![]() Copyright 2004 by Enlightened Age Entertainment
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i. Villages are the smallest of the PCs but are the breadbaskets and greatest providers of
supplies and a modest amount of gold. They have relatively weak defenses, and
generally have fewer than ten thousand souls. They are the most numerous of the three
kinds of PCs with seven villages in each region. About two out of three villages are
neutral at the beginning of a campaign.
Towns
ii.
Towns typically produce fewer supplies than villages, but double or more the gold
production. They generally have reasonable to strong defenses, depending on terrain and
improvements. They can create most improvements and can become fortified towns.
There usually are around twenty thousand or more people in most towns. Typically there
are five towns per region, with a little more than half neutral at the start.
Cities
iii. Cities are the least common PC type with but one per region. They are always visible
on every players map and all players will know which kingdom, if any, controls each
city, all of which begin neutral at the campaigns onset. Cities produce by far the most
gold, generally close to triple that of the average town (as is also the case for population),
but are usually net consumers of supplies. That is, cities give a negative supply
production, so kingdoms must rely on their controlled towns and villages to supply their
cities as well as to provide for the needs of the kingdom and its military. Cities have
strong defenses that can be made much stronger still through the Citadel improvement
(other improvements also can increase defenses).
The Capital
iv. The Capital. Each kingdom always maintains one PC as its capital. At the beginning
of the campaign, this will be the largest town under the kingdoms control. The capital
begins the game already fortified and with a tavern in place, and is the location where
reinforcements arrive, and where the kingdoms high priestess is always located.
Capitals have higher values for defense, production, and census than most other towns.
With the fortification improvement, Capitals begin with formidable defensive values. As
the seat of power for a kingdom, a capital may never be usurped through political action.
Important Note
:If at the end of any turn, a player has no population centers under his
control, and so no capital, the kingdom collapses and the player is eliminated from the
game. Its legions are disbanded, and its characters are eliminated from the game. All
players will be notified when a kingdom collapses.
Characters
B. Characters
Individual personalities in the game are called Characters. Characters have a health
status: Good, Light Wounds, Serious Wounds, Critical Wounds, or in the case of the
High Priestess only, Weary or Exhausted.
Characters improve their health status one
level each turn (if in less than Good health). Thus a character who suffered serious
wounds during a turn would heal to light wounds at the end of the turn, so would be
unavailable for carrying out actions other than transfer the following turn, when at the
end of that turn he will recover to Good health. Only characters in Good health or Weary
in the case of the High Priestess, may undertake an order. In general, each character may
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