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Settlement Guide
#7
Settlement Type

Conqueror: A settlement with a primary interest in strengthening its own territories and expanding outwards.
Warfare - 50k influence. Additional bonus of up to 3 C-Grade special resources in the aftermath of an offensive raid.
Siege Resources - Claim a resource area and make it settlement locked via a watchtower, granting +2 cap roll. Can be contested.
Royal Knight - 30k influence & 10 Arcanium. Forge a mighty, stylized unique helmet or shield and anoint a warrior as a Champion of your nation (+5 VIT, character bound). They gain priority in battle if protecting a rank 5 or 4 faction member in a hostile situation regardless of pursuit checks, though this effect can only be activated once per scene total. A nation is limited to three Royal Knights.

Commerce: A settlement primarily focused on producing and selling goods.
Trade - Exchange 150k coins for 30k influence. 
Resource - 100k influence. Forge a C-Grade special resource using high grade metals (req. 10x rare ore).
Artisan - 50k influence & 100k coin. Once every three years, the Artisan tag may be applied to the nation's group project.
Greed - Liable to raids by other settlements that may reduce overall coin / items (pilfering) stored in chests.

Progressive: A settlement primarily focused on harbouring positive diplomatic relations.
Declare Military Support - 50k influence. Up to three magi may aid an allied settlement in a defensive raid, and vice versa, as if they were faction members. Duration of 4 years or change of IC circumstance.
Declare Enemy - 50k influence. Faction members may escalate dangerous encounters to a standard of Cap 2 against faction members of the declared enemy. Duration of 4 years or change of IC circumstance.
Deep Magic - 100k influence. Once every two years, a faction or allied member may get lost in the knowledge of the grimoires of your nation; emerge more spiritually refined in the aftermath (+5 Spell Points, can only be used once per character).

Devoted: A settlement primarily focused on honouring the tenets of their god.
Honor the Divine - 100 Faith & 50k coin. Constructs a statue/outdoors temple of their god; grants three unique stylized pendants blessed by the priesthood. May serve additional means dependent on circumstance. Cooldown of 3 years. Must be performed by a Radiant, or 2+ priests of the same faith.
Crusade - 50 Faith. Declares a holy war against the chosen pantheon member(s). A raid that focuses on razing and destroying religious icons of the target, as well as the settlement itself, granting an empowered unique on victory.
Heresy - 10k influence. Outlaws all other religions and forbids public worship beyond the chosen pantheon member & their known close allies. After a period, if all faction members have been converted or expelled, grants 100 faith to the head priest & possibly a bonus unique depending on the circumstances.



Settlements should declare their Settlement Type via a State of Meranthe post. Settlements may change their type at a cost of 50,000 influence; this takes into effect after a transitional period of two years.


If utilizing a Settlement Action, please make a ticket with 'Faction Name - Action'. These actions can only be authorized by leaders and co-leaders of a faction.
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Messages In This Thread
Settlement Guide - by Chance - 07-10-2022, 10:52 AM
RE: Settlement Guide - by Chance - 08-31-2022, 11:58 PM
RE: Settlement Guide - by Chance - 05-13-2024, 06:48 AM
RE: Settlement Guide - by Chance - 06-06-2024, 10:28 PM
RE: Settlement Guide - by Chance - 05-13-2024, 06:52 AM
RE: Settlement Guide - by Chance - 10-13-2024, 02:51 AM

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