of Fate bearing the same name as this event). Whenever this event is activated, it leaves your Book of Fate immediately, and its effects last until the end of your current turn. Event is still considered in your active pool, and may be seen again, this game.
Flavor Text: Their ragged shouts and lusty war cries were answered by a curious whistling sound, and in mere seconds that bravado had been replaced by shrieks and wails as hail of arrows hit home. It was the most chilling transformation I have ever witnessed…grown men to terrified and dying children in the blinking of an eye….
~ Anonymous, found penned in neat a hand on blood- stained parchment near the sight of some unnamed battle
Name: Marsten’s Raiders
Category: Military
Triggering: None
Effect: “Marsten’s Raiders” agree to fight under your banner to advance your cause! You gain +5 Mercenaries (see below). For the remainder of the turn in which you play this card, all Mercenaries recruited by you cost 1g less.
Graphic:
Other Instructions: This card may be held until needed, and played at any non-combat point during your turn OR played in lieu of casting a spell at the start of any combat. Places a new entry in your Book of Fate bearing the same name as this event. Upon receipt of this event, it slips into a coma for you for as long as the Raiders are in play on your side (ie, until someone else gets and plays the event). Upon playing the event, it vanishes from your Book of Fate. If you currently have “Marsten’s Raiders” but are holding it in your book of fate (have not played it), the event slips into a coma for everyone until it is played, and the raiders are actually on the map. At that time, it re-awakens for all players, except for the player who is currently in possession of the Raiders).
Note that if any other player receives AND PLAYS this event after you have received it, you lose 5 Mercenaries (at random) --if you do not have five mercenaries, then lose all that you have--from your armies and receive the following text message at the start of your next turn:
“Sire, the Mercenary Captain Marsten has abandoned us for another Lord.” (Ok to close popup).
Flavor Text: ”’Captain’ Arlow Marsten is a hard-drinking, rough talking man, and leader of a band of ruthlessly efficient mercenaries. Not a friendly, nor particularly loyal fellow, he and his band are prized nonetheless, and have fought in countless battles, in nearly every province in the basin.”
Name: Military Intelligence
Category: Military
Triggering: None
Effect: The geniuses over in supply are at it again, and now everything is all fouled up! Supplies aren't getting where they need to be, and the end result is that none of your armies may move this turn!
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text: ”Stupid is as stupid does….”
Name: Military Intelligence (variant)
Category: Military
Triggering: None
Effect: The geniuses over in supply are at it again, and orders are getting crossed right and left! The end result is that no transfers are possible among any of your armies (all armies locked this turn) and (random, 4-7) armies cannot move this turn!
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text: “Stupid is as stupid does….”
Name: Miraculous Escape
Category: Military
Triggering: None
Effect:
Places a new entry in your Book of Fate bearing the same name as this event. May be cast in lieu of regular spell casting at the start of any combat.
When cast (casting cost for this effect is 10 Influence + 10 Mana), you gain a random number of "escape counters" (5-8 of them + 1 per Honor Level) that "undo" the first 5-8+/- kills or captures that your enemy inflicts on your army. After each use of this event, an internal check is done to see if the event entry vanishes from your Book of Fate (5% chance of vanishing per use (non-cumulative)).
Note that it is possible for a highly infamous player to spend the mana and have the spell fizzle, if this happens, the player sees the following message:
"M'lord! It seems even the gods have abandoned us....our spell has failed!" (ok to close the popup)
Graphic:
Other Instructions:
Flavor Text:
It was all madness and chaos.
The earth itself seemed to be coming to life….
In the distance, he heard the collective wail of a thousand-thousand terrified Nilrogg, and then that sound was simply washed away by the rumbling of the earth.
Everything was washed away by that sound, until nothing else remained.
There was only the angry titan.
The earth itself.
God’s teeth.
~Flight and Founding
Name: Mole
Category: Military, Triggered
Triggering: There must be at least one province you cannot see due to fog of war.
Effect: A mysterious stranger approaches us offering detailed information on provname$ and surrounding lands (province will be one that is currently covered over by the fog of war). His price for such information is (25g*number of provinces to be revealed)
A bargain indeed! Let us pay the man and hear what he has to say! (Fog of war dissipates in target province and in all adjacent provinces for this turn. Clicking on any armies in those territories will reveal troop strengths and compositions. You may fully examine the province this turn as though it were one of your own (but you may not manipulate the province in any way…read only access!).
Send him off…this is an expense we can ill afford. (No effect) (event vanishes from your book of fate, but remains in your active pool and may be seen again).
Graphic:
Other Instructions: This Event is holdable, may be played at any non-combat point in your turn.
Flavor Text: Oh I’ve got friends in low places….
~Garth Brooks, Musician, Pyrixius
Name: Partisan Support!
Category: Military, Triggered
Triggering: There must be at least one other, non-allied faction in the game for this event to activate.
Effect: A dissident group from provname$(random province controlled by a rival) petitions to see you and begs your assistance against their masters, Factionname$.
Yes! By all means, let us support their efforts! (-50g from your treasury – Revolt springs up in provname$) {revolt consists of d6 + 2 Infantry}
No, and reveal their treachery to those whom they are conspiring against! (Relations improve by +15 with that rival, gain +5 honor, even if you are infamous)
Offer no support, but also don’t rat them out. (revolt risk of +2% in one random province you control next turn as the rebels stir up dissent in one of YOUR provinces, out of spite for your refusal to assist them).
Other Instructions: Event must be resolved upon receipt. A “Yes” response here serves as the trigger for the event “Partisans Receive Foreign Support!” A “Reveal their treachery” response here serves as the trigger for the event “Partisans Captured by factionname$!”
Flavor Text: Men of limited means often sought the support and financial backing of the wealthy Nobles of Candle’Bre. These groups typically met with limited success, but that didn’t stop them from trying.
Name: Partisans Receive Foreign Support!
Category: Military, Triggered
Triggering: This event has a 100% chance of occurring for the player controlling the province mentioned in the event “Partisan Support!” on the turn after a “yes” response is given to the question of supporting the partisans in the event “Partisan Support!”
Effect: d6+2 Infantry spring up in provname$ (the province identified in "Partisan Support").
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text:Men of limited means often sought the support and financial backing of the wealthy Nobles of Candle’Bre. These groups typically met with limited success, but that didn’t stop them from trying.
Name: Partisans Captured by factionname$!
Category: Military, Triggered
Triggering: This event has a 100% chance of occurring for the player controlling the province mentioned in the event “Partisan Support!” on the turn after a “reveal their treachery” response is given to the question of supporting the partisans in the event “Partisan Support!”
Effect: Our rivals in the factionname$ have discovered the roots of dissention in our realm and handed them over to us! Our relations with them have improved (by +15)
Graphic:
Other Instructions: Event resolves when received.
Flavor Text: Men of limited means often sought the support and financial backing of the wealthy Nobles of Candle’Bre. These groups typically met with limited success, but that didn’t stop them from trying.
Name: Rallying Cry
Category: Military, Triggered
Triggering: Must control at least one province containing a Barracks.
Effect: To the four corners of provname$, the cry to battle is taken up until it swells with such ferocity that it threatens to crack open heaven itself. (+1 to hiring rates in provname$ for 2-5 (random) turns, with no impact to loyalty when hiring for the duration of this effect).
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text: ”Charismatic leaders making rousing speeches in the larger cities of the basin would often send throngs flocking to the recruitment centers the Ruling Houses had established.”
Name: Rallying Cry
Category: Military, Triggered
Triggering: Must control at least one province with a Barracks.
Effect: To the four corners of provname$, the cry to battle is taken up until it swells with such ferocity that it threatens to crack open heaven itself. (Hiring rates doubled in provname$ this turn and next, no impact to loyalty when hiring from this province this turn).
Graphic:
Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.
Flavor Text:”Charismatic leaders making rousing speeches in the larger cities of the basin would often send throngs flocking to the recruitment centers the Ruling Houses had established.”
Name: Recruitment Center
Category: Military, Triggered
Triggering: Must control at least one province with a Barracks.
Effect: The Succession Wars gave rise to the first-ever Recruitment Centers in the Basin. Previous to this war, local Lords relied mostly on volunteers to flesh out their forces, and now and again would press prisoners or other undesirables into service, but the Recruitment Center was a step away from that. It represented a permanent presence in a given province, existing for the sole purpose of generating interest in, and a steady stream of supporters for the King’s Army, and its early staffers were absolutely evangelical about their mission.
Build it in (radio buttons, listing all provinces that currently meet the pre-requisite)! (-140g (costs 20 Construction Points, upkeep = 2gpt), recruitment rate doubles in provname$. (province must already contain a barracks to be eligible for a Recruitment Center). The first two recruitments per turn from this province cause no loyalty drop. Effect is permanent). (new graphic?) (when built, this act of fate is removed from your book of fate, but remains in your active pool, and may be seen again).
Don’t build it at present, we can’t afford it! (no effect, event is placed in your Book of Fate and may be reactivated later, at any non-combat point in any of your turns).
Graphic:
Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.
Flavor Text:Uncle Mourngrym wants YOU!
~Poster outside of the Recruitment Center in Eastgate
Name: Regional War Weariness
Category: Military, Triggered
Triggering: Must control at least two adjacent provinces for this event to become active for you. Must have researched at least Mil 3.
Effect: Popular opinion is turning against this war in parts of our Kingdom ((2-5 provinces, at random – these provinces will all be adjacent to each other).
Spend some of the Kingdom’s resources on propaganda, in order to bolster the flagging support in this region (-200g from your treasury as you combat the negative opinion).
Let them think what they will. Our course is clear. (If the impacted provinces have a barracks in them, then loyalty in those provinces immediately drops by –10%, and the loyalty impact of hiring troops from those barracks is doubled for (1-3; random) turns. If the province(s) does not contain a barracks, it sees its loyalty drop any time recruitment occurs anywhere in the whole of the basin, for the next (1-3, random) turns. For every unit that is recruited while this event is in effect, revolt risk in the affected provinces increases by 0.5%.
Graphic:
Other Instructions: Event must be resolved when received.
Flavor Text: …ment, but they’s only so much a common man can bear, you know?
~ Overheard in a tavern in Michlenach
Name: Rousing Speech
Category: Military
Triggering: None
Effect: Few things can be more inspiring on the eve of battle than an eloquent force commander.
Places a new entry in your Book of Fate bearing the same name as this event. This new entry may be "cast" in lieu of a spell at the start of any combat.
"Rousing Speech"
Army is “locked” and cannot be added to or split until this effect wears off. Target army gains +1 on all attack and defense values from now till the start of your next turn. (casting cost = 1 influence per two units of troops in your army (drop all fractions)).
Graphic:
Other Instructions: Event is holdable, and may be played at the start of any combat, in lieu of casting a spell. If you lack sufficient Influence to “cast” this spell on the target army, you will receive the following message: “Sire, we are unable to stir the hearts and mind of a force so large as this….” When you receive this event, it slips into a coma for you, so that you will not see it multiple times. Event becomes a permanent entry in your Book of Fate, and if you already have "Rousing Speech" in your Book of Fate, it slips into a coma for you.
Flavor Text: “We will probably all die today.” He told them simply. No point in sugar coating it. Not in the eleventh hour, outnumbered a thousand or more to one.
No one spoke, but he also noted that no one flinched, either.
“Yes….we will probably all die today, but…we will die on our feet, and as free men.”
Nods from the line.
“Our mission….the only thing that is important at this point, is that we keep the horde from breeching the line and reaching the Wizards until they have completed whatever magic they think can save us….we give them time to do what they do, by doing what we do….questions?”
There were none, and after a lingering moment, Duncan nodded.
“Fight well. Die well, my brothers.” He whispered....
~Flight and Founding
Name: Staunch Defenders
Category: Military
Triggering: None
Effect: Ten men with stout hearts and determination are worth a whole company of men who do not believe in anything, or fight for a particular cause aside from pay.
Graphic:
Other Instructions: Places a new entry in your Book of Fate bearing the same name as this event. Event may only be activated in combat, in lieu of casting a spell, and is a (semi) permanant addition to your book of fate (see below). As long as it remains in your book of fate, the event slips into a coma for you. Once it vanishes, the event re-activates for you and may be seen again.
"Staunch Defenders"
Casting cost is 25 mana OR 25 Influence. Each time you cast this “spell” it is 5% (cumulative) likely that it vanishes from your book of fate. Target Army sees its their DEFShield value double until the start of your next turn (not their defensive strengths)! While this event remains in your Book of Fate, it slips into a coma for you. If/when it should vanish from your book of fate, it re-activates, and may be seen again.
Flavor Text:…if not for the courage of the fearless crew, ‘The Minnow’ would be lost, ‘The Minnow’ would be lost!
~ Segment of a theme song to a long-running play, popular in and around Loch Laern
Name: Surprise Tactics
Category: Military
Triggering: None
Effect: When we next meet our foes on the field of battle, we'll have a vicious little surprise cooked up for them!
Graphic:
Other Instructions: Places a new entry in your Book of Fate bearing the same name as this event. Event may only be activated in combat, in lieu of casting a spell.
"Surprise Tactics"
Casting Cost = 1g per infantry you have (“Infantry” in this case, means just Infantry and Mercenaries)—additional training.
All your Infantry (see above) in this army attack on Tier 2 until the start of your next turn.
Fate Entry has three counters on it. After each casting, remove one counter from the event. When the last counter is removed, this event vanishes from your Book of Fate. So long as the entry remains in your book of fate, it slips into a coma for you and will not appear again. If/when the event vanishes from your book of fate, the event re-activates for you and may be seen again.
Flavor Text: ”Pleased to meet you, hope you guessed my name.”
~ Baron Von Helmsdenvoor, upon accepting Zander Kane’s surrender in EastGate
Name: Training Accident
Category: Military, Triggered
Triggering: Must control at least 10 non-mercenary military units for this event to activate for you.
Effect: Sometimes, when training with live steel, or out in the unforgiving wilderness, accidents happen. It’s an unfortunate side effect of the necessity of keeping the military in excellent fighting condition. (Lose 2-5 military units from provname$--obviously, provname$ must have troops in it to be eligible for consideration).
Other Instructions: Event resolves upon receipt.
Flavor Text: ”There’s no worse duty than this…to inform a family that they’ve lost a loved one…not to our common enemies, but to…blatant stupidity on the part of their commanders….personally, I think they should make the commanders come out here and meet the families face to face….would make them a bit more careful with other people’s lives.”
~ Brelan Dalaat, Speaker for the Dead
Name: Uninspiring Defense
Category: Military
Triggering: None
Effect: A strange sense of pessimism settles over your realm, bringing with it a bone-weary, defeatist mindset. All your units suffer a –1 penalty to their defense rolls for the next two turns.
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text: It just felt like we were automatons, you know? Going through the motions, but our hearts weren’t in it, and it showed. The Army of Castillar had worked themselves into a frenzy, and we were just…there. Needless to say, it didn’t take long for them to turn the tide of the battle, despite their inferior numbers…..
Zander Kane, of Mourngrym’s Free Company, personal journal after his defeat and retreat in
Griggor’s Steading.
Name: Vanished
Category: Military
Triggering: Must share a border with another player, or control a province listed in “Mountain.txt” for this event to activate for you.
Effect: A border patrol disappears entirely. (One unit lost, in a province either bordering the mountains or some other player. Refer to “Mountain.txt” for the complete list of provinces considered “bordering the mountains”
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text: She’s a big country. A dangerous land. And she keeps her secrets well.
~Folk wisdom, Candle’Bre
Mountain.txt
Aard
Illium
Cedri
Southwatch
Thunder Hill
Hlo’Haas
Ravanna
Jima
Sarsgardia
Perrin’s Point
Elynthia
Cerilon
Haven
Hen
Skanalarr
Widow’s Way
Maldev
Parthaway
Ouestron
Sutheron
Pyrixius
Dasgardia
Bessmer
Tharn
Cho’Neria
Etian
Gallowmir
Vargalas
Brom
Trentare
Last edited by Velociryx on 25-11-2004 at 03:03
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Misc.
(Current Count: 20)
Name: Adoration of your Peers
Category: Misc.
Triggering: Event slips into a coma for players with -20 honor, or less (L2 Infamy or greater)
Effect: In recognition for you past deeds, the Peers of the Realm give you a nod of recognition. You gain +20 Honor.
Graphic:
Other Instructions: Event resolves when received.
Flavor Text: It was not uncommon for the great deeds of Candle’Bre’s Nobles to circulate through the whole of the basin whether they wanted them to or not. This constant possibility of this unexpected praise often kept Nobles with borderline sense of honor “in line,” since many were loathe to lose their heroic reputation once they had gained it.
Name: Brilliant Research
Category: Misc.
Triggering: None
Effect: Your wise men, sages, alchemists, and soothsayers have been busy lately! Gain +20 Research Points in each of the Tech Trees.
Graphic:
Other Instructions: Event is holdable and may be played during any non-combat part of our turn. The research points are added immediately upon playing, but will not result in a possible tech advance until the start of your next turn, when tech status is checked.
Flavor Text: ”There is no accounting for where inspiration will come from, nor for what form it will take. This applies to science as well as poetry, I suppose.”
~ A wandering, frustrated poet of Candle’Bre
Name: Concubine for the King
Category: Misc.
Triggering: None
Effect: Cos sometimes heads of state get…distracted…. (-50 gold from your treasury)
Graphic:
Other Instructions: Event resolves when received.
Flavor Text: And when Lady Marina caught the attention of Lord Stephen, it was nigh on impossible to get him to take an interest in the comings and goings of the military. Fortunately, for the family, his brother Michael was significantly more focused during that time, and bore the full weight of military responsibility until the High Lord of the Furies had regained his senses.
~ Llhankhan the Wisp, Freeman of Trentare, Fury Family History
Name: Confiscation of Church Estates?
Category: Misc.
Triggering: Must have at least one province with a religious building for this event to activate. Will never appear for Castillar.
Effect: Normally, Church Lands were considered off-limits and inviolable, but in times of dire need, it was not completely unheard of for a leader to change those rules. Given the power of the Church, that was a fine, and dangerous line to walk, and such maneuverings had to be done with utmost care…..
Recently, the Church has left itself vulnerable in provname$ due to financial mismanagement. If ever there were an opportune moment to move against them, that time is now!
By all means! We are in need, and the Church shall not be exempted from their part of shouldering the burden of this war! (+ 150 gold as Church Estates in provname$ are confiscated. Province gains +10gpt in value from now till the end of the game. Lose one level of honor if you have positive honor. Lose all collected influence, no influence can be collected for the next ten turns, relations with Castillar –50, half this value if you presently have a treaty with them. If you control StroudHaven, that province sees a 2x revolt and hiring rates in StroudHaven decrease by –1 for the remainder of the game.).
No…the Church is both strong and powerful. It would be unwise to alienate them. We shall stay our hand against them, despite their weakness in provname$ (no effect).
If the Church in provname$ is weak, then we should do all we can to assist them in their time of need. The day might come when we must call upon them to return the favor….(-100g as you give money to assist the Church, your Influence generation doubles for the next ten turns). Gain +5 Honor if you have positive honor, relations with Castillar improve by +20.
Graphic:
Other Instructions: Event must be resolved when received.
Flavor Text: The Church’s lands and holdings, when taken together, easily dwarf the estates of even some of the largest and most influential Noble Houses in Candle’Bre. It is good then, that they are so scattered….
Name: Daring Theft!
Category: Misc.
Triggering: None
Effect: It does not happen often, but now and again, some enterprising thief manages to slip past your considerable defenses and make off with something of value. (Lose –50g from your treasury. If you do not have 50g in your treasury, then lose whatever you DO have).
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text: Victor Capet is among the best thieves in the whole of the Basin. He claims to have burgled private estates in every province in Candle’Bre, and has sufficient wealth to lend at least some credence to those claims. His whereabouts are presently unknown, and that is probably for the best….at least as far as Mister Capet is concerned….
~Tylo Gant, Notable Personalities of Candle’Bre
Name: Forbidden Knowledge, Forbidden Wisdom
Category: Misc.
Triggering: None
Effect: The time is now. There are two primary groups of wise and learned men calling your Kingdom home, and both are competing on a near-constant basis for the limelight, your attention and favor, and of course, an endless parade of ‘special considerations’ which usually sees you having to open your purse strings to keep them happy.
This time though, it’s different. In an attempt to curry favor, both groups have presented you with a pass that will give you and your hand-picked advisors limited-time access to their most sacred libraries and archives. Of course, both groups have opted to present their gift to you on the same day, and so a choice must be made…the fabulous treasure trove that the library of the Wizardry represents, or the timeless and powerful wisdom of the Church. The choice is yours to make….
Let us spend the time pouring through the priceless tomes in the Wizards’ library! (for the next three turns, you may “spend” Mana to boost research. 2 Mana = 1 point of research. Lose half your stored Influence as the Church snubs you for favoring the Wizards. Adds 2% to the appearance chance of seeing events from the Magical/Magocracy categories, once all other pre-requisites have been met. -2% chance to see events from the Religious/Prelature categories.
Let us spend the time cloistered with the priesthood in their Sacred Archives. (for the next three turns, you may “spend” Influence to boost research. One Influence = 1 point of research. Lose half your stored Mana as the Wizards snub you for favoring the Church. Adds 2% to the appearance chance of seeing events from the Religious/Prelature categories, once all other pre-requisites have been met. -2% chance to see events from the Magical/Magocracy categories.
We cannot play favorites, and so, we must politely decline both offers. (lose 25% of stored influence and stored Mana as both groups feel snubbed, but gain +30 research points in each of the tech trees as behind the scenes, there are grateful members of both groups working to assist the researchers at your Court).
Graphic:
Other Instructions: Event must be resolved when received. If either the Wizard or Clerical group are favored in the above choices, a temporary entry is placed in your Book of Fate (“Forbidden Knowledge,” in the case of the Wizards, “Forbidden Wisdom” in the case of the Clerics). This entry has three counters on it (representing the number of turns remaining in your access. From this entry, you may choose a tech tree to spent your converted Influence/Mana on). Remove one counter from this temporary entry at the start of each of your turns. When the last counter is removed, the entry vanishes from your book of fate. Note that while you have either a “Forbidden Knowledge” or a “Forbidden Wisdom” entry in your book of fate, this event slips into a coma for you, but once the temporary entry is gone, the event re-awakens and may be seen again.
Flavor Text: They’re flip sides of the same coin, and if they could but work together, there’s no telling what we might accomplish!
~Overheard in the Chambers of the Council, Ironport
Name: Hidden Treasure
Category: Misc.
Triggering: None
Effect: My liege, our scouts and explorers have brought back bounteous treasure from the wilds! (You gain +50 gold)
Other Instructions: Holdable. This Act of Fate may be played during any non-combat part of your turn. The money is available immediately upon playing.
Flavor Text: The Candle’Bre basin is full of forgotten or undiscovered glens, rugged passes, tunnels, and more. The mountains are a vast, largely untapped source of wealth, and over the course of the Kingdom’s two-hundred year history, great amounts of treasure has simply vanished.
Now and again, some small piece of it resurfaces.
Name: Innovation’s many Forms
Category: Misc.
Triggering: None
Effect: The wisest of our wise have come up with some intriguing possible directions to take our research efforts in, but cannot agree on precisely what direction to pursue, and so come to you for guidance. The proposals they have developed are these:
Fund research toward a greater efficiency in wielding magicks. (-200g, all spell costs are reduced by 20%(drop all fractions)). +2% increase in the appearance chance of events in the Magical/Magocracy pools, once all pre-requisites are met.
Provide additional funds for more classical research (-250g, 10% reduction in research costs)
Fund a general effort to improve our Espionage abilities (-200g, 10% increase in generated Espionage Action Points, and +5% chances across the board for success in espionage activities) +2% increase in the appearance chance of events in the SpyMaster pool, once all pre-requisites are met.
Our current focus and direction needs no modification at this time (returns act of fate to your library, may be activated later).
Graphic:
Other Instructions: Act of Fate must be resolved upon receipt.
Flavor Text: Brilliant minds, backed by the power of the Crown….what could be more potent than that?
~A Frustrated Poet, Wandering in Candle’Bre
Name: Local Lords send Tribute
Category: Misc.
Triggering: None
Effect: My Liege, the lesser Lords of the Realm send gifts in acknowledgement of your greatness. (+100 gold added to your treasury).
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text: ”Presents! Presents are always lovely, and flattery will get you….farther than not, at least.”
~Flavin Mourngrym, overheard at Court
Name: Local Lords send Tribute (variant)
Category: Misc.
Triggering: Must be at least one neutral province adjacent to provinces you control for this event to be active.
Effect: My Liege, the Lords of surrounding lands send gifts in acknowledgement of your greatness. (+25 gold per neutral province adjacent to provinces you control).
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text: ”Presents! Presents are always lovely, and flattery will get you….farther than not, at least.”
~Flavin Mourngrym, overheard at Court
Name: Nobles Demand Increased Pensions
Category: Misc.
Triggering: None, Special
Effect: Sire, the Nobles of the Realm are demanding increased pensions and allowances.
Agree to their demands. Keeping the Nobility happy is key to a smooth-running Kingdom (-100g from your treasury, even if this creates a deficit).
The Crown does NOT listen to ‘demands’, and this request is denied (loyalty drops by 10%, empire-wide)
(infamous option, infamy only) Kill those who would dare demand the least thing from me! I will have their submission or I will have their lives! (loyalty drops by 20%, empire wide as you behead your unruly nobles, and recovery rate is halved for the next six turns. +300g as the estates of the dead nobles are confiscated).
(honorable option, honorable only) Grant additional honorific titles to the nobles requesting the pensions, hold a private party for them, and ask the Church to also grant them honorific titles. (-25g from your treasury, and –5 Honor, Influence rates triple for the next ten turns).
Graphic:
Other Instructions: Event must be resolved when received.
Flavor Text:The Nobles….can’t live with them, can’t kill them…oh wait! We can, can’t we?
~ Lord Lucian, of the House of Mourngrym, overheard in Council
Name: Nobles Demand Increased Pensions (variant)
Category: Misc.
Triggering: None
Effect: Sire, the Nobles of the Realm are demanding increased pensions and allowances.
Agree to their demands. Keeping the Nobility happy is key to a smooth-running Kingdom (-5gpt, per province you control, for the next (random 3-6) turns).
The Crown does NOT listen to ‘demands’, and this request is denied. (Loyalty drops by 15%, empire-wide).
(infamous option, infamy only) Kill those who would dare demand the least thing from me! I will have their submission or I will have their lives! (loyalty drops by 20% empire wide and recovery rate is halved for the next six turns. +300g as the estates of the dead nobles are confiscated.
(honorable option, honorable only) Grant additional honorific titles to the nobles requesting the pensions, hold a private party for them, and ask the Church to also grant them honorific titles. (-25g from your treasury, and –5 Honor, Influence rates triple for the next ten turns).
Graphic:
Other Instructions: Event must be resolved upon receipt.
Flavor Text:The Nobles….can’t live with them, can’t kill them…oh wait! We can, can’t we?
~ Lord Lucian, of the House of Mourngrym, overheard in Council
Last edited by Velociryx on 25-11-2004 at 02:37
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Name: Nobles Lend their Support
Category: Misc.
Triggering: None
Effect: My Liege, the lesser Lords of the Realm send gifts to help finance the war effort. (+20gold per province you control).
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text: ”Presents! Presents are always lovely, and flattery will get you….farther than not, at least.”
~Flavin Mourngrym, overheard at Court
Name: Nobles Lend their Support (variant)
Category: Misc.
Triggering: None
Effect: My Liege, the lesser Lords of the Realm send gifts to help finance the war effort. (+5 gold per province you control added to your treasury for the next 3-6 turns).
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text: ”Presents! Presents are always lovely, and flattery will get you….farther than not, at least.”
~Flavin Mourngrym, overheard at Court
Name: Research Breakthrough
Category: Misc.
Triggering: None
Effect: Gain one free research advance in the category of your choosing. (radio buttons to select tree)
Graphic:
Other Instructions: Holdable. This Act of Fate may be played during any non-combat point of your turn. Effects (if any) are available immediately upon playing.
Flavor Text: ”Brilliant minds must be directed by able leadership, lest their ‘research’ go off in strange and unproductive directions.”
~ Professor S. Burns
Name: Research Grants
Category: Misc.
Triggering: None
Effect: A group of our Sages and Alchemists have gained audience with you to discuss the possibilities of funding a new research project.
Fully fund and support the wise men (-300g, technology costs are permanently reduced by 10%) (+2% added to the appearance chances of Wizardly events) (-2% to the appearance chances of Religious events)
Partially fund their project (-150g, technology costs are permanently reduced by 5%) (+1% added to the appearance chances of Wizardly events) (-1% to the appearance chances of Religious events)
Do not fund their project (no effect, act of fate vanishes, but remains in your pool of active events and may be seen again)
Do not fund their project, and toss them in jail for bothering you with such tripe! (+350g as their property is confiscated, corruption increases in three (3) random provinces by 1-4% (provinces must contain research buildings, if you have any), and revolt risk is 2% in all provinces containing research builds for the next six turns as their supporters protest their mistreatment. +3% to the appearance chances of Religious Events. –3% to the appearance chance of this event and of Wizardly events.
Graphic:
Other Instructions: Event must be resolved upon receipt. Deficit spending cannot be run to fund the projects (if you can’t afford an option, it is greyed out)
Flavor Text:Researchers are important in their way…their advanced thinking has led to all sorts of boons for the realm.
~ Lord Devin Fury, Governor of Parthia
Name: Research Grants (variant)
Category: Misc.
Triggering: None
Effect: A group of Sages and Alchemists have gained audience with you to discuss the possibilities of funding a new research project.
Fully fund and support the wise men (-300g, technology costs are permanently reduced by 10%) (+2% added to the appearance chances of Wizardly events) (-2% to the appearance chances of Religious events)
Partially fund their project (-150g, technology costs are permanently reduced by 5%) (+1% added to the appearance chances of Wizardly events) (-1% to the appearance chances of Religious events)
Do not fund their project (no effect, act of fate vanishes, but event remains in your active pool and may be seen again.)
Do not fund their project, question the ‘heretical’ leanings of their efforts, and turn them over to the Church to be dealt with appropriately. (Influence rates double for the next ten turns as the Church gleefully sets about interrogating these ‘heretics’, +75g as their property is confiscated and their assets split with the Church, corruption increases in three (3) random provinces by 1-4% (provinces must contain research buildings), and revolt risk is 2% in all provinces containing research builds for the next six turns as their supporters protest their mistreatment. +5% to the appearance chances of Religious Events. –3% to the appearance chance of this event and of Wizardly events, and this event.
Graphic:
Other Instructions: Event must be resolved upon receipt
Flavor Text: Who knows what evils these ‘men of science’ are cooking up in their hidden labs! It is true that they have done some good, yes, but at what price? Should we simply turn a blind eye to their heresy?
~Lady Ahnwick Castillar, speaking from Sutheron
Name: Respect of your peers
Category: Misc.
Triggering: Event de-activates for players with -30 Honor or less.
Effect: In recognition for you past deeds, the Peers of the Realm give you a nod of recognition. (You gain +10 Honor).
Graphic:
Other Instructions: Event resolves upon receipt.
Flavor Text:It was not uncommon for the great deeds of Candle’Bre’s Nobles to circulate through the whole of the basin whether they wanted them to or not. This constant possibility of this unexpected praise often kept Nobles with borderline sense of honor “in line,” since many were loathe to lose their heroic reputation once they had gained it.
Name: Tax Church Estates
Category: Misc.
Triggering: Must have at least one province with religious buildings for this event to become active for you.
Effect: Normally, Church Lands were considered off-limits and un-taxable, but in times of dire need, it was not completely unheard of for a leader to change those rules. Given the power of the Church, that was a fine, and dangerous line to walk, and such maneuverings had to be done with utmost care…..
Impose a harsh tax on all Church Estates in our Kingdom (gain +150g and +5gpt for the remainder of the game in any province you currently control that contains religious builds. Influence penalty of –1 Influence per three provinces you control is in effect for the remainder of the game, and lose all stored influence, -25 relations with House Castillar. If you control StroudHaven, that province revolts. If you ARE Castillar, all your provinces see a permanent –1 to troop hiring rates, and have a 5% rebellion chance for the next ten turns). -5% chance of seeing more events from the religious/prelature event categories once all pre-requisites have been met for those categories.
Offer a measured response with regards to taxation of Church Estates (lose half your stored influence, gain +150g and +10gpt for the next 9 turns in any province containing religious builds, influence collection rates are halved for the duration of this ‘unjust’ (in the eyes of the Clergy) tax, -25 relations with House Castillar. If you control StroudHaven, that province revolts. If you ARE Castillar, all your provinces see a –1 decrease to troop hiring rates for the duration of the tax, and loyalty drops by 20% in all your provinces). -2% chance of seeing more events from the religous/prelature event categories once all pre-requisites have been met for those categories.
Offer a token response with regards to taxation of Church lands (lose half your stored influence, gain +150g and +5gpt for the next 6 turns in any province containing religious builds, , -25 relations with House Castillar. If you control StroudHaven, that province revolts. If you ARE Castillar, all your provinces see a 20% drop in loyalty).
Steadfastly refuse to tax Church Estates (if you have positive honor, gain +5 honor for maintaining the sanctity of the Church’s lands, act of fate vanishes) +2% to the appearance chances of seeing events from the religious/prelature series once all pre-requisites have been met for events in those series.
Graphic:
Other Instructions: Event must be resolved upon receipt.
Flavor Text: Church Lands are off limits to the tax collectors, period. Any attempt to suggest otherwise will be met with the stiffest possible resistance, and if needs be, force of arms.
~ Lady Ahnwick Castillar, Speaking from Sutheron
Name: Uncommitted Lords Send Tribute
Category: Misc.
Triggering: Event slips into a coma for all players if there are no neutral provinces left in Candle'Bre.
Effect: My Liege, the Lords of surrounding lands send gifts in acknowledgement of your greatness. (+5 gold added to your treasury for every neutral province in Candle’Bre for the next 3-6 turns).
Graphic:
Other Instructions: Event stops functioning immediately if there are no more neutral provinces in Candle’Bre.
Flavor Text: ”Presents! Presents are always lovely, and flattery will get you….farther than not, at least.”
~Flavin Mourngrym, overheard at Court
Last edited by Velociryx on 25-11-2004 at 02:47
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Provincial
(Current Count: 33 (35))
Name: A Taste of Self-Governance
Category: Provincial
Effect: Your advisors are a forward-thinking lot, and they have fronted a bold plan to turn an increasing amount of governance over to the common folk. This move has understandably unsettled the Nobility, and following through with this idea will, no doubt, have far-reaching implications that will impact the very fabric of the Kingdom.
Let us embrace this new idea and welcome the commoners as something closer to equals! (-150g as appropriate infrastructure is put into place. Loyalty drops by –20%, kingdom-wide as the Nobility in your realm resist this notion, and revolt risk in every province you control increases to 3% for the next 12 turns). Loyalty cap drops by 10% (more freedoms for people, less governmental control). Revolt in your two lowest-loyalty provinces. Growth rate in all provinces you control is +0.05% per turn higher than the norm, tax rate increases to 0.0017 (from 0.0015) for all provinces you control for the remainder of the game, and you see a research boost equal to (total taxes received * 0.04) per turn (points added to a random tech tree every turn)
Too risky. An interesting notion, but the timing is off (no effect, Act of Fate is returned to your library, and may be activated later).
Never! The position of the Nobility must be preserved and maintained. This move will weaken their control over the land, and thus, weaken our control over the Kingdom. (+250g as grateful Nobles replenish your coffers, loyalty drops by –15%, Kingdom-wide, and recruitment drops by –1 for the next 12 turns (disappointed Merchantmen and angry commoners refusing to support the Nobility, even at risk to themselves).
Other Instructions: (this event can only occur once per game, for each player)
Flavor Text: request for spiffy text!)
Name:Adoration of the Peasantry
Category: Provincial
Effect: The peasantry displays their undying affection for you, My Lord, by offering tribute well above and beyond that which we normally get via taxation. (Double income this turn from province (and province$, and…))
Other Instructions: This Act of Fate doubles the income for one turn in 1-6 territories you control, on the turn after this act of fate occurs. Act of fate resolves as soon as it is received.
Flavor Text:The love of the mob is fickle, so fleece them for everything you can while they adore you….
-From the personal diaries of Jacob Mourngrym
Name: Children’s Crèche
Category: Provincial
Effect: Our wise men have come up with an experiment they wish to receive Crown funding for. It revolves around creating stronger infrastructure in provname$, specifically with children in mind, in hopes that the province as a whole will be improved.
An intriguing thought, and yes! Let us fund and embrace this experiment to see where it takes us! (-200 gold , 12 CP’s to build, new graphic?) (When completed, population growth rate is +0.05% per turn in provname$, and loyalty cap is +2%).
A good idea, but the Crown cannot afford to fund this venture at this time (no effect, act of fate returns to your library)
Children?! Let their parents take full responsibility for them. The Court has no interest in such nonsense! (no effect, act of fate vanishes).
Other Instructions: (deficits are not allowed to pay the cost of this event)
Flavor Text: (request for spiffy text!)
Name: Corruption
Category: Provincial
Effect: Trouble brews in provname$, and someone is making off with money meant for the royal treasury.
Fight back against the corruptive elements (-100g)
Do Nothing (corruption in province x increases by 10%)
Turn the Church loose on them (-20 Influence) (any magical builds in this province stop working for the next two turns)
Other Instructions:
Flavor Text: Despite the best efforts of the Nobility of the Basin, there were those who took advantage of the chaos to amass fortunes for themselves and expand their power and influence. Thus, it can be rightly said that the first blooms of our rising ‘middle class’ stemmed from the arms dealers, smugglers, and privateers, whose fortunes quickly rose to rival those of the landed Aristocracy.
-Professor S. Burns on the rise of the Middle Class
Name: Corruption
Category: Provincial
Effect: Trouble brews in provname$, and someone is making off with money meant for the royal treasury.
Fight back against the corruptive elements (-50g)
Do Nothing (corruption in province x increases by 5%)
Turn the Church loose on them (-10 Influence) (any magical builds in this province stop working for the next two turns)
Other Instructions:
Flavor Text: Despite the best efforts of the Nobility of the Basin, there were those who took advantage of the chaos to amass fortunes for themselves and expand their power and influence. Thus, it can be rightly said that the first blooms of our rising ‘middle class’ stemmed from the arms dealers, smugglers, and privateers, whose fortunes quickly rose to rival those of the landed Aristocracy.
-Professor S. Burns on the rise of the Middle Class
Name: Corruption
Category: Provincial
Effect: Trouble brews in provname$, and someone is making off with money meant for the royal treasury.
Fight back against the corruptive elements (-150g)
Do Nothing (corruption in province x increases by 15%)
Turn the Church loose on them (-25 Influence) (any magical builds in this province stop working for the next two turns)
Other Instructions:
Flavor Text: Despite the best efforts of the Nobility of the Basin, there were those who took advantage of the chaos to amass fortunes for themselves and expand their power and influence. Thus, it can be rightly said that the first blooms of our rising ‘middle class’ stemmed from the arms dealers, smugglers, and privateers, whose fortunes quickly rose to rival those of the landed Aristocracy.
-Professor S. Burns on the rise of the Middle Class
Name: Corruption
Category: Provincial
Effect: Trouble brews in provname$, and someone is making off with money meant for the royal treasury.
Fight back against the corruptive elements (-200g)
Do Nothing (corruption in province x increases by 20%)
Turn the Church loose on them (-40 Influence) (any magical builds in this province stop working for the next two turns)
Other Instructions:
Flavor Text: Despite the best efforts of the Nobility of the Basin, there were those who took advantage of the chaos to amass fortunes for themselves and expand their power and influence. Thus, it can be rightly said that the first blooms of our rising ‘middle class’ stemmed from the arms dealers, smugglers, and privateers, whose fortunes quickly rose to rival those of the landed Aristocracy.
-Professor S. Burns on the rise of the Middle Class
Name:Crop Failure
Category: Provincial
Effect: Sire, provname$ (and provname$, and provname$) is seeing its crops wither in the field, and their reserves of food are running low. They will likely not be in a position to meet their tax quotas for the foreseeable future. (provinces named must all be adjacent, and provinces you control. Income lost is 15gpt, for 3-6 turns. Number of provinces affected is 1-3 (random).
Other Instructions: Act of Fate resolves when received.
Flavor Text: (request for spiffy text!)
Last edited by Velociryx on 24-06-2004 at 04:54
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Name: Death of an Heirless Petty Noble
Category: Provincial
Effect: A local Lord, ruler of a smallish estate has died and left no heir. By default, his estate becomes the property of the crown, but there may be other options worth exploring, in terms of how best to use this new land.
Keep it, and incorporate it into the private Demesne of the Crown (take control of the lands, +100g, and +5gpt in provname$ till the end of the game)
We don’t need it…let us gift this land to the Church (+1 influence per turn until the end of the game) (if the province contains magical buildings, it also sees loyalty cap reduced by 3%, permanently)(jealous dissident wizards, stirring up trouble now and again)
We don’t need it…let us gift this land to the Wizards (+2 research points per turn, added to a random tech tree, as the land is turned into an haven for Alchemical research)(if the province contains magical buildings, it also sees –1 Construction Point, for the remainder of the game (scientific pursuits take away from the general labor pool)
Other Instructions: This act of fate must be resolved when received.
Flavor Text: (request for spiffy text!)
Name: Deflationary Effects
Category: Provincial
Effect: The chaos of war often threw prices in certain areas into strange fluxes. Sometimes, these worked for the rulers in the Basin, and sometimes, against. (Any provincial improvements ordered this turn will cost 20% less).
Other Instructions: This Act of Fate resolves when it is received.
Flavor Text: ”The chaos of war often causes unpredictable effects….the trick is to use that to your advantage….ride the chaos without getting thrown.”
Name: Excellent Season
Category: Provincial
Effect: Sire, the Kingdom is thriving! Crop yields are up, and the people are growing more content by the month! (You gain + 50 gold, and if you have corruption anywhere, see corruption drop by 2% in a (single, random) corrupted province, loyalty increases by 5% (to cap) across the board).
Other Instructions: This Act of Fate resolves when it is received.
Flavor Text: Because of the uncertainty brought on by the Wars of Succession, bumper crops were a welcome boon that often served to revitalize shaky kingdoms
Name: Excellent Season
Category: Provincial
Effect: Sire, the Kingdom is thriving! Crop yields are up, and the people are growing more content by the month! ((random, 2-5) # of provinces you control gain +10gpt for 3-6 turns).
Other Instructions:
Flavor Text: (request for spiffy text!)
Name: Famine
Category: Provincial
Effect: Hunger in (provname$) as food stores run dry. Our people there are starving! (provname$ loses 300-600, random population. Loyalty in provname$ drops by 20%. Provincial population cannot drop below 2000 due to this effect).
Other Instructions:
Flavor Text: (request for spiffy text!)
Name: Famine
Category: Provincial
Effect: Sire, food stores are running dangerously low in provname$. If action is not taken soon, our people there will starve!
Release sufficient food stores from neighboring provinces to make up the difference. We must not allow our people to go hungry! (Pay 100g to shift food around inside your provinces and prevent starvation).
Bah! Tell them to tough it out! (provname$ loses 300-600 (random) population as the citizens starve. Loyalty in provname$ drops by 20%. Provincial population cannot drop below 2000 due to this effect).
Other Instructions: Deficit spending allowed, event resolves when received.
Flavor Text: (request for spiffy text!)
Name: Flashflood
Category: Provincial
Effect: Flash floods and freak storms are not common in the Basin, but when they occur, they can wreak havoc in the provinces….(Population drops by 100-300 (random), and province loses –15g for the next 6 turns as the damage is undone). Province population cannot drop below 2000 due to this effect. If you have troops stationed in the province affected by the Flashflood, those troops must roll a survival check (each unit has a 15% chance of being lost). Further, troops in the province when the flood occurs cannot leave it for 2 turns (as they remain and attempt to restore order). Leaders do not have to make a survival check. Provincial Improvements must also roll a survival check.
Other Instructions:
Flavor Text: (request for spiffy text!)
Name: GuildMaster’s Alliance
Category: Provincial
Effect: GuildMasters in provname$ take steps to streamline trade and develop local industry. (provname$ sees a +5gpt boost to its income till the end of the game).
Other Instructions:
Flavor Text: (request for spiffy text!)
Name: GuildMaster’s Alliance
Category: Provincial
Effect: GuildMasters in provname$ take steps to streamline trade and develop local industry. (provname$ sees a (random +2 to +8gpt boost to its income till the end of the game).
Other Instructions:
Flavor Text: (request for spiffy text!)
Name: Improved Irrigation System
Category: Provincial
Effect: Sire, our learned men have come up with a new irrigation system they would like to test in provname$, and require funding from the Crown to make it a reality.
Yes yes! Better irrigation will mean more productive farmland. If our wise men think they have found a means of improving this, then we should support it! (-250g, 12 CP’s to finish the project in provname$, and upon completion, you receive the following (permanent) benefits: +1 to troop training, + 10gpt till the end of the game, growth rate per turn increases by +0.05%).
No! This seems like a fool’s errand, and there is no point spending gold from our treasury on such nonsense! (act of fate vanishes)
Other Instructions: event must be resolved when received. Deficit spending allowed to finance this project.
Flavor Text: (request for spiffy text!)
Name: Indifference
Category: Provincial
Effect: The bloom is off the rose for us, and our populace is becoming disenchanted with the war effort. (loyalty recovery rate in every province you control drops to half normal for the next 12 turns).
Other Instructions: event resolves when received.
Flavor Text: (request for spiffy text!)
Name: Innovative Peasants
Category: Provincial
Effect: You gain a provincial improvement in (province name) (add text)
Other Instructions: The provincial improvement is completed immediately, and it’s effects will begin at the start of your next turn. The specific provincial improvement may be anything but a fortification, and will not violate the provincial improvement dynamics, by placing a “disallowed” improvement in a given territory. Note that if all of your territories are already fully developed, then this event does not, and cannot occur. This Act of Fate may either be played immediately, or held until needed, and may be played during any (non-combat) part of your turn.
Flavor Text: ”The common folk of Candle’Bre are truly the nation’s greatest resource. They are self-reliant, strong, and capable. It is the Nobles I often wonder about, who seem to delight in leading their subjects through one misery after another.”
~ Mordecai Jones, speaking before the Council of Seven
Name: Muted Indifference
Category: Provincial
Effect: The bloom is off the rose for us, and our populace is becoming disenchanted with the war effort. (loyalty recovery rate in every province you control drops to half normal for the next 6 turns, and loyalty in all provinces you control drops by 10%).
Other Instructions: event resolves when received.
Flavor Text: (request for spiffy text!)
Name: Plague
Category: Provincial
Effect: Plague strikes provname$! (Population there decreases by (random, 500-800), loyalty drops by 25% in the province, -1 to recruitment rate for the next six turns). Provincial pop cannot drop below 2000 by virtue of this event. If you have troops stationed in the province, they must roll a survival check (each unit has a 25% chance of dying, leaders are exempted), and these troops cannot leave the province for 3 turns (3-month quarantine period).
Other Instructions: event resolves when received.
Flavor Text: (request for spiffy text!)
Name: Plague
Category: Provincial
Effect: Plague Strikes provname$!
(option only visible if there are magical buildings in the province) Let us work with the wizards there to limit the damage (-100g, lose 100-200 people). Provincial pop cannot drop below 2000 by virtue of this event. If you have troops stationed in the province, they must roll a survival check (each unit has a 25% chance of dying, leaders are exempted), and these troops cannot leave the province for 3 turns (3-month quarantine period).
(option only visible if there are religious buildings in the province) Let us work with the priesthood there to limit the damage (-100g, lose 100-200 people) Provincial pop cannot drop below 2000 by virtue of this event. If you have troops stationed in the province, they must roll a survival check (each unit has a 25% chance of dying, leaders are exempted), and these troops cannot leave the province for 3 turns (3-month quarantine period).
Sadly, there is naught we can do for them (lose 500-800 people (random), loyalty drops by 25% in the province, and sees –1 recruitment for the next six turns). Provincial pop cannot drop below 2000 by virtue of this event. If you have troops stationed in the province, they must roll a survival check (each unit has a 25% chance of dying, leaders are exempted), and these troops cannot leave the province for 3 turns (3-month quarantine period).
Other Instructions: no deficits allowed, event resolves when received.
Flavor Text: (request for spiffy text!)
Name: Plague
Category: Provincial
Effect: Plague Strikes provname$!
(option only visible if there are magical buildings in the province) Let us work with the wizards there to limit the damage (-200g, lose 200-500 people) Provincial pop cannot drop below 2000 by virtue of this event. If you have troops stationed in the province, they must roll a survival check (each unit has a 25% chance of dying, leaders are exempted), and these troops cannot leave the province for 3 turns (3-month quarantine period).
(option only visible if there are religious buildings in the province) Let us work with the priesthood there to limit the damage (-200g, lose 200-500 people) Provincial pop cannot drop below 2000 by virtue of this event. If you have troops stationed in the province, they must roll a survival check (each unit has a 25% chance of dying, leaders are exempted), and these troops cannot leave the province for 3 turns (3-month quarantine period).
Sadly, there is naught we can do for them (lose 800-1100 people (random), loyalty drops by 25% in the province, and no recruitment possible in the province for the next twelve turns). Provincial pop cannot drop below 2000 by virtue of this event. If you have troops stationed in the province, they must roll a survival check (each unit has a 25% chance of dying, leaders are exempted), and these troops cannot leave the province for 3 turns (3-month quarantine period).
Other Instructions: event resolves when it is received. No deficits allowed.
Flavor Text: (request for spiffy text!)
Name: Population Boom
Category: Provincial
Effect: Sire, the population of provname$ has experienced an unexpected growth surge! (growth rate triples in provname$ for the next 6 turns)
Other Instructions: event resolves when received.
Flavor Text: (request for spiffy text!)
Name: Regional Population Boom (possible cull candidate)
Category: Provincial
Effect: province: Sire, several of our provinces are experiencing an unexpected growth surge! (provinces must all be adjacent to each other, and must all be under your control. Growth rate triples in (random, 2-4 provs meeting the conditions above) for the next 4 turns).
Other Instructions:
Flavor Text: (request for spiffy text!)
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Name: Rivals (revisit this event…still needs tweaking)
Category: Provincial
Effect: It’s amazing how quickly flashpoints can arise. The wizards and priests in provname$ have never been overly fond of each other, but recently, that dislike has reached new heights, and the whole province is simmering with barely contained anger. Because mishandling here could cause the conflict to spill over into a wider area, the Provincial Governor has wisely sent a plea for assistance in resolving the matter to you.
Force both sides to the negotiating table, holding balanced and fair negotiations which give neither side the upper hand. (-100g from your treasury, loyalty in provname$ drops by 20% as both sides loudly complain, revolt risk is 4% for the next ten turns. If you have any magical or religious buildings in the province, they stop working for the next 3-6 turns. Any revolt that occurs is 40% likely to destroy the religious/magical buildings in the province. Once the revolt risk fades, this province sees a +2gpt increase as both sides learn to work together.
Force both sides to the negotiating table, holding negotiations but favor the Clergy in the province. (-200g from your treasury, loyalty in provname$ drops by 10% as the Wizards and their supporters complain loudly. Lose half your stored Mana, and Mana Producing assets kingdom-wide operate at half capacity for 3-6 turns. If the province contains magical buildings, this loyalty impact is doubled, and those magical buildings stop working for the next twenty turns. Revolt risk in the province is 3%, doubled if magical buildings are present. Any revolt that occurs is 55% likely to destroy the religious/magical buildings in the province. If you lose control of the province, it has a 10% chance of declaring for the Order of Mystics (if you ARE the Order of Mystics, then the province simply reverts to neutrality). This value doubles if the province in question borders Mystic territory. Once the revolt risk fades, this province gains a permanent immunity to corruption (grateful Priests fervently working on your behalf to keep corruption down in the province)
Force both sides to the negotiating table, holding negotiations but favor the Wizards in the province. (-200g from your treasury, loyalty in provname$ drops by 10% as the Clergy and their supporters complain loudly. Lose half your stored influence, and influence-producing assets kingdom-wide operate at half capacity for 3-6 turns. If the province contains religious buildings, this loyalty impact is doubled, and those religious buildings stop working for the next twenty turns. Revolt risk in the province is 3%, doubled if religious buildings are present. Any revolt that occurs is 55% likely to destroy the religious/magical buildings in the province. If you lose control of the province, it has a 10% chance of declaring for House Castillar (if you ARE House Castillar, then the province simply reverts to neutrality). This value doubles if the province in questions borders Castillar territory. Once the revolt risk fades, this province gains a permanent bonus of +2 Construction Points per turn, or +20%, whichever is greater (grateful Wizards offering their services to construction projects in the province).
Tell the Provincial Governor to handle it himself.
(no effect) (the consequences of this choice are not shown to the player, but choosing this option is the trigger for the event “A Regional Powder keg,” which has a 4% cumulative per turn chance of occurring for the player who got this event, beginning on the turn after this event choice is selected)
Other Instructions: If you lack the money to pay for some of the options, they are “greyed out” such that you cannot run a deficit to pay the cost of handling this problem
Flavor Text: (request for spiffy text!)
Name: A Regional Powder Keg
Category: Provincial
Effect: When this event occurs, make a check. 35% = the provincial governor held balanced and fair negotiations and succeeded, with the results being the same as if you had done so yourself (see the above event for those effects). You will receive the following text message:
“Sire, the provincial governor in provname$ has successfully negotiated the peace between the priests and wizards there! (list effects per the above event).
65% = the provincial governor will fail, in which case, this event is displayed to the player:
The simmering anger felt before in provname$ (the province named in this event’s predecessor) has boiled over. The provincial governor did his level best to keep both sides talking, but talks broke down, with both sides walking away from the negotiating table in a huff.
The situation escalated quickly from there, with the province taking on the look and feel of an armed camp, and two nights ago, hostilities broke out. Worse, their disaffection seems to have spread to neighboring lands!
(all provinces adjacent to provname$ see loyalty ratings drop by 25%, whether you own the province or not), revolt risk in those provinces jumps to 7% and remains there for the next twelve turns. No recruitment of troops is possible from any of these provinces. No building is possible in these provinces for the duration of this effect, and no progress on buildings under construction is made during this time.
If a revolt occurs, it is 30% likely to spark one of the following effects:
If religious buildings are present, the Wildfires event is 30% likely to occur.
If magical buildings are present, the Kudzu spell is 30% likely to be cast on the province.
If you lose control of any province, it immediately reverts to neutrality. Every revolt is 40% likely to destroy a random provincial improvement. If no improvements remain, then ignore this effect.
Other Instructions: Event resolves when received, and if the provinces of other players are impacted, then it will spawn the event “Something Wicked This Way Comes” for the impacted players on their respective turns.
Flavor Text:
Name: Something Wicked This Way Comes
Category: Provincial
Effect: Sire, provname$ (and provname$, and…) have gone mad! It is uncertain exactly what occurred, but the whole region is suddenly in an uproar!
loyalty ratings in impacted provinces drop by 25%, revolt risk in those provinces jumps to 7% and remains there for the next twelve turns. No recruitment of troops is possible from any of these provinces. No building is possible in these provinces for the duration of this effect, and no progress on buildings under construction is made during this time.
If a revolt occurs, it is 30% likely to spark one of the following effects:
If religious buildings are present, the Wildfires event is 30% likely to occur.
If magical buildings are present, the Kudzu spell is 30% likely to be cast on the province.
If you lose control of any province, it immediately reverts to neutrality. Every revolt is 40% likely to destroy a random provincial improvement. If no improvements remain, then ignore this effect.
Other Instructions: Event resolves when received.
Flavor Text:
Name: Stalwarts
Category: Provincial
Effect: My Liege, the citizenry of provname$ have reaffirmed their loyalty to your banner! (loyalty recovery rate in provname$ doubles for the next 12 turns).
Other Instructions: Event resolves when received.
Flavor Text:
Name: Squatter’s Rights
Category: Provincial
Effect: (ProvinceName) has petitioned to join our growing nation! (the province must be adjacent and currently non-faction controlled (neutral) to qualify for this event)
“Accept them into the fold”
(province X is added to our nation)
“Deny their request”
(province X is not added to our nation)
Other Instructions: This Act of Fate may either be played immediately, or held until needed, and may be played during any (non-combat) part of your turn.
Flavor Text:It was a time of choosing sides, and everyone was called upon to take a stand. For or against. This Great Noble House, or that. Lines were drawn….often in blood. It was the darkest chapter of our nation’s history.”
~ Professor S. Burns, at the lecture hall in Argenia.
Name: Stirring up the Dissidents
Category: Provincial
Effect: Gain five Dissident counters. Spend 50g to place a Dissident Counter in any province you select. Corruption increases in that province by 2%, unless there is another effect in play that prevents corruption from increasing (in which case there is no effect) (needs choice effects and relevant texts)
Other Instructions:
Flavor Text: Why is it that there are never any short of malcontents ever-ready to cause additional grief in times of crisis? As if we do not have enough to worry over just now, with the Kingdom threatening to come apart at the seams!
~ Lady Taabith Corella, Speaker for the Council (CoS)
Other Notes:
Relevant text message popup responses (these arrive the turn after the card is played):
“M’Lord, we have succeeded! The dissidents are causing trouble for factionname$”
OR
“With regret, M’Lord, our efforts to rouse the dissidents against factionname$ did not go as planned. We have failed you….”
Name: The Mob is Fickle (name revision?)
Category: Provincial
Effect: Sire, the folk of provname$ are becoming increasingly disenchanted with your enlightened rule….(loyalty in provname$ drops by 25%, recovery rate is halved in the whole of your kingdom for the next six turns).
Other Instructions: Event resolves when received.
Flavor Text: (request for spiffy text!)
Name: Wildfires
Category: Provincial
Effect: Sire, wildfires are raging out of control in provname$ (lose 100-300 (random) people per turn that the wildfire rages. Provincial value drops by –5g per turn that the wildfire rages (note that this could create provinces that actually have negative incomes), and remains at that lower level for six turns. Untended, the Wildfire will burn for 2-4 turns (random). If you have troops in the province, they must roll a survival check (10% chance per unit of meeting a bad end, leaders exempted, each turn they remain in the burning province). Sending troops into a burning province will subject them to the survival check, but also shorten the duration of the fire by 1 turn per turn they spend there. Provincial Improvements must also roll a survival check.
Other Instructions: event resolves when received.
Flavor Text: (request for spiffy text)
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Religious
(Current Count: 30 (33))
Amnesty Offered
Category: Religious
Effect: A young, idealistic Priest in your realm approaches you with an intriguing offer, and a hope of bringing at least some of the Mystics inside your borders back into the fold of the Church, by offering amnesty to them (no punishment for their heretical ways if they will simply renounce them and return to the Church). It is a provocative offer, to be sure, and while interesting in the extreme, there is some fear of stoking the fires of animosity between these two groups, which have, of late, cooled to embers.
Yes, allowing this will cast us in a favorable light where the Church is concerned, and while the Mystics are important in their way, the Church is too powerful to ignore. (Amnesty Offered, Mana converts to influence at a 2:1 ratio for this turn, mana generation is halved for the next three turns, as some Mystics take offense at this ‘offer,’ while Influence generation sees a 50% increase over the same time period (The Church viewing our stance favorably)).
No, the current tensions between these two groups are fine at present. Let us not rock the boat. (Lose 10 Influence with the Church for rejecting the Priest’s notion. No other effect, event vanishes) (if you lack sufficient influence to pay the cost, then ignore that effect).
Other Instructions: This event must be resolved immediately.
Flavor Text: request for spiffy text
Name: Be Fruitful and Multiply
Category: Religious
Effect: The Church has an enormous impact on the daily lives of everyone in the Basin, but this is especially true of the common folk. Your closest advisors have put forth an idea to begin using your influence with the Church to subtly influence the message preached from the pulpit in your provinces, and bend it to a direction beneficial to you and yours. (This event allows Influence to be spent to increase the growth rate in your holdings. The cost, in influence to get this message out to the masses is (3 influence * number of provinces you control), which will result in a boost in growth rate of 0.0008 for the next three turns). There is no limit to how much influence may be spent in this manner.
Other Instructions: This Act of Fate is a permanent addition to your book of fate, but may be voluntarily discarded at any time.
Flavor Text: request for spiffy text
Name: Bishop in trouble
Category: Religious
Effect: One of the Church’s leaders has overextended himself, and comes to you asking for money to pay his debts.
By all means, let us help this Cleric in need (-100g to settle the Bishop’s accounts, influence collection in your realm doubles for the next six (6) turns).
A fool and his money are soon parted, as the saying goes. Send him away! (no effect, event vanishes).
Other Instructions: event must be resolved when received, no deficits allowed to finance choices here.
Flavor Text: request for spiffy text
Name: Choosing Sides
Category: Religious
Effect: Hard choices. That’s what it comes down to, and this one is one you’d rather see on someone else’s plate.
The Wizards and Priests have been at each other’s throats for as long as you can remember, and of late, their infighting has begun to impact the Kingdom as a whole.
It is clear that there’s no reconciliation possible between these two groups, which means that it falls to you, as undisputed Master of the Realm to begin laying the foundation toward settling this conflict once and for all.
So…a choice before you. Two very different groups that hate each other. Both powerful, both influential in their way, and yet, you can only choose one to formally support.
We must support the Church. Their influence in the Basin and with the common folk is vast, and it would be unwise in the extreme to make an enemy of them. All religious buildings you control see their powers doubled for the remainder of the game. All magical buildings you control stop functioning entirely. Lose all stored mana immediately. Gain +60 Influence. Permanently lose 10% of each province’s income (tithe to the Church, a tangible sign of your support to them). All combat rolls your troops have to make (offensive or defensive) are at +1. Research costs are 10% higher than normal.
We must support the Wizards. Their Witching Ways and advanced thinking are the twin pillars that will propel us into the future, not the Church’s worn-out dogma. All magical buildings you control operate at double normal effectiveness for the remainder of the game. All religious buildings you control stop functioning altogether. Lose all stored Influence. Any intercessions you have previously paid for that have not yet been triggered, are lost. You may freely ignore intercessions for the remainder of the game. Research costs are 20% less than the norm for you.
Let them fight. It’s not our problem. (Loyalty Cap drops by 20% in all provinces you control, and you suffer a 2% revolt risk in every province you control for the remainder of the game as the tensions you choose to ignore, remain).
Other Instructions:
Flavor Text: request for spiffy text
Name: Clerical Pressures Applied
Category: Religious
Effect: The Church must be gearing up for some major push to expand their powers, because word has it that have been hitting up every Noble House in the Basin for money, and it appears that you are next! The Holy See has come to you requesting a large sum of money (# of provinces you control * 40)g
Pay (# of provinces you control * 40)g (deficits allowed)
The Crown does not acquiesce to threats or pressuring. lose 70% of stored influence, influence collection halved for the next 20 turns, no Intercessions possible for the next 12 turns (lose any existing Intercessions).
Other Instructions:
Flavor Text: request for spiffy text
Name: Consolidation of Church Powers
Category: Religious
Effect: The Church has long been centered in and among the lands of the Castillar Family, but recently, there has been a schism, brought on by the political maneuverings of the Prelature in StroudHaven (long-standing rivals of the Castillari). The struggle between these two camps has now come to a head, and part of the resolution is to hold a survey to determine if/where the new headquarters of the Church should be. All of the largest factions in the Basin are eligible for consideration for the honor.
When this event fires, it starts a six-turn timer. At the end of six turns, whoever has collected, and has the most stored influence will “win” the Church’s contest, and that faction will play host to the central seat of power for the Church.
If Castillar loses this contest, then they also lose their faction specific ability relating to Influence Bonus.
Whichever faction wins the contest (other than Castillar), will see an influence bonus with the church equal to 1 influence per three provinces that player controls (drop all fractions).
Further, one province may be named as the province of the Holy See….the heart of Church lands.
That province loses –30gpt in its economic value, and grants its owner +10 Influence per turn. Any troops hired in this province MUST remain in this province (Temple Guard), and all troops here gain +3 on their defensive rolls (fanatics).
When the competition begins, Stroudhaven’s influence generation is tripled or +3 per turn, whichever is greater.
If StroudHaven is selected as the province of the Holy See, ignore the economic hit to the province.
If Castillar loses the election, they will suffer a –100 diplomatic hit with the winner, and vice versa.
Other Instructions: This event resolves when received, and when it fires for one player, it automatically appears for every other player on their turn.
Flavor Text: request for spiffy text
Name: Favorite of the Clergy
Category: General
Effect: You gain +20 Influence
Other Instructions: This Act of Fate may either be played immediately, or held until needed, and played at any (non-combat) point in your turn.
Flavor Text: Although they were not supposed to concern themselves with the secular world, it was no secret that the Church had its favorite Nobles, and those whose activities they frowned upon. It was commonplace to see quiet gestures of Clerical support for their “favored sons.”
Name: Closed-Mindedness
Category: Religious
Effect: The Church has, of late, instituted a new, more rigorous standard for righteous living and is pushing this new agenda throughout the realm.
Heed the Church’s new, more restrictive guidelines (+25% to generated Influence, and +1 CP in every province you control, +10% to all research costs).
Ignore their blustering and just go about our business (Influence generation is halved for the remainder of the game. Lose half your stored influence.
Other Instructions: event must be resolved when received.
Flavor Text: request for spiffy text
Name: Glorification or Gothicism?
Category: Religious
Effect: Two schools of thought have recently gripped the Clergy in the Church of J’honsa. One school of thought says that the Church should frighten its believers into submission, and proposes preaching a darker message from the pulpit to keep the masses cowed and in line. The other, espouses focusing on the best and brightest elements of the faith, preaching a gospel of glorification through works and deeds. Fellowship and brotherhood. It falls to you to support one of these visions for the Church’s future in your realm, and help make it a reality.
Support the Gothic Movement: Loyalty Cap in your realm drops by –15%, and every province you control(now and in the future) sees a +1 bonus to recruitment rates, +1 CP per turn, and +1 to all attack values.
Support the Glorification Movement: unspent cp’s in every province “build up” over time. Every time 12 gather in a province, that province sees a permanent +1gpt till the end of the game, and the cp pool resets to zero.
Other Instructions: event must be resolved when received.
Flavor Text: request for spiffy text
Name: High Priest’s Decree
Category: Religious
Effect: Choose rival. Pay 10 Influence to prevent that rival from using any Espionage abilities for one (1). Turn. There is no limit to the amount of Influence that can be spent in this manner. Each time you use this ability, there is a 10% chance that the act of fate will vanish from your library.
Other Instructions: This Act of Fate may either be played immediately, or held until needed, and may be played during any (non-combat) part of your turn.
Flavor Text: “And what could be better than having a Priest in your pocket to hamstring your enemy’s efforts, and a score of trained assassins ready to depart?”
~Flavin Mourngrym – Musings
NOTE! The above event, when played, will spawn an event to be given to the player on the receiving end of your attention, that event is worded below!
Name: High Priest’s Decree (gotcha)
Category: Religious
Effect: You have been targeted by a Church Decree, and commanded not to make use of any Espionage functions for X turns (where X is 1/10th the amount of Influence your rival spent on this effect).
“Ignore the Church Decree” (Lose all collected Influence, no Influence collected for the duration of this effect, lose -10 honor if you have positive honor, else 0, & loyalty drops 30% Empire wide for your defiance)
“Accept the Decree” disables all espionage functions for X turns, turns where X is 1/10th the amount of Influence your rival spent on this effect.
Other Instructions: event must be resolved when received
Flavor Text: “And what could be better than having a Priest in your pocket to hamstring your enemy’s efforts, and a score of trained assassins ready to depart?”
~Flavin Mourngrym –Musings
Name: Intolerance or Pluralism?
Category: Religious
Effect:
No tolerance to enemies of the faith. (A “mark of Ollux” is placed over each player who has ever dealt favorably with the minions of Ollux (visible only to you), or who does so after this event fires. (new Combat Spell: Intolerant Frenzy, cost is 1 Influence per unit in the army to be affected, grants a +1 combat bonus until the start of your next turn, max of +3, only available vs. opponents who bear the Mark of Ollux. All captures are treated as kills, regardless of the bonus—even if zero). Research costs are +20% (must go thru and highlight any and all events which mention Ollux)).
Understanding and tolerance should be the order of the day. (Everything you do that carries an influence cost, carries a 30% higher cost. Research costs are 10% lower for you).
Other Instructions:
Flavor Text: request spiffy text
Name: Losing Favor with the Clergy
Category: Religious
Effect: You lose –10 Influence
Other Instructions: event resolves when received.
Flavor Text: request spiffy text
Name: Losing Favor with the Clergy
Category: Religious
Effect: Your per turn influence is cut in half for (random: 3-6 turns)
Other Instructions: event resolves when received.
Flavor Text: request for spiffy text
Name: Money Talks
Category: Religious
Effect: It was far from commonplace, but not even high ranking Church Officials were immune to the lure of gold, and sometimes, favors could be purchased outright. (From now until the end of your next turn, gold may be converted to influence at a rate of 5:1. There are no limits to the amount of gold that may be spent in this way).
Other Instructions:
Flavor Text: He who has the gold, makes the rules….
~Folk Wisdom, Candle’Bre
Name: Nothing but Love For ya!
Category: Religious
Effect: No attacks may be made by any player until the start of the turn after you play this effect.
Other Instructions: This Act of Fate may either be played immediately, or held until needed, and may be played during any (non-combat) part of your turn.
Flavor Text: The Noble Houses of Candle’Bre were not above using their influence with the Church to delay the actual celebration of Holy days until it best suited their purposes. More than one attack was thwarted simply by the presence of a high ranking Clerical official being paraded through a strategic town.
~House Castillar – The Succession Wars
Name: Preaching the Work Ethic
Category: Religious
Effect: There were times when the interests of the Church and the interests of the State could be made to work hand in hand…(All religious buildings you control add 0.5 cp’s per turn to a province for (random: 3-6 turns)).
Other Instructions:
Flavor Text: request for spiffy text
Name: Preaching the Work Ethic
Category: Religious
Effect: There were times when the interests of the Church and the interests of the State could be made to work hand in hand…(This turn and next, Influence converts to Construction Points at a rate of 3:1. There is no limit on the amount of Influence that can be converted in this manner).
Other Instructions:
Flavor Text: request for spiffy text
Name: Religious Fervor
Category: Religious
Effect: Places three new “spells” in your Book of Fate:
Religious Fervor – Movement: Cost: 0.5 Influence per unit in selected army (drop all fractions) to give all units IN target army +1 move (army is locked for the turn once selected). Max bonus is +2.
Religious Fervor – Attack: Cost: 1 Influence per unit in selected army (drop all fractions) to give all units IN target army +1 to all attack rolls until the start of your next turn (army is locked for the turn once selected). Max bonus is +2.
Religious Fervor – Defense: Cost: 1: +1 Influence per unit in selected army (drop all fractions) to give all units IN target army +1 to all defense rolls until the start of your next turn (army is locked for the turn once selected). Max bonus is +2.
Other Instructions: You MUST maintain a pool of no less than 30 Influence to keep these spells. This total is calculated after your Influence generation phase of each given turn. If, at this point, your Influence total is below thirty, then these “bonus spells” vanish from your Book of Fate.
Flavor Text: request for spiffy text
Name: Religious Festival
Category: Religious
Effect: No attacks may be made by any player until the start of the turn after you play this effect.
Other Instructions: This Act of Fate may either be played immediately, or held until needed, and must be played before you move ANY of your units in a given turn.
Flavor Text: The Noble Houses of Candle’Bre were not above using their influence with the Church to delay the actual celebration of Holy days until it best suited their purposes. More than one attack was thwarted simply by the presence of a high ranking Clerical official being paraded through a strategic town.
~House Castillar – The Succession Wars
Name: Respect of the Clergy
Category: Religious
Effect: You gain +10 Influence
Other Instructions: This Act of Fate may either be played immediately, or held until needed, and played at any (non-combat) point in your turn.
Flavor Text: Although they were not supposed to concern themselves with the secular world, it was no secret that the Church had its favorite Nobles, and those whose activities they frowned upon. It was not commonplace to see quiet gestures of Clerical support for their “favored sons.”
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Name: Show me the money!
Category: Religious
Effect: The Church has promoted you to head it’s Order of the Holy Fire (an organization dedicated to defending the Basin against the Nilroggi). This is largely an honorific title (with the real power being held in the hands of the Church itself), but a secular figurehead is needed, and you are it! At the start of each player’s turn, collect +50g from that player, or he loses 5 Honor and 10 Influence. You gain any Honor lost in this manner.
Other Instructions: This Act of Fate may be held, and played as needed, as it is entirely possible to keep your appointment a secret until it is to your advantage to reveal it. Players with negative honor will never see this event. This event appears only once per game. If a player receives this event, no other players will, in the current game.
Flavor Text: The Church played an instrumental role in exploring the numerous tunnel systems leading into The Basin from the mountains that surrounded Candle’Bre. It was thanks in large part to their tireless work that the second resurgence wasn’t even worse.
NOTE: The above event spawns an event for all players, worded below!
NOTE2: Getting AND Playing this event is the trigger for the “Nilroggi Series” of events (to be outlined later)
Name: Show me the money! (yeah you!)
Category: Religious
Effect: The Church has promoted (player X) to head it’s Order of the Holy Fire (an organization dedicated to defending the Basin against the Nilroggi). This is largely an honorific title (with the real power being held in the hands of the Church itself), but a secular figurehead is needed, and (player X) is it! Do you choose to support this new office?
“Yes! By all means, support it! Regardless of our internal turmoil, the Nilroggi are a larger threat!” (mouseover: You lose 50g, Player X gains 50g)
“No! We shall not give money to our rivals, no matter what the purpose!” (mouseover: You lose 5 Honor, Player X gains 5 Honor, you lose 10 Influence)
Other Instructions: This Act of Fate may be held, and played as needed, as it is entirely possible to keep your appointment a secret until it is to your advantage to reveal it. Players with negative honor will never see this event.
Flavor Text: The Church played an instrumental role in exploring the numerous tunnel systems leading into The Basin from the mountains that surrounded Candle’Bre. It was thanks in large part to their tireless work that the second resurgence wasn’t even worse.
Name: Spiritual Inspiration
Category: Religious
Effect: (spend influence to boost loyalty)
Other Instructions:
Flavor Text: request for spiffy text
Name: Supporting the Local Priesthood
Category: Religious
Effect: Now and again, grass roots movements would sweep through every organization in the Basin, and the Church was certainly no exception to this. On those occasions, ruling Lords had the rare opportunity to meddle in and influence affairs normally beyond their purview.
Issue a public statement in support of local priests in your realm (Pay 1gpt per religious building you own, for six turns. All religious buildings you own produce double normal influence for six turns.
Do not support the local priesthood (all provinces lose 5gpt in economic value for the next (random: 3-6 turns) and all religious buildings you control function at half effectiveness for that duration.
Other Instructions: event must be resolved when received.
Flavor Text: request for spiffy text
Name: The Church seeks a ‘donation’
Category: Religious
Effect: The power of the Church seems to be growing, and as evidence of this, High ranking members of the Clergy present you with what amounts to an ultimatum. Pay up, or lose face.
Pay 150g (no deficits allowed).
Never! The Crown will not be a slave of the Church! (lose any influence normally collected for the next ten turns. During this time, if you use any intercessions, they stand a 45% chance of “misfiring” (key clergy conveniently ‘forgetting’ to support you when called).
Other Instructions: This act of fate must be resolved immediately. Once this event occurs for one player, it has a (one time) 45% chance of occurring for every other player, on their respective turns.
Flavor Text: request for spiffy text
Name: The Church Washes its hands of the Great Nobles
Category: Religious
Effect: Having grown increasingly frustrated and angered by the damage that the war is inflicting on the Basin, the Church issues a petition for a temporary truce.
Agree to the wishes of the Church. Lose 40 Influence (if you do not have 40 stored, then lose what you DO have). For the next six turns, you may not make any attacks whatsoever. Any player accepting the Church’s decision gets a free Intercession ANY TIME a non-agreeing player attacks him for the duration of this effect. Influence collection rates double for the duration of this effect.
Do not sign the Church’s agreement! This war is NOT the business of the Church! (lose all collected influence, and collection rates on influence are halved for you for the remainder of the game. Intercessions stop working for you for the next 12 turns.
Other Instructions: This event must be dealt with immediately. As soon as it appears for one player, it will automatically appear for every other player on their respective turns.
Flavor Text: request for spiffy text
Name: The Priest in your Pocket
Category: Religious
Effect: Even holy men could be bought, proving that the Succession Wars left a scar upon every part of the Basin. Absolutely nothing remained untouched and untainted by it.
(Gain 5 Intercession Counters on this Event when you receive it. Each counter may be “cashed in” for a free Intercession (these work regardless of your honor level…even if you are a Pariah, these intercessions operate normally for you). These may be held as and until needed. When the last counter is used, this act of fate vanishes from your library).
Other Instructions: Act of Fate may be held until needed.
Flavor Text: request for spiffy text
Name:Unholy Alliance?
Category: Religious
Effect: An unusual movement sweeps across the Basin. A sudden, new acknowledgment by some high ranking Church officials that Candle’Bre’s religion is polytheistic, and that all the gods and goddesses are necessary and have their place. This movement preaches harmony and acceptance of all religions.
Support this movement. Intercession costs double, and your loyalty cap drops by 20%. If you are Castillar, lose your special Influence boost, and permanently lose the service of Lady Ahnwick if she still lives. If you are any other faction, -100 relations WITH Castillar and all alliances are broken (with no penalty for either side). Lose all stored influence, and no influence collected for the next 12 turns as this new way of thinking takes root. If you control StroudHaven, that province suffers a revolt x2, and it’s loyalty cap permanently drops by 25%, and sees a 3% revolt risk for the remainder of the game. Gain the following new abilities (permanent entries in your book of fate):
Kaylar’s Blessing: Spend 10 Influence. For the remainder of the turn, any amount of Mana may be converted to Influence, or vice versa.
Laernan’s Blessing: Spend 10 Influence and choose target province. For the next three turns, target province sees a +0.0008% growth rate.
Unnatural Disaster: (see the event “Unnatural Disaster” except that this entry is permanent, and costs 10 Influence and 20 Mana.
A bid to support this move places a “Mark of Ollux” on your faction’s capitol, normally invisible to all….
Do not support this movement (gain 40 Influence with the Church, and all provinces see a boost in loyalty of +10% (to your natural cap). Influence rates double for the remainder of the game). +40 relations with Castillar.
Other Instructions: This act of fate must be resolved immediately, and once it occurs for one player, it WILL occur for all other players on their respective turns.
Flavor Text: request for spiffy text
Name: Unnatural Disaster
Category: Religious
Effect: Priests of Ollux approach you with an offer. Support their bid for greater visibility in your lands, and they shall smite your enemies, in whatever province you name.
Options: (mouseover text)
"Yes, let us use these Priests to smite our enemies!"
(-10 Influence, and Influence Collection is halved for 3 turns, select target province, all provincial improvements in that province roll a survival check; 1-8 Improvement Destroyed, 9-20 Improvement Survives. All units must in target province also roll survival check, 1-2 unit dies, 3-20 unit lives, Leaders are exempt). (this event places a “Mark of Ollux” counter on the capitol of the choosing player for supporting the minions of the Polluter. This counter is normally invisible to all players….)
"Imprison the heathens and turn them over to the Church!"
(+5 Influence immediately, and a +5% bonus to influence collected next turn, Loyalty +2% Empire-Wide)
"No! We stand firm in our support of the true faith. Do not accept their offer, but also do not turn them in to the Church."
(No effect)
Other Instructions: The Priests may be kept under your thumb indefinitely, so this Act of Fate need not be played right away, but may be saved and activated during any (non-combat) portion of any turn you desire.
Flavor Text: The minority religions in the basin were constantly trying to get the ear of the greater Nobles of the realm in an attempt to boost their power and visibility.
NOTE: If this event is played such that it is used against another player, it spawns a separate event for that player, worded below:
Name: Unnatural Disaster
Category: Religious
Effect: A disaster, apparently of magical origin is brewing in province X! Shall we mobilize to try and save our assets there?
"By all means! Every effort must be made to save our equipment and men!" (clicking here brings up a popup window displaying each building and each unit in the province that has been endangered (ie missed its roll), with a y/n (thumbs up/thumbs down) button next to it. A mouseover effect for the thumbs up button will reveal how much it would cost to save that particular unit or building). Once the selection(s) have been made, the decision is committed, and the results carried out).
"Sadly, we lack the resources to deal with it now. Let the chips fall where they may."
(lose all buildings and units marked as endangered. -20 Loyalty in the affected province).
Other Instructions: This Act of Fate must be dealt with immediately.
Flavor Text: The minority religions in the basin were constantly trying to get the ear of the greater Nobles of the realm in an attempt to boost their power and visibility. Sometimes, this resulted in them lashing out at the behest of one Noble against another, in a demonstration of their powers.
Name: Zealotry
Category: Religious
Effect: The presence of every religious improvement or upgrade adds +2 to province hiring rates for (random: 6-12 turns). There is no loyalty impact caused by any hiring during this period.
Other Instructions: Act of fate resolves when received.
Flavor Text: request for spiffy text
Name: Zealotry
Category: Religious
Effect: The presence of every religious improvement or upgrade adds +1 to province hiring rates permanently.
Other Instructions: Act of fate resolves when received.
Flavor Text: request for spiffy text
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Triggered Events Sub-List
Categories
Diplomatic (trigger: Diplomacy level 1) (12(21))
***A Festering Wound (tie-back to “disloyalty in the ranks”) (unruly nobles)
******Purging of the Nobility
******Reaffirmation
***Boundary Dispute
***Creation of a Diplomatic College
******Placement Schemes
*********Holy….Heralds?
************Striking from the Pulpit
*********Infiltration of the Magi
************National Paralysis
***Diplomatic Blunder
***Diplomatic Finesse
***Diplomatic Finesse (variant)
******Peace Broker
***Fearsome Reputation
***Great Reputation
***Party for the Basin’s Nobles
***Reconciliation
***Royal Hunt Organized
***Trade Dispute
******Trade Dispute Settled Diplomatically!
Spy Master (trigger: Espionage level 2, at least four successful spy missions, and at least 8 Espionage Action Points per turn) (10 (20))
*** Den of Iniquity
***Friends in Low Places
******Down and Dirty
***Grasp of the Inquisitor
******Grasp of the Inquisitor (in yo face)
***Layers of Deception
******Bridge of Spies
***Protection Racket
***Scare Tactics
***Slight of Hand
******Slight of Mind
*********The Puppet Master
***The Gauntlet
******Mantle of The Master
*********Combining the Arts
************Dark Brotherhood
************Darkness Falls (Magi Variant)
************Darkness Falls (Clerical Variant)
***The Shell Game
***Snoop Dog
Fiscal (special - see below) (25(26))
***A Change on the Wind
***Boom Time
***Deflation
***Economic Incentive Ordinances
***Flood Enemy Markets
***Fool’s Gold
***Formation of a Stock Exchange
***Free Market or Protectionism?
***Global Inflationary Pressures
***Inflation Blip
***Interest Rate Adjustments
***Limited Trading Company Proposal
***Local Inflationary Pressures
***Market Collapse
***Monopoly Company Closes
***Monopoly Company Formed
***Moneylenders/Loans Available
******Moneylenders/Loans Available – Pay Me
***National Banking System Established
***Price Fixing
***Questions of Taxation
***Robber Barons and Carpet Baggers
***Speculative Investments
***Streamlining the Taxation System
***The Office of Tariffs and Trade
***Unhappy Merchants
Holy Prelature (special – see below) (15(26))
***A reinvigorated Church
***Enslaving the Wizard Class
******The Final Solution
*********Death to the Heretics
*********Mandatory Partnership
***Local Activism Among the Clergy
***Office of the Holy See
***Office of the Inquisition
******Long Arm of the Law
***Order of the Templar
******Putting Teeth into the Order
*********The Holy Charge and Charter
***Plea from the Pulpit
***Promotion of a Childhood Friend
******Friends in High Places
*********Inside Information
************Parting Ways
***Putting the Fear of God into the Masses
***Swords and Crosses
******Rise of the Siege Masters
*********The Voice of J'honsa
***Temporary Excommunication
***The Purging of the Smacalien
***Theocracy Established
***Wandering of the Flock
***Wandering of the Flock (variant)
Honor (honor level 2) (8(10))
***Mission Interrupted
***Noble Cause
***Order of the Sacred Heart
******Resolute
***Passive Resistance
***Right Hand of the King
***Righteousness
***Temporary Insanity
***The Covenant
***Unbreakable
Infamy (Infamy level 2) (10)
***Brigand’s Alliance
***Civilian Slaughter
***Despotism
***Despotism (variant)
***Emptying the Prisons
***Fear Tactics
***Hired Guns
***Malicious Intent
***Reign of Terror
***Strife and War Profiteering
Kahuna (after turn 20, player with the most provinces (avg) (10)
***Church Requests Land Grant/Tithe
***Desertions
***Experiment gone Awry
***Left Hand Not Sure What the Right is Doing
***Laborer’s Movement
***Mages Request Research Grant
***Peers of the Realm Protest
***Social Backlash
***Trade and Industrial Subsidies
***Warning from the Church
Magical (cast three spells; note that ‘Miracles’ do not count toward this total!) (25(26))
***Battle Mages
***Construction Automatons
***Dampening Field
***Enchantment Collars
***Fertility Magic
***Great Spell of Enlightenment
***Heretical Priests
******Caught!
***Hire Wizards
***Ley Line Crumbles
***Mana Degredation
***Mana Degredation (variant)
***Mana Surge
***Mana Surge (variant)
***Mana Weave
***Mana Weave (variant)
***Mystic Order Desires Funding
***Scroll – Air Spells
***Scroll – Artificer Enchantments
***Scroll – Earth Spells
***Scroll – Fire Spells
***Scroll – Water Spells
***Strengthening Ley Lines
***Unstable Ley Lines
***Weakening Ley Lines
***Wizards or Priests
Magocracy (special – see below) (11(15))
***Astral Research Initiative
******Expanding the Frontiers of Heretical Science
***Blood Magic(Infamous only)
***Codex of Infinity
***Conversion of the Priesthood
***Demonic Rift
******Summoner's Tower
*********Revulsion of the Masses
************Underground Insurgency
***Leap of Genius
***Mystic Accounting Services
***Philosopher’s Stone
***Scrying and Magical Redirection
***Teleportation Matrix
***The Great Shield (Honorable only)
Triggered Provincial (variable) (18(32))
***Bowmen of the Pine Cross
***Chain Gangs
***Capture of Brom
***Closing the Gates of Brom
******Moon Lillies
***Community Watch Established
***Harbor Galleys & Control of Loch Laern
***Improved Farming Techniques
***Justicars
***Mining Operation Requests Funding
******Disaster!
******New Vein Tapped
******Unification of the Armorer’s and Smithy’s Guilds
***National Forestry Commission
***National Public Works Established
***Pacifism
***Prospector’s Corps
******Disaster! (variant)
******New Mine Opens!
***Refugees
***The Birth of the Middle Class
******The War Against your own Nobles
***The Lions of Kell
******The Proposal of the High Chief
*********Insurrection
*********The Defection of Kell
*********End of an Era
*********Brotherhood of the Blade
************Braal of Kell
***The Submission of Trentare
******Bordermen
***Vigilante Mages
Small Fry (after turn 20, player wit the fewest provinces (avg) (10)
***A Little Off the Top
***Great Reputation
***Immortal Beloved
***Libations with the King
***Mysterious Benefactor
***Nobles Urge Expansion
***Sir Edgemont of Durin
***Sterling Infrastructure
***Turn of a Friendly Card….
***The Meek Shall Inherit….
Last edited by Velociryx on 08-09-2004 at 06:48
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Diplomatic
(current count 12(21))
Name: A Festering Wound (tie-back to “Disloyalty in the Ranks”) (unruly nobles)
Trigger: if the dissenter is killed in the event "Disloyalty in the Ranks", and if the basic triggering requirement has been met for this sub-category, then this event becomes active, and may be recieved by the player.
Effects: Some time ago, the commander of armyname$ was put to death for loudly voicing his outrage over this war, and the brutality it threatened to inflict upon the lives of the rank and file of the Basin. None could have predicted the awful ripple effect that singular death might have through the whole of your kingdom, but sadly, those effects are now becoming known to you, as it would appear that The Dissenter's death has made him a martyr, and the site of his crypt has become the rallying point for dissenters all across the basin. Unrest in provincename$ grows by the day!
* Crush all dissent in the province (activates the event 'purging of the nobility,' puts the event "Reaffirmation" into a coma). 2x revolt in provincename$. If you are defeated here, the province reverts to neutrality and gains +1 Archer per turn. If you are victorious, provincial loyalty drops by 35%, and revolt risk there increases by +3% per turn.
* Meet with the dissenters to hear their concerns (activates the event 'Reaffirmation,' puts the event "Purging of the Nobility" into a coma)
(-250g) and recovery rate in the province is halved.
Other instructions: This event must be resolved when received.
Flavor Text: request for spiffy text!
Name: Purging of the Nobility
Triggering: Selecting "Crush all dissent" in the event "A Festering Wound" is the trigger for this event. 5% cumulative per turn chance of occuring, beginning on the turn after the appropriate event choice is selected.
Effect: Your harsh treatment of any who speak out against this war has drawn the ire of your Nobility, who are becoming increasingly unruly. In recent weeks, you find your policy decisions under an increasing amount of scrutinty from even your one-time staunchest supporters throughout the realm, and now there are rumors of willfully witholding your rightful taxation as a means of protesting their latest concerns. Worse, many of your Nobles have taken steps to increase the size and strength of their private garrisons, and there are rumbles internally that you are beginning to lose control of the Kingdom.
Faced with the prospect of armed rebellion from within, swift and decisive action is needed to secure your continued right to rule. Thus, as the martyr before them, and the unruly mob you dispatched thereafter, it is time for a purging of all those disloyal to your cause from the realm.
* Confiscate the Estates of those disloyal to you, and arrest the offending Nobles:
Gain +750gold, lose -20% loyalty empire wide, provincial recovery rate is equal to zero on the turn following any turn you launch an attack for the remainder of the game. Cancels all negative effects of "A Festering Wound."
* Arrest the offending Nobles, and give their Estates to the Church:
Provincial recovery rate halved for the remainder of the game, but loyalty cap increases by
+5%, gain a one time Influence boon of +60, and all fortification builds gain +1 Influence per turn for the remainder of the game. Cancels all negative effects of "A Festering Wound."
* Meet with the Nobles and attempt to come to terms with them:
-250g. (selecting this option will re-awaken the event "Reaffirmation")
Other Instructions: This event must be resolved as soon as it is received.
Flavor Text: Request for spiffy texts!
Name: Reaffirmation
Triggering: This event is triggered either by meeting with the dissenters in "A Festering Wound" or by meeting with the Nobiity in "Purging of the Nobility" - When the event is triggered, it has a 3% cumulative per turn chance of occuring, beginning on the turn following whichever secondary triggering condition was met.
Effect:
It has been a painstaking, often frustrating process, but you have done it! The Nobles of your realm, many of whom were increasingly sympathic to the concerns of the dissenters from provincename$, many of whom had become increasingly disenchanted with your rule, and often teetering on the brink out outright defiance, have been brought to heel, and your realm is once again secure!
Choose:
* Gain +10% loyalty cap in all provinces you control for the remainder of the game, and +1 hiring rate in three (random) provinces
OR
* Gain +10 Honor and +10% chance of success at any and all diplomatic overtures for the remainder of the game, and +1 hiring rate in five (random) provinces.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy text!
Name: Boundary Dispute
Trigger: In addition to meeting the standard triggering requirements for events in this category, you must share a boundary with one of the five factions in the game, and any faction that meets this condition is dropped from consideration for this event if you are presently at war with them. Only the factions you share borders with AND are presently not at war with may be named in this event.
Effect: Boundary dispute with factionname$.
* Settle Diplomatically: Gain +20 relations with faction name, -50g
* Ask the Church to intervene: Lose -10% loyalty in all provinces bordering factionname$ and -10 Influence. Factionname$ may not attack you for the next three turns.
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy text!
Name: Creation of a Diplomatic College
Effect: Having grown increasingly reliant on good, solid diplomacy to further your interests, your advisors approach you with a plan of more formalized training for your Diplomatic Corps. Such a move would greatly enhance the prowess and overall effectiveness of your Heralds and Diplomats as they plied their trade in the interest of the Crown.
* Yes! Anything we can do to aid our Diplomats is a must!
-1000g and 60 construction points; Fog of War lifted everywhere you have heralds placed, upon completion. Gain +10% chance of success in every diplomatic venture you undertake for the remainder of the game. (Acts as a provincial improvement in your capitol province, but does not count against your normal limits).
* No, we cannot afford it at this time (Event is transferred to your Book of Fate, and the cost may be paid at a later date).
Other Instructions: Event is holdable.
Flavor Text: Request for Spiffy Text!
Name: Placement Schemes
Trigger: After the diplo college has been established, this event has a 5% cumulative per turn chance of occurring. If Infiltration of the Magi occurs first, this event lapses into a coma for the remainder of the current game.
Since the completion of the Diplomatic College, your agents have been spending increasing amounts of time with high ranking members of the Clergy throughout the Basin, and the HeadMaster of the College announces to you that sufficient inroads have been made that the Crown can begin reaping unexpected benefits from this close association:
(Allows you to place multiple Heralds in the lands of rival factions by spending influence, and changes the nature of Herald placement for you...previous to this, a placed Herald (max of one per faction) was assumed to be placed in the capitol province of a given faction. Now, you may place Heralds in any province of any faction--need a new right click option to allow for the placing of heralds in this manner.) For every herald you place with a given faction, you gain 1gpt and .25 Influence per turn. There are no limits on the number of heralds that may be placed in this manner. Multiple Heralds may not be placed in any allied kingdom, but remain intact if placed before an alliance is agreed to. Heralds stop producing these effects if you gain control of the territory containing the heralds (but they remain in place, and should you lose the province later, will begin providing their benefits to you anew)). Cost to place a Herald in this manner is 10 Influence.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Holy….Heralds?
Trigger: After Placement schemes occurs, you must have placed a sufficient number of heralds to be gaining 2 Influence per turn from Heralds. Once this condition is met, this event has a 10% cumulative per turn chance of occurring.
Effect: M'lord, the power of our Diplomats inside the Church continues to grow!
(You now have the option of turning your previously placed heralds into freebie intercessions (sacrifice placed herald to do so). (application - you could attack the province, and if your opponent tries to attack you back, you can burn previously placed heralds to gain free intercessions. Heralds stop producing their other effects if you acquire the territory containing them).
Other Instructions: Event resolves when received.
Flavor Text: Request for Spiffy Text!
Name: Striking from the Pulpit
Triggering: Beginning the turn following receipt of "Holy....Heralds?," this event has a 5% cumulative per turn chance of occuring.
Effect: M'lord, our influence inside the Church is unmatched, and untold power is within our grasp. Your wisdom in founding the Diplomatic College now has the potential to bear fruit in ways previously undreamed of!
(You may attempt to use the influence of your heralds to wrest control of a target province peacefully. Sow seeds of rebellion, and add +3% to your chance of success per herald you have in the target province)
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy text!
Name: Infiltration of the Magi
Trigger, this event has a 5% cumulative per turn chance of occurring. if placement schemes occurs first, then this event is deactivated for the remainder of the current game.
Effect: Since the completion of the Diplomatic College, your agents have been spending increasing amounts of time with high ranking members of the Wizards throughout the Basin, and the HeadMaster of the College announces to you that sufficient inroads have been made that the Crown can begin reaping unexpected benefits from this close association:
(This event changes the nature of Herald placement for you...previous to this, a placed Herald (max of one per faction) was assumed to be placed in the capitol province of a given faction. Now, you may place Heralds in any province of any faction--need a new right click option to allow for the placing of heralds in this manner.) You gain access to the school(s) of magic that anyone you place a herald with has access to (casting costs for these off-school spells are +25% higher for you than the norm, +5% per school beyond the first gained in this way). Gain +1 Mana per herald you have placed in foriegn lands.) (Note that should you take control of any province containing one or more of your Heralds, they no longer give you the Mana boost, but remain in the province, under your control...should you lose control of the province later, your Heralds would once again begin giving you the mana boost. Cost to place Heralds in this manner is 20 Mana.
Other Instructions: Event resolves when received.
Flavor text: Request for spiffy text!
Name: National Paralysis
Trigger: 3% cumulative per turn chance of occurring after Infiltration of the magi happens.
Effect: M'lord, our continuing efforts to bind ourselves more closely to powerful Wizards throughout the land is bearing additional fruit!
(You may now sacrifice a herald to create 3% revolt risk in target province for the next 5 turns. Any province that gains revolt risk in this manner generates no mana for its controller. Any province that your target loses control over to rebels has a 15% chance of defecting to you. Double this value if the province borders provinces you control. Your remaining heralds collect double their normal mana for the next five turns).
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy text!
Name: Diplomatic Blunder
Triggering: In addition to the basic triggering requirements of events in this series, the faction named must be a faction that you are not allied to and not presently at war with.
Effect: Oops...you ticked off the leader of factionname$. Relations drop by -25.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy text!
Name: Diplomatic Finesse
Triggering: In addition to the basic triggering requirements of events in this series, the faction named must be a faction that you are not presently at war with.
Effect: The savvy of your diplomats shows. Gain +20 relations with factionname$
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Diplomatic Finesse (variant)
Triggering: In addition to the basic triggering requirements of events in this series, the faction named must be a faction that you are not presently at war with.
Effect: The savvy of your diplomats shows. Gain +20 relations with factionname$
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Peace Broker
Trigger: This event has a 20% (non cumulative) per turn chance of occurring after the variant of Diplo finesse happens.
Effect: You gain a new fate card entry in your Book of Fate! This Fate Entry has five counters on it. Spend 50 Influence and 150g to remove a counter and force a peace between any two factions presently at war. Relations between the factions improve by +25 points. These two factions may not attack each other for the next twelve turns.
Other Instructions: Event is holdable
Flavor Text: Request for spiffy text!
Name: Fearsome Reputation
Triggers: normal diplo triggers plus win a battle with no less than thirty units (both sides). This has a 50% chance of occurring on the turn after any such battle you participate in.
Effect: Tales of the ferocity of your warriors abound. Gain +15 relation points with any faction you are not currently at war with. -20 relations with any faction you are currently fighting.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Great Reputation
Triggers: normal diplo triggers plus the successful negotiation of any alliance or peace treaty. This event has a 40% chance of occurring after such an event.
Effect: Tales of your greatness circulate widely through the kingdom. Gain +10 relation points with all factions in the game. Gain +2 Honor
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Party for the Basin’s Nobles
Effect: The Nobility of the Basin are always up for a party to celebrate themselves, it seems...and if that can be made to work for you, then why not? Why not indeed....
* Throw a party, and invite nobles from the following factions (radio buttons allowing multiple factions to be selected). -250g, and gain +15 relation points with every faction invited. +10% chance to succeed at any diplomatic overture proposed to any invited faction over the next four turns.
* A grand idea, but one we can ill afford. (no effect, event vanishes)
Other instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Reconciliation
Effect: Card may be kept until needed. For the remainder of the turn the event is activated, you may give mana, influence, or gold to any player. For every point of influence given, gain +1 relation, for every 5 mana, gain +1 relation, and for every 10 gold, gain +1 relation. If troops are given, gain +1 relation per 10g of value of those troops. Multiple factions may be contacted and dealt with in this manner during the turn this event is activated.
Other Instructions: Event is holdable.
Flavor Text: Request for spiffy texts!
Name: Royal Hunt Organized
Effect: The Nobles throughout the Basin are well known for their love of the Hunt, and organizing such a festival is a sure way to increase our standing with our rivals.
* A splendid idea! Organize it at once and invite (radio buttons allowing the selection of multiple factions....only factions you are NOT currently at war with will appear on the pick-list). -250g, gain +5 to +50 relations (random) with every faction invited.
* Would that we could afford such luxuries as this....(no effect, event vanishes)
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Trade Dispute
Triggering: You must not be presently at war with factionname$ for that faction's name to appear in this event.
Effect: A trade dispute has arisen between our merchants and the merchantmen of factionname$!
* Settle the matter diplomatically (-200g, sets up a trading partnership with factionname$, even if you lack the diplomatic level or alliance normally required). May be dissolved at any time by either player, and is automatically dissolved if you go to war with the faction you set the agreement up with. Gain +10 relations with factionname$ (the faction in question will recieve word of this arrangement by way of the popup "Trade Dispute Settled Amicably" (see below)
* Ignore the complaint (-30 relation with factionname)
Other Instructions: Event must be resolved when received.
Flavor Text: Request for Spiffy Text!
Name: Trade Dispute Settled Diplomatically
Triggering: This event will only occur if the option to settle the trade dispute diplomatically is chosen via the "Trade Dispute" event listed above. If this occurs, then the faction named in the event will receive the following message:
"M'lord, merchants from factionname$ have successfully negotiated a trade settlement in a recent dispute that will be beneficial to both parties! (Trading partnership established with factionname$).
(agreement may be cancelled freely from the diplomacy menu, and is cancelled automatically in the event of war between your faction and factionname$).
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Last edited by Velociryx on 30-08-2004 at 07:32
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Spy Master
Name: The Gauntlet
Effect:
It is an intriguing proposal. A training facility that runs the full range of breaking and entering, burgling, and the most extreme forms of endurance tests imaginable, designed to push your agents to their limits. Such a "college" for the Agents of the King would be invaluable in increasing their skills during peacetime, and keep them ever-ready to serve....
* Create it! (work begins in your capitol province on the Gauntlet, -550g, 65 cp's, when completed, your first four snoops per turn are free (no point cost), and you have +10% to the chance of success of all future espionage activities)
* Do Not Create (event vanishes)
* Let me think about it (event reappears in four turns, minus this choice)
Name: Mantle of the Master
Trigger: Completion of "The Gauntlet" is the trigger for this event, and beginning on the turn after its completion, this event has a 1% cumulative per turn chance of occuring.
Effect:
Having completed the dizzying course known as The Gauntlet, your Agents of the King have never been more effective, and you find yourself with an ever-growing body of exceptional talent to do your bidding Now and then though, a man rises through the ranks of such impressive ability that he simply outshines even the best of the best.
The man has no name. Or rather, he has any name you would wish him to have. How he came by his stunning skills is a tale you probably do not wish to hear all the details of. Ultimately, it is irrelevant, however. What matters is that he is here, now, and willing to serve as the head of the Agents of the King....the Dean of The Gauntlet.
Yes, Hire this man!: -250g, +5% chance of success till the end of the game for all espionage activities.
No, don't hire him...too rich for my blood.: no effect, event vanishes
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Combining the Arts
Triggering: 4% cumulative per turn chance of seeing this event IF the Master is hired.
Choices:
Effect:
Hiring the Master was a good decision indeed, and since his first day on the job, he has been busily drafting a series of proposals for your review. It is not enough, you see, to simply spy on your political rivals. No...far better to do that and to ply the skills of your agents in other directions as well. Thus, for your consideration:
* Let us focus on placing agents in high ranking positions of the Church
-30g per turn for as long as this event runs. -20% chance of success to any and all espionage actions for as long as this event runs (triggers Darkness Falls - Church Variant)(puts wizard variant to sleep for remainder of game)
* Let us focus on placing agents in high ranking positions of the Wizards
-30g per turn for as long as this event runs -20% chance of success to any and all espionage actions for as long as this event runs (triggers Darkness Falls - Wizard Variant) (puts clerical variant to sleep for remainder of game)
* Neither - our agents are serving us well enough as it is: No effect, event vanishes
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Darkness Falls (clerical variant)
Triggering: 4% cumulative per turn chance of happening once the event has been triggered via selecting the clearical option in "Combining the Arts". When this event occurs, the effects of "Combining the Arts" cease functioning.
Effect: Mission accomplished! The Church has been fully infiltrated! (Espionage Actions Points and Influence may be freely exchanged at a 1:1 rate for the remainder of the game. Loyalty Cap increases by 5% in all your provinces for the remainder of the current game.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Darkness Falls (magi variant)
Triggering: 4% cumulative per turn chance of happening once the event has been triggered via selecting the Magi option in the event "Combining the Arts." When this event occurs, the effects of "Combining the Arts" cease functioning.
Effects: Mission accomplished! The Wizards have been fully infiltrated! (Espionage Action Points and Mana may be freely exchanged at a 1:1 rate for the remainder of the game) Any espionage action you undertake has a +10% chance of success till the end of the game.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Dark Brotherhood
Triggering: The Gauntlet must exist, and it must be headed by the Master for this event to activate.
Effects: Gain an event with four counters on it. You may spend 200g to place a counter on Dark Brotherhood. No more than four counters may be on the event at any point in time. On any turn that a counter is placed on the event, it may not be used. On any turn that the event is used, a counter may not be placed.
Dark Brotherhood is visible and usable during the spellcasting phase of any battle. Using it during this phase removes one counter. If there are no counters remaining on Dark Brotherhood at any time, the event vanishes from your Book of Fate.
Sacrifice a counter. The enemy army is attacked by a band of assassins and must roll a survival check. leaders and siege equipment are exempted, 1-4 = unit is killed, 5-20, unit survives but is at -1 on his A/D values for the first two rounds of battle. If you are the attacker and your enemy has the protection of a Fortification, treat the fortification as one level less than it actually is, for the duration of this battle.
Other Instructions: Event is holdable indefinitely
Flavor Text: Request for spiffy texts!
Name: Den of Iniquity
Effects: All facilities that you control gain a 50% output bonus for the next (random) 5-8 turns
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Friends in Low Places
Effects: Honor among thieves? Doubtful. Friendship? Rely on it....(Select target faction. You and target gain a + to diplomatic relations equal to the combined value of your espi producing facilities. Your incomes increase by +10% for the next 12 turns)
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Down and Dirty
Triggering: 2% cumulative per turn chance of occuring after Friends in Low Places fires.
Effects: People should be careful whom they trust. If you get an alliance with factionname$ (the faction you selected in Friends in Low Places), you can, whenever you choose, break that alliance without penalty. When you break the alliance, the faction in question generates half normal Influence, Espionage, and Mana for X turns, where X was the duration of your alliance, and you collect one quarter of his usual amount of those resources for the same duration (the other one quarter is simply lost).
Other Instructions: Event is holdable, and vanishes when you break your next alliance.
Name: Grasp of the Inquisitor
Category: SpyMaster
Effect: Destroy Thieves Guilds belonging to any one (1) of your rivals (mouseover details When played, this will destroy 1-6 Thieves’ Guilds belonging to the rival you select. If the selected opponent does not have a sufficient number of Guilds, then this Act of Fate will begin destroying Scribe's Towers, Libraries, Academies, and Universities (in that order). Your opponent may prevent this by paying the full cost of the improvement about to be destroyed, or by begging the mercy of the Church. If he cannot, there is no preventing the destruction.
Other Instructions: This Act of Fate may either be played immediately, or held until needed, and played at any (non-combat) point in your turn.
Flavor Text: I have a splendid collection of toys designed to make enemies of the Faith sing….often off-key, it must be said, but they always sing. Always.
- Darenaath Euling, Master Interrogator for the Office of the Inquisition
NOTE! The above event, when played, will spawn an event to be given to the player on the receiving end of your attention, that event is worded below!
Name: Grasp of the Inquisitor (in yo face)
Category: SpyMaster
Effect: You have been targeted by the inquisition, and the following buildings have been marked for destruction in territory you control as being “Poison to the Faithful” (list buildings, with each building getting a Y/N prompt next to it). You may attempt to buy off the Inquisitors and save some or all of your improvements (mouseover effect on the “Y/N” box for each building shows the amount of gold lost if you elect to save your buildings by bribing the officials).
There should also be a “save all” button, which will deduct a sufficient amount of gold (if you have it available….and this amount should appear in a mouseover effect over the save all button) to save all your buildings, as well as a “Beg for the Mercy of the Church” option, which will spare your buildings at a cost of 15 Influence per building. If this option is used, it’ll reduce your Influence down as far as it is able, and save as many buildings as it can (at random).
Other Instructions: This Act of Fate must be dealt with immediately.
Flavor Text: I have a splendid collection of toys designed to make enemies of the Faith sing….often off-key, it must be said, but they always sing. Always.
- Darenaath Euling, Master Interrogator for the Office of the Inquisition
Name: Layers of Deception
Effects: Event has four counters on it when recieved, and may never have more than four counters on it. You may spend 20 Espionage Action Points to place a counter on this event. On any turn that you do this, the event may not be used nor a counter removed. Sacrifice a counter. Any and all information gleaned about your faction from now until the start of your next turn is misreported by 30-50% (+/-). Troop strengths, accumulated resources, etc. Any provincial development information available (ie - buildings) are randomized. Leaders are invisible. Spells, Intercessions, and Wards are invisible inside your borders, even if another event effect indicates otherwise.
If this event ever has zero counters on it, it vanishes from your book of fate.
Other Instructions: Event is holdable indefinitely.
Flavor Text: Request for spiffy texts!
Name: Bridge of Spies
Triggering: 3% cumulative per turn chance of occuring once Layers of Deception is recieved. Event may only occur if Layers of Deception is still in-hand when the event triggers.
Sacrifice 2 Counters from Layers of Deception, and all accumulated Espionage Action Points to bring the Bridge of Spies event into play.
This event reveals the location of all enemy spies placed on the entire map (spy + faction controller). You may attempt to "turn" any spy so revealed by spending 10 Espionage Action Points. 55% chance of success. Success = the spy is now a double agent and begins reporting false information to the controlling player. Failure = the spy is considered killed or run off.
Other Instructions: This event remains in your book of fate until activated or discarded by you.
Flavor Text: Request for spiffy texts!
Name: Protection Racket
Effects:
This act of fate puts a new entry into your fate book which lasts until the end of the current game. Select target province you do not control, but that lies adjacent to one of your provinces. For every 5 Espionage Action points you spend there, you gain 10% of that province's income, for the next 1-2 turns.
Other Instructions: Event is holdable
Flavor Text: Request for spiffy texts!
Name: Scare Tactics
Effects: This act of fate puts a new entry into your book of fate till the end of the current game. At any point, you may use it to choose a target province (either controlled by you, or not) and spend esptionage action points there. For every three espionage action points you spend, provincial loyalty increases by 1% during the current turn. There are no limits to the number of times this event may be used during the course of a given turn. If there are religious buildings in the province in question, they provide no influence on the turn after this effect is used.
Other Instructions: Event is holdable
Flavor Text: Request for spiffy texts!
Name: Slight of Hand
Effects:
This act of fate puts a new entry into your book of fate that remains until the end of the current game. It allows you to place troops, in any combination onto the card itself, up to a maximum of one unit per espionage level researched. These units are not on the map per se. The card appears as a spell casting option during the casting phase of any combat, and if selected, it adds whatever troops are on the card to the current battle. Note that if these troops should tip the scales, and at the end of the battle, you wind up with more mercenaries than Imperial troops, the mercenaries will then attack your army, but for the duration of the current battle, they fight for you normally. Reciept of this event is the trigger for the next in the series, Slight of Mind.
Other Instructions: Event is holdable
Flavor Text: Request for spiffy texts!
Name: Slight of Mind
Triggering: This act of fate has a 3% cumulative per turn chance of occurring, once Slight of Hand has been received.
Effects: Upon reciept of this event, you may "cast it" as a spell, at a cost of 40 Espionage Action Points and 100 Mana. Casting this spell places a counter on the event card. The event card may never have more than one counter on it at a time.
The effect of the counter are this: Choose a target enemy controlled leader whom you can see, and remove him from the army. His name now appears next to the counter on the Fate Event, and he is considered removed from the game. The former controller of the leader may be contacted, and the leader may be ransomed back as part of any letter of negotiation. (For AI purposes, leaders are considered to have a gold value of 400g, plus 100g per skill they possess). When a leader is ransomed back to its owner, the counter vanishes from the Fate Event in 3-6 (random) turns. A leader may not be targeted more than one time per game by this Act of Fate. Reciept of this Act of Fate is the trigger for the event called, The Puppet Master.
Other Instructions: Event is holdable.
Flavor Texts: Request for spiffy texts!
Name: The Puppet Master
Upon receipt of the event, Slight of Mind, this event has a 3% cumulative per turn chance of occurring.
Effects: Upon receipt of this event, it puts an act of fate in your Fate Book that remains until the end of the current game. From this event entry, you may perform any of the following actions:
1) Bring a leader ransomed by Slight of Mind into play on your side (cost is 80 Espionage Action Points)
2) Prevent hiring troops by a target opponent next turn (cost is 120 Espionage Action Points)
3) Prevent casting spells by target opponent next turn (cost is 100 Espionage Action Points)
Other Instructions: Event is holdable.
Flavor Texts: Request for spiffy texts!
Name: The Shell Game
Effects: You may examine the number of stored espionage action points held by every other player in the game, and trade your number of stored espionage action points with them. The first time this effect is used, it vanishes from your Book of Fate.
Other Instructions: Event is holdable indefinitely.
Flavor Text: Request for spiffy texts!
Name: Snoop Dog
Category: SpyMaster
Effect: You gain +8 Espionage Activity points.
Other Instructions: This Act of Fate may be held until needed, and played at any point during your turn. The points are made available immediately upon playing, and may be used or saved as the player wishes. This Act of Fate will never appear to players with a positive honor score.
Flavor Text: ”Around every corner, and lurking in every shadowed door, black-hearted men lie in wait….honor is no more”
~ Found by a Fury relief force scrawled on one of the battlements of the Castillar castle at Ouestron, after its surprise assault from within, and sacking.
Last edited by Velociryx on 31-08-2004 at 15:26
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Fiscal
(Current Count: 29)
Fiscal Events
General Triggering:
Fiscal Events, as a category, cannot occur for a player until and unless the following pre-conditions have been met, at a minimum: Player must have at least two (2) banks in his territory, and Markets or their upgrades in no less than 70% of controlled provinces. Markets or their upgrades must exist in no less than 40% of (24 of 60) provinces inside the Candle’Bre Basin. Additional triggers may be specified by certain cards, below.
Name: A Change in the Trade Winds
Category: Fiscal
Effect: Discontented Merchants in factionname$ begin offering us favorable trading conditions! Gain +2-5gpt for every province that factionname$ controls for the next 3-6 turns.
Other Instructions: Event resolves when received.
Flavor Text: request for spiffy text
Name: Boom Time
Category: Fiscal
Effect: Big spike in demand for your goods and services. Gain +5gpt for every province you do not control for the next 3-6 turns.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy text!
Name: Deflation
Category: Fiscal
Triggering:
Event enters the active pool for any players who currently have inflation
Effect: Inflationary pressures recede. Inflation drops by 5% (cannot be less than zero)
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy text!
Name: Economic Incentive Ordinances
Category: Fiscal
Effect: Special Economic Incentive Zone established in provincename$ sees a gain of +2gpt there.
Other Instructions: Event resolves when received.
Flavor Text: A little help here, a subtle nudge there…it’s amazing what a difference it can make….
Althaar Mourngrym, Chief Economist, author of “The Care and Feeding of Economic Systems”
Name: Economic Incentive Ordinances
Category: Fiscal
Effect: Special Economic Incentive Zone established in provincename$ sees a gain of +4gpt there.
Other Instructions: Event resolves when received.
Flavor Text: A little help here, a subtle nudge there…it’s amazing what a difference it can make….
Althaar Mourngrym, Chief Economist, author of “The Care and Feeding of Economic Systems”
Name: Economic Incentive Ordinances
Category: Fiscal
Effect: Special Economic Incentive Zone established in provincename$ sees a gain of +6gpt there.
Other Instructions: Event resolves when received.
Flavor text: A little help here, a subtle nudge there…it’s amazing what a difference it can make….
Althaar Mourngrym, Chief Economist, author of “The Care and Feeding of Economic Systems”
Name: Economic Incentive Ordinances
Category: Fiscal
Effect: Special Economic Incentive Zone established in provincename$ sees a gain of +8gpt there.
Other Instructions: Event resolves when received.
Flavor Text: A little help here, a subtle nudge there…it’s amazing what a difference it can make….
Althaar Mourngrym, Chief Economist, author of “The Care and Feeding of Economic Systems”
Name: Economic Incentive Ordinances
Category: Fiscal
Effect: Special Economic Incentive Zone established in provincename$ sees a gain of +10gpt there.
Other Instructions: Event resolves when received.
Flavor Text: A little help here, a subtle nudge there…it’s amazing what a difference it can make….
Althaar Mourngrym, Chief Economist, author of “The Care and Feeding of Economic Systems”
Name: Flood Enemy Markets
Category: Fiscal
Effect: Spend 200g to influence local currency markets in factionname$. That faction gets the “Inflation Blip” event next turn. This is a permanent entry in your fate library but may be voluntarily discarded at any time.
Other Instructions: Event may be held until needed.
Flavor Text: Request for spiffy text!
Name: Fool’s Gold
Category: Fiscal
Effect: Spend 25 Mana to flood factionname$ with illusory fool’s gold to wreak havoc on the financial markets of your rivals. That faction gets the “Inflation Blip” event next turn. This is a permanent entry in your fate library but may be voluntarily discarded at any time.
Other Instructions: Event may be held until needed.
Flavor Text: Request for spiffy text!
Name: Formation of a Stock Exchange
Category: Fiscal
Triggering:
The event “Moneylenders/Loans Available” serves as the trigger for this event. Once the former occurs, this event has a 5% cumulative per turn chance of occurring for any player who has already seen the previous event. This event may only occur once per game, as opposed to once per player (there can be only one stock exchange in Candle’Bre)
Effect: As the Kingdom’s financial markets continue to mature, the need and pressure for a Stock Exchange grows.
Support the formation of the Stock Exchange (select a province you control, stock exchange is centered there (graphic?), -200g to establish it. From now till the end of the game, any recruitment in this province causes a double-normal loyalty hit. Any corruption impact the province sees is doubled. Province has –1 on its recruitment rates and gains a per turn boost to its economic value equal to +1 for every market or upgrade derivative in the whole of the Basin. Choosing this option triggers the “Moneylenders/Loans Available – Pay me” for every other player in the game. Interest on any of the loans these players take is added to your treasury as it is paid. This adds a permanent “Loan Ledger” entry in your Book of Fate where you can go to view who has how many loans currently outstanding.
A good idea, but we simply cannot afford to (event passes to the player with the highest infrastructure tech level. In the event of a tie, look to see which player has the most markets or market upgrades). Loyalty in all provinces you control drops by –10%.
Other Instructions: Some decision must be reached on this event immediately.
Flavor Text: The formation of a stock exchange was a natural extension of the emerging financial market in the Basin, and it allowed vast sums of capital to move quickly and easily between different segments of the economy as sweeping societal and technological changes redrew the industrial landscape of Candle’Bre, sometimes nearly overnight. The Stock Exchange allowed the money to keep pace with those dizzying changes.
Name: Free Market or Protectionism?
Category: Fiscal
Effect: Support the Craft Guilds and protect native industry, or let the market decide?
Support the Craft Guilds (-200g, permanent increase in CP’s in every province you control of +2 or +20%, whichever is greater)
Let the Market Decide (-200g, permanent increase of +5gpt for every province you control, -15% Loyalty in all provinces as your citizens grow angry and fearful).
Other Instructions: Event must be resolved when received. Deficits allowed, if still applicable.
Flavor Text Request for spiffy Text!
Name: Global Inflationary Pressures
Category: Fiscal
Triggering:
Once the “National Banking System” event fires, this event keeps track of all other events that give economic boosts to any player (either in terms of one time gifts of gold, or per turn increases to provincial incomes). Every time such an event occurs, it gives this event a +1% chance of occurring. When it occurs, it occurs for all players during their respective turns. When the event fires, it’s chance of occurring resets, and the count starts over.
Effect: The economy has been growing at such a rapid clip that it’s beginning to overheat! All prices for everything you spend gold on see a 10% increase. If you spend NO money for a solid turn (on anything beyond upkeep expenses), your inflation rate will drop according to your province ranking:
# of Provinces: % drop in inflation for one turn not spending
Most: -1%
2nd most: -1%
3rd most: -2%
2nd least: -2%
Least: -3%
If ANY OTHER PLAYER spends any money on anything other than upkeep, then all players will see their inflation rate increase by +1% next turn for each player doing so.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy text!
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Name: Inflation Blip
Category: Fiscal
Triggering: This event may be triggered by some other events.
Effect: Inflationary pressures increase! Inflation = +2%
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy text
Name: Interest Rate Adjustments
Category: Fiscal
Triggering:
Inflation must be present for this event to activate, and loans must be available to all players. If inflation is present, this event has a 1% cumulative per turn chance of occurring for the player who is the game’s moneylender.
Effect: Adds an ability to the “Loan Ledger” FC in your Book of Fate, allowing you to adjust the interest rates charged to all players taking loans from you (downward only, you may not charge more than the “prevailing rate”, and you may not reduce any interest rate to less than zero. For every point you reduce the interest rate charged to a given faction, that faction sees its inflation rate drop by 5% (inflation rate cannot be less than zero). Note that you can adjust your own interest rate (government pressuring regional banks to give them favorable rates). In this way, you, as the game’s “Moneylender” wield considerable power and influence over inflation and controlling it. The change to the “Loan Ledger” FC entry is permanent. Note that there is no mechanism for increasing the rates charged for loans, except for players defaulting ON loans (no way to get away with charging more than the prevailing interest rate on loans….inelastic demand, you can loan all you like at the going rate, but no one will bite if you go above it).
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy text!
Name: Limited Trading Company Proposal
Category: Fiscal
Effect: Provnameyou$ and provnameother$ make an agreement to share across the border. Each province gains x% of the other’s income as a bonus. If the initiator and the target of this effect already have a trade agreement in place (diplomatic option), then the effects of that arrangement are doubled, as is the LTC created by this event.
Other Instructions: This event resolves when received.
Flavor Text: Request for spiffy text!
Name: Local Inflationary Pressures
Category: Fiscal
Triggering:
Once the “National Banking System event fires, this event becomes a active, and occurs for the player in control of the largest number of provinces (Kahuna group)
Effect: The economy has been growing at such a rapid clip that it’s beginning to overheat! All prices for everything you spend gold on see a 10% increase. If you spend NO money for a solid turn (on anything beyond upkeep expenses), your inflation rate will drop by 1%. Spending any money on anything besides upkeep will increase your inflation next turn by +1%. This is (or can be) cumulative with Global Inflationary Pressures.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy text!
Name: Market Collapse
Category: Fiscal
Effect: Demand bubble bursts and your economy has to shed excess inventory. All provinces you control lose –10gpt from their value for the next 3-6 turns (this value is 15gpt and the duration is doubled if the event occurs to the player in control of the largest number of provinces).
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy text!
Name: Monopoly Company Closes
Category: Fiscal
Triggering: can only occur if there IS a monopoly company in place for the player
Effect: Lose –100g, and the value of provname$ drops by –5gpt for the remainder of the game.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy text!
Name: Monopoly Company Formed
Category: Fiscal
Effect: Expanding the economy in provincename$ by founding a government-subsidized new industry spurs job creation and stimulates demand. +100g, and provincename$’s income gets a +5gpt bonus from now till the end of the current game.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy text!
Name: Moneylenders/Loans Available
Category: Fiscal
Triggering:
The event “National Banking System Established” Serves as the trigger for this event. Once the former occurs, this event has a 4% cumulative per turn chance of occurring for any player who has already seen the previous event.
Effect: This card puts a permanent entry in your Book of Fate, and allows you to take loans of 200g in size. You may float up to three loans at a time. The first loan costs you 5% in interest (1-year term), and each additional simultaneous loan adds +3% to your interest rate. Loan interest and principle is paid before troop maintenance and other considerations (on a 5% loan, 17.5gpt is deducted at the start of each of your turns…since we do not have decimal places for gold, this actually manifests itself in alternating payments of 18g, then 17g, until the loan is paid….see Ramo’s post on ‘poly…good way to USE silver…handle the decimal payment system?). If you miss a loan payment, the full amount is due immediately, and you use the old rules for repayment, your interest rates increase by 3% on future loans. No new loans may be taken for one game year (12-turns), and your inflation rate increases by +10%.
Other Notes: Event resolves when received.
Flavor Text: Previous to this, the Landed Nobility were the only people in a position to lend money, and generally, such lending was restricted to other Nobles, but with landless men of ambition growing ever more powerful, highly liquid capital markets began emerging, marking the dawning of a whole new era.
Name: Moneylenders/Loans Available – Pay Me
Category: Fiscal
Triggering:
The event “Formation of a Stock Exchange” serves as the trigger for this event. Once the former occurs, and if the option to support the creation of the stock exchange is selected, this event occurs automatically for all remaining factions on their next turn.
Effect: The creation of a Stock Exchange by factionname$ has opened up new financial opportunities for us!
This card puts a permanent entry in your Book of Fate, and allows you to take loans of 200g in size. You may float up to three loans at a time. The first loan costs you 5% in interest (1-year term), and each additional simultaneous loan adds +3% to your interest rate. Loan interest and principle is paid before troop maintenance and other considerations (on a 5% loan, 17.5gpt is deducted at the start of each of your turns…since we do not have decimal places for gold, this actually manifests itself in alternating payments of 18g, then 17g, until the loan is paid….see Ramo’s post on ‘poly…good way to USE silver…handle the decimal payment system?). All interest is paid to factionname$, and added to their treasury each turn. If you miss a loan payment, the full amount is due immediately, and you use the old rules for repayment, your interest rates increase by 3% on future loans. No new loans may be taken for one game year (12-turns), and your inflation rate increase by +10%.
Other Instructions: Event resolves when received.
Flavor Text: The Moneylenders, ever-eager to expand their client list, were quick to ignore national borders and natural alliances in an effort to expand their business.
Name:National Banking System Established
Category: Fiscal
Effect: This card has a 3% cumulative per turn chance of occurring for any player who meets the basic fiscal requirements. Event can occur no more than one time per player in a given game.
Historically, markets in Candle’Bre sprung up in ad hoc fashion, rather than by some cunning design, and tended to (but not necessarily) gravitate toward centers of high population, even if those centers did not have much in the way of resources (the peddlers of goods simply went where the potential customers were, without regard for other considerations, unless otherwise ordered by local Lords of low population provinces, who banded together to establish regional centers of trade—Ramese’Bre is one such example of this). As such, each market was an island unto itself, and prices could (and often did) fluctuate wildly from province to province.
Over the years, the independent tradesmen were gradually replaced by Guilders (individuals banding together in brotherhood, to realize the benefits of economies of scale), and as this occurred, prices became much more stable across the Basin (and ultimately led to a bit of monopolistic gouging, which opened the door for the limited-but-growing return of the independent merchantman), but this was just the first of the changes that would sweep through the financial arteries of Candle’Bre, and the Time of Troubles only fanned the flames of change further and faster.
Under your inspired leadership, factionname$ has grown both in material and financial strength, and now stands at a crossroads. It has taken time and considerable effort to lay the framework of the choice now before you, but that effort is about to bear fruit. Two bold, visionary plans have been fronted by your most trusted advisors, and the final decision is yours to make…choose well.
Nationalize the Banking System: Favored by the resurgent independent merchants, this plan has free market leanings and embraces the concepts of fully open financial and materials markets. (-300g, doubles the effect of all financial builds in provinces you control. Earn 2% per turn on any unspent money sitting in your treasury. In any economic treaty you enter into, you gain a per turn bonus of +1gpt for every financial build owned by either you OR your trading partner).
Strengthen the Provincial Banking System: Favored by the established Guild Houses, this plan has protectionist leanings and seeks to protect and preserve your local industries by way of special incentives and limits to the trading options of foreign competitors. (-300g, gives every province you control that contains a financial build +3gpt, and every other province you control a bonus of +1gpt. Bonus of +20% to per turn construction points in every province you control for the remainder of the game, and unspent money in your treasury earns 1% interest). In any economic treaty you enter into, you receive a per-turn gold bonus equal to +1gpt for every province your trading partner owns.
Do nothing. The banking industry needs no upgrading or modification at this time. (Loyalty takes a –2% hit across the board as mild dissatisfaction at your inaction in this matter sweeps across the realm)
Let us postpone this weighty matter for the moment….it is a good idea, but we cannot afford it at this time (This event WILL return in four turns time, minus this choice option)
Other Notes: some choice must be made on this event immediately
Flavor Text request for spiffy text
Name: Price Fixing
Category: Fiscal
Effect: Spend 25 Espionage Action Points to artificially inflate the prices of goods and services in factionname$. That faction gets the “Inflation Blip” event next turn. This is a permanent entry in your fate library but may be voluntarily discarded at any time.
Other Instructions: Event may be held until needed.
Flavor Text: Request for spiffy text!
Name: Questions of Taxation
Category: Fiscal
Effect: Your economic council proposes a new tax to bring in some additional revenues.
Of course! Lend full support to the new tax, we need the money! +100g, and +3gpt in every province you control. Loyalty cap drops by –1%, and Loyalty drops by 5%, nation-wide, as the masses grumble about the oppressive taxation.
No, we’re doing fine as we are, and have no need of new taxes (no effect – if you have positive honor, gain +1 honor for keeping the needs of your people firmly in mind, at the expense of financial gain for you)
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy text!
Name: Robber Barons and Carpet Baggers
Category: Fiscal
Effect: A prominent Captain of Industry rises to the fore in provincename$. That province sees an increase of +10% corruption, but also gains +2 CP’s per turn, or +20%, whichever is greater.
Other Instructions: Event resolves when received.
Flavor Text: Ruthless and efficient, Captains of Industry were able to drive (or exploit, depending on who you asked) the workers to ever-greater levels of productivity, but always at a price…
Name: Speculative Investments
Category: Fiscal
Effect: An enterprising lad manages to get an audience with you to discuss his new business venture in provincename$. He’s passionate, no doubt, and maybe even has the moxy to pull it off, all he needs is financial backing….
Back him: -150g, (45% chance of success, not displayed to the player, time delay of 2-5 turns (random) for the results), if successful, provincename$ sees its economic value increase by +10gpt, and you get your 150g back. If it fails, you’re out 150g.
Toss him out on his ear (no effect)
Other Instructions: Event must be resolved when received.
Flavor Text: Not every innovative idea is worth backing, but how do you know unless you try?
If you back him, then you will see one of the following text messages after the appropriate time delay.
Success: “Sire, the venture we backed in provincename$ has succeeded! (+150g, provincename$ gains +10gpt in its value)”
OR
Failure: “Sire, we regret to inform you that the venture we backed in provincename$ has failed.”
Name: Streamlining the Taxation System
Category: Fiscal
Triggering:
Once the “National Banking System” event has fired, this event has a 1% cumulative per turn chance of happening. When it occurs for one player, it activates for all other players as well, and the other players in the game now have a 1% cumulative per turn chance of seeing this event (copycats!) Event can only occur one time per game for each player.
Effect: As infrastructure grew more advanced, it was natural that the systems that were supported by that infrastructure saw additional gains in efficiency as well.
All you control gain a per turn gold increase equal to (2gpt * Infrastructure Tech Level).
Other Instructions: This event resolves when received.
Flavor Text: Figures that the damnable taxmen would find a way to tax the future itself.
~Anonymous
Name: The Office of Tariffs and Trade
Category: Fiscal
Effect: The Merchants are up in arms about trade taxes and are pressing to see an old, long-standing tax abolished.
Do away with the old Trade Tax (-100g)
Ignore their incessant whining (loyalty drops by 10% empire wide thanks to the loud complaining about oppressive taxation)
Other Instructions: event must be resolved on the turn it is received.
Flavor Text: Request for spiffy text!
Name: Unhappy Merchants
Category: Fiscal
Effect: Discontented Merchants begin offering favorable prices to factionname$, in preference to us! Loyalty drops –10% in every province you control as the Merchants spread their dissatisfaction, and your income drops by 2-5gpt for the next 3-6 turns, with factionname$ getting that windfall, thanks to the change in trading conditions. (if this event happens to you, it spawns the event “A Change in the Trade Winds” for the recipient of the financial boon)
Other Instructions: Event resolves when received
Flavor text: request for spiffy text!
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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The Holy Prelature
Name: A Reinvigorated Church
Triggering:
The Church must have had its lands extended by events at least three times before this event will fire. Once that precondition has been met, this event has a 2% cumulative per turn chance of occurring. When this event occurs, it occurs for all players during their turn.
Effects:
Having greatly expanded their lands and influence in recent months, the Church experiences a surge of vigor and rejuvenation, and something akin to a Holy Renaissance sweeps through the Basin, demanding a tithe from the Lords of the Land.
* Bow to the wishes of the Church (lose 10% of the income from each province you control from now to the end of the game. Any game effect costing Influence is 10% cheaper for you from now to the end of the game).
* Deny the Church this boon (lose half your collected Influence and your religious buildings collect no influence for the next ten turns).
If you have previously given a tithe to the Church, and do so again, your religious buildings see their Influence collection rates double for the remainder of the game. If you have religious builds in all your provinces (either when the event fires, or anytime after), your religious buildings see a 50% bonus to Influence collected (applied after any and all other bonuses).
This event activates a new ability for Influence, “Combat Medics” Influence can be spent during the spell-casting phase of any combat. For every 10 Influence spent, the DEF rating of the army it is spent on increases by five (5) (current combat only). There is no limit how much Influence can be spent in this manner. New ability is available only to those who have granted lands to the Church, or who have given tithe to the Church. Ability is available to the Castillar faction as well, regardless of whether they have met any of the other conditions mentioned above.
Other Instructions: Event must be resolved when received.
Flavor text: And J’honsa said unto them, ‘Go forth and create. Demonstrate your faith in your works and good deeds. Make the world your canvas, and create a masterpiece in which I will be well and truly pleased.’
~ The Book of J’honsa, “Chapter: Craftsman and Canvas”
Name: Enslaving of the Wizard Class
Triggering: Within your realm, a minimum of 80% of your territory must contain religious improvements AND no more than 20% of your territory may contain magical improvements. Further, you must have at least 100 Influence stored for this event to trigger (note that once you reach 100 Influence stored, you may spend down to some value beneath that, and the condition is still considered to have been met). Once all conditions are met, this event has a 4% cumulative per turn chance of occurring.
Effects:
The power of the Church grows mighty indeed in your realm, and high ranking members of the Clergy come seeking an audience with you, petitioning strong action against the heretical wizards in your territory.
They seek nothing less than complete domination over the Order of Mystics in your lands, and their proposed measure would, among other things, sharply limit the types of research that Wizards could conduct, requesting that all Wizards be required to register with the King, gain a special license to practice their "art," and require them to pay a special (and quite steep) tithe to the Church as a means of buying pardons for their heresy.
Because the Church is such an integral part of your realm, denying them could send shock waves through the whole of your lands. On the other hand, what they propose is provocative in the extreme.....
Yes, by all means! Let us put these heretics in their place! (Places a new Act of Fate in your Book of Fate. From this Act of Fate, Mana can be converted to either gold 1:1 ratio, or construction points 10:1 ratio) - No new magic buildings may be built - Spell Casting is still allowed, but costs half the casting cost in Influence, in addition to the listed price in mana. (A yes here, triggers the event "The Final Solution").
No, the Clergy are powerful enough, and must not be allowed to dictate terms to the Crown - Loyalty Cap decreases by 4% in every province you control for the remainder of the game, and loyalty drops by 10% in all provinces you control (social unrest, sparked by the Church). Lose half your collected Influence as the Church is most displeased by your lack of cooperation.
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: The Final Solution
Triggering: If a yes response was gained in the event "Enslaving of the Wizard Class" then this event has a 3% cumulative per turn chance of occurring, beginning the turn after the precceding event fires.
Effects:
It has been some months now since you were initially approached by the Clergy, regarding the matter of the Wizards in your realm, and their treatment.
Despite the laws recently passed, word has reached the ear of the Holy Council that the earlier measures have been, by and large, ineffective at stemming the tide of the heresy occuring inside your borders. Thus, stronger measures are needed, and the Church has drafted a pair of proposals for your consideration:
* Put plans in motion for a nation-wide sweep of all Wizards to round up and destroy (-250g) (triggers "Death to the Heretics")(Puts "Mandatory Partnership" into a Coma)
* Put plans in motion for total Clerical control over what may, and may not be researched by the Mystics, sorely curtailing their activities, and effectively making them (very) junior partners inside the Church. (-250g) (triggers "Mandatory Partnership")(Puts "Death to the Heretics" into a Coma)
* Niether of these is acceptable. We shall carry on as we are. (lose half your stored influence, loyalty cap drops by 4% in every province you control, and provincial loyalty drops by 15% in every province you control)
It will take time to properly plan and implement the execution of either of the Church's proposals, but their effects, when put into place, will be far reaching indeed....
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Death to the Heretics
Triggering: 5% cumulative per turn chance of occurring, beginning after option 1 of "The Final Solution" is selected.
Effect:
The hour is at hand, and like clockwork, your soldiers, together with the minions of the Holy Church, branch out across the width and bredth of your land, raiding Wizard strongholds, sacking towers, rooting out the heretical elements of your society and giving them a swift and final punishment....death.
One night of blood to cleanse the soul of your land.
From your balcolny, if you let your imagination run wild, you can almost hear the screams of the unfaithful.
A part of you is horrified at this, and another part of you is deeply gladdened. J'honsa's will be done.
(When this event fires, all Wizards are considered to have been rounded up and dealt a swift and final blow. No wizards are to be found anywhere in your territory. If you control Bezzamarrabizzarra, Cyrus Anochi, or Lady Rhiannon of Shaladare, you forever lose their service. (consider them killed (50%), or flee into the service of another (random) faction, not currently allied with you (50%)).
You lose the ability to cast non-miracle spells for the remainder of the game. You generate no mana for the remainder of the game. All magical buildings in your territory now count as Cathedrals till the end of the game. Stored mana is saved, and may still be converted to either gold or construction points for as long as the supply lasts. When your Mana Supply reaches zero, the Acto of Fate "Enslaving the Wizard Class" vanishes from your book of fate. If you own StroudHaven, that province gains a permanant 110% loyalty that may not be decresed for any reason for the remainder of the game. If you do not own Stroudhaven, then you and the province's controller gain +50 relation points with each other immediately, and both parties gain Influence...you gain 40, Stroudhaven's owner gains 20. Cp production drops to zero in all provinces for six turns).
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Mandatory Partnership
Triggering: Triggering: 5% cumulative per turn chance of occurring, beginning after option 2 of "The Final Solution" is selected.
Effects:
It ends.
No longer are the Wizards in your realm considered heretical by the Church. With the Clergy in full control of them and their activities, they are most pleased, and although the Wizards themselves may not like it, they have you to thank for sparing their wretched lives, and introducing them to the glories of the faith.
(If you have selected an Elemental school of magic at game start, you now have access to the full range of spells in that school. If you are the Wizards, then you may choose a third school when this event fires. Modifies the Act of Fate already in your Book of Fate allowing for Mana to be converted to gold or cp's to also allow the following effects:
Mana and Influence may be exchanged freely (4 Mana = 1 Influence)
Influence may now also be converted to gold (1 Influence = 2gold) or Cp's (1:1) Lose all stored Influence and Mana on the turn this occurs (dramatic upheaval). Whomever owns Stroudhaven sees relations with you drop by -100 points. If you own Stroudhaven, it revolts immediately (2x) and sees a permanant revolt risk of 10% for the remainder of the game. Cp production drops to zero for six turns).
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Local Activism among the Clergy
Triggering:
This event will only appear for players who have at least two (2) corrupted provinces.
Effects:
A young, vigorous Priest in provincename$ seeks your approval to begin a personal crusade against corruptive elements there.
* Let the Priest try: -50g, 70% Chance to succeed. Success = loyalty cap in provincename$ increases by 10%, religious builds in the province no longer produce influence, as long as religious buildings exist in provincename$, corruption is reduced to zero and cannot increase in this province for the remainder of the game.
* No thanks: No effect.
Other Instructions: Event must be resolved when received.
Flavor Text:
With so many of Candle’Bre’s young people off fighting and dying, the Church had a near monopoly of non-combat-bound, young idealists for a time. A significant number were all sound and little fury, who accomplished nothing, but there were exceptions to that rule, and those who succeeded were full of passion and energy, and they often single-handedly redrew the faces of the provinces they worked in.
~ Abrilla Soskova, Local Historian of Sarsgardia, author of “Local Color”
Name:Office of the Holy See
Triggering: Infra 5, Mil 5, Diplo 5 and no less than 100 Influence stored (influence may drop below this threshold once the criterion has been met). Additionally, at least 80% of your provinces must contain religious improvements, AND you must have given land and title to the Church at least one time during this game. This event occurs only one time per game. The first player to create the Office of the Holy See deactivates the event for all other eligible players. Once all preconditions have been met, this event has a 2% cumulative per turn chance of occuring.
Effects:
Since this awful war began, your service to the Holy Church has been tireless. You have been a staunch supporter of the Faithful, and have always abided by both the spirit and letter of Church law. These things have not gone unnoticed, and in you, the High Fathers of the Church of J'honsa have found a means of gaining a political voice.
The Clergy from across the Basin propose to elect you Holy See of the Realm. This lifelong appointment is yours for the taking....if you will have it.
* The Church honors me by extending this most gracious offer...I accept! (Select target province that contains a Cathedral. (change graphic? as it is expanded to the greater glorification of the Highfather of the Gods (-250g and will take 40 cp's). Once the expansion has been completed, the province permanantly loses 10% of its income, but gains +10% Construction Points, or +1, whichever is greater, +5 Influence per turn, and hiring rate in the province increases by +2 (first two hires per turn do not decrease loyalty). Any player declaring war on you loses half their collected influence for doing so, and will not generate any influence for 3 turns after the war has been declared. If you lose the province containing the Office of the Holy See, lose all stored influence and the capturing player gains your influence. Collect one half normal influence rates for the rest of the game, and the player controlling the Office of the Holy See gains the other half of your collected Influence till the end of the current game. If you later regain the province, you may once more take up the Mantle of the Holy See until such time as you are stripped of the title (see below).
If the player who conquers the province containing the Office of the Holy See has more stored influence than any other player in the game, you permanantly lose all claim to the office, and the conquering player gains the title, along with all benefits.
* No....it is a great honor, but one which I cannot accept. (event vanishes. Loyalty drops by 20% in all provinces (social upheaval for snubbing the Church).
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Office of the Inquisition
Triggering: Infra 5, Espi 5, and at least 60% of your provinces must contain religious improvements. Additionally, you must have at least 80 Influence stored, and at least 50 Espionage Action Points stored (you may drop below this threshold once the criterion has been met), and you must have at least one province that contains both a religious improvement AND a barracks. Finally, if you have received the event "Enslaving the Wizard Class" AND not chosen one of the Church's remedies, this event lapses into a coma for you. When all conditions have been satisfied, this event has a 3% cumulative per turn chance of occurring.
Effects:
You have long been a solid supporter of the Church. Oh, it is true, you sometimes flaunt the odd Church decree, but your faith has never been called into question, and your resolve has never wavered when dealing swiftly and decisively with the heretics of the realm.
In recognition of your tireless and holy work, the Church requests to establish an Office of the Inquisition within your realm. Such an honor would go far in solidifying your position....
* By all means, let us welcome the Inquisition to our Realm! -200g, select target province containing both a religious building AND a barracks. This province is now the site of the Inquisition. Relations with every player in the game are modified by -10 * Honor Level (such that infamous players like you better). If you ARE honorable, then killing prisoners captured in battle no is no longer considered dishonorable for you, and you are barred from casting any non-miracle spell for the remainder of the game. Every province you control gains +10% bonus to collected revenue, or +5gpt, whichever is greater. Revolt risk in every province you control is +3%. A yes answer here serves as the trigger for the event "Long arm of the Law." If you lose the province where the Inquisition is centered, lose all stored influence, collect no influence for the next six turns, and all your provinces see a +5% revolt risk for 6 turns (general social upheaval, repressed citizenry throwing off the yoke of the Inquisitors).
* No, much as we are honored by this offer, we cannot accept. (Event vanishes, lose one quarter of stored influence for snubbing the Church, and the event "Long arm of the law" lapses into a coma).
Name: Long arm of the Law
Triggering: Beginning the turn after the Office of the Inquisition is established, this event has a 4% cumulative per turn chance of occuring.
Effects:
It has taken some time for the Inquisition to take root in your realm and grow strong. To be sure, the citizenry chaffed under the harsh new edicts at first, but it matters not. The Will of J'honsa must be done, and if the People must be made to pay a part of the toll to see the HighFather's work done, then so be it.
And now that the Inquisition has grown powerful in your Kingdom, your reign is more secure than ever.
Revolt risk gained by the formation of the Office of the Inquisition fades, and you see an increase in provincial loyalty of +5%, in every province you control, and your loyalty recovery rate is +50% the norm till end of game.
Places a new entry in your Book of Fate (Office of the Inquistion) with the following powers attached to it:
* Spend 10 Influence to sweep a selected province you control for enemy spies. Such a sweep has a 100% chance of success in uncovering enemy spies and determining who controls them, and has a 5% per your current espi level of eliminating them.
* Spend 10 Influence to examine a target province you control for magical influences. Such a sweep has a 100% chance of success, revealing IF a spell is present and who controls it (5% per your level of Infrastructure to determine what the spell is).
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Order of the Templar
Triggering: You must have at least 80 Influence stockpiled, Inf 3, Mil 6, and have at least four provinces that contain both religious buildings and barracks.
The Church approaches you about establishing a holy militant order within your realm. Accepting this petition could enhance your position greatly, but there is cost to consider....
Yes! The Order of the Templar fits into our national interest quite nicely! (“Wonder” select target province containing both a barracks and a religious building as the site of the Order's Headquarters. CP cost is 80, -300g. When completed, all provinces you control that contain both a barracks and a religious building never see any loyalty drop when hiring troops. Further, all provinces containing both a barracks and a religious building gain +2 to their hiring limits. All provinces containing one or the other (but not both) gain +1 to their hiring limits. A yes option here triggers the eventn "Putting Teeth into the Order." Loss of this building negates its effects for you until it is recaptured, and grants them to the controlling player. Effects are not cumulative if the controlling player already has a Holy Militant Order in his/her realm, and if this is the case, then yours is permanently destroyed (recapturing the province will not get the benefits back for you (jealous rival order destroys yours)).
No, deny the Church's petition: event vanishes, with no further effect.
Let me consider this proposal for a time: event will return in four turns, minus this choice.
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Putting teeth into the order
Triggering: A yes response to the question of whether or not to establish the Order of the Templar in your realm is the trigger for this event. Event has a 4% cumulative per turn chance of occuring, beginning the turn after the order is established in your realm.
Effects: Establishing the Order of the Templar was not enough. A good first step, yes, but if the Order is to bring greater glories to the realm, then it must be expanded!
* Expand the Order: -200g to provide additional training for all troops. (All troops you control gain a permanent +1 to their A/D values) Choosing this option serves as the trigger for the event "The Holy Charge and Charter"
* The Order is fine as it is, and has received all the support from the crown it will get! (puts the event "The Holy Charge and Charter" into a coma for you).
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: The Holy Charge and Charter
Triggering: A yes response to the event "Putting Teeth into the Order" serves as the trigger for this event. Beginning on the turn after a yes response is given to that event, this event has a 5% cumulative per turn chance of occuring. Note that the cumulative per turn chance of this event drops to zero if you have negative honor.
Effects:
As the power and magnificence of the Order of the Templars has grown, so too, has your plans for them.
From all across your realm, members of the Order are summoned to your palace for the first ever Templar gathering, where you reveal your new charge to the faithful.
(When this event occurs, you and your Templars are charged with ending all corruption and heresy in the basin. You may no longer cast non-miracle spells till the end of the current game. All magical and espionage buildings in your kingdom are considered destroyed on the turn this event fires, and any province beset with such destruction sees a +10% loyalty gain. Any province not beset with this destruction sees a +5% loyalty gain (both to normal loyalty caps)).
(Loyalty recovery rates are doubled for you till the end of the current game. For as long as you control the province which serves as the base for your Templars, Influence may be spent to perform espionage actions, and religious buildings count as espionage buildings when comparing your espionage capabilities to those of your rivals).
(In combat, your troops will take no prisoners. All captures are regarded as kills.)
Diplomatically, any faction caught casting non-miracle spells on your holdings or your troops suffers an immediate -100 point drop in diplomatic standing. Any faction caught with spies in your territory, or attempting any espionage action against you likewise suffers a -100 point drop in diplomatic standing with you. Either of these automatically causes any existing treaties to be broken, with no ill-effect to you and any such action increases your honor by (6-honor level) (cannot be less than zero).
To assist with this vast, sweeping charter, a new unit type becomes available to you, the Knight Templar. To create this unit, take any cavalry unit you control into the province which houses the headquarters for the Knights Templar and sacrifice him + 35gold. You gain one Knight Templar. You may sacrifice no more than one unit per honor level, per turn.
The Templar is treated as Cavalry with a move of 3, and attacks of Tier One (with the Archers). Same a/d values as cavalry. Recruiting Templars into your army does not in any way impact provincial morale. Lose the province where the order is centered, and you lose forever the ability to train templars (ie, even if you later recapture the province, you still may not train any new Templars).
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Plea from the Pulpit
Triggering: You must have corruption in your provinces for this event to become active for you.
Places a new Act of Fate in your Book of Fate, bearing the same name as this event. The Act of Fate allows you to spend influence to instruct the clergy of your realm to attempt to influence your citizenry in the following specific ways:
* Spend 20 Influence to attempt to reduce corruption (at random) in your realm. Choosing this option will reduce corruption by a range of -3% (best case) to +1% (the folk of the realm chaffe under this new preachiness from the church and rebel against it)
* Spend 40 Influence to accomplish the same goal, but with a range of -3% to 0%.
Card becomes a permanent fixture in your Book of Fate. Corruption reduction is never all seen in a singular province, unless you have only one province containing corruption. Rather, the corruption reduction is dispersed as much as possible over your currently corrupted lands. The first time this card causes corruption to increase, it vanishes from your Book of Fate.
Other Instructions: Card is holdable
Flavor Text: Resist the temptations of their evil ways, and know that the men without honor speak with forked tongues and the false promises of Ollux. Woe to those who walk the path of dishonor, for they are sure to cause their ruin, and the ruin of their loved ones. J’honsa is a vengeful god when angered….
~Father Hatmus Prin, sermon in Griggor’s Steading
Statistics of the event list as it stands thus far:
"Always on" events number 127 baseline, 136 counting linked events in this set
"Triggered Events" number 150 baseline, 193 counting linked events in this set
Totals = 277 baseline events, 329 including linked events.
None of the events proposed in the discussion thread have yet been worked into the list, so expect to see these numbers increase slightly before we begin culling events out, if necessary.
Target: 350 events in the basic game
All event lists have been revised and updated with the most current information, and events themselves will be posted as soon as I've whipped them into proper format.
-=Vel=-
Last edited by Velociryx on 04-09-2004 at 05:08
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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The Holy Prelature
Name: Promotion of a Childhood Friend
Triggering: This event can occur only one time per game. As soon as it occurs for the first player, it is placed into a coma for all others. You must have at least Inf 4 and Religious buildings in at least 50% of your provinces for this event to become active for you.
Effects:
News just reached your Court today that friendname$ was promoted to Bishop in your realm! Having grown up with him, and been childhood friends, you delight in this news! Not only is it always heartening when a longtime friend makes good, but also, given your current position, a friend like that in the upper echelons of power in the Church can have all sorts of benefits. In keeping with his station, you invite your old friend to the Palace to reminisce, compare notes, and congratulate each other. It is a most excellent visit for a number of reasons....
(Influence rates are doubled inside your realm. Each time you spend Influence, there is a 1% cumulative chance of spawning the event "Parting Ways")--this is not revealed to the player.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Friendname$
Castillar - Elizabeth Surrey
Wizards - Moira Clovis
Fury - Terrence Kane
Mourngrym - Christovaar Wellenby
Council of Seven - Jeremiah Goodington
Name: Friends in High Places
Trigger: Receipt of the event "Promotion of a childhood friend" serves as the trigger for this event. Beginning on the turn after that event is received, this event has a 5% cumulative per turn chance of occurring.
Effect:
It is a good day to be the Master of factionname$! After another fruitful meeting with friendname$, you have a new feather in your cap! Having friends in High Places is a beautiful thing indeed.... (Puts a new Act of Fate in your Book, bearing the same title as this event. Spend half of the influence you collected this turn, and no player may use intercessions against you until the start of your next turn. Intercessions in place against you fizzle as a result of this effect.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Factionname$(for this event only)
The Fury Clans
House Castillar
The Order of Mystics
The House of Mourngrym
The Council of Seven
Name: Inside Information
Trigger: Receipt of the event "Promotion of a Childhood Friend" serves as the trigger for this event. Beginning the turn after that event is received, this event has a 3% cumulative per turn chance of occurring.
Effect:
Excellent news, and your continued close association with friendname$ is bearing fruit in ways you had never imagined it might! With his assistance in detailed information on Church happenings all across the Basin, you have a powerful advantage.
(Pay 40 Influence to reveal the location of all intercessions placed. Spend 50 gold to cancel them! (note that revealing the Intercessions makes them visible for the current turn only, and that the 50g must be spent on EACH Intercession to be cancelled (new right click option on intercession marker allowing for a cancellation)).
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Parting Ways
Trigger: Receipt of the event "Promotion of a Childhood Friend" AND spending influence anytime thereafter are the twin triggers for this event. Any expenditure of Influence causes a +1% chance (check each turn) of this event occuring.
Effects:
It is too much, and this is a sorrowful day.
Friendname$ comes to you with a troubled conscience and tells you that he has asked for, and received a petition from the Church to relocate to another part of the Basin.
It has weighed heavily upon him, these many months...passing you sensitive information has caused him to feel trapped, and forced to choose between his faith and his continued friendship with you.
With a heavy heart, he visits you personally one last time to declare that this is the end...
(Influence rates return to normal, lose a quarter of your saved influence (your friend can no longer actively support you))
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Putting the Fear of God into the Masses
Triggering: You must have religious buildings in at least 50% of your provinces.
Effect:
The Priesthood can be a powerful weapon, if properly directed, and men who wield political power can oftentimes find secular priests who crave to share in that power. When such men present themselves, and have similar visions, it is truly a thing of beauty....
(Gain a new entry in your book of fate bearing the same name as this event. From there, you may choose a target province and spend 1 Influence per 1000 pop of the province (round all pop figures up for this calculation) to increase provincial loyalty in target province by 1%. There is no limit to the amount of Influence that can be spent in this manner in a given turn, and the only limit to the province is your natural loyalty cap.
Other Instructions: Event becomes a permanent fixture in your book of fate, unless willingly discarded by you.
Flavor Text: Request for spiffy texts!
Name: Swords and Crosses
Triggering: You must have at least 4 Cathedrals and 8 Temples in your realm for this event to trigger. Research Diplo 5, and Mil 5. If you control more than five Espionage generating provincial improvements, this event deactivates for you.
Effect:
Combining the arts of persuasion and militancy with the natural abilities of the Church in your realm, you find yourself in a position of vast and far-reaching influence. Spies? They are for dullards and men who lack vision. The power of faith, backed by a strong military are the only weapons you need....
Receipt of this event places an entry in your Book of Fate bearing the same name as this event. From that entry, you may:
* Spend 10 Influence in any province you control to remove the loyalty impact caused by hiring troops this turn.
* Spend 15 Influence in any province you do not control to remove the loyalty impact caused by hiring troops until the end of the controlling player's turn
* Spend 20 Influence in any province you do not control to prevent hiring troops until the start of your next turn.
Other Notes: Reciept of this event is the trigger for "Rise of the Siege Masters"
Flavor Text: Request for spiffy texts!
Name: Rise of the Siege Masters
Triggering: Having at least six siege engines in play and under your control, and receipt of the event "Swords and Crosses" are the twin triggers for this event. Beginning on the turn after both conditions are satisfied, this event has a 4% cumulative per turn chance of occurring (as always, if you have six siege engines, and later lose one or more, the condition is still considered to have been met).
Effects:
The Church has long been a bastion for the education of the common man, and with your emphasis on combining the Church with military traditions, and the attention paid by your armies to siegecraft, a new breed of man has begun to appear in Church-sponsored colleges in your realm....The Siege Masters. Their wisdom will, no doubt, serve your House well in this continuing struggle....
(Places a new entry in your Book of Fate bearing the same name as this event. From it, you may
* Spend 30 Influence and 80g to place a counter on this event. If this event has at least one counter on it, it appears as a spell casting option at the start of combat. Casting this "spell" before combat negates any advantage your opponent posesses due to fortification in that province.
Other Instructions: Reciept of this event serves as the trigger for "The Voice of J'honsa". This event is holdable indefinitely.
Flavor Text: Request for spiffy texts!
Name: The Voice of J'honsa
Triggering: Requires receipt of the event "Rise of the Siege Masters" and also requires that the Order of the Templar exist in your realm. If both conditions are met, then this event has a 10% cumulative per turn chance of occuring.
Effects:
Your influence in the Holy Church is unmatched, and your Templars are the envy of the Faithful throughout the Basin.
The voice of J'honsa speaks, yes, but not through the voices of the tired old men who lead the flock. His voice resonates in the rumbling thunder of your Templars....
(Places a new entry in your Book of Fate bearing the same name as this event. From it, you may do any of the following:
* 10 Influence: Shield of Faith (castable at the start of combat) Doubles the value of your DEFshield for target army.
* 30 Influence: Influence of the HighFather (castable at the start of combat) Every unit in target army you face must roll an Influence check. 1-4 = unit switches side and is now counted as part of your army, 5-20, no effect. Leaders are immune to this effect.
* 50 Influence to place a counter on this event. Spend a counter from this event and no espionage actions may be taken against you until the start of your next turn. No spells may be cast by any player other than you, in territories you control until the start of your next turn.
Other Instructions: Event is holdable.
Flavor Text: Request for spiffy texts!
Name: Temporary Excommunication
Triggering: You must have at least one Cathedral built for this event to become active in your pool.
Effect:
It has come to the attention of the Leadership of the Church that you are not upholding your sworn duties to the Faith.
Whether these charges have a basis in reality or not is irrelevant. The Church means to have its due....
* Pay the Piper (-300g)
* Refues (lose half your stored influence, and Intercessions stop functioning for you for 3-6 turns (random)).
Other Instructions: Event must be resolved when it is received.
Flavor Text: Request for spiffy texts!
Name: The Purging of the Smacalien
Category: Prelature
Triggering: religious buildings in at least 70% of your provinces, and you must control provinces that border the mountains that Ring Candle'Bre in. There must be religious buildings in at least 60% of the Basin's provinces. When this event fires for you, it fires for every other player in the game who control provinces listed in mountainprovname$.
Over the decades, refugees from the Smacali (free-folk speak for the countless isolated, tiny valleys at the outermost fringes of the Basin that are all but completely cut off from the rest of the Kingdom) have been trickling into Candle'Bre as their homelands have come under increasing pressure from Nilroggi raiding groups. These people (an even mix of indigenous tribal peoples who were here before the Founding, and the descendants of refugees who cast off their old ways and were adopted into these tribes), are now an ethnic minority in the Candle'Bre, and have integrated into society, but refuse to abandon their folkish ways and submit to the beliefs of the Church. They believe that the Divine exists in everything and practice a crude form of shamanistic animism, refusing to believe in the anthropomophism of gods as represented in the pantheon of Candle'Bre. The Church has now declared the Smacalien to be heretics and initiated a religious pogrom -- Smacalien must convert or die.
* Support the Church's pogrom. The unbelievers will believe, even if it must be at swordspoint. (Construction points are halved, and Tax revenue drops by 30% in mountainprovnames$ as the purging of hapless Smacalien citizens causes chaos to local businesses. Population in mountainprovincenames$ drops by 200-500 throughout your provinces drop. You may not hire Smacalien Shaman. Each Smacalien Shaman that you kill in battle grants you 10 influence. Increased Influence production rates for the rest of the game.)
* Do nothing to hinder or support the pogrom. (Lose half your Influence stockpile. All options that require Influence now see their Influence costs increase by 50%. You now gain the option on your mercenary hiring selection of hiring Smacalien Shaman units. Smacalien Shaman units carry a per turn upkeep of 2 Influence + 2 Mana.)
* Defy the Church and defend the right of the Smacalien to live in Candle'bre. (+1 Construction point in every province you control named in mountainprovname$, and +10gpt in those same provinces, as the Smacalien flee to your provinces for protection from the pogrom (your provinces named in mountainprovname$ gain 100-300 (random) population. Lose all your stored influence. All options that require Influence now see their Influence costs doubled. You now gain the option of hiring Smacalien Shaman units from your mercenary hiring selection. For you, Smacalien Shaman units do NOT carry a per turn upkeep cost in Mana).
Other Instructions: A mark of Ollux is placed on anyone who chooses the latter two options. This event spawns for every other player on the same turn after it spawns for you.
Shaman Units:
Cost 30g (may only be recruited from provinces named in mountainprovname$)
Every two Shaman unit in a given Army increases the number of spells that can be cast at the start of combat on behalf OF that army increase by +1 (ignore all fractions). Shamen themselves count as Infantry for purposes of combat, but are counted as Mercenaries for purposes of paying a bounty to increase their combat effectiveness. Unlike Mercenaries, however, Shamen will never rebel against you and attempt to take control of any of your provinces.
Flavor Text: "Our job is to bring light to the darkness, enlightenment to the benighted, vision to the blind, and death to the unbelieving. How were we to know that these lesser beings who till our earth and labor in our stores day after docile day would prove to be fierce fighters with their heathen trickery? Whatever gods power their spells and prayers are surely demons from the dark abyss. To think that that we let such monsters live amongst us, hiding their sins in their hearts!" -- Anonymous Bishop, "Confessions of Sin"
Must find my map (old forums) and define the text file mountainprovname$
Name: The Wandering of the Flock
Trigger: Must have at religious buildings in at least 40% of your provinces
Effects:
A local Priest comes to you with a request to found a splinter order of the Faith. He has signficant backing, is popular with the people of the province, and represents a repressed minority with views that are slightly different from the accepted doctrines of the Church. Upon examination of their beliefs, however, it is determined that they are not heretical in their nature.
* Accept the petition of the priest and fund the new order (-200g) (Gain a temple in Provname$) (does not count against the normal improvements in this province)
* Deny the request and send him on his way (Loyalty in provname$ decreases by 20%, and rr in provname$ is 3% for the next four turns)(provname$ will be a province you control that does NOT have a religious improvement currently in it)
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: The Wandering of the Flock (variant)
Trigger: Must have at religious buildings in at least 40% of your provinces
Effects:
A local Priest comes to you with a request to found a splinter order of the Faith. He has signficant backing, is popular with the people of the province, and represents a repressed minority with views that are slightly different from the accepted doctrines of the Church. Upon examination of their beliefs, however, it is determined that they are not heretical in their nature.
* Accept the petition of the priest and fund the new order (-200g) (Gain a Temple in provname$)(does not count against the normal improvements in this province)
* Deny the request and send him on his way (provname$ revolts, and if you keep it, rr in provname$ is 3% for the next four turns).
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Theocracy Established (ruler becomes head of the Church)
Triggering: Must have any two of the following in your realm: The Office of the Holy See, The Inquisition, the Order of the Templar. Meeting this requirement will trigger this event, with a 2% cumulative per turn chance of occurring. Even can only occur one time per game.
Effects:
The instrument is finished, and finely tuned. The living instrument of J'honsa, brought forth in the Basin to vanquish the hateful enemies of our race, the Nilroggi, to end corruption and heretical teachings, and to bring justice to all the Peoples of the Basin.
Your hour has truly arrived.
You are pronounced High Father of the Holy Church, and gain the following benefits:
* All Intercession requests now route through you. You may freely approve or deny any intercession request (player places an intercession normally on his/her turn, and on your turn, you get a popup notifying you of who made the request, and for what province...approve or deny buttons to finalize the placement)
* All Intercessions are always visible to you (toggle to turn on/off)
* CP's can be converted directly into gold (stockpile energy type thing) (1cp = 2gpt)
* Loyalty cap increases by +5% in all your provinces
* Influence may be spent to increase provincial loyalty (3 Influence = 1 point of loyalty)
* Castillar forever loses their Influence bonus. If you ARE Castillar, your bonus doubles.
* You may not cast non-miracle spells for the remainder of the game.
* Any player who does cast a non-miracle spell collects no Influence on the following turn, and loses half his stored influence for the heretical act.
These effects last until the end of the current game.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Last edited by Velociryx on 08-09-2004 at 06:44
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Honor
Name: Mission Interrupted
Category: Honor
Triggering: Must meet minimum Honor requirements
Effect: Gain random troops (Player choice - see below)
Other Instructions: "Troops loyal to the King have returned from a preliminary scouting expedition into one of the many tunnel systems leading into the mountains on the fringe. Upon hearing the news of the King’s death, they have sought out men of honor to pledge their service to. The force commander is willing to release a portion of his troops to your service before continuing on his mission, and gives you a choice: (selection buttons as follows: (two of the following appear at random, player may select one….note that a check should be performed such that we don’t wind up with two of the "same thing", which would effectively negate any choice in the matter)
Request 4 Cavalry units from the Commander
Request 8 Mercenaries
Request 6 Skirmishers
Request 5 Archers
Request 6 Pikemen
This Act of Fate will never be seen by players with negative honor, but for those who receive it, the Act of Fate may be played at any non-combat point of your turn. Troops are all placed in the same territory, no barracks required, and regardless of hiring limits. Troops may appear without regard for the player’s current tech level (ie, even if the player lacks the tech to train Skirmishers, this does not prevent him from gaining Skirmishers via this event).
Flavor Text: "The Kingdom was abuzz with activity at the time of the assassination, and news of the death of the Royal Family sometimes did not quickly reach all those out doing the business and bidding of the King."
Name: Noble Cause
Category: Honor
Triggering: Must meet minimum Honor requirements. Must have used an Intercession on someone else’s behalf the preceding turn.
Effect: The news has spread of how you’ve selflessly used your influence to promote peace in triggerprov$ (province you saved last turn). The nobility of your cause draws many followers to you. Eager volunteers, inspired by visions of honor and righteousness show up on your doorstep.
Province provname$ sees its hiring limits increased by +1 per honor level this turn. Hiring troops from this province does not decrease loyalty this turn. Maintenance costs for ALL your troops is halved next turn.
Other Instruction: Event resolves upon receipt.
Flavor Text: request spiffy text
Name: Order of the Sacred Heart
Category: Honor
Trigger: Must meet minimum Honor requirements. Must have maintained an unbroken continuous alliance for at least 12 turns.
Effect: The Order of the Sacred Heart is an organization of hedge knights devoted to spreading the ideals of peace, honor, and justice in this war-torn land. They request permission and funding to construct a chapterhouse in your kingdom.
* Pay 200 gold to establish the Order. (From now on, you may sacrifice a Cavalry unit you control and pay 40 gold to upgrade said unit to a Knight of the Sacred Heart (treat as Cavalry, but with +1 to his A/D values, and capable of charging every turn, rather than every other) You may not upgrade more than one unit per turn in this manner. If you fall below the minimum honor threshold, all Knights you control revert back to Cavalry immediately, and you lose the ability to create Knights for the remainder of the game.
* A noble order but unrealistic at this time. (event moves to your book of fate for ten turns - see below)
Other Instructions: This event will remain in your Book of Fate for 10 turns. If you fail to fund it by the end of the 10 turns, the event disappears and is removed from your event pool. Any result does not effect the possibility of this event occuring for another player. Knights of the Sacred Heart may not attack the province of any player who has chosen to fund Order of the Sacred Heart. This restriction does not apply to units other than Knights of the Sacred Heart, nor to defending with Knight of the Sacred Heart.
Flavor Text: insert spiffy text
Name: Resolute
Category: Honor
Triggering: Must meet minimum Honor requirements. 100% of triggering after 10 Knights of the Sacred Heart have been killed.
Effect: The Order has made a new decree. The goal of peace and justice is worth any price, even if a knight must sacrifice his own well-being to protect the peace. Knights of the Sacred Heart gain the ability “martyrdom.” If activated, “martyrdom” doubles a Knight’s Attack, Defense, and Movement; martyred knight is killed at end of turn. Gain 1 honor for each Knight martyred. (this ability may be activated during the spell casting phase of any combat in which one or more of your Knights of the Sacred Heart participate, in lieu of casting a spell (new spell option visible "Martyrdom")
Other Instruction: Effects of “Resolute” apply to all Knights of the Sacred Heart, whether controlled by you or opponent.
Flavor Text: Insert Spiffy Text
Name: Passive Resistance
Category: Honor
Trigger: Must meet minimum honor requirements, must have lost at least one province
Effect: Target: The people remember those who rule them with a gentle hand as well as those who rule them with a harsh one. When armies cannot win the day, the will of the people may. A lord cannot govern without the consent of the people. They need not fight the soldiers, simply stop serving them and government will collapse. Soldierly threats cannot move those who willingly lay down their lives. Appeal to the people. (Receipt of this event places a new entry in your Book of Fate bearing the same name as this event Passive Resistance enters play with four (4) counters on it. From that Fate Entry, you may:
Spend 300 gold. Target a province you once controlled. Targeted province may not be only province that this enemy controls. 60% chance of success. Passive Resistance’s probability of success decreases 10% for every turn that has passed since you last controlled the province. Chance of success increases 10% with each 100gold spent. If successful, province returns to your control. Half the buildings, randomly chosen, are destroyed. Gold value of distroyed buildings given to enemy. Population decreased by 5% for each turn province was in enemy hands. Enemy non-mercenary troops stationed in province are returned to capital. Mercenary troops in province are disbanded.
Other Instruction: This card may be held and played at a later time.
Flavor Text: “They did nothing. Nothing! The farmers wouldn’t farm, the millers wouldn’t mill. And no matter how many times we threatened them, shouted at them, beat them, stabbed them, they would not fight back. They just . . . sat there. So we trashed their buildings, took what we could and got out of there. It was the sorriest occupation I’ve ever been on. Bah! I still can’t get the taste of it out of my mouth.”
~Mercenary at a tavern.
Name: Right hand of the King
Category: Honor
Triggering: Must meet minimum honor requirements.
Effect: Give a specific army special priority and right of way, sped with the best provisions, remounts, and waystations.
Choose target army. That army is "locked" this turn (may not be added to or split). Army gains +1 movement point per your honor level this turn (drop all fractions). Movement points not spent this turn are simply lost.
Other Instruction: Card may be held until needed.
Flavor Text: request spiffy text
Name: Righteousness
Category: Honor
Triggering: You must meet specific minimum Honor level. This event check is made if you are attacked by someone with negative honor.
Effect: The people of Candle'Bre have always placed great faith in the words of the lords they considered honorable and righteous. And not a few lords have been know to make use of their popularity to publicly harangue their enemies.
Adds an permanent entry in your Book of Fate, "Righteous Screed." Must meet minimum honor level to activate this option. You may not use "Righteous Screed" more than once per turn. May only target provinces of players with negative honor.
Righteous Screed -- Spend 150 gold, province targeted by Righteous Screed suffers a 30% loyalty drop. Lose 5-20 (random) diplomatic points with target.
Flavor Text: Insert spiffy text
Name: Temporary Insanity
Category: Honor
Triggering: Must meet minimum honor requirements
Game effect: Even the best of us have our moments, when the pressures of the crown mar our judgement. Player suffers no honor loss for the next (3-6 turns), regardless of his actions. Loyalty drops in all provinces you control by 15%, income drops by an additional 20% for the duration of the insanity.
Other Instructions: This card may be held and played at a later time.
Flavor Text: “The incredible strain placed on the leaders of the various Noble Houses during this crisis sometimes caused even the strongest to at least temporarily succumb. In these cases, especially if a sterling reputation was at stake, the rest of the family quietly rallied ‘round and tried to minimize the damage. Quite often, these campaigns were successful.”
~ Llahankhan the Wisp, freeman of Trentare
Name: The Covenant
Category: Honor
Triggering: Must meet minimum Honor requirements. Placed into your event pool only after Righteous Screed has been activated 10 times by you.
Effect: The lords of Candle'Bre have grown concerned with the way you seek to bend the ears of their peasants. They demand that you desist. The affairs of lords are best resolved in gentelmenly discourse, and match of arms if needed -- not aired like fishwive's quarrels in the marketplace!
* Agree to restrain your public outbursts. Pledge to a Covenant not to attack their reputations in public. (Gain 15 honor, "Righteous Screed" is removed from your Book of Fate)
* Never. If these rogues would behave like currs, then currs they shall be known! (All currently negative honor players decare war on you, and form a Covenant to never make peace with you. For the rest of the game, you may not make peace with any negative honor players. Henceforth, righteous screed may be used twice per turn, and gold cost of usage is halved. In the future, any player who is not at war with you will declare war on you if you use "Righteous Screed" on them, and will similiary join the Covenant of those who oppose you.)
Flavor Text: insert spiffy text
Name: Unbreakable
Category: Honor
Trigger: Must meet minimum honor requirements.
Effects:
Choose target army you control. That army is "locked" until its next battle. The next battle target army participates in sees its DEFshield value increased by 50% per honor level. Your army ignores any enemy result that would mean the capture of your men (those units are not captured, but remain in place in your army). Card may be held until needed.
Other Instruction: This card may be held and played at a later time. If Fear Tactics and Unbreakable both apply in the same battle, the two effects cancel out and combat is conducted as if neither had been played.
Flavor Text: “You see this shield? It is dented and scratched but unbroken. Through many battles have I carried it, and the enemy has never broken it. You know why? Because they could never break my spirit.”
~grizzled old veteran, cradling his infant grandchild in his arms
Last edited by Velociryx on 05-09-2004 at 09:31
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Infamy
Name: Brigands’ Alliance
Category: Infamy
Triggering: Must meet minimum Infamy requirements. There must be at least three (3) provinces, not controlled by you, that are corrupted for this event to occur.
Effect: Your reputation is known throughout the land. The virtuous decry you, but the villainous far and wide flock to you. The criminal underworld of various provinces seek an alliance with you.
* Accept the alliance: This will cost you one espionage action point per corrupted province you do not control. You gain half of the income those provinces lose to corruption each turn. Influence with the Church is reduced by 25%, as the Church takes a dim view of your increasingly nefarious associations.
* Refuse the alliance: No effect, event vanishes
Flavor Text: “The most ruthless and infamous leaders cared little how nefarious their partners in crime were. These sometimes strange alliances cut across traditional boundaries, and weaved out an intricate web of relationships, driven by greed, fear, and backroom deals.”
~ Trilinius Khent "The Rise of the Justicars and the Web of Lies"
Name: Civilian Slaughter
Category: Infamy
Triggering: Must meet minimum Infamy requirements
Effect: Choose target army you control. That army is "locked" until its next battle. If army attacks this turn, it will not engage enemy troops in combat. Neither Army takes damage. Instead your army targets the civilian population. There must be more units in your army than in enemy army. For each unit your army possesses above the number of units in enemy army, reduce civilian population by one population unit. Population may not be reduced to less than 25% of current value. “Fear Tactics” will not work if defending army has a leader unit.
Other Instructions: Card may be held until needed.
Flavor Text: “We fought them on the field, and they ran like cowards. They were more interested in running than fighting. Led us on a merry chase, they did. But then we returned home, and found another enemy division had circled around us and slaughtered our families while we were diverted.”
~ General Brinn Barr, House of Castillar
Name: Despotism
Category: Infamy
Trigger: Must meet minimum Infamy requirements
Effect: People who toil hard will toil harder if their lives are on the line. Sire, let’s whip them into shape -- literally.
You may sacrifice population to gain construction points this turn. Gain +2 Construction Points per 100 pop (prov must have at least 2100 to be a valid target)
Other Instruction: Event resolves upon receipt.
Flavor Text: “A lash a day will keep the workers slaving away. And if a lash won’t do, there’s always the headman’s axe.”
~ newly appointed quarrymaster, after the old one was beheaded.
Name: Despotism (variant)
Category: Infamy
Triggering: Must meet minimum Infamy requirements
Effect: Sire, the people are growing surly. We should motivate them, show them the price of discontent. Kill off all the disloyal ones and you’ll be left with only the loyal.
For this turn only, you may sacrifice population to prevent revolts. Number of turns revolts are suppressed equal to number of population units sacrificed. (province must have at least 2100 to be a valid target)
Other Instructions: Event may be held until needed. Vanishes from your Book of Fate upon activation and use. (implementation. Activate event from Book of Fate. Select province you control, set number of pop points to be sacrificed, commit by clicking "done")
Flavor Text: “Gentlemen, you’ll find no shelter in my tavern. After the day we saw my brother hanging from a noose, any thought of resisting slipped away. Revolt? Are you mad? I’ve no wish to see my child hanging from a noose. No. We here are loyal subjects of the king, and have no desire to attract his ire.”
~ response to foreign agent-provocateurs
Name: Emptying the Prisons
Category: Infamy
Triggering: Must meet minimum Infamy requirements
Effect: Why let good resources go to waste? We need soldiers, and we’ve got plenty of able bodies in the prisons. Sure, they’re murderers, rapists, thieves, looters, and cutthroats. So we’ll pay them to do what they do best, only in enemy territory. Let’s empty the prisons and fill our ranks.
Select target province containing one of your armies. Gain two mercenary units in provname$ per Infamy level.
Other Instructions: Card may be held until needed.
Flavor Text: “I was in jail for killing a man and his family. I was condemned and to be executed the next day. And now, the king pays me to go out and kill men and their families. He even saw fit to send a bunch of people to help me do it. Now that’s irony.”
~ Mercenary, ex-prisoner
Name: Fear Tactics
Category: Infamy
Trigger: Must meet minimum Infamy requirements.
Effect: Choose target army you control. That army is "locked" until its next battle. The next battle target army participates in sees its opposing force’s DEFshield value reduced to zero. Each round of combat, you inflict one extra casualty per Infamy level. Card may be held until needed.
Other Instruction: This card may be held and played at a later time. If Fear Tactics and Unbreakable both apply in the same battle, the two effects cancel out and combat is conducted as if neither had been played.
Flavor Text: “Every enemy soldier has a breaking point. The point where fear overcomes good sense and training. You must find that fear and invoke. Kill, rape, loot with abandon. Hack apart their dead, burn their houses. Commit atrocities and let the rumors fuel their fear. The rumors will seep through the enemy ranks, horror will soon awaken its companion fear. Push him to the point where he runs away from you in fear, hoping he’ll escape. Then, chase him, cut him down as he begs for life. Show him exactly how well-founded his fear is. They run from slaughter, we relish it. That is why they always break.”
~ General Lucian Agravale, House of Mourngrym, addressing his troops.
Name: Hired Guns
Category: Infamy
Triggering: Must meet minimum Infamy levels.
Effect: We can distract and occupy our foes without lifting a single finger. We’ll hire some local help. And then, our local help will help themselves -- to the enemy’s coffer’s of course.
Select target province. Spend 20 Espionage Action Points to give the owner of the province a (random) "corruption" event next turn.
Other Instructions: This card remains in your Book of Fate indefinitely. Each use of this card has a 5% chance of removing it from your Book of Fate.
Flavor Text: “That town needs an enema.”
~ Lord Nessius Mourngrym, overheard in the Court of WestKeep, during a strategy session discussing what to do about their Castillari enemies in Ouestron.
Name: Malicious Intent
Category: Infamy
Trigger: Upon reaching a specific minimum Infamy
Effect: They say the best way to defeat an enemy is to make him into a friend. They're only half-right. The best way to kill an enemy is to make him into a friend, and then, when he least suspects it, knife him in the back. Make friends with your enemies, ally with them, get them to show you their tactics, their plans for their fortifications, their city layouts, their troops placements -- all in the name of sharing innocuous information to strengthen strategic defensive alliances, of course. But in reality, to help you better plan your invasion routes.
From now on, each time you attack a player who has ever been allied with you at any time, you gain +1 attack. Also, any espionage used against such a player has an increased chance of success (this increase is equal to 5% * Your Infamy Level - 2% * Enemy Espionage level, and cannot be less than 1%). These bonuses only applies if you have greater than L2 Infamy, and at least 10 Infamy more than the opposing player.
Flavor Text: insert spiffy text
Name: Reign of Terror
Category: Honor
Triggering event: Card appears the first time a player reaches a specific L5 Infamy (4% cumulative per turn chance of occuring)
Effects: As long as “Reign of Terror” is in effect, you may slaughter your own citizens and confiscate their possessions for profit. You get 500 gold for each population unit you choose to slaughter. You may not slaughter more than 1 population unit per province per turn.
Population growth throughout your kingdom set to ZERO for as long as “Reign of Terror” is in effect.
For every five turns that Reign of Terror is in effect, all your provinces permanently lose -2CP each and gold revenue is permanently reduced by 50% of whatever its value is at that time.
For every ten turns that Reign of Terror is in effect, you gain 5 Infamy (-5 honor).
Other Instructions: You may hold this card in your Book of Fate and initiate it at any time. Reign of Terror starts at the beginning of the turn after you choose to initiate it. It ends at the beginning of the turn after you choose to end it. You must have a minimum of L5 Infamy in order to be able to activate Reign of Terror. If at any time your Infamy fails to meet this threshold after you have chosen to begin your Reign of Terror, it will automatically end on the beginning of the next turn. After ending, Reign of Terror is removed from your library. You may voluntarily end Reign of Terror at any time.
Flavor text: “Your people may serve you out of loyal adoration, but mine will serve me ten times as a devotedly out of fear. Fear that they will fail me, fear that they will die, fear that they will be tortured. But most of all, they fear that they will go home and find their houses empty and ransacked, their spouses and children stolen from their beds, slaughtered upon their steps.
“Your subject may love you, fight for you, kill for you, perhaps even step before an assassin's blade and die for you. But MY subject will go to the metalsmith, purchase a blade, hone it, and plunge it into his own chest just so that I would allow his family to live. Which amongst us is the more powerful lord?
“You will pay me the tribute I demand, but double what we agreed on. And throw in that farmstead you stole from me. Or you will find that my empire of fear can reach deep into your court. Your soldiers know they can fail in battle and retreat home. Mine would rather die than fail and return home to find their families executed.”
~ Letter from the selfstyled "Bandit King" Juta, to a rival lord, Province of Haven
Name: Strife and War Profiteering
Category: Infamous
Trigger: Must meet minimum Infamy requirements. Must have Espionage Lvl 3.
Effect: War is good. It’s even better when dupes fight your battles for you. But it’s best when they pay you for the privilege of fighting your enemies. Just sit back and sell weapons to them.
You gain a new espionage option
* Instigate War. 50% chance of success, +10% for each Espionage lvl above 3. This option allows you to spend 150 gold, and target neutral province bordering another faction will declare war on that faction. If there is more than one faction bordering that neutral province, then the faction with higher honor will be chosen. Neutral province will start building offensive units at fastest rate and attack.
Gain +2 Gold per turn for each war you successfully start. This revenue ends if the war ends. Also gain +1 gold at the start of your turn for every revolt that occurs in the Basin over the course of that turn.
Other Instructions: Card is holdable indefinitely.
Flavor Text: “There’s so much strife in the world. Wars start over the littlest things -- an imagined slight, a hijacked gold shipment, a razed hamlet here, a forged letter there. Wars can even start over a barrel of oil, set alight and misplaced, of course. There’s always a war going on. And if there isn’t, we’ll make one. It’s good for business.”
Last edited by Velociryx on 05-09-2004 at 09:46
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Kahuna
Name: Church Requests Land Grant/Tithe
Effect:
As the largest and most powerful of the realm, it falls to you to shoulder an increasing amount of responsibility for the maintenance of the Holy Church in the Basin....or at least that's how the High Fathers are spinning it when they approach you for a "donation." Completely voluntary, of course....
* Give them what they ask (-10% of saved gold, all provinces you control collect 10% less income for the remainder of the game) Gain +1 influence per province you control for the next 24 turns.
* Deny this request from these frumpy old frocks. I've got a Kingdom to run and a Basin to conquer! (Lose all stored influence and collect no influence for the next 12 turns. Any attack you launch during the next 12 turns that is stopped by an intercession causes loyalty to drop by 5% in all provinces you control).
Other Instructions: Event must be resolved upon receipt
Flavor Text: Request for spiffy texts!
Name: Desertions
Effects: Your troops demand better conditions.
* Grant their request (-500g Your troops gain +1 to their A/D values for the next two turns--surge in morale)
* Everybody always wants something...denied! (all troops you control must make a loyalty check. 1-3 = troop defects to the smallest kingdom in the realm. 4-20, troop remains loyal. Leaders are exempt from making this check, and any troops in armies led by leaders are exempt from making this check).
Other Instructions: Event must be resolved upon receipt. Deficit spending may not be used to pay for this event.
Flavor Text: Request for spiffy texts!
Name:Experiment gone Awry
Effect: What genius thought this experiment up? One of your wizards actually got it in his head that your citizenry might enjoy eating Kudzu! His untimely death left the experiment untended, and now it threatens to overgrow provname$ (Kudzu grows in a province you control)
Other Instructions: Event resolves upon receipt.
Flavor Text: Request for spiffy texts!
Name: Left Hand Not Sure What the Right is Doing
Effect:
One of the prices of being the largest, is that sometimes the government gets a bit out of hand....
This event will cause one of the following effects, at random, in your realm:
1) Temporary paralysis of your Espionage network (duration = 3-6 turns, no espionage actions may be undertaken)
2) Infighting of the Priesthood (doctrines of faith under examination. Lose half stored influenence. Influence collected is 25% of normal for 3-6 turns, and no influence may be spent for any purpose
3) Bickering amongst the wizards (infighting in the realm about research directions. Several key wizards are forced to defend their reputations) (lose all stored mana, and mana is collected at 25% of the normal rate. No spells may be cast for 3-6 turns
4) Economic paralysis. Tax revenues fall by 50% for 3-6 turns as the economy suffers a sharp, inexplicable downturn and consumer confidence tanks
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Laborer’s Movement
Effects:
Craftsmen from around the Realm band together to demand better working conditions and treatment.
* By all means, our labor force is the backbone of our economy (-600g, gain +1cp's per turn in every province you control, and gain +2gpt in every province you control until the end of the game)
* No! Working conditions are fine, and the Crown will not hear of yet another drain on our limited resources! (loyalty cap drops by 5%, and loyalty in all provinces you control drops by 15%).
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name:Mages Request Research Grant
Effects:
The wizards of our realm are asking for funding for a variety of pet projects.
* Fund them all (-800g, make four separate checks, each with a 55% of success (Infrastructure, Diplomacy, Military, Espionage). For every check that succeeds, you gain + 15 Research points in each tree for the next 12 months.
* Partially fund (-200g) choose one of the above. 75% chance of success. Gain +10 Research points in the chosen tree for the next 12 months.
* Nobody's getting any of my money! (loyalty drops by 10% in all provinces you control as the Wizards and Academians whine loudly.
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Peers of the Realm Protest
Effects:
The petty Lords of the Realm are complaining that we are growing too quickly for our own good, and worry over the long term health of the nation.
(Any time you launch an attack if you have a province that has less than 75% loyalty, that province suffers a 15% loyalty drop, and 2% rr for 12 turns as local lords express their dissatisfaction with your warmongering politics). These effects vanish beginning on any turn when you are not the Big Kahuna.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Social Backlash
Triggering: 1st time you conquer more than one province in a single turn + being the Big Kahuna. Event occurs only one time per player.
Effects:
Your rapid expansion push proves most unpopular with the general population. (all provinces you control suffer a -30% drop in loyalty, and your loyalty recovery rate is halved for the next six turns).
Other Instructions: Event resolves when received.
Flavor Text:Request for spiffy texts!
Name: Trade and Industrial Subsidies
Effect:
Local industries are getting hammered by competition from rivals in the Basin and are crying to you for protection.
* Embrace the Market, tell your business owners to compete or die! (every province you control suffers -10gpt for 12 turns, then gains +15gpt for the remainder of the game as businesses retool to face the competiton.
* Implement protectionist policies: Lose -5gpt in every province you control. Gain +1 CP in every province you control. In your capitol and 3 random provinces, gain an additional build slot.
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Warning from the Church
Triggering: This event deactivates if you are the game's Pariah.
Effects: The Holy Church has had quite enough of your warmongering, and issues a strong decree against you. (no attacks possible until loyalty in all provinces you control is at least 80% or higher). This effect vanishes, beginning on any turn when you are not the Big Kahuna.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Last edited by Velociryx on 07-09-2004 at 06:44
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Magical
Name: Battle Mages
Effects: In days gone by, it was common practice that every army of note was sent out with a contingent of Wizards assigned to it, to augment the force by means of their powerful spells. A good idea, and long overdue to be brought back into regular use!
(This event places a new entry in your book of fate, bearing the same name as the event. The entry in the book of fate enters play with three counters on it. You may pay 30g and 15Mana to place a counter on this Event. During any combat that you participate in, you have the option of casting +1 spell during the spell casting phase of that combat. Doing so removes one counter from the event. If the event has no counters remaining, it is removed from your book of fate).
Other Instructions: Card is holdable indefinitely.
Flavor Text: Request for spiffy texts!
Name: Construction Automatons
Effects:
There is nothing finer than a bit of magical assistance to help speed infrastructural development. The ever-innovative Wizards have come through once again!
(places a new entry in your book of fate bearing the same name as this event. The event entry enters play with three counters on it. Spend 40g and 20 Mana to place a counter on the event entry. From it, you may select a target province you control with an ongoing construction province, and sacrifice a counter to convert mana to construction points (5 mana = 1 cp) in that province until the end of your current turn. There is no limit to the amount of mana that can be spent in this manner, and all mana so converted in the target province is "covered" under the counter sacrificed. To select another valid province to assist, another counter must be sacrificed. If there are no counters on the event entry, it vanishes from your book of fate).
Other Instructions:
Flavor Text: Request for spiffy texts!
Name:Dampening Field
Effects:
Mana. It courses through, and is spawned by the living land itself. You can feel it when you look out in the Courtyard of your castle. When you walk alone through one of your numerous sculpted gardens. When you labor over the drafting of the edicts for your People.
Most spellcasting occurs at the fringes of this living source of mana....very far from the wellspring which gives life to the leylines. Now, your Court Wizards come to you with word that they have found a means to tap into the living wellspring direct....an innovation of staggering import, and mindboggling consequences....
(Gain a new entry in your Book of Fate bearing the same name as this event. From that entry, you may cast the spell "Dampening Field" (casting cost is 160 Mana). When cast, all currently operating spells throughout the whole of the Basin cease functioning, permanantly (they may be re-cast again later, however). Additionally, on the turn after Dampening Field is cast, no player may cast any spells. If any spell maintains counters on it, then all counters are lost when the spell fizzles (note that this includes any spells or effects that YOU have running, so use with caution). When this spell is cast by any player, it may not be cast again for a period of six turns, and any time the spell is cast, all mana producing buildings must check for survival (15% chance of exploding, killing 0-300 province population where the explosion occurs, and costing the owning player a building). Note that the Dampening Field ONLY affects spells from elemental schools of magic. Artificer Enchantments and Miracles are unaffected by this spell.
Additional Instructions: Event is a permanent entry in your Book of Fate unless willingly discarded by you.
Flavor Text: Request for spiffy texts!
Name: Enchantment Collars
Effects:
The wisest of your wise have crafted a new item of magic for your review and approval. Enchantment Collars, when placed on an ordinary citizen of the realm, turn him instantly into a happier, more productive, more compliant member of the Kingdom's population. On a limited scale, this effect would be useful to control certain high-ranking officials, as all who wear the collars are much more accepting of the edicts of the Crown, however, the application does not stop there. If sufficient resources are put behind this project, the collars can be mass-produced, and introduced province-wide, with correspondingly larger effects to national stability....
* An intriguing proposal, but not one we can afford on a wide scale. Let us partially fund this endeavour. (Places a new entry in your Book of Fate called "Limited Application Enchantment Collars" and takes 150g from your treasury. The event in your fate book carries with it an upkeep of 5 mana per turn. For as long as this upkeep is paid, all provinces you control see their loyalty cap increase by +2%, and every province you control gains +1 Construction Point per turn. Three provinces you control (your capitol and two chosen at random) no longer have any provincial improvement exclusionary building restrictions placed upon them (tho the cap of three improvements still apples). If you lose control of these provinces, they revert back to "normal", and the building paradox is resolved by destroying one of the contradictory buildings (again, at random). If this enchantment ever fades, then all your provinces see a permanent -5% reduction in loyalty cap, and a 2% rr for 12 turns. Any paradoxical provincial improvements are resolved immediately upon not being able to pay the spell's upkeep. This act of fate also includes an "upgrade" button, to implement the collars on a wide scale later. (an upgrade later will cost 400g and 50 mana).
* Yes! Let us put these collars into mass production at once, and take a firmer control over our people! (Places a new entry in your Book of Fate called "Enchantment Collars, Wide Scale Application" and takes 500g from your treasury. The event in your fate book carries with it 20 mana per turn upkeep cost. For as long as this upkeep is paid, all provinces you control become immune to loyalty loss due to troop hiring, and your loyalty recovery rate doubles. Additionally, your loyalty cap increases by +2% and every province you control gains +1 Construction Point per turn. All your provinces also lose the normal provincial improvement building exclusions (see above for the effects of losing control of the province in question). If at any time you cannot pay the upkeep cost for this effect, then all your provinces immediately suffer a 40% drop in provincial loyalty, you lose 5% from your loyalty cap for the remainder of the game, and all provinces you control suffer a 5% rr for 12 turns. Any paradoxical provincial improvements are resolved immediately upon not being able to pay the spell's upkeep.
* No...this is a risky move, not to mention highly unethical. We cannot, in good conscience, pursue this course. (lose half your stored mana as the Wizards take a dim view of your squemishness. Gain +30 Influence with the Church).
Name: Fertility Magic
Effects:
Places a new entry in your Book of Fate bearing the same name as this event. The event comes into play with one counter on it. Spend 100g and 100 mana to add a counter to this event.
Choose target province you control and sacrifice a counter. Growth rate in target province increases by 6-12% for the next 3-6 turns.
Other Instructions: Event is holdable indefinitely
Flavor Text: Request for spiffy texts!
Name: Great Spell of Enlightenment
Effects:
The mages of the realm have detected an unusual alignment in the leylines that apparently only happens once every several hundred years. This strange alignment has left the whole of the Basin positively swimming in magical energies, and all the conditions are in place are in place for the casting of a great spell. The casting of this great spell requires the concurrent chantings of mages from across the realm.
(Note: This event may only occur one time per game. Once it appears for one player, it automatically occurs for all other player on their next turn)
"Start preparations for the chant." -200g.
The effects of the Great Spell of Enlightenment depend on the number of factions chanting its words.
# facs chanting: 0, The opportunity to cast the spell is lost.
# facs chanting: 1, Fizzle!
# facs chanting: 2, Lesser Enlightenment: -1% research costs for all participants
# facs chanting: 3, Enlightenment: -4% research costs for all participants
# facs chanting: 4, Greater Enlightenment: -6% research cost for all factions
# facs chanting: 5, Age of Enlightenment: -10% research cost for all factions
"Do nothing"
Other effects: 100% chance of this event occurring for all other factions on their next turn.
The basic idea here is that a player takes a risk by starting the chant as perhaps noone else will participate, wasting their gold or only 2 will participate meaning they bought an expensive 1% research boost.
There is also a risk in not participating, as if 3 factions participate and you don't participate, the other factions will gain a benefit relative to yourself.
Basically you want to stick with the majority, or be the only faction not chanting.
Flavor Text: Request for spiffy texts!
Name: Heretical Priests
Effects: Some forward thinking priests in your realm approach you in secret and ask if you could arrange closer ties between them and the Wizards of your Realm.
* By all means, fostering closer relationships between the Clergy and the Wizards is good for stability (-50g to arrange the meeting, and puts a new entry into your book of fate, bearing the same name as this event. From this event, Influence may be converted to Mana (1 Influence = 5 Mana). There is no limit to the amount of Influence that can be converted, but each time you do a conversion of any amount, there is a cumulative 1% chance of being caught and branded as a heretic. (this percentage is now shown to the player). (if caught, it triggers the event "Caught" (see below). Once "Caught" occurs, the % chance for seeing it again resets to zero.
* No...let us keep the Wizards and the Clergy separate from each other (event vanishes with no effect)
Other Instructions: Event is holdable indefinitely.
Flavor Text: Request for spiffy texts!
Name: Caught
Triggering: This event is triggered by a successful "caught check" occuring in the event "Heretical Priests." When that check succeeds, this event has a 100% chance of occuring on the following turn.
Effects: You knew it couldn't last forever, and in that, you were proven right. Some months ago, a band of forward-thinking priests approached you about strengthening their ties with the Wizards in your realm.
At the time, that seemed a fine idea, and in fact, has proved quite useful to you. Now, however, the success of that association has drawn the attention and the ire of the mainstream Clergy, who have taken a dim view of these activities you have been condoning, and have approached you with their grievances.
* Bow to the demands of the mainstream clergy and break the working relationship between the Priests and the Wizards in your realm. (The entry in your Book of Fate entitled "Heretical Priests" vanishes. Lose half your stored mana, and your Influence generation is halved for six turns as the Priesthood watches you closely to ensure such heresy does not happen again.
* Ignore their demands and send them off! This is your Kingdom, and you can do as you damned well please! (influence generation is halved for you for the remainder of the game, and all your provinces suffer a -10% loyalty drop as the priesthood stirs up trouble against you.
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Hire Wizards
Effects: If Wizards are a good thing, then more Wizards must be an even better thing!
(this event places a new entry in your Book of Fate that enables you to convert gold directly into Mana....4g = 1 Mana). There is no limit to the amount of gold that may be spent in this manner.
Other Instructions: Event is holdable indefinitely, and will only vanish from your book of fate if you willingly discard it.
Flavor Text: Request for spiffy texts!
Name: Ley Line Crumbles
Trigger: in addition to the standard triggering requirements for this event series, you must have no less than four mana generating provincial improvements in existence in your realm for this event to activate.
Effect: Ley Lines weaken in your Kingdom. The buildingname$ in provname$ is destroyed. (One random focusing sigil is destroyed in your realm. If you have no focusing sigils, then one random provincial improvement that generates mana for you is destroyed)
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Mana Degredation
Effects: There has been a fundamental shifting in the ley lines in and around your Kingdom, leading to a regional weakness in the magical energy fields. Your wise men, learned in such things, inform you that the condition is a temporary fluxuation, and will straighten itself out over the course of time. (Maintenance costs for all spells you have in play double for 4-8 (random) turns)
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Mana Degredation
Effects: There has been a fundamental shifting in the ley lines in and around your Kingdom, leading to a regional weakness in the magical energy fields. Your wise men, learned in such things, inform you that the condition is a temporary fluxuation, and will straighten itself out over the course of time. (All casting costs are doubled for you for 4-8 (random) turns)
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Mana Surge
Effects: You gain +20 mana
Other Insturctions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Mana Surge (variant)
Effect: Due to an unusual spike in the ley lines running through your Kingdom, your learned men inform you of the possibility of harvesting more than the normal amount of mana from the lines, and present two proposals for doing so:
* Harvest all at once: You gain +50 Mana
* Harvest over time and maximize the returns (you gain +10 Mana each turn, for the next six turns).
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Last edited by Velociryx on 05-09-2004 at 05:19
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Magical
Name: Mana Weave
Effects: Due to a general strengthening of the ley lines in your region, maintenance costs for all spells you have in play are zero for 3-6 (random) turns.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Mana Weave (variant)
Effects: Due to a general strengthening of the mana matrix in the Basin, and the ley lines in your Kingdom in general, all casting costs for spells are halved for you for the next 3-6 (random) turns
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Mystic Order Desires Funding
Triggering: If you are the Wizards, this even has normal occurance chances.
If you are not the wizards and do not have the capability to build your own focusing sigils yet, this event has a 1% (cumulative) chance of occuring, increasing each time you cast a spell.
If you are not the wizards, and have the capability to build your own focusing sigils, this event has standard occurance chances.
Effects: A small-but-vocal splinter group of Wizards approachs you and asks your assistance in founding a separate, offshot branch of the main Order.
* By all means, let us show these Wizards some kindness (-200g, you gain a focusing Sigil in provname$ (provname must not have any magical improvements). A Focusing Sigil gained in this manner does not count against your provincial improvement limits, and may be built despite normal exclusions.
* No....leave these Wizards to their own devices. (event vanishes with no further effect)
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Scroll - Air Spells
Trigger: This sub-set is unavailable to players who have chosen the Air sphere. The actual spell is chosen at random from the list of first and second level air spells.
Effects: Gain a random 1st or 2nd level spell as a new entry in your Book of Fate. This spell carries no casting cost, although if it requires upkeep, then upkeep must be paid normally from turn to turn. Spell vanishes from your Book of Fate the first time it is used.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Scroll - Artificer Enchantments
Trigger: This sub-set is unavailable to players who have chosen the Artificer sphere. The actual spell is chosen at random from the list of first and second level artificer spells.
Effects: Gain a random 1st or 2nd level spell as a new entry in your Book of Fate. This spell carries no casting cost, although if it requires upkeep, then upkeep must be paid normally from turn to turn. Spell vanishes from your Book of Fate the first time it is used.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Scroll - Earth Spells
Trigger: This sub-set is unavailable to players who have chosen the Earth sphere. The actual spell is chosen at random from the list of first and second level earth spells.
Effects: Gain a random 1st or 2nd level spell as a new entry in your Book of Fate. This spell carries no casting cost, although if it requires upkeep, then upkeep must be paid normally from turn to turn. Spell vanishes from your Book of Fate the first time it is used.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Scroll - Fire Spells
Trigger: This sub-set is unavailable to players who have chosen the Fire sphere. The actual spell is chosen at random from the list of first and second level fire spells.
Effects: Gain a random 1st or 2nd level spell as a new entry in your Book of Fate. This spell carries no casting cost, although if it requires upkeep, then upkeep must be paid normally from turn to turn. Spell vanishes from your Book of Fate the first time it is used.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Scroll - Water Spells
Trigger: This sub-set is unavailable to players who have chosen the Water sphere. The actual spell is chosen at random from the list of first and second level water spells.
Effects: Gain a random 1st or 2nd level spell as a new entry in your Book of Fate. This spell carries no casting cost, although if it requires upkeep, then upkeep must be paid normally from turn to turn. Spell vanishes from your Book of Fate the first time it is used.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Strengthening Ley Lines
Effect: The Ley Lines of your realm grow more vibrant and robust! Your Wizards inform you that the effect will be short lived, but while it is occuring, magic will flourish in the Realm (non-spell mana generation rates double for 4-8 (random) turns).
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Unstable Ley Lines
Instability in the regional mana matrix has caused some problems, M'lord....(Mana Drain (lose half your stored mana for 3-6 (random)turns)
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Weakening Ley Lines
Effect: General weakness in the Mana Matrix in your region causes a loss of Mana (You lose -30 Mana). If you do not have this amount, then lose what you have, and all mana producing improvements in your realm must roll a survival check: 1-2 = building destroyed. 3-20 = building survives).
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Wizards or Priests
Triggering: If you have received the event "Heretical Priests" and chosen the path of cooperation between the two groups, then this event de-activates.
Effects: It is time for a reckoning between the two non-political power groups in your Realm. Long have the Wizards and Priests competed with each other for your favor, and now, the Wizards approach you with a petition to formally declare your allegiance for them, over the Clergy. To do so would be a provocative move, no doubt, but it would also play well with your Wizardly allies....
* Yes! Loudly proclaim our support of the Wizards! (Mana generation doubles in your Realm, Influence generation in halved. This effect lasts until the end of the current game).
* No...we will show no favoritism. The status quo is fine, and serves us well.... (Kingdom-wide loyalty drop of 20% as bickering between the Wizards and Priests escalates).
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Last edited by Velociryx on 05-09-2004 at 06:05
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Magocracy
Name: Astral Research Initiative
Category: Magocracy
Trigger: 60% of your provinces have magical builds. Must have at least one province with both Focusing Sigil and University.
Effect: The wizards and researchers in your kingdom propose collaborating together to probe the Astral Plane.
* Yes, fund this endeavor (-200 gold. For the rest of the game, you generate a free research roll per turn per province that has both a magical and a research build.)
* No, our attention is better focused elsewhere. (No effect, event vanishes)
Other Instructions: Event resolves upon reciept. A “yes” here serves as trigger for Expanding the Frontiers of Heretical Science.
Flavor Text: insert flavor text
Name: Expanding the Frontiers of Heretical Science
Category: Magocracy
Trigger: Must have chosen to fund Astral Research Intiative. 3% cumulative per turn chance of occurring after you’ve chosen to fund Astral Research Initiative.
Effect: The success of the Astral Research Initiative launched by you has resulted in a wealth of knowledge. But now, the church has strongly stated that this new research method borders on heresy and demand that you desist or face consequences. Knowledge must not come at the price of selling your soul to magic!
* Yes, asceded to the Church’s demands. (For the rest of the game, magical builds and research builds may not be built in the same province by you. In your kingdom, if there are any magical builds and research builds occupying the same province, one of the two is randomly chosen and destroyed.)
* No, we must explore the unknown and expand the borders of knowledge. Magic is a tool that will help us do that. (Choose a branch of research. All research costs in this branch are reduced by 15% for you. Any tech in this branch that any other faction posesses, but you do not, is given to your faction immediately. If at any time another player achieves a tech in this branch that you do not have, that tech is given to you immediately (note that in this instance, if you are already researching the tech in question, all your accumulated research points are immediately applied to the next tech in the tree). You may not build a religious build in any province containing a research build. In your kingdom, if there are any religious builds and research builds occupying the same province, one of the two is randomly chosen and destroyed. Lose all your influence, influence costs for intercessions doubled for you for the remainder of the game.)
Other Instructions: Event must be resolved upon receipt.
Flavor Text: insert flavor text
Name: Blood Magic (Infamous only)
Category: Magocracy
Trigger: Infamy lvl 2, Player must have magical builds in 60% of his provinces and at least 4 Focusing Sigils. Player must be at war with every existing faction. Player must have been engaged in battle every turn for the last 4 turns. Once these conditions have been met, the event has a 2% cumulative per turn chance of occuring.
Effects: Blood has soaked the land and poured power into the leylines. The wiser wizards amongst your ranks sway unsteadily on their feet, saying the stench of blood permeates the magic they use, driving them half mad. But the more ambitious and reckless wizards say that this “blood magic” is more powerful than anything they’ve ever tasted and seek to harness it.
For the rest of the game, you gain 2 mana for every battle that occurs, whether you participate or not. A new entry is added to your Book of Fate - Blood Sacrifice.
* Blood Sacrifice -- Target a province you control, province must have a minimum of 2100 population to be a valid target. Province must also contain a Focusing Sigil. For this turn only, you may sacrifice population in this province for mana, 30 mana for each unit of population slaughtered. Blood Sacrifice may not be activated more than once every 4 turns (note that you may not reduce a province below the 2000 pop. threshold by means of this event).
Other Instructions: Event is holdable indefinitely. Blood sacrifice vanishes if you ever step above L2 Infamy. Fate Entry may be discarded at will by you.
Flavor Text: “The blood of innocents drenched the Focusing Sigil, giving it a malevolent glow. And no matter how the gory stench offended me, I could not look away. Power, magic, life, and death -- melded together into a thing of fearsome beauty.”
~ Silas Evanaard, Wizard of the Red Brotherhood
Name: Codex of Infinity
Category: Magocracy
Trigger: Must have cast 10 spells, and been the recipient of at least one scroll. Must have magical builds in at least 60% of your provinces and built 4 Focusing Sigils.
Effect: The wizards have presented us with a codex containing all the spells we have, bound into a special volume for easy access. (Allows you to cast as many spells as you would like to during the spell casting phase of any battle).
Other Instructions: Event resolves upon receipt.
Flavor Text: “The Codex’s binding was filled with moving stars. Looking into it felt like looking into Infinity. And there was no limit to the knowledge it could hold within its starry depths.”
~ Lady Rhiannon of Shaladare, Keeper of the Codex
Name: Conversion of the Priesthood
Category: Magocracy
Trigger: You must have magical builds in 80% of your provinces, at least 5 focusing sigils, and not have constructed a religious build in the last 12 turns.
Effect: Sire, the priests at the local churches are all expounding on how wonderful magic is and how great and noble the wizards are. Some mistrust this conversion and mutter that the wizards probably used some sort of mind control spell on the priests. Their flocks however would never question the judgment of priests, choosing to believe the conversions sincere and without artifice. (Influence converts to mana (1 Influence = 5 Mana) (priests embrace witching ways). The restriction on magical builds and religious builds not being allowed in the same province is lifted. In any province containing both a religious and magical build, the upkeep cost of both is doubled)
Other Instructions: Event resolves upon receipt.
Flavor Text: “Priests praising wizards -- am I alone in finding this ever so slightly unsettling?”
~ Lady Ahnwick, High Mistress of the House of Castillar
Name: Demonic Rift
Category: Magocracy
Triggering: Must have no less than 5 Focusing Sigils under your control, have magical buildings in 80% of your provinces (and there must be magical buildings in at least half of Candle'Bre's provinces, Basin-wide), have a mana leech stealing mana from at least one of your focusing sigils, .and have the province so stolen from drop below 50% loyalty. Each time the province drops below the 50% loyalty threshold, this event has a 5% cumulative chance of occuring. Event may occur only once per game.
Effect: Reckless magical dabbling has resulted in an accident ripping the fabric of reality in provname$ (provname$ is the province you control that has the leech in place, and the low loyalty rating). The wizards from that land have fled in terror, and tell stories of a dimensional rift opening, and hordes of demons pouring out. The only way to seal the breach is by killing the demonlord. The wizards beseech your aid. A demon lord and 10 lesser demons appear in provname$. You lose control of that province. Demon lord may not move from this province. Each turn, 5 new lesser demons appear in this province until demon lord is killed. Lesser demons will attack adjacent provinces. Until demon lord is killed, any province that is controlled by at least one lesser demon (other than original province) will gain 2 lesser demons each turn. As long as Demon lord is alive, any building in any demon occupied province has a 30% chance of being destroyed, and the population decreases by 100-300 per turn.
Other instructions: This card resolves the turn it appears. Killing demon lord will trigger the Demon Summoning fate card. As long as Demon lord is alive, you may not win the game.
Treat the Lesser Demons as Cavalry (9/9/2) who attack on tier one and charge every turn. Lesser Demons will attack surrounding provinces semi-randomly, with a slight preference for provinces belonging to factionname$ (former controller of the province the rift opened in) (60% likely to attack a province controlled by factionname$, 40% likely to attack someone else's province). If factionname$ is destroyed, the demons will continue to rampage until destroyed.
When the Demon Lord himself is a creature who will never miss in combat, and who kills 5-8 units (random) per turn. Demon Lord may not be the target of any spell or effect, and he may not be targeted with precision strikes. If lesser demons are present, these must be slain first, before the Demon Lord may be attacked. Even if the Demon Lord is "hit" while any of his lesser minions live, that hit is ignored. Once all lesser demons are slain, the Demon Lord himself gains a DEFshield of 10 (first ten hits against him do not count). Eleven hits must occur in the same round in order to slay him.
Flavor Text: Request for spiffy texts!
Name: Summoner's Tower
Category: Magocracy
Triggeringt: 8% cumulative per turn of occuring after the death of the Demon Lord. This event will ONLY trigger if the player spawning "Demonic Rift" is the same player who kills the Demon Lord.
Effect: Having learned from their mistakes, the wizards believe that the accident that devastated provname$ can be turned to advantage. They believe that with your patronage, they can erect a summoner's tower on the location of the rift and control the demons that they summon.
* Construct a Summoner's Tower in the devastated province of provname$. -100 gold and -200 mana (costs 80 Build Points). As long as Summoner's Tower exists, you may summon lesser demons for 20 mana cost and 5 mana upkeep per turn. Lose all stored Influence and -10 Honor. Any Intercessions you have in place fail, and all your religious buildings stop functioning, producing Mana for you at the same rate they formerly produced Influence (Wizards rise up and take control of temples, co-opting them for Magical use) until the end of the current game. Loyalty cap drops by 10%, loyalty recovery rate is halved for 24 months. 3% rr for 12 months. There are no limits to how many lesser demons you may hire in a single turn, but the upkeep is addative in its nature (1st demon has 5 mana per turn upkeep, second has 6, 3rd has 7, and so forth).
* Not at this time. (Card returns to your book of fate and may be activated later.)
* Haven't you learned your lesson? We will never dabble in demonic conjuration again! Gain 20 honor. (Removes this Act of Fate from your library)
Name: Revulsion of the Masses
Category: Magocracy
Triggering: This event has a 1% chance of occuring per turn, for every lesser demon you control.
Effect: The peasantry are protesting your blasphemous dealings with demons.
* Quell the riots with force. Superstitious fears of demons have no place in affairs of the Crown. (-10 honor, loyalty drops 20% kingdom wide, loyalty cap drops 10%. RR increases by 2% per turn)
* Appease the peasants with gifts. (-400g)
* Submit to demands of the people. (All lesser demons under your control are dismissed. These dismissals do not trigger the 3% check for this card being triggered. In each province that a demon is dismissed, loyalty rises by 15% and rr from other events in this series vanishes in all your provinces.
* Beg the mercy of the Holy Church (lose all stored mana, all demons dismissed, rr vanishes, pay -500g, no mana collected for 12 turns, and influence collection begins anew, at half rate for 12 turns, and then full rate thereafter. rr from other events in this series vanishes in all your provinces.
Other Instructions: This Fate Card can occur more than once, always based on the number of demons you have under your control.
*Each instance of these first 2 choices being selected increments the possibility of UNDERGROUND INSURGENCY by 3%.
Name: Underground Insurgency
Category: Magocracy
Triggering: choosing to quell the riots in "Revulsion of the Masses" or placating them with gifts of gold (same event) adds 3% to this event's per turn chance of occuring.
Effect: An underground network of people disgusted with your blasphemous dealings with demons has formed throughout your kingdom. RR increases by 5% for the next 12 turns, double this risk at each province containing a demon, loyalty caps decreased by 5% permanently kingdom-wide.
Other Instructions: This fate card can only be activated if one of the first two choices in REVULSION OF THE MASSES is chosen. The potential of this fate card occuring increases by 3% each time one of these 2 choices is selected by the player.
Name: Intellectual Renaissance
Category: Magocracy
Trigger: Must have magical builds in 60% of your provinces and 5 focusing Sigils. Also, cannot be player with most tech in game. Must be player with most research facilities in game OR be player with greatest percentage of provinces containing research facilities.
Effect: We’ve invested so much into our research buildings and yet we still seemed to be behind. But recently, Sire, we found the answer -- instruct our mystics to help our scholars! A new age of knowledge is spreading throughout our land.
Doubles the effect of any and all research enhancing buildings from now till the end of the game.
Other Instructions: Event resolves upon reciept.
Flavor Text: insert spiffy text
Name: Leap of Genius
Category: Magocracy
Trigger: Must have constructed 10 research buildings and 10 magical buildings. Each construction, and each time you upgrade counts towards this minimum. Must have magical builds in 60% of your provinces.
Effect: They say genius is 1% inspiration and 99% perspiration. We lucked out on the 1%.
Gain one random tech level. Doubles the number of resarch points each research "roll" you pay for for the next 12 turns.
Other Instructions: Event resolves upon receipt.
Flavor Text: “Eureka!” “Gesundheit.”
Name: Mystic Accounting Services
Category: Magocracy
Trigger: 60% of your provinces must have BOTH financial and magical builds in the same province. Must have a minimum of 4 Focusing Sigils and 5 Banks. Must have magical builds in 60% of your provinces.
Effect: Magic and money is a good mix. Mages need to pay bills, too. And bankers love to hire magical accountants!
* Yes, create: in your capitol, -150g, costs 30 CP's, and 10 Mana per turn to maintain. All provinces you control gain +15% bonus to collected income, or +2gpt, whichever is greater. A new permanent entry is added to your Book of Fate -- “magical bookkeeping.”
* No, do not create: no effect, event vanishes
* Let me think on it: event will reappear in four turns, minus this choice.
Magical Bookkeeping -- Target an enemy province. Enemy province’s revenues reduced by half next turn. You recieve gold equal to that value. May be used no more than once per turn.
Other Instructions: Event resolves upon receipt. Adds the permanent entry “Magical Bookkeeping” into your Book of Fate.
Flavor Text: “You know what’s worse than tax collectors? Tax collectors backed by mystics. They know exactly which floorboard you hide your gold under.”
~ inmate in a debtor’s prison
Name: Philosopher’s Stone
Category: Magocracy
Trigger: Must have magical builds in at least 60% of your provinces, and at least 5 number of Focusing Sigils. Gold income (minus maintenance costs) per turn must be negative. Every turn that these conditions are met, this event has a 2% cumulative per turn chance of occuring.
Effect: Sire, the wizards declare they have a way to help us with our cashflow problems. A wonderous new Philosopher’s Stone has been crafted.
Convert mana to gold 1:1 rate for the remainder of the game
Other Instructions: Card Resolves upon receipt
Flavor Text: insert spiffy text
Name: Scrying and Magical Redirection
Category: Magocracy
Trigger: Infr5. Esp3. Must have cast 15 spells. 60% of your provinces must have magical builds.
Effect: For wizards who cast lots of spells, detecting those cast by others is child’s play. Adds an entry into your Book of Fate -- Scry.
Scry and Magical Redirection-- If targeting yourself, reveals any and all spells currently affecting your provinces, along with who the caster is (cost 30 mana). If targeting enemy, reveals any and all spells currently affecting that enemy’s provinces (cost 50 mana). For an additional cost of X mana, you may choose to either change the target of, or dispel any scried spell (chance of success is (X * 5) - (3 * Level of Enemy Spell) % chance of success, where X is the amount of mana you spend on the attempt. Will randomly destroy a building in your kingdom regardless of success or failure, Wonders are exempt from destruction in this manner). If you opt to change the target, you may select any province, controlled or uncontrolled as the new target for this effect.
Other Instructions: Event resolves upon receipt. Adds an entry entitled “Scrying and Magical Redirection” into Book of Fate. Serves as trigger for Magical Redirection
Flavor Text: insert spiffy text
Name: Teleportation Matrix
Category: Magocracy
Trigger: Inf 5. At least 60% of your provinces must have magical builds, must have 6 Focusing Sigils. Every province you control without a magical build must border one with a magical build.
Effect: The wizards have come up with an ingenious method of transportation. Using the leylines, they’ve woven the Focusing Sigils throughout our kingdom into a Teleportation Matrix. For a fee, they’ve agreed to allow our troops to traverse this matrix.
An entry of the same name is added to your book of fate. Clicking on entry allows you to add a counter.
Add a counter -- Spend 50 mana and 30 gold to place a counter on the teleportation matrix.
If this event has at least one counter on it, selecting any army you control gives you the option to Teleport. Army may be transported from any province you control, TO any province you control this turn. The army arrives with zero movement points remaining. Each use of the Teleport option removes a counter. Teleportation Matrix remains in your Book of Fate, even with no counters on it.
Other Instruction: Event resolves upon receipt.
Flavor Text: “Who says you can’t be everywhere at once? Want to tour the world in 24 hours? No problem. We don’t even need to charge an arm and a leg -- any body part will do, really.”
--village conjurer, Division of Teleportation Affairs, Order of Mystics.
Name: The Great Shield Spell (Honorable only)
Category: Magocracy
Trigger: Honor lvl 2, Player must have magical builds in 60% of his provinces, and at least 4 number of Focusing Sigils. (There must be at least two other factions or 3 neutral provinces. -- ignore this last requirement if this event has already occurred for another player in game)
Effect: The wizards have come up with a new defensive shield spell that will protect our people from hostile magic. But this spell only works 45% of the time. In order to bring it to full effectiveness, they need to tie it to 3 specific leyline nodes in provname1$, provname2$, provname3$. If we can conquer those provinces, we will be protected by the Great Shield spell 100% of the time.
From now on, negative enemy spells cast on your provinces or cast against your troops will be blocked 45% of the time. If you gain control of those three specific provinces, they will fail 100% of the time against your provinces or when battle takes place within your provinces. Great Shield does not apply to battles occurring on enemy territory. You must control ALL three provinces for 100% protection to apply.
Other Instruction: Event resolves upon receipt. The first time this event occurs, the three provinces are randomly selected from neutral provinces (use provinces controlled by an opposing player if there are insufficient neutral provinces). The 3 provinces chosen may not all be controlled by one player when this random selection occurs. Henceforth, any other player who recieves this event will see these same 3 provinces. A player who conquers all three provinces but has not recieve the event “The Great Shield” will not notice any bonuses. If a player has “The Great Shield” and all three province, but then loses one of those provinces, the 100% success rate will fall back to 45% chance to block, and will only go back to 100% after all three provinces are back in possession. Identity of these 3 provinces is discoverable by enemy through the use of “Snoop,” but will not bestow bonuses unless The Great Shield has occurred for that enemy.
Flavor Text: “We laughed as their feeble wizards launched spell after spell at us. Not a single spell worked. Then they stopped trying and just started launching epithets. We, on the other hand, had REAL wizards, competent ones.”
~ Ammanara, High Mistress of the North,
Order of Mystics
Last edited by Velociryx on 08-09-2004 at 06:49
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Triggered Provincial
Name: Bowmen of the Pine Cross
Trigger: You must be in control of the province of StroudHaven for this event to fire. If you control StroudHaven, this event has a 2% cumulative per turn chance of triggering. StroudHaven must have a loyalty of no less than 76% for the event to actually fire. If the loyalty of the province is too low when the event check succeeds, there is a 100% chance that the event will fire as soon as loyalty is at or above the minimum threshold. Each player may receive this event only once per game.
Effects:
The local lords of StroudHaven have always been a troublesome lot. Secretive, conservative in the extreme, and deeply religious, sometimes you feel as though it is like pulling teeth to get even nominal cooperation out of them. That is why it comes as a pleasant surprise when the lords of that mysterious land approach you with an offer of support that goes well above what many other provinces in your demanse are offering, pledging the service of their famed "Bowmen of the Pine Cross" to your realm.
* Accept this most gracious and unexpected offer! (- 300g for training and such, all your bowmen gain an additional round zero attack, and all round zero attacks are made at an additional +1 on attack/defense values. All Archers you hire while this event is active cost you 3g less). All of these effects are undone if you lose control of StroudHaven (save for the gold loss, which you do not get back).
* No, send the Lords away. (no effect, event vanishes)
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Chain Gangs
Triggering: Event cannot occur unless you have at least one corrupted province.
Effects:
Receipt of this event places a new entry in your Book of Fate, bearing the same name as this event. Select target province you control, and spend 75g to place a Chain Gang counter in the province. Target province loses -1 to its recruitment rate (cannot be less than zero. If recruitment rate is currently zero, then no chain gang counter can be placed) or -5gpt to its income for as long as Chain Gang counter remains in play (the choice between the recruitment hit or the gold hit is randomly determined by the computer). Corruption is reduced by -1%, and province gains +1 Construction Point per turn. Chain Gang counter remains in place until removed by some other effect or cancelled by the owning player. Counter may be cancelled at any time by the owning player. Multiple counters may be placed in the same province.
Other Instructions: Event is holdable indefinitely.
Flavor Text:
Far better than beheading these criminals is to make them do an honest day’s work for King and Country!
~ Chief Justicar Randall Peyna, Cerilon
Name: Capture of Brom
Triggering: This event happens only once per game, the first time that Brom is captured by one of the five playable factions. The event has a 20% cumulative per turn chance of firing upon the first capture of the province.
Effects:
With the capture of Brom, one of the most isolated province in the whole of the Basin is now safely tucked beneath your wing. Some years ago, King need to look up king name when the forums are back up! established a mighty fortress here, sitting astride the valley that serves as the only entrance to this province. With the chaos of late, the fortress has fallen into disrepair, but with only minimal effort, it could be put back into working order, providing greater security to the area.
(-50g, you gain a max-sized fortification in Brom. This fortification does NOT count against the provinces allowable build limits)
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Closing the Gates of Brom
Triggering: You must control Brom for this event to fire for you. If you control Brom, this event has a 4% cumulative per turn chance of triggering. Each player may receive this event only once per game.
Effects:
Now that the folk of Brom have become acclimated to your rule, the Lord of that province comes to you with an intriguing proposal. The Gates of Brom could be sealed, and access to the rare Moon Lillies (which grow only in Brom) could be tightly controlled, effectively denying your rivals use of the flower's potent medicinal properties. This would give you an enormous advantage on the field of battle....
* Yes! Seal the Gates...Brom is ours, and her treasures shall remain ours! (-200g, Brom gets a max sized fortification, if it does not already have one. Any defenders stationed inside Brom gain +2 to their DEF values for so long as the province remains under your control, and all units committed to the defense of Brom see their DEFshield triple. This is the trigger for the linked event "Moon Lillies"
No...it would be a moral wrong to deny the medicinal value of the Moon Lillies, even to our rivals. (You gain +20 Honor)
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Moon Lillies
Triggering: Will only activate if a yes response is given to "Closing the Gates of Brom" event, and has a 4% cumulative per turn chance of occurring, beginning on the turn following the receipt of the event "Closing the Gates of Brom."
Effects:
It has taken some time to get production back on track, but the extract from the rare Moon Lilly flows once more. Your armies will reap enormous benefits from your monopoly of this wonderous resource! (DEFshield value doubles for all armies you control, and all troops gain +1 to their DEF ratings. These effects remain in play for you for as long as you control the province of Brom).
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Community Watch Established
Triggering:
This event will only appear for players who have at least two (2) corrupted provinces.
The townsfolk of provincename$ have taken matters into their own hands and formed a community watch organization!
* Allow the community watch to continue (-1 to recruitment rate in this province (permanent). Corruption in provincename$ is halved. (provincename$ will always be a province containing corruption)
* Force them to abolish it. It sends the wrong message to the peasantry, if they are allowed to skate the edge of the law. (no effect)
Other Instructions: Event must be resolved when received.
Flavor Text:
This is not vigilantism, gentle Lords, but rather, community activism, and this hallowed Office supports them and their methods full-heartedly. The fact remains that we are few, and our adversaries many, and your Lordships would be well-advised to smile on the ambition and righteousness of your people. Their actions are a bright, shining example that a sense of justice burns brightly even in the most ill-educated minds.
~ Chief Justicar Randall Peyna, speaking before the Council of Lords, House of Fury, Cerilon
Name: Harbor Galleys & Control of Loch Laern
Triggering: You must control a province that borders the Loch for this event to be placed in your active pool.
Effects:
Various members of your Court have approached you with a provocative notion that has the Peers of your Realm in a buzz of excitement. It is true that Candle'Bre is a landlocked nation, and thus, has scant need for a navy, however...Loch Laern is vast, and has long played home to a modest shipping industry for the Kingdom. Private traders maintain small fleets of "Harbor Galleys" to protect their shipping interests, and these galleys could be built in significant number by the Crown, and used to extend your influence into the Loch itself....
* Yes! This is a bold, visionary plan, and the Crown supports it wholeheartedly! (-150g, and -40gpt to maintain your fleet advantage. Allows you to treat the Loch as a valid movement tile. Attacks may be made from any province bordering the loch TO any province bordering the loch. When an attack is made, the recipient of the attack will be informed that "Enemy troops arrive in provname$ by way of harbor galleys from across the loch!" If moving noncombatively across the loch, it costs no movement points to do so).
* No....a foolish notion, at best, and one we can ill-afford. (No effect, event vanishes).
Other Instructions: If, at any time, you no longer control any provinces that border Loch Laern, this event's effects vanish for you.
Flavor Text: Request for spiffy texts!
Name: Improved Farming Techniques
Triggering: You must have at researched least Inf 2 before this event will become active.
Effects:
Thanks to improved farming methods, you gain +1 to hiring rates in provname$, permanently.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Justicars
Triggering:
This event is available only to players with a positive honor rating, who also have at least one province where corruption exists.
Effects:
In an effort to extend Justice to all corners of your realm, the Office of Justicars has been created to help deal with corruption, and serve as a visible sign to your people that you, as ruler, understand their desires for of liberty and order.
(Gain three Justicar counters. Spend 50g to place a Justicar counter on any province you control with corruption. Corruption is reduced by 2%, and cannot increase, so long as the Justicar counter remains. Justicars can be the target of spells, and are considered killed if you lose control of the province for any reason, no matter how briefly. Only one Justicar counter may be spent per province. This card remains in your Book of Fate until the last counter is placed, and then it disappears).
Other Instructions: Event is holdable indefinitely
Flavor Text:
Men of honor, hand-selected by the Nobility for their steadfast adherence to the principles of justice, and charged with spreading it to every corner of the Basin, the Justicars became famous during this period. Their arrival, in their signature white cloaks and surrounded by sturdy men-at-arms was often enough to send petty criminals to other provinces looking for easier plunder, and given even the most deeply entrenched organizations pause…
~ Trilinius Khent, “The Rise of the Justicars and the Web of Lies”
Name: Mining Operation Requests Funding
Triggering: You must control one or more of the provinces named in miningprov$ for this event to be active for you.
Effect: Sire, the local lords of miningprov$ wish to discuss the matter of Crown funding for an attempt to expand mining operations there. It is believed that with our assistance, the mines can be made more profitable, long term.
* Hear the miners out, and fund their efforts (-100g)
* Send them away! With the war on, there is no money in the treasury for such trivialities as these (event vanishes with no effect).
Other Instructions: Event must be resolved when received. (Not shown to the player: If the expedition is funded, it triggers a time delay of 3-6 turns (random), and a check is made. There is a 50% chance that the effort will succeed, triggering "New Vein Tapped" with a 100% occurance chance if the check succeeds. If failure results, then after the appropriate time delay, there is a 100% chance of seeing the event "Disaster."
Flavor Text: Request for spiffy texts!
Miningprov$:
Calimar
Ironport
Hidden Vale
Argenia
Langborne
Cho'Neria
Trentare
Elynthia
Maldev
Vargalas
Bessmer
Massetta
Skanalarr
Wyndamere
Vandamere
Ramese'Bre
Sarsgardia
Ttian
Gallowmir
Name: Disaster!
Triggering: This event is triggered by funding the mining expedition from the event "Mining Operation Requests Funding." AND getting a failure check as described in that event.
Effects:
Sire, some months ago, you funded miners from miningprov$ in a bid to expand the Crown's mineral interests there. I regret to inform you that the men and materials have been lost due to an unfortunate accident at the shaft.
Other Instructions: Event resolves upon receipt.
Flavor Text: Request for spiffy texts!
Name: New Vein Tapped
Triggering: This event is triggered by funding the mining expedition from the event "Mining Operation Requests Funding" AND getting a success check as described in that event. This event may only occur one time per game, per player.
Effects: Splendid news, Sire! Some months earlier, you approved funding for a group of miners in miningprov$ to expand our mineral interests there, and the mining group has met with success! (miningprov$'s income increases by +5 to +10gpt (random)).
Name: Unification of the Armorer’s and Smithy’s Guilds
Triggering: You must have funded two successful mining expansions (ie, must have received "New Vein Tapped" twice in the current game) for this event to become active.
Effects: M'lord, given the increase of our mining interests, the GuildMasters of the Armorer's and Smithy's Guilds wish the Crown to arbitrate their union into a single guild. They have attempted to come together on their own, but those efforts have failed. If you force the union, it will increase efficiency throughout the realm, and allow us improved logistics in terms of getting materials and supplies to our troops afield.
* Force the Union, this is a banner day for the Kingdom! (-250g) (maintenance costs for all your troops is reduced by 1gpt
* Off with them! I have more important concerns to attend to! (no effect, event vanishes)
Other Instructions: This event must be resolved when recieved.
Flavor Text: Request for spiffy texts!
Name: National Forestry Commission
Triggering: Must control at least two of the provinces named in forestprov$ for this event to become active. Must have reached Inf 5
Effect:
Sire, the men of our Forest holdings have come together to petition that we nationalize the forestry industry within the realm. Doing so will vastly enhance efficiency in terms of getting equipment and supplies to our men afield, but will decrease competition in the industry.
* Nationalize Forestry in the Realm! (Archers see a cost reduction of 3g each till the end of the game. All provinces you control gain +1 Construction Point per turn till the end of the game).
* Do not nationalize it! Competition is a good thing! Every province you control listed in forestprov$ gains +10gpt to its income, and every other province you control gains +2gpt, due to a general increase in competition in the Forestry industry.
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
forestprovname$
Micklenach
Shaladare
StroudHaven
Ironport
Langborne
Trentare
Sutter's End
Wyndamere
Vandamere
Ramese'Bre
Name: National Public Works Established
Triggering: Council of Seven must already have this established, and you must achieve at least Inf 5. This event will never trigger FOR the Council of Seven player. Event only occurs one time per game, per player.
Effects:
M'lord, taking a page from the Council of Seven, members of the Court have drafted a proposal to create our own National Public Works Agency....all it needs is your funding and approval.
* Yes! Let us emulate the success of the Council of Seven! (-400g to create the agency. Creates a centralized pool of Construction Points. All provinces generating construction points that are not used to build currently queued items put one half of the points generated into a common pool. These construction points may be spent in any province you desire to speed construction around the realm. It is not possible to spend more construction points from this pool in a particular province than the maximum number of construction points the province in question generates on its own (ie, if a province generates 3 CP's per turn, then you may augment this by a maximum of 3 CP's per turn from the National Public Works pool).
* No, the Crown has no interest in such things. (No effect, event vanishes).
* Let me consider this proposal....(4 turn delay, and the event reappears, minus this option).
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Pacifism
Triggering:
Event cannot occur until and unless you control corrupted provinces.
Game effect:
Gain a new entry in your Book of Fate bearing the same name as this event. Fate Entry enters play with three (3) counters on it. Pay 75g and 25 Mana to place a pacifism counter on target province. This counter is visible to all players. Any player may pay 75g and 25 Mana to either replicate the token (on the target of his/her choice) or to remove it. Target province sees corruption drop to zero. As long as the Pacifism Counter remains, corruption cannot increase in this province for the remainder of the game. Troop training rate drops to zero. Provincial growth rate gains +5% (annual). Province gains an income bonus of 10%, or +10gpt, whichever is greater, gets an additional building slot (normally three available, this province now has four), and a bonus to CP’s of +1 per turn, or +20% (whichever is greater). These effects last for as long as the Pacifism Counter remains in play. Only one Pacifism counter may be placed in a given province. Pacifism counters carry an upkeep of 2gpt and 1mana per turn. All effects of the counter are removed and the province is restored to its original state if the counter is removed, save for the extra build slot, which remains even if the counter is removed. Only one Pacifism counter may exist in a province at any given time, and provincial build slots cannot increase beyond four (4) by virtue of these counters (implication: closes an abuse loophole, and if some other effect boosts the build slots to four, then the pacifism counter would NOT increase build slots available). Card is placed in your Book of Fate until the last counter has been spent from it, and then vanishes.
Other Instructions: Event resolves when received.
Flavor Text: Sorta redefines “Killing them with kindness”, don’t it?
~Overheard in a tavern in Rook’s Roost
Last edited by Velociryx on 07-09-2004 at 02:16
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Triggered Provincial
Name: Prospector’s Corps
Triggering: Must control at least three provinces not named in miningprov$
Effect:
M'lord, a group of men from provname$ seek funding for a mining venture in that land. It is known to us that the land does not contain any mining interests at this time, but these men feel certain they will succeed. If they do, it could be quite the boon for the Kingdom....
* Fund them! It is certainly worth the risk! (-100g)
* Send them away! We cannot spare the money for these half-brained ventures!
Other Instructions: Event must be resolved when received. (Not shown to the player: Funding this event initiates a (random) time delay of 3-6 turns. After the time delay, a success check is made. A funded expedition has a 45% chance to succeed. Success triggers the event "New Mine Opens!" with a 100% appearance chance, after the last turn of the time delay. Failure spawns the event "Disaster!" (variant) after the last turn of the time delay (also a 100% appearance chance).
Flavor Text: Request for spiffy texts!
Name: Disaster! (variant)
Triggering: Funding the expedition in "Prospector's Corps" and getting a failed attempt.
Effects: Sire, I regret to inform you that the expedition funded some months ago to explore provname$ for potential mineral wealth has come to a bad end. The men and equipment were lost in the wilds.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: New Mine Opens!
Triggering: Funding the expedition in "Prospector's Corps" and getting a success attempt.
Effects: Joyous news, Sire! The men of provname$, whom you funded some months ago, have reported success in their venture! A new mine has opened in provname$! (per turn income of provname$ increases by +5 to +10 (exact value determined at random), and provname$ is added to the list of provinces in miningprovname$.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Refugees
Triggering: Provname$ (a province you do not control, bordering your lands, and that was not attacked by you last turn) must have come under attack last turn. Each time this occurs, and meets the criterion above, there is a 4% cumulative chance of this event occuring. When the event occurs, the % chance of occurance resets to zero for you, and begins climbing anew).
Effects:
Sire, refugees from provname$ (theirs) are pouring across the border into provname$ (ours)!
* Accept these poor, wretched souls into our Kingdom (you gain 200-800 population in provname$(yours), and provname$(theirs) loses a like number of people. Loyalty in provname$(yours) drops by 2% per 100 refugees taken in (general chaos and unrest brought on by the sudden arrival of so many).
* Turn them back! We do not need the added chaos right now! (no population changes for either side, and you gain +10 relations with whatever faction the refugees were fleeing from).
Other Instructions: The population loss is capped and governed by the rule stating that no province may ever drop below 2000 population.
Flavor Text: Request for spiffy texts!
Name: The Birth of the Middle Class
(this only occurs for the player with the largest number of corrupted provinces in-game)
Triggering:
Sum the corruption %’s in the Basin. If the sum-total of corruption values is in excess of 100%, this event trigger is satisfied (even if these conditions are later reversed, that they were met at all triggers this event). Further, there must be, or have once been, no less than twenty-five markets or market upgrades in the whole of Candle’Bre. Once these conditions are met, the event has a 3% cumulative per turn chance of occurring.
Effects:
There can be only one explanation. This change has been brewing quietly in the background for quite some time.
Bubbling with energy just beneath the surface of the social consciousness of the Basin, and accelerated by the chaos of war, its time, apparently, has come, and it falls to you to deal with it in the best way you can.
So you find yourself torn between the tradition that brought you to a position of power in the first place, and this exciting, dynamic change on the wind.
On the one hand, the Nobles have been the unquestioned Masters of the Basin for two centuries (the Council of Seven as a minor player notwithstanding), and you are one of their number. How can you embrace the rising star of the Middle Class without betraying those who have secured the rule of your family for generations?
On the other, it is increasingly clear that this new class of men….landless (for now), but with considerable and growing resources, are here to stay, and to ignore them indefinitely is to invite disaster. They are vibrant and creative, and they are changing the face of Candle’Bre in ways and with a speed and efficiency that the Nobility have never been capable of. They are future. How can you possibly ignore them?
So….a quandary. What to do? You cannot help but feel that you are standing at the crossroads of history, and the decision you make here will echo through the Basin for decades to come. Choose wisely.
* Wholly embrace and support the creation of a Middle Class in your realm (-400g, Corruption levels are halved in all your provinces, every province you control gains +10g to its economic value, and every province you do not control gains +5g to its economic value. Loyalty value in every province you control drops by 25%, rebellion chance in every province you control is 7% for the next ten turns, rebellion in your most corrupted province (riots in the streets as the middle class takes some pent up vengeance against the nobles) and your loyalty cap drops by 10% (disaffected nobles, and an unruly middle class, more difficult to control, and more unpredictable). If you have positive honor, gain +15 honor for this selfless act, and recognition of a new class of citizen in the realm. Relations with the Council of Seven improve by +50 points, and with all other factions in the game, your relations suffer a -30 point hit (halve this if you are allied with the faction in question)
* Oppose the creation of a Middle Class in your realm (loyalty in all provinces you control drops by 15%, loyalty cap drops by 5%(disaffected merchantmen). Revolts in your three most corrupt provinces (if you don’t have three corrupt provinces, then it goes to provs with the lowest loyalty). Rebellion chance in all provinces you control is 5% per turn for the next twenty turns. All your provinces see a -1 penalty to troop recruitment for the rest of the game. Gain +300g as grateful Nobles replenish your coffers, and this event passes to the player with the next highest number of corrupted provinces next turn). Gain twelve (12) units of Cavalry in your capitol as Nobles rally to your banner to help squelch the rebellious merchant class. Relations with the Council of Seven drop by -60 (half if you are currently allied with them), and improve with all other factions by +30. Any diplomatic initiative made with any faction other than the CoS has a 15% higher chance of succeeding this turn and next, if this choice is taken.
* Offer a measured response. Do not actively oppose the creation of the middle class, but do nothing in particular to support it. Loyalty drops by 25% in all your provinces, due to your indecision, and your loyalty recovery rate is halved for the next ten turns. Revolt risk simmers at 3% for the next twenty turns. Revolt in your most corrupt province. Ten turns after making this decision, all provinces in Candle’Bre will see a +5gpt increase as the Middle Class takes root and begins to thrive.
* Seek guidance from the Church: Influence rates triple for you for the next ten turns. Loyalty drops by 5% in all your provinces, and every province in Candle’Bre gains +5gpt as the Middle Class takes root and thrives with the Church’s guidance and blessing. (selecting this option is the trigger for “The War against your own Nobles” event, which has a 3% cumulative per turn chance of occurring)
* Postpone the decision (only available the first time you see this event) - Delays your response to it for four months…the event will appear again, minus this event choice, in four turns.
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
The War against your own Nobles
This event can only occur if the guidance of the Church is sought in the matter of the rising Middle Class. Choosing this option costs you the respect of the Nobility (blatant lack of leadership, and, from their perspective, ceding control to the Church), and leads your stronger petty nobles to try and stand against you.
The Two Crowns of factionname$
It seemed like such a good idea at the time. A quick, painless solution to the vexing problem of what to do with regards to the question of the rising merchant class. Solved with nary a ripple, and life continued in the Basin much as it had.
Unfortunately, your decision resonated deeply in ways you had not seen or expected, and your Nobles, seeing your reliance on the Church where matters of State were concerned, have lost faith in your abilities to lead them, and have been, in recent weeks, increasingly open in their defiance.
Two weeks ago, this defiance reached a disturbing high water mark, when Lord (rebname$) of (provname$) (use the prov with the lowest loyalty) expelled your factor. Rumors of recruitment abounded, but you couldn’t quite believe it. Now though, it seems those rumors were true….
Game effect: The province you control with the lowest loyalty rebels, and an army of 8 Cavalry, 6 Infantry, and 4 Archers attempts to seize control of the province. Loyalty in all provinces you control drops by 20%, loyalty recovery rate is halved. All provinces you control now have a 3% per turn chance of rebellion.
* Fight back! (every turn that Lord rebname$ survives, all provinces you control see their chance of rebellion increase by 1%)
* Try to deal with Lord rebname$ diplomatically (buy him off for -300g, rebel army disbands (and thus, lord rebname$ goes away), but you don’t get to keep the province lost (it remains neutral)).
* Lure him with the promise of diplomacy, and plan to kill him (chance of success is 55%, plus 3% per level of espionage tech you have achieved). Success ends the matter then and there, the rebel army, leaderless, disperses, and you win the day. Failure drops loyalty in all provinces you control by an additional -10%, and increases the per turn chance of rebellion by +4% (and still subject to the +1% per turn increase for as long as your nemesis remains alive). This option is not available to honorable players.
* Rely on the Church for assistance in dealing with the rebels (loyalty cap drops by -10%, permanently, and you gain +1 influence for every three provinces you control each turn (dropping all fractions), permanently. All provinces you control see a permanent 20% bonus to cp’s generated, a permanent -1 to hiring rates, and the first two troops you recruit in any province no longer gives a hit to loyalty (all of this to reflect the Church’s expanding influence over your realm). Magic buildings stop functioning altogether, and every province containing a magic building sees a +3% revolt risk until those buildings are torn down. Spend 30 Influence to disband the rebels. You get the province back into your fold. This option is not available to infamous players.
Rebname$
Mourngrym - Lord Gavin Tharsby
Castillar - Lord Willam Burgess
Fury - Black Kane O’Shannon
Wizards - Lord Fyrlynn Speldfarr
CoS - Lord Fedor Hargrave
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Last edited by Velociryx on 07-09-2004 at 02:17
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Triggered Provincial
Name: The Lions of Kell
Triggering: Control of the Province of Kell is the pre-requisite for this event. On the turn following Kell's capture, you have a 100% chance of receiving this event. If you allow the High Chief to live, and the province is later captured by another player, then this event will occur for the conquering player, the turn after Kell is taken from you. If you kill the High Chief, this event will not occur again for the duration of this game.
Effects:
Kell has existed since before your Kingdom was founded. Her people were indigenous to the area, and have maintained their fierce independence for all of the two hundred years that Candle'Bre has existed, despite the fact that the Kingdom of your birth was larger, more populace, and more powerful...the Kellen legacy has endured.
Until now.
Now you hold the fate, and the future of Kell in your hands.
Once the smoke has cleared from the field of battle, and the last of the resistance has been routed, you find yourself in control of the most ancient people in the whole of the Basin.
It took some time mto locate the secret hideout of the ruling High Chief of this land, but now he has been brought before you, and the future of his proud People rests on your next decision.
* Allow the High Chief to live, and rule Kell semi-independently, swearing allegance to you. Gain 100g as the High Chief's treasury is emptied and added to your coffers. Kell's loyalty recovery rate is half your normal recovery rate for the remainder of the game. Selecting this choice is the trigger for the event "The Proposal of the High Chief."
* Kill him, and post his head on a pike at the feet of the ruins of the Basalt Fortress, so that all in this land know beyond a doubt that they are now subjects of your realm, and beholden to you for their survival. (this event permanatly decreases Kell's income by 10gpt. Kell has a 5% rr for the next 36 turns, dropping 1% every 12 turns thereafter, until rr = 0%. All other players in the game lose 20% of the mercenaries in their forces (many of these are from Kellen bloodlines, and disband after the loss of their homeland), and no player may hire any mercenaries for the next 12 turns.
Other Instructinons: event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: The Proposal of the High Chief
Triggering: If the High Chief is allowed to live, this event has a 2% cumulative per turn chance of occuring. This event can only occur 1x per game.
Effects:
The partnership with Kell is working. By allowing the High Chief to live, he has slowly come to accept his subordinate role in your greater realm, and has been to your palace on more than one occasion. You cannot claim outright affection for the man (nor he for you), but you do feel a growing, grudging respect for him. Nonetheless, he can be tiresome at times, always bending your ear about greater autonomy for "his" People.
It is therefore not a great surprise when he appears before you in full battle dress, making yet another such demand....In exchange for more autonomy, the High Chief offers to cancel all of his lucrative mercenary contracts with your rivals, and force his people to sell their services only to you. A generous offer, to be sure, but you are somewhat affronted by the undertone of the offer, and his veiled threat that if you do not give his people greater autonomy, there will be bloodshed in coming months....
* Agree to the Kellen's demands. (all other players must pay 2g more for any mercenaries hired - Triggers the event "The End of an Era" which occurs for all players but you, after you make this selection). All mercenaries under your control gain +2 to their A/D values, as your mercenaries are heads and shoulders superior to every one else's. Lose -400g (war reparations) and half the gpt value of Kell for the remainder of the game.
* Deny him. How dare he speak to you in such a manner! (Not shown to the player: triggers the event "Insurrection") (rr in Kell increases by 3%)
Other Instructinons: Event must be resolved upon receipt.
Flavor Text: Request for spiffy texts!
Name: Insurrection
Triggering: There are two ways this event is triggered.
First, if you deny the High Chief his request in "Proposal of the High Chief" this event has a 3% cumulative per turn chance of occuring. This event will not occur for you, but rather, for one of your rivals (at random, must be a player you are not currently allied with).
Second, if you allow the High Chief to live in "The Lions of Kell," then this event has a 1% cumulative chance of occuring. Again, this event will not occur for you, but rather, for one of your allies. This triggering methodology is cancelled IF you grant the High Chief's request in "Proposal of the High Chief" before the event occurs from this triggering path, and "Insurrection" is placed into a coma for the remainder of the game.
This event will only occur once per game (see below "Other Instructions")
Effects:
Today you have received a surprise visitor. The dauntless High Chief of the Kellens, currently under the oppressive thumb of factionname$ comes to you in secret with a provocative proposal. If you will assist him in the quest of freeing his people, he will cancel all of his lucrative mercenary contracts with all your rivals inside the Basin, and swear allegiance to you, ruling his province as a semi-independent Principality under your supervision.
* Accept this most generous offer and assist the High Chief! (Lose -200g to finance the High Chief. Triggers the event "The Defection of Kell").
* Deny him. This is not your affair (event vanishes and goes to the next rival of factionname$, next turn)
Other Instructinons: When the Insurrection Event occurs (by whatever path it is triggered) it goes to one of your rivals. If the rival rejects the High Chief, it will (100% chance) go to another of your rivals on the following turn. If none of your rivals agree to help the High Chief, this event de-activates, and will not occur again.
Flavor Text: Request for spiffy texts!
Name: The Defection of Kell
Triggering: If you deny the High Chief his demand, and any other player accepts it, this event is triggered, and has a 10% cumulative per turn chance of occuring for the controller of Kell. This event occurs only once per game.
Effects:
Sire, the Kellens are up in arms against us!
3x revolt in Kell. If you lose control of the province, it immediately reverts to the control of factionname$ (the faction accepting the offer of the High Chief).
Other Instructinons: Event resolves when received. Receipt of this event triggers "The Brotherhood of the Blade"
Flavor Text: Request for spiffy texts!
Name: The Brotherhood of the Blade
Triggering: If "The Defection of Kell" results in a loss for the controlling player, this event has a 100% chance of occuring on the turn following the rebellion there. This event occurs for the player who financed the High Chief and accepted his offer.
Effects:
Sire, as promised, the High Chief has thrown off the yoke of factionname$ and pledged his sword to our cause! (Kell is now under your control, ruled as a semi-independent Principality. You gain half its normal gpt value, and all other players must pay 2g more for any mercenaries hired - Triggers the event "The End of an Era" which occurs for all players but you, after you make this selection). All mercenaries under your control gain +2 to their A/D values, as your mercenaries are heads and shoulders superior to every one else's. -100 relations with Kell's former controller.
Other Instructinons: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: The End of an Era
Triggering: This event has two means of occuring. It will either occur after you accept the Proposal of the High chief, or after the High Chief receives financial backing to stage his "Insurrection" and swears his brotherhood to another faction in "Brotherhood of the Blade". The event may only occur once per game, and appears to all payers who do not get the +2A/D bonus for mercenaries, on their respective turns.
Effects: The Prince of Kell has cancelled all mercenary contracts with us! (all mercenaries you hire now cost 2gpt more, for the remainder of the game) When this event triggers, rr in Kell drops to 0%, cancelling all rr effects from any event in this series.
Other Instructinons: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Braal of Kell
Triggering: Two means of triggering this event. If EITHER "Brotherhood of the Blade" occurs, or you accept the High Chief's proposal in "Proposal of the High Chief" this event has a 5% cumulative per turn chance of occuring, and will occur for Kell's current controller (only appears once per game).
Effects:
In a display of admiration for you, the High Chief of the Kellens sends his finest warrior to serve in your ranks.
(You gain a new war leader!
Leader Name: Braal of Kell
Grouping: Mercenary
Skill1: Not currently assigned
Skill2: Not currently assigned
Skill3: So long as Braal lives, no mercenary under your control will ever attempt to revolt against you
Skill4: All Mercenaries under Braal's direct command gain all the benefits of Infantry, per your military tech level.
Other Instructinons: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: The Submission of Trentare
Triggering: This event occurs the turn after Trentare is conquered. If the Free-Folk are allowed semi-autonomy, then this even may occur again if the province is ever captured by any other player. If Trentare is not allowed its independence, then this event slips into a coma for all other players, even if the province is later conquered. Note that the Trentan Inheritance event (Fury family event) also causes this event to slip into a coma).
Effects:
Trentare....largest province in the whole of the Basin, and a prize beyond compare.
Its citizenry fought well, and ably, but could not stand up to the onslaught of your well-trained troops, and in the end, they were forced to accept your rule. Even now though, you can see that there will be problems. These strange folk have been conquered, but they will not submit! In fact, having been beaten on the field of battle, their "leader" comes to you demanding autonomy for his people, and threatening all manner of resistance if you refuse!
* Hear the concerns of the Free-Folk and grant them autonomy sufficient to preserve their ways (lose -300g. Trentare peacefully accepts your rule. Gain 80% of the province's income, -2 to the provincial hiring rate for the remainder of the game). Triggers "Bordermen"
* Deny the request of their conquered "leader" and behead him as a show of force to the people. (rr in Trentare is 5% for the next 60 months, dropping 1% every 12 turns thereafter. Loyalty recovery rate is one quarter normal, and will only return to normal after all rr is gone from the province.
Other Instructinons: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Bordermen
Triggering: If Trentare is granted semi-autonomy, this event has a 1% cumulative per turn chance of occuring.
Effects:
The Bordermen of Trentare are perhaps the most famous, most celebrated military unit in the whole of the basin, and now, the Free Folk offer their finest sons and daughters to your service.
Gain a new entry in your Book of Fate - "Bordermen"
Borderman event has five counters on it. Add a counter to "Bordermen" by paying 40g. You may remove one borderman counter per turn and place it in Trentare. This does not count against the province's hiring limits, nor does it decrease morale in any way.
New Military Unit: Bordermen
Treat these units as Infantry, with +1 to their A/D values, who can attack on Tier 1 (but do not get a free attack during the initial archer's volley). Bordermen may not be targeted by precision attacks, and are treated as leaders with regards to any spell or effect requiring survival checks by the army they serve in.
Name: Vigilante Mages
Triggering:
This event will only appear for players who have at least two (2) corrupted provinces.
Effects:
Wizards take the law into their own hands and root out thieves, brigands, and vagabonds.
* Quietly support them and their efforts (-50g, magic buildings in the province stop functioning. So long as magic buildings exist in provincename$, corruption is reduced to zero, and loyalty recovery rate increases by 15% for this province)
* Round them up and behead them for taking the law into their own hands. (provincial loyalty drops by 10%). Magical buildings in this province stop working for the next twenty turns.
Other Instructions: Event must be resolved when received.
Flavor Text:
Wizards have always considered themselves to be above the law. Sometimes this winds up true, and sometimes not. Just don’t forget that no matter how powerful the Wizard, he still bleeds...
~ Overheard in the mess-tent of the King’s Contingent, Vargalas
Last edited by Velociryx on 07-09-2004 at 05:05
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Small Fry
Name: A Little Off the Top
Effects:
Sometimes smallness is a good thing....things that larger, more imposing nations do tend to draw attention away from your activities, which is why, in this case, smallness is a blessing....a blessing indeed!
(You gain +5gold per province controlled by any player with more provinces than you have, for the next 5-8 (random) turns).
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Great Reputation with the Petty Nobility
Effects: Despite your relatively small size, it is clear that you have friends in all the right places, and are well connected to the politically powerful of the Basin. This makes a simply delicious insurance policy....(From now until the end of the game, any Kingdom that attacks you will see their loyalty drop, kingdom wide, by 30%, and their loyalty recovery rate cut by 75% over the course of 12 turns following the attack) RR will be 1% for the attacking nation over the course of those 12 turns.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Immortal Beloved
Triggering: Pre-requisite: Concubine for the King must have occurred for you AND you must meet the small fry requirements to see this event
Effects:
The sudden death of your Concubine has cast a shadow of darkness and mourning across the whole of your Kingdom. She was your heart, your life, and in many ways, the very soul of your Kingdom.....
How shall we honor her?
* Build a crypt for her in the capitol (pop + 2000 as people flock to it), loyalty cap, empire wide increases by +5%, -200g for the crypt.
* Cremation and offer her ashes to those who adored her as well (you gain +700g)
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Libations with the King
Effects:
In a bid to gain more attention and notieriety in the realm, you begin styling yourself as a populist King, holding parties and inviting members of the nascent middle/merchant class to discuss investment opportunities in your realm.
Of those invited, will your guest list include a more:
* Religious slant: Take a 10%, Kingdom-Wide income hit and see your Influence generation increase by 50%
* Wizardly slant: Gain two free FC's and a new school of magic
* Economic slant: Gain +20% boost to CP's, kingdom-wide (popular policies), and gain (random) 50-200g per turn for the next 12 turns as merchantmen begin investing in you and your future.
Other Instructions: Event must be resolved when received.
Flavor Text: Request for spiffy texts!
Name: Mysterious Benefactor
Effects:
Now and again, a smallish nation attracts the attention of powerful, wealthy individuals who wish to leave their mark upon the future of the Basin. Such gifts made to larger nations would go scarcely noticed, but to a smallish state, the underdog, struggling againt larger powers, such a gift is a boon indeed....
You gain 100g for the next 3-6 (random) turns.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Nobles Urge Expansion
Effects:
The Nobles of your small realm rally 'round you, and pledge even more assistance to further your glorious rule!
Choose:
* Additional Monetary Assistance: Gain +100g to your treasury for every province you control.
* Military Assistance: Gain 3-6 (random) cavalry in your capitol, per province you control.
Other Instructions: Event must be resolved when recieved.
Flavor Text: Request for spiffy texts!
Name: Sir Edgemont of Durin
Category: Leadership/Small Fry
Effect:
Sir Edgemont rises through the ranks of a random army you control, consisting of no less than ten (10) units that contains Infantry in its ranks. This general has no particular skills save for this: The Army he appears in is ‘locked’ when he appears. Troops cannot be added to the army, and the army cannot be divided. Every time the army under his command scores a hit in battle, that hit is considered to be a ‘capture’ rather than a kill. Captured units are IMMEDIATELY (during the current battle) added to Edgemont's army.
Other Instructions: This Act of Fate cannot be held, and resolves immediately upon receipt. Edgemont will serve you for a total of 12 turns, then he vanishes, leaving his army behind him (now unlocked, and leaderless).
From Leader Expansion File:
Leader Name - Sir Edgemont of Durin
Grouping Infantry
Skill 1 Unassigned
Skill 2 Unassigned
Skill 3 Unassigned
Skill 4 Unassigned
Other Instructions: Event can only occur once per game.
Flavor Text: Request for spiffy texts!
Name: Sterling Infrastructure
Effects: Sensing that something radical need happen to pull your tiny nation into the center of the struggle for the Basin, your populace bans together, sets aside all differences, and vows to work harder to ensure that you claim the throne of a unified Basin! (all provinces you control gain +1 build slot)--you may now build 4 provincial improvements per territory you control, instead of three. All exclusionary build rules are dropped for you for the remainder of the game.
Other Instructions: Event resolves when received.
Flavor Text: Request for spiffy texts!
Name: Turn of a Friendly Card….
Effects:
A group of traveling minstrels once sang a song that included the following verse: "But the game never ends, when your whole world depends on the turn of a friendly card...."
How true.
(When you recieve this event, your % chance to recieve an event increases to 75% per turn, for the next 12 turns).
Other Instructions: event resolves when received.
Flavor Text: Request for spiffy texts!
Name: The Meek Shall Inherit….
Effects:
If there are any neutral provinces bordering provinces you control, these have a 70% chance of joining your cause immediately, with maximum loyalty. For the next 12 turns, if there are any provinces adjacent to provinces you control with loyalty less than your nation's average loyalty, they have a 45% chance to defect to your Kingdom, regardless of the owning player. If a defection occurs, then one instance of the event "Squatters Rights" occurs for each defection, giving the option to either accept or deny the province into your realm.
Other Instructions: Event resolves upon receipt.
Flavor Text: Request for spiffy texts!
Last edited by Velociryx on 07-09-2004 at 05:37
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Other Event/Interlude Cateogries
Historical Game Events
(note that, to keep some elements of surprise intact for those reading here, the titles of these events will be displayed only, and nothing about their particulars will be revealed)
Clan Fury
events to be listed later
House Castillar
events to be listed later
The House of Mourngrym
events to be listed later
The Order of Mystics
events to be listed later
The Council of Seven
events to be listed later
The Nilroggi Event Cycle
events to be listed later
******END OF HISTORICAL EVENT CATEGORIES******
Last edited by Velociryx on 05-09-2004 at 08:17
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