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QuintonBeck
2015-09-12, 07:15 PM
EMPIRE 2!
Gods, Kings & Adventurers
A Community World=Building Game by Morph Bark

Running on Giantitp since January 2014!
Empire 2 since September 2015!

Current OOC: [EMPIRE!] ("]EMPIRE2!-CWBG-I-Begin-Again[/URL]
Current IC: Current Dice Rolling:[/B] Dice (http://www.giantitp.com/forums/showthread.php?441543-EMPIRE2!-Dice-Rolling&p=19808617#post19808617)


~ ~ [U]Them's The Rules ~ ~

Below in all the spoilers are the rules, with headers describing their general contents. This first post should contain all the information necessary to get started and play Empire! The second post shall contain the more complicated and in-depth rules, many of which are only used by the GMs but are publicly available for purposes of transparency. Others concern more acute areas of play and may be relevant to some, but not all players.


Starting Up

The Basics

In EMPIRE! you start play as the ruler of a country. You perform actions to improve your ruler and country and their position in the world through alliances, trade, finding your children suitable spouses, researching new technology and waging war. Once your ruler dies of old age, disease, accident or murder, their heir takes over, becoming your new ruling character controlling the nation.


Your Ruler
All player characters have the following attributes:

Diplomacy
Military
Curiosity
Faith
Luck


When a new player starts, they roll 1d4 for each attribute, and then assign the rolls as they wish. Two +1s may be assigned to any two separate attributes.

You can make your rolls in this thread (http://www.giantitp.com/forums/showthread.php?441543-EMPIRE2!-Dice-Rolling&p=19808617#post19808617) once approved. If you roll more than one 1, you may reroll any 1s beyond the first for your nation's very first ruler. If you have more than two 1s after the reroll, those subsequent 1s become 2s (you are still left with two 1s). This option to reroll is only available to newly joined players/nations so as to avoid a terrible first ruler.

Changing Rulers
Changing rulers is a non-action. If your current character dies or abdicates the throne, their heir takes their place. In the case of the heir being the child of the previous ruler (whether eldest, youngest, adopted, or blood so long as the heir was raised as a child of the previous ruler) Their stats are rolled down the line of scores with 1d4 for their attributes receiving a +1 bonus to any stats their predecessor had a score of 4 or higher in or a +2 bonus to their roll for any attribute their predecessor had an 8 or higher in.

If the new ruler is not a child of a previous ruler, they roll stats as a new player's first ruler with flat d4s and two floating +1 modifiers. Unlike rulers who were children of a previous ruler the rolls may be assigned freely to the various attributes.

Regents, those who rule in the place of a designated heir should they be too young to begin rulership themselves, roll attributes as non-related rulers. Unlike legitimate sovereigns, Regents cannot perform special 10 actions but can perform special 5s.

Rulers must be changed the round prior to the round in which you wish to use their attribute scores. The round in which a ruler is changed the previous ruler's scores will still be in play although bonuses accrued by their actions will be applied to the new ruler for the subsequent round.

A new ruler does not roll for Luck as Luck is a player stat (discussed under Luck as an attribute below)

Please link the rolled stats for your new ruler in your IC post in which they first come into play.

Creating a Region

Describing Your Country
When a player enters the game, they first must claim a region and describe it in fluff.

Population: A new region starts with a population of 300,000 + (10d10 x 10,000). If you take over an existing region you don’t have to reroll population.

Terrain: Describe the physical features of your selected region at least one major landmark or more at the player’s discretion. You may divulge a bit more on general landscape, and you are entirely free in amount of towns or cities you wish to have—provided that the amount suits well with the population the region has.

People: Describe what the people in the region generally look like. What do they wear? What race are they? What is their culture like? What do they do in their daily lives? It might be a good idea to see what your neighbours’ people are like, because yours and theirs are likely similar in some ways, or at least have some interesting interaction possibilities. A region might have the same general type of people as a region neighboring it and similar culture can exist beyond a single region.

Resource: Describe one resource that can be abundantly found in the region as well as at least one resource the people will have to import from outside out of necessity or desire. You can have something that doesn't exist in the real world as a resource, such as special metals like mithril or adamantium, or things that would be great for alchemy or chemistry or certain technologies, but to start using these requires a technological advance of its own.

This resource starts at [Good] quality. The import necessity will not be automatically satisfied; you have to strike a deal with a player who has it as a resource to trade it with you.

You can trade resources with other players. The mechanics of trade are discussed under Base Mechanics.

Religion: Religion can be very important in EMPIRE! When a player enters the game, their people are either pagans (animist, shamanist, druidist, unorganised religions involved with spirits, ancestor worship) or adherents to one of the pre-existing organized faiths discussed in the setting description in the first post of the OOC thread. Gaining the support of organized religions can be helpful or have unusual effects. Players can introduce their own religions with a special action if they have a Faith score of 10, raising an existing spiritual cult to official status, introducing something entirely new, or making a major change to an existing religion in their region.


Rounds
Each round will take two OOC weeks and will be the equivalent of 2 years in-game.

During each round you have a default of five actions you can spend doing things. If players haven't posted actions by the end of that round, their round is considered wasted. Rounds close and open on Sunday.

The effects of actions don’t kick in until the end of the round. Armies raised in a round can therefore not be used until the next round, attribute increases only are added at the end of the round, and newly discovered resources or newly acquired technologies cannot be used until the round after they were introduced in your region.

Actions

Actions are the major things happening in your nation over the course of the 2 in-game years each round covers. Is construction happening on a massive monument to your god? Are armies being raised to answer the call of their sovereign? Perhaps your nation is hosting or sending its finest diplomats to an international event to mingle with world leaders? If you want your nation to do something and have an impact on the world, use an action. There are a few specially defined actions discussed below.

Special actions are actions you can only take when your ruler has at least a 5 or a 10 in the attribute in question. Special actions are limited to one 5 and one 10 per attribute per ruler. Luck is exempt from this restriction as it is a player and not a ruler attribute.

You may be able to combine your actions with those of other players to increase their effectiveness or broaden their impact, but this will be at the GM's discretion.

All actions take effect at the end of the round (unless they have an effect that is delayed even longer). So, for instance, if you set up a trade route for another resource, you will not have the resource until the following round. If you pursue an investigation, the results will be announced in the round opener for the next round.

Projects: Some things may take more than one round to complete. These are called ‘projects’, and take multiple actions to complete. Some take only 2 actions, like making the roads a little better between your cities. Some are Great Projects that take 5 actions, like making a road network between all your towns, cities, fortresses and bordering countries, a Great Wall, an Underway or some amazing wondrous building.

Other players may assist with completion of a project.

Sub-actions are where a single action can be taken that has the effect of several other actions. The most common occurrence for this is at events, where a player can perform several diplomatic actions such as betrothals or treaty signings for the cost of one action.

In general, unless specified otherwise in the rules, if an action must be rolled for or has a mechanical effect, it probably can't be a sub-action and will take a full action of its own.

Luck actions are normally sub-actions.

Secret actions are actions which are known only to you and the GM. Such actions need to be sent to the GM for verification, otherwise they will have no effect. They do not count towards attribute increases and you can only take one per round. Special actions (5s and 10s) cannot be secret. Other players cannot investigate what you have been doing with your secret actions due to purely OOC curiosity, but if your actions affect them, they may investigate the results and trace them back to you. Secret actions are always full actions, rather than sub-actions or non-actions.

Non-actions are anything that a player does in their turn that does not cost an action. A player can take any number of these, some of which may have a mechanical effect. Changing rulers is a non-action, as is allowing foreign troops passage, and resisting conversion attempts.

Non-actions take effect at the end of the round along with regular actions.

Increasing Attributes
Every turn a player has completed their actions, they list at the end of their post what attributes they increase. For every two actions spent in an attribute in the round, that attribute increases by one. EG: 2 Military Actions, 2 Diplomacy Actions, and 1 Curiosity Action = +1 Military and +1 Diplomacy

Please note clearly at the end of your post in the IC thread which attributes you increase so that it can be clearly noted in the tables.

What Attribute Does an Action Belong To?
Because it can sometimes be unclear what attribute an action belongs to, the following gives a general guideline. If you are still unsure about an action type, ask in the main thread or ask the GM. The GM has final say on all action types.

General: Any action that requires an attribute roll belongs to that attribute. Attribute’s Special actions always belong to their attribute. Doing any actions specifically underlined under an attribute’s rules—such as setting up trade routes under Curiosity—belongs to that attribute.

Diplomacy: Forming alliances, arranging marriages or betrothals for your character or their relatives, changing laws—unless those laws specifically apply to military or religious endeavors. Great Projects to create a world wonder or cultural marvel would fall under Diplomacy, not Curiosity. Diplomacy actions may also be aiding another nation with a project as a sign of goodwill between nations so long as the assisted project is not a military endeavor.

Military: Any action to raise troops, utilize their services, or construct fortifications.

Curiosity: Anything that has to do with trade or investigation. Project or Great Projects related to education, investigation, or economics would fall under Curiosity.

Faith: Religious gatherings, prayers, dealing with the heads or priests of your religion or those of others. Projects or Great Projects to build temples, religious institutions or faith schools would fall under Faith.

New Player Bonus Actions

Beginning after the start of Round 6 all players to join the game will be granted 5 additional bonus actions to go along with their 5 beginning actions. These actions and their attribute increases will all take effect at the same time as your regular round actions IE at the end of the round. These bonus actions may not be interactive with other realms as they represent a partiality of what your realm has been up to prior to entering the world stage.

QuintonBeck
2015-09-12, 07:16 PM
The Attributes

Diplomacy
A higher Diplomacy score will help mitigate or solve any potential rebellions in any lands you hold and influences the chances of NPCs agreeing to proposals you offer. Diplomacy is also integral in defining your people’s unity and establishing a Great Kingdom or Empire.

Actions
Forming alliances, arranging a marriage or betrothal for your character or their children, changing laws, building national wonders, or uniting your people.

To stabilize an unstable region such as one taken in military conquest the player will roll 2d6 + their diplomacy score which will be compared against the appropriate target number as listed under the "Target Numbers" spoiler.

Diplomacy 5 Special: Cultural Identity
If you have a score of 5 in Diplomacy, you can spend an action to create a “Cultural Identity” for your nation. A Cultural Identity will grant an increase in die size (2d6 to 2d8) on a specific set of rolls chosen by the player that are not related to Military actions. A particularly agnostic nation might adopt an identity granting a bonus to Faith rolls resisting conversion attempts or a cutthroat trading nation might adopt an identity that granted its bonus to rolls to buyout trade routes. A Cultural Identity lasts until it is changed by a subsequent Diplomacy 5 action or until the end of a nation if it is made permanent with a Diplomacy 10 special action.

Diplomacy 10 Special: Country Unity: If you have a score of 10 in Diplomacy, you may combine stable regions that you control into a bigger one and claim a higher title.

4 or more adjacent regions combine into a Great Kingdom, becoming a Great King. Great Kings have six actions per round. You lose the title (and the actions) if you ever control fewer than 4 adjacent regions.
12 regions (including vassals) combine into an Empire, becoming an Emperor. You must already have a Great Kingdom. Emperors receive 7 actions per round and choose ruler attribute bonuses for possessing Greater Vassals. You lose the title and the benefits if you ever control less than 12 regions.

Diplomacy 10 Special: Permanent Cultural Identity
If you have a score of 10 in Diplomacy you may choose to make your existing Cultural Identity created by an earlier Diplomacy 5 permanent. The Cultural Identity must have been created at least the round prior to the Diplomacy 10 action. A Permanent Cultural Identity stays with a nation until the end of the nation or until specifically replaced by a subsequent Diplomacy 5 and does not count as an existing current Cultural Identity for the purposes of establishing a new Cultural Identity.

All nations have a cap on the number of Permanent Cultural Identities (PCIs) they can support. A typical nation with 5 actions can support 2 PCIs, a Great Kingdom can support 4, and an Empire can support 5. Federations can support 5 which are shared amongst the federation players.


Military
Military actions are things that involve training or using armies and navies in both offense and defense.

Actions
Raising a military unit (equivalent to 1000 human soldiers; whether it’s an army unit, naval unit or aerial unit), defending your land or invading another region, building fortifications.

Unit Types
There are two unit types: Land and Naval

Land units can fight in land regions and underground regions. If transported by Naval units, they may fight in naval battles at 1/4 effectiveness.

Naval units can attack coastal regions, and if they do they can also be attacked by land units. Naval units can be used in defense of a region only against attacks by Naval units. The exception to this is island regions, which Naval units can also defend against Land units. Naval units may also be used to transport other types of unit: see the rules on unit transportation below.

Training Military Units
You can raise one military unit (equivalent to 1,000 human troops) in one action. You must specify in this action whether they are Land units (army) or Naval units (navy at sea). If you do not specify, they will be of the default unit type for that region. Also, if you have control over multiple regions, you must specify in which region you train them.

The maximum amount of troops you can raise is 5,000 by default, plus 2,000 per additional region you control. If you lose enough territory that you no longer have enough regions to support the number of troops you have raised, your army total will be reduced to the maximum you can currently support.

Military Actions
A nation’s military can be used in a number of ways:

Raids (Discussed under Trade)

Route Sacking (Discussed under Trade)

Invasions and Defenses

Using troops to invade/conquer a region requires a distinct action/region. Defending one's own regions however requires only one action to distribute troops to regions under attack. To attack or defend requires at least one applicable military unit.

Military 5 Special: Military Specialization
If you have a Military score of 5, you can introduce a Military Specialization. A Military Specialization grants a player an increase in die size (2d10 to 2d12) in certain types of military endeavors. Such endeavors might include, caravan guards to defend trade routes from attack, raiders granting a bonus in the conquest of trading routes, stalwart defenders granting a bonus on defense in their homeland or other appropriate specializations. A military specialization lasts until it is replaced with a subsequent Military 5.

Military 10 Special: Military Technology
If you have a Military score of 10, you become able to introduce a new military technology in your regions. This requires that you already have prerequisite technologies and any resources that are necessary either through trade or through native ownership. This action can only be done once per ruler.

Military technologies include technologies such as weapon/armor design and smithing, fortifications, cavalry, military vehicles, beasts of war, and other technologies utilized by the military.

Prerequisites can be technologies or resources.


Curiosity
A lot of people are naturally inquisitive. Some like inventing things, other like exploring things for the sake of knowledge, some others find new ways to improve doing things people do every day. Curiosity is basically how a character handles things like science and economics.

Actions
Searching for new resources, establishing trade routes, inventing new things, searching for new knowledge, investigation, changing education systems, building schools.

Investigation
There are two types of investigations: investigating new ways to acquire or apply knowledge, doing little projects to fluff furthering the knowledge of your country, essentially furthering science in ways that don’t require the invention of new technologies; and investigating things relating to GM-introduced events. The latter is generally what the head GM responds to, as the former is purely fluff—though it can be used as IC justification for why and how your people could have the necessary knowledge base to create a new technology in the future.

Investigation requires a Curiosity check (2d6+Curiosity), with a TN set beforehand that can differ wildly depending on what is being investigated. You can have great success with it, moderate success, or no outcome at all depending on the results of the check.

Curiosity 5 Special: Improve Resource

A Curiosity 5 action can also be used to improve an existing resource in a region, either by upgrading its quantity from Minor to Good or Good to Great, by enhancing its quality as a resource, or changing the resource entirely. A region containing a Minor resource can support one trade route through it. A region with a Good Resource can support two trade routes through it. A region with a Great Resource can support three trade routes.

Existing resources can be improved in quality or changed slightly in nature by use of a Curiosity 5 special action. For instance, mundane Sulphur could be upgraded to Goldfire (a better, slightly magical, type of Sulphur). These upgrades retain their existing quantity.

Existing resources may be replaced with another largely unrelated resource using a Curiosity 5. For instance Stone can be replaced with Steel. These changes lower the quantity of the resource by one degree (IE: Good to Minor) except for Minor resources which remain Minor.

When a new or improved resource comes into play, the GM may decide whether it is a special resource that requires getting a technology upgrade first to start meaningfully using it.

Curiosity 5 Special: Adapt Technology

A Curiosity 5 action may be used to adapt an existing resource for substitution in a technology. These adaptations, like technologies, are subject to GM approval.

Curiosity 10 Special: New Technology
If you have a Curiosity score of 10, you become able to introduce a new technology in your regions. This requires that you already have prerequisite technologies and any resources that are necessary either through trade or as a Minor, Good, or Great Resource in one of your regions. This action can only be done once per ruler.

The use and bonuses of technologies are generally determined on a per-country basis. However, some technologies may specifically apply only to certain regions.

Prerequisites can be technologies or resources.


Faith
Your piety and relations with the head of your religion is determined by your Faith score instead of your Diplomacy score.

Actions
Maintaining ties with the head of your religion, creating unity among your people, maintaining morale in times of trouble, building temples or tombs.

Converting People
If there are regions that you control, are allies with, trade through, or have an army in, you can spend an action to convert f the people there to your religion (if it is organized). This is an opposed Faith roll (2d6+Faith). The defender gets a +4 bonus if there is a holy order of a different religion in that region.

If your result is higher, you introduce a religious minority of your religious to that region. If there is already a minority present from an earlier round, you can increase this to a majority with the same kind of check. Only one religious majority can be present in a region at a time.

A religious majority in a region can be made to be the only religion in that region with another successful Faith check, but the "defender" gets a +4 bonus to their check. If the ruler of the region is trying to convert their own people, the base resistance gives a target number of 14 to hit to succeed.

If the ruler of that region does not oppose your conversion with a Faith check of their own, or you are trying to convert your own region, you instead check against the population's base resistance of 10+defensive bonuses (including Holy Order bonuses). Opposing conversion is a non-action, but the player must specify that they are doing so in their actions post and make the roll.



If you do not wish to have a certain religion in your own region(s), you can re-convert them or wage Holy Civil War on them. Roll 2d6+Faith (for re-conversion) or Military (for holy war). If you roll an 8 or higher (11 for a religious majority, 13 for Sole), they are converted. If you used Military, many of them are exterminated and the region may suffer population loss or instability.

If you do not wish to have a certain holy order in your region you may attempt to convert away all remnants of the holy order's base religion or exterminate the holy order through military means. To remove a Holy Order militarily a ruler must spend an action to attack the holy order rolling against a random defending general and a force of one to three units of zealots.

Rulers may spend an action to convert to a new religion alongside converting a region, but this may upset the stability of any regions they control that don’t have a majority following that religion.

Faith 5 Special: Holy Order
If you follow an organized religion, you may form a Holy Order in a region that contains a [Majority] or [Sole] of that same religion. Holy Orders ensure that you win in case of a tie should you be invaded by followers of another religion. Holy Orders also give a +4 to rolls to resist conversion or to the conversion target number for religions other than the religion of the Holy Order. A ruler can create only one Holy Order during their reign. A region can house only one Holy Order at a time. Holy Orders serve as the basis of Faith 10 Blessings.

Faith 10 Special: New Religion
If you have a Faith score of 10, you become able to start a new religion and appoint a head of the religion. At least half of the people in your capital region and most of those in the regions you control will convert, turning it into the religious majority of your capital region and a religious minority in all other regions you control. This can only be done once per ruler.

You may coordinate your Faith 10 action with another player, enabling the both of you to found a religion together. One of the two players must choose the head of the religion in such a case. The capital regions of both players will gain a majority of the new religion and all their other regions gain a minority.

Faith 10 Special: Miracle
If you follow an organized religion, you may request a miracle from the power that you worship. The miracle must fit with their theme and portfolio. Miracles can destabilize enemy regions, help win battles, uncover new or increase existing resources (from Minor to Good, or from Good to Great), and so on. A Miracle may also grant individual characters increased abilities or strength, such as immortality or reincarnation or a bonus in certain types of rolls involving that individual. A Miracle may also be used to create a “Blessing” which grants a bonus to a selected roll type for regions containing a Holy Order of the religion used to create the Blessing.

Luck

Luck operates differently to other attributes and cannot be increased the normal way. Luck is distributed at a rate of +1 to every player for every active round by that round in which that player posts actions. This is an attribute increase in addition to the normal attribute increases decided by the players’ actions, because no actions are directly Luck-related. Luck checks are occasionally used for actions that have a questionable outcome that does not directly relate to any of the other attributes.

Luck is not a ruler attribute per se but instead a player pool. Luck special actions can be used to is spend increments of 5 or 10 from the pool. Taking a Luck 5 or Luck 10 action is a sub-action. When the luck pool reaches 0, Luck will be rolled up with 1d4. A player’s Luck cannot exceed 10.

Luck 5 Special: By spending 5 points of Luck alongside an action you can make the roll for that action in that round become the maximum amount you could roll for it. This cannot be used on Military battle checks.

Luck 10 Special: By spending 10 points of Luck alongside an action you can make yourself succeed automatically on this action if it requires a roll, even if you would otherwise have been unable to hit the required Target Number. This cannot be used on a battle check.

It is possible to choose to use a Luck 5 or the previously dictated Luck 10 after a roll has been made, replacing the rolled result with the Luck roll substitute.

Luck 10 Special: Does something special. This ability shall be subject to case by case review by the Head GM. What must be noted is that only things that are within the realm of possibility (however unlikely) may be accomplished with this. Luck 10 is not the same as performing a miracle though can be used to accent a Faith 10 action.



Base Mechanics

Contested Rolls
The base mechanic for contested rolls, something that is a key point in any dice-based game with multiple players that aren’t necessarily working together, is very simple.

You roll 2d6 and add the relevant attribute score for the action, and then add any relevant modifiers. There are usually no fractions, but in general any fractions are rounded up.

Military battles function a little bit differently, simply due to the large numbers that can get involved. In their case, roll 2d10 add the Military score of your ruler (or half their score if they aren’t personally leading the battle) and any other relevant modifiers.

Target Numbers

Often players will find themselves having to roll against a target number. The relevant roll is 2d6 + relevant attribute + other bonuses from technologies or the like. If they equal or beat the target number, the roll will succeed.

Target numbers for some different actions (with the relevant attribute in brackets) are:

Adding a religious minority (Faith): 10 or 2d6+Faith
Upgrading a religious minority to a majority (Faith): 12 (Can be opposed)
Upgrading a religious majority to sole religion (Faith): 14
Converting an unwanted religious minority in your own lands (Faith): 8
Converting an unwanted religious majority in your own lands (Faith): 11
Destroying an unwanted religious minority in your own lands (Military): 8
Destroying an unwanted religious majority in your own lands (Military): 11
Colonizing a new region (Diplomacy): 10 +2 per currently owned region beyond capital, +2 if new region is non-adjacent to capital.
Claiming an abandoned region/NPC in one round (Diplomacy): 17
Claiming an abandoned region/NPC in two rounds (Diplomacy): 10
Stabilizing a region the round after conquest (Diplomacy): 10
Stabilizing a region in unrest (Diplomacy): 12
Stabilizing a region in rebellion (Diplomacy): 14 Note: The rebels will still need to be defeated for the stabilization to take effect


Trade Routes

A region’s resource, position, and resource quality are the three major factors that influence trade dynamics in Empire. Every region in Empire contains one resource, some of these resources will be fantastic resources unavailable in the real world like mithril, griffons, or giant bear dogs and others will be more mundane resources such as wood, iron, or goats. The resources of a region will have three categories of quality: Minor, Good, and Great. A player’s capital region will begin with a Good quality resource of their choosing. It may be wise not to choose an overly valuable or unique resource for your capital region and rely on future discoveries to lend themselves to development if one wishes to avoid conflict over resource control in their capital though a player may make this decision at their own discretion.

Discovering new regions will lead to more and more resources becoming more widely available or the introduction of new resources into the game. Controlling these resources, directly through the region itself or through access to a trade route involving the region will be integral in utilizing the full potential of technologies and other factors dependent on these resources.

A resource’s quality determines its availability for a trade route. A Minor resource can support one trade route through that region, a Good resource can support two, and a Great resource can support three. Establishing a trade route will require a curiosity action to place a resource on the route and concurrent or subsequent actions to build on that route will enrich the amount of goods flowing through it.

A nation is assumed to have access to all resources under its direct control, however a trade route must pass through each region containing a resource desired to be on that trade route for involved regions. Regions must be adjacent by land to establish a trading route through them. On the coast, a total of up to 5 unwilling or unable adjacent coastal land regions between willing members of a trade route may be passed by and left out of the route. These regions do not count towards the 10 region limit on route length but are cumulative. A trade route cannot involve more than 10 regions. These limits, on both route length and skippable number of regions along the coast, may be increased with subsequent technological advancements.

Each trade route creation or addition requires one action/trade route/nation but not one action/trade route/region. This means a 6 region trade route involving two nations (A & B) with A contributing 3 and B contributing 3 would be one action for A and one action for B. A completely internal six region trade route by A would be a single action by A involving all the regions being added to the route.

A region’s resource can be added to a trade route by those not in control of the region through a successful opposed curiosity roll action, a Hostile Takeover. A nation can also choose to butt into a trade route they are not a part of to cut off trade down the route with a successful curiosity roll action against the average curiosity score of the trade route members, a Buyout. Hostile Takeovers and Buyouts can be secret actions.

Trade routes can also be disrupted militarily, a route can be Sacked with an opposed military roll to disrupt the route and cut it into separate routes. A route can also be Raided with an opposed military roll to grant a nation access to the resources on the route for use only in the subsequent round. Sacks and Raids can be secret actions.

Nations are encouraged to name their trade routes for tracking. If unnamed these routes will be given names by the tracking GM.

Routes endure until they are are destroyed.

A resource taken in a hostile takeover now belongs to the nation that took over that resource even if the resource is in a region that nation does not control. The nation that controls the region must attempt a Curiosity action (opposable as a non-action by the takeover party) to wrest the resource off the route or a minimum of a single unit of troops may be deployed with a military action to end the region's participation in the route.

Example of a trade route establishing action:

Nation A which controls Region 1
Action: Establish the Peaceful Path trade route with Nation B entering Region 1’s [Good] Berries to the route.

Nation B which controls Region 2 & 3
Action: Establish Peaceful Path trade route with Nation A entering Region 2’s [Minor] Goats to the route.

At the end of this round Nation A will continue to have access to its berries and will now have access to goats. Nation B will continue to have access to its Goats and Region 3’s Wood as well as Berries. Region 1 can still support one more trade route through it, entering Berries into another trade route with another nation or Nation B on a different route later if it desires. Region 2 is trade saturated and no more routes can pass through that region.

QuintonBeck
2015-09-12, 07:20 PM
Country Relationships & Ways of Expansion

Region Acquisition: Colonization and Conquest

Before a region can be colonized or conquered it must first be explored and discovered. A nation may take a Curiosity action to explore undiscovered portions of the map, defined in the exploration action. Exploration actions will involve rolls of 2d6+Curiosity and other relevant modifiers and this roll will influence the quality of land discovered by the exploring nation.

Once revealed on the map, acquiring new regions can be done either through military conquest or diplomatic colonization. Regions with military units in them cannot be colonized and must be either conquered or claimed. Diplomatic colonization brings the region in in a stable manner, military conquest leads to an unstable region. Diplomatic colonization and military conquest of a region both take one round to complete unless a tie prompts a second round of competition between the tying nations.

When conquering a region, a player spends a Military action to send at least one unit to conquer the region they found. Remember, while this may be easier than colonization it will lead to an unstable region. Conquest will be treated as a military conflict meaning the GM rolls 2d10 in the round open. This higher die roll may be appealing but an unstable region can be far worse in the long run.

When colonizing a region, you must make a Diplomacy check (2d6+Diplomacy). If the result is at least 10, you succeed in getting the people of the region on your side and therefore the first round of colonization is successful. If one nation is conquering militarily and the other colonizing diplomatically the higher score on the roll off will succeed.

For every region a player has beyond their capital region, the Target Number rises by +2. If the target region they are trying to colonize does not border their capital region, the Target Number rises by +2 as well. For example, if a ruler with four regions tries to colonize a region that borders one of their regions, but does not border their capital region, the TN for the Diplomacy check is 18. Military conquests are not subject to a TN.

The player who discovered the region gets a +2 bonus to the Diplomacy check. This is so that explorers do get a bit of an edge, but don’t start the actual colonization process yet and may still be thwarted by more diplomatically successful colonizers.

Federation

A Federation is a group of countries who band together to form one country, with the constituent countries becoming ‘states’. Each of these states functions the same as a non-confederated country played by any other player and can have colonies of their own.

Forming a Federation
Forming a Federation requires at least three participating players/countries, all of whose regions must be politically stable. Each must set up a Great Project to create the Federation together, and the Federation isn’t created until all three (or more) Great Projects are finished. If another player wants to join the Federation, it is a small project (2 rounds) for them and a small project for one of the members of the Federation.

If one of the participants in the creation of a Federation is unable to post their actions during a round, they may count their Great Project as having continued that round regardless, if they do post the round after that and continue it. Unlike normal Great Projects, the forming or joining of a Federation cannot be assisted by others and only one action can be taken towards its creation per round.

Benefits of a Federation
Members of a Federation can make diplomatic agreements of alliance for the Federation as a whole, or trade agreements for any regions that are part of the Federation.

The heads of the states within a Federation each specialize in a particular political style. All members must choose one attribute (Diplomacy, Military, Curiosity or Faith) to specialize in. Federation members get six actions per round, but must spend two of their actions during any round on their specialized attribute.

If a player who is in a Federation cannot post during a round, other members of the Federation may take their specialized actions. For example, if the player specializes in Diplomacy, the other members may take two Diplomacy actions on their behalf. Two members of a Federation may specialize in the same attribute, but no more than that. This means a federation can have a maximum of eight members.

Downsides of a Federation
No member states of a Federation may be a Great Kingdom or form one. If an aspiring member state has a Great Kingdom, they must dissolve it before starting their project to create or join a Federation. Aspiring members of a Federation also may not be vassals.

Just as a federation member chooses a stat to specialize in, they must also choose one attribute that they ban, and they may never spend actions on things related to that attribute.


Directly Claiming Regions

A situation has arisen! Another country is without a ruler! Or perhaps they have a ruler that you simply don't like very much, while you do like their land?

In case they happen to be a player, you can stake your claim and press it in an act of war! Don't forget to send your declaration of war to them! (Staking your claim against a player does not automatically grant you the region.)

In case they happen to be an NPC, you're in luck! It's pretty easy to press claims on them. In the world of Arandi, nobody knows why some just happen to be easier to press against. Perhaps the fates simply weave more strongly around those who might alter the course of history. Claims can be pressed on individual regions of NPCs through diplomacy. Be wary however, for a brash and open claim or one that sincerely weakens and NPC could lead to war between the NPC and your nation.

You can press a claim if you:

Have a relative of your ruler married to a direct descendant of one of the target region's earlier rulers.
Have ancestral ties to the target region. These claims are generally less strong than a marriage claim, unless a large amount of your people can trace their lineage back to that region. [This only works for regions, not full countries.] The ties must not be ancient. 300 years is the limit.
The target region used to be part of your country (during play, not simply background fluff!), but they split off due to either revolution or peaceful splitting on part of either the people or previous rulers of your country.
Your nation has a fabricated claim created prior to the attempt to claim the region. Openly fabricating a claim on an unclaimed but militarized region will prompt the stationed troops to attack a nearby region in the following round. Secret Action fabrications will not suffer this effect. A Diplomacy TN of 14 is required to successfully fabricate a claim.


To press a claim, you must:

Spend an action on it
Roll a Diplomacy check and link it in your actions post
If the result is at least 10, there is some support for your claim. If the result is at least 17, there is a lot of support for your claim. If there are other players pressing claims at the same time, the highest roll wins.


If you have some support (check result of at least 10) and have rolled the highest, you must spend another action in the next round to gather more support for your claim (requiring another Diplomacy check result of at least 10). A claim with some support must be concluded within the directly subsequent round not merely at a later date. If you have a lot of support (check result of at least 17) and have rolled the highest, you'll have claimed the target region or country by the end of this round.

Claimants may also forfeit their claim to support another claimant, providing a +2 to the other claimant's Diplomacy check result. Rulers of neighboring regions that border the region being claimed may support claims as well, providing a +2 bonus to those they support. The bonuses from multiple neighboring rulers do not stack.

If you have successfully claimed a region, you absorb it into your country.

Vassals and Lieges (OLD)

The nations which rule over other nations, a Liege, do so in two primary ways: either by agreement from the natives, or by takeover through conquest, colonization or presses of claims. The following rules deal with the former, in which the natives of a region strike an agreement with a more powerful state. To become a Liege, you must already have a Great Kingdom.

In this kind of relationship the larger, more powerful country is called the Liege and the smaller one the Vassal. Liege and Vassal states commonly share borders or both have a coast on the same ocean. Liege and Vassal states do not have to share borders in this manner, but not sharing borders will allow the lands that lie between them to block transport of resources and troops. To become a Liege state a country must have a Great Kingdom. Great Kingdoms can have any number of vassals.

There are two ranks of vassal: lesser vassals and greater vassals. A lesser vassal is limited to their liege’s amount of regions - 1. Lesser and greater vassals may use one of the Liege’s scores in place of theirs, once per round. This cannot be used for Special actions. A greater vassal is not limited in the amount of regions they may have.

A greater vassal is defined as a vassal who has formed a Great Kingdom. A vassal can only form a Great Kingdom if their Liege has formed an Empire. Greater vassals can have vassals of their own, but those vassals can only be lesser vassals. Lesser vassals of a greater vassal may use one of the scores of their direct Liege (the greater vassal) or their ultimate Liege (the Emperor/Empress). They may still only do this once per round.

Existing nations may choose to cooperate in the formation of an Empire. At least one nation must have an existing Great Kingdom to qualify for advancement to Empire status. Each participating nation must spend a Diplomacy 10 action towards the creation of the Empire with a Great Kingdom involved party becoming the Emperor and other participants allowed to form a Great Kingdom with their Diplomacy 10 if meeting the other prerequisites for the title.

When a player forms an Empire, any time they switch to a new ruler, that ruler gains extra attribute bonuses. For each greater vassal that an Empire has, they receive one +1 bonus to one of their attributes, chosen by the player of the Empire.

Players with Empires may take seven actions per round.


Vassals and Lieges

The empires that rule over kingdoms do so in two primary ways: either by agreement from the natives, or by takeover through conquest, colonization or presses of claims. The following rules deal with the former, in which the natives of another kingdom strike an agreement with a more powerful state. To establish an Empire you must already have a Great Kingdom.

In this relationship the leader of a Great Kingdom is recognized as the Liege and the other kingdom is recognized as a Vassal. Liege and Vassal states commonly share borders or both have a coast on the same ocean. Liege and Vassal states do not have to share borders in this manner, but not sharing borders will allow the lands that lie between them to block transport of resources and troops. Lieges can have any number of vassals but a Vassal can only have one Liege.

There are two ranks of vassal: lesser vassals and greater vassals. A lesser vassal is limited to their liege’s amount of regions minus one. Lesser and greater vassals may use one of the Liege’s scores in place of theirs, once per round. This cannot be used for special actions. A greater vassal is not limited in the amount of regions they may have.

A greater vassal is defined as a vassal who has formed a Great Kingdom. A vassal can only be a Great Kingdom if their Liege has formed an Empire. Greater vassals can have vassals of their own, but those vassals can only be lesser vassals. Lesser vassals of a greater vassal may use one of the scores of their direct Liege (the greater vassal) or their ultimate Liege (the Emperor/Empress). They may do this once per liege per round.

Existing kingdoms may choose to cooperate in the formation of an Empire. At least one nation must have an existing Great Kingdom to qualify for advancement to Empire status. Each participating nation must spend a Diplomacy 10 action towards the creation of the Empire with a Great Kingdom involved party becoming the Emperor and other participants allowed to form a Great Kingdom with their Diplomacy 10 if meeting the other prerequisites for the title.

An empire need not be tied to one specific establishing kingdom. If another player in an empire has a Great Kingdom of sufficient size they may find the imperial title in their hands. The form of this transfer of imperial authority, or if it shall be transferred at all, is left in the hands of the players.

When a player leads an Empire, any time they switch to a new ruler, that ruler gains extra attribute bonuses. For each greater vassal that an Empire has, the imperial heir receives one +1 bonus to one of their attributes, chosen by the player of the Empire.

Players with Empires may take seven actions per round.


NPC Vassals

NPCs may also be vassalized if they are friendly. A Diplomacy check is necessary to accomplish this (TN 16, +2 for each existing vassal to a maximum of 22). NPC vassals may not have more than 5 regions (or fewer if their liege has only 4 or 5). NPC Vassals need a "heroic personality" to be established. These are characters that are recognizable from round openers or events.

NPC vassals are run by the GM at his discretion with 3 actions as a lesser vassal and 4 as a Greater. The GM may elect to allow a liege player to run an NPC vassal directly.


Advanced Military Rules

Using Military Units

You can use a single action in a round to direct the movement of your troops--listing from which regions they move and to which regions they move. Using troops to invade/conquer a region requires a distinct action/region. Defending one's own regions requires only one action to distribute troops to regions under attack. To attack or defend requires at least one applicable military unit.

Units cannot go through countries that aren’t allied or don’t specifically allow it, so if you wish to attack a specific country that you can only reach by going through countries you aren’t allied with and that haven’t specifically allowed you to go through, then you’ll have to fight them first. If the regions you’d have to go through do not have units, you can just march on through with no resistance.

Nobody owns the open ocean, so Naval units can sail to (and transport troops to) any region which has a coastline on the same sea as their home region. They may however be intercepted by enemy Naval units en route.

When one of your armies clashes with that of another player or those of an NPC, both sides roll 2d10 and add their leader’s Military score and the armies’ size (+1 per unit of 1000). Either side gets a bonus if they have a relevant military technology.

Allies can help attack or defend a region they have army units in. If a battle takes place between more than two armies, allies generally use the highest Military score available to them or whichever player’s ruler leads the army. However, all sides must take an action to partake in the battle. The players who lead the armies must each make a Military check (2d10+their Military score+number of units under their command in that region+applicable bonuses). This check will be made on their behalf by the round opener.

If you have multiple battles going on at the same time, you have to decide which one your ruler is leading. All other battles your country is involved in, but your ruler is not leading personally, only get half the ruler's Military score as a bonus.

If you win the military conflict you drive them out of that region or rout their forces. If you are the invader, that means you seize control over that region. You will probably have to take action to stabilize it, though the rebel leader can still fight back against you if it was their last region (see Second Chances below).

If a region still has troops remaining when it is conquered, they will flee to other regions owned by their player. If it is a player's last region, some of the troops may defect to the conqueror, desert, or follow their old leader into rebellion or exile.

Transporting Troops
Sometimes you might be attacking a region your troops cannot reach easily. Naval units can transport land units across large bodies of water to enable them to reach other regions, so that the land units do not have to travel through many regions that belong to other players. One naval unit can transport four land units at a time.

Units may get intercepted if another player makes a successful tactical maneuvering check against you and thus forces a battle check. If the resulting battle ends up with you losing troops, land troops are lost first, naval troops last. Land troops may fight in battles at sea if they are being transported by a naval unit at 1/4 effective strength. If you have lost the battle, your troops cannot continue to the region you wanted to send them to, even if some of your units survived the battle.

Calculating Losses

The loser of a battle loses an amount of units equal to half the difference in roll results, rounded up. If the results were 11 and 6, that means the loser loses [{11 – 6}/2, rounded to the nearest 1,000] units, so 3 units. The winning side will have 1d4 x 10% of the base losses of the losing side (rounded to the nearest 1,000).

If there is more than one participant on one side of the battle, the first 1,000 are lost from the leaders, the second 1,000 from the largest contingent (if different), the third 1,000 from the next-largest, and so on until all losses are accounted for. The leaders of the battle (those supplying the Military scores) have a 50% chance of losing an additional 1,000 troops, unless they were the only participant on their side of the battle.

The larger an army is, the harder it is to manage and supply, and some troops may desert, or die from unsanitary conditions. Each participant on either side has additional 50% chance of losing troops when their army exceeds 2,000; 5,000; 8,000; 12,000; 16,000; 20,000; 25,000 and at each interval of 5,000 thereafter. These losses are calculated after any loss deductions for technologies.

The further an army travels, the more chance troops will be lost en route, from exhaustion, desertion, disease or other mishap. For every 5 regions traveled through (Polar and desert regions count as two regions) an army has a 50% chance of losing an additional 1,000 troops, calculated after loss deductions for technologies. Any island region not accessible from a nearby coast is considered to be be five regions away from the nearest coast (determined by the GM) for purposes of ocean travel distance losses.

If no units remain on one side, their leaders are killed or captured by the other side.

Tactical Maneuvering & Enemy Overrun

You can use a sub-action on a deployment of troops to perform tactical maneuvering. Tactical Maneuvering is prompted as a defensive maneuver. Tactical maneuvering has a primary use in naval interception though can be used to stop an invading army within an owned region of a defender. It is an opposed roll made by the GM during round open rolls of 2d6+Mil with the higher roll determining whether ships or armies are intercepted. Tactical maneuvering can also be used by an army involved in conflict within a region if troops are attempting to pass through the region being contended.

Overrunning enemy armies

When an army attempts to move through a region and is blockaded by enemy troops numbering less than 10,000: if the resulting battle will be won without the dice needing to be rolled, the result is determined automatically. The losing army is destroyed. Casualties are otherwise calculated normally.

Casualties are calculated for the winners based on number of casualties suffered by the losers, taking into account relevant technologies. If the winning army was the attacker attempting to reach another region but was intercepted by the losing defending army, it may continue its progress and fight again in the same round. If the army was marching through and lost its progress is halted and the region contended in is not considered conquered. Additional losses for travel and army size are calculated per army per round, rather than per battle.


Other Rules

Technology
Technologies are created with use of a Curiosity 10 or Military 10 special action.

Some technologies are assumed to be known universally. For instance, everybody knows how to construct buildings, tame beasts of burden and forge steel and do not need specific technologies to do so. However there may be technologies which represent advanced techniques in these areas.

You can get new technologies three ways: invent it with a Curiosity or Military 10 Special Action, trade for it with a friendly player, or steal it.

Stealing a technology is a Curiosity action. Specify which technology you are trying to steal and from which player, and make an opposed Curiosity check against that player. If you roll higher, you acquire the technology. If the theft is a secret action, the GM will roll for the other player.

Technologies usually give players who own them an advantage, whether by giving them a bonus on certain rolls, or allowing them to perform some actions they would not normally be able to or perform such actions more frequently than usual. They can be traded with other nations at events or stolen with an opposed Curiosity roll. Technologies may be traded in the same round they are introduced by the inventing kingdom.

Once you have a technology it is yours for good. Technologies are assumed by default to be spread to all regions in your kingdom. If one of your regions is conquered, it is assumed the technological secrets were removed in the retreat. Only if it is a nation’s last region does a conqueror acquire their technologies through conquest.

Some technologies, mainly military ones, fit into a certain “slot”, listed on the table. This is a broad family of technologies that have a similar application. Technologies in the same slot do not stack with each other, as they become redundant. If you have more than one technology in the same slot but with different bonuses, you need to specify which one you're using.

Some technologies have a prerequisite, and more advanced technologies may have more prerequisites. More prerequisites is not necessarily a good thing as it could incite more interest in interfering with less powerful trade routes relating to the prerequisite. If you want to claim the benefits of a technology you must have those prerequisites available in the round you want to use it. These prerequisites are specified in the technology list and may include other technologies or specific resources.

The use and bonuses of technologies are determined on a per-country basis. However, some technologies may specifically apply only to certain regions, and technologies that require multiple resources need to be assembled first, thus requiring those resourced to be available within the same nation. If these prerequisites are not met, the technology will not function.

Where a technology requires a given resource, it might be possible to adapt the technology to use a similar, but different, resource. This can be done with a Curiosity 5 action and the player attempting it must possess both the “new” resource and the technology in question.

All aspects of creation, adaptation and ongoing management of technologies are at the discretion of the GM, and technologies that seem to be unbalanced or otherwise inappropriate will be restricted or prohibited.

Population
Population increases every round. Population increases by 2,000 +/- appropriate modifiers listed below X 1,000

Modifiers
+2 if satisfying Import necessity (meeting "Food" import necessity removes a single qualifying food stack from counting towards bonuses for unique food resources)
+1 per unique Food resource
+1 per luxury resource (EG: Spices, Cloth, Specialists etc.)
-4 if not satisfying Import Necessity
-2 if without food resources native or import
-1 without food beyond native

Populations can be moved between regions with use of a Diplomacy action. The absolute maximum number of people that can be moved in a single round is one-tenth of that region's population. There may be side effects to moving such a large number of people in one go, such as regions becoming destabilised, acquiring additional import requirements, death on a large scale or similar other outcomes, at the discretion of the GM.

Game Over and Second Chances
If all your regions have been lost, your ruling character (or their heir if your ruling character dies in an invasion) can become a rebel leader, retaining control of their remaining troops but unable to raise more than 5 Units. They can try to take back their lost region (or acquire a new one) until their death, but while they have rebel leader status they have only four actions per round. This allows a player a second chance when they lose their last region. A rebel leader can seek refuge in another nation and be granted a region by a foreign leader seeking an ally or vassal. This may be a temporary bequeathing intended to give the rebel a base of operations for a push back for their old lands or a permanent relocation. While a rebel leader the death of the rebel leader and their direct heir will cease playability as a rebel faction.

As an alternative, a player for whom it’s game over may re-apply for a new region as any other new player can. They then start anew, fluffing the new region unless it comes pre-fluffed and making a new ruling character to start with.

Inactive Players
If a player goes absent, the GM will PM them the round after their absence, and if they fail to post in the subsequent round, the region becomes unclaimed. If a new player claims it they may decide to simply take over the region as it is the way the old player left it, unless the old player gave note that they want their region to go away if they leave. If an existing player has any claims they may attempt to claim the region for themselves using the rules listed under “Country Relationships and Ways of Expansion: Claims.

Sometimes a player can be only temporarily absent. If a player does not post during a round, but others are using actions to make and confirm deals with the temporarily absent player, and the GM knows about it beforehand, then the action holds without the absent player having to spend an action on it. If the absent player gives a note about their absence for that week (or more than a week) beforehand, it should be completely fine. If a player is attacked during such a time, they are assumed to be spending an action to commit all their forces to the defense of their country for that round.

If a player doesn’t post during a round, they receive one bonus action in their returning round. If a player has communicated their intent to take an absence, this additional action will be provided for every round missed by the player.

It is also a possibility that players leave us during the game, simply because they’re unable to continue due to prioritized commitments or for other reasons. We heartily welcome new players, as well as returning ones.

QuintonBeck
2015-09-12, 07:22 PM
Military Table




Nation
Region Count
Land Units
Naval Units
Total Units
Unit Cap


Berrium
12
2
10
12
27


Crystal Union
37
55
26
81
81


Grey Drieduch
4
2
8
10
12


Hagiarchy of Besina
4
11
0
11
11


Izele Clans
2
8
0
8
7


Kalamahar NPC
14
0
3
3
31


Koya
13
10
0
10
29


League of Allied Provinces
40
21
32
53
83


Melrakki-ey NPC
9
3
15
18
21


Nemeria
15
8
20
28
33


Nifhel
9
17
0
17
21


PE Aardrosil NPC
5
9
0
9
13


PE Anceris
14
7
8
15
31


PE Cahoosa
12
20
0
20
28


PE Clan Holds
12
13
7
20
27


PE North Hold NPC
3
3
0
3
9


PE Pale Reach NPC
4
4
0
4
12


Praetorian Protectorate
14
11
7
18
31


Primus Imperium
12
7
7
14
27


QA Avonlea
14
20
6
26
31


QA Stormlands NPC
8
4
0
4
19


Rose Courts
36
30
42
72
75


Tamurjin Silver Horde
2
5
0
5
7


TK Jagalata
3
5
0
5
9


TK Transfirlia
8
8
0
8
19


Unicity of Seereno
7
4
5
9
17


United Nihoni Exarchate
14
16
9
25
31


Vr'kxian Empire
5
3
7
10
13

QuintonBeck
2015-09-12, 07:23 PM
Faith Tables



No.Region NameReligions

1
Sasanand
Doctrine of Nine Candles (Majority) Nanda Paganism (Minority)


2
Babanand
Doctrine of Nine Candles (Majority) Nanda Paganism (Minority)


3
Wormwood
Grand Church of Daen (Majority) Native Paganism (Minority)


4
Andanand
Nanda Paganism (Sole)


5
Piruzikhet
Native Paganism (Sole)


6
Bladesmire
Native Paganism (Majority) Doctrine of Nine Candles (Minority)


7
Cape Halfisland
Paganism (Majority) House of the Pale Lady (Minority)


8
Yaserun
Aeldir Old Gods (Majority) Paganism (Minority) Children of Earth (Minority)


9
Luska
*Holy Order (AOG): The Raven Tribe (Sole)


10
Rivo Alto
Aeldir Old Gods (Majority) House of the Pale Lady (Minority) Animistic Paganism (Minority)


11
Aranand
Grand Church of Daen (Minority) Nanda Paganism (Minority) Naturalist Paganism (Minority)


12
Tir Or-Torc / Gullinbursti
Aeldir Old Gods (Majority) House of the Pale Lady (Minority) Animistic Paganism (Minority)


13
The Dragon Spine
Aeldir Old Gods (Majority) Unorganised Paganism (Minority)


14
Silverwood
Aeldir Old Gods (Majority) Doctrine of Nine Candles (Minority) Animist Paganism (Minority) Grand Church of the Daen (Minority)


15
Cape Silvia
Aeldir Old Gods (Majority) Unorganised Paganism (Minority) Grand Church of Daen (Minority)


16
Silverlake
Aeldir Old Gods (Majority) Children of the Earth (Minority) Grand Church of the Daen (Minority)


17
The Tillwell
Aeldir Old Gods (Majority) Children of the Earth (Minority) Grand Church of the Daen (Minority)


18
Bereholst
*Holy Order (CotE): Watchers of the River (Sole)


19
Dhuda Besina
*Holy Order (CotE): Whispers of the World Tree (Sole)


20
Grayhall
Aeldir Old Gods (Majority) Doctrine of the Nine Candles (Minority) Children of Earth (Minority) Grand Church of the Daen (Minority)


21
Munda Doab
Aeldir Old Gods (Majority) Paganism (Minority) Children of Earth (Minority) Grand Church of the Daen (Minority)


22
Limelight Bayou
Aeldir Old Gods (Majority) Children of Earth (Minority) Grand Church of the Daen (Minority) Paganism (Minority)


23
Deep Fern
Aeldir Old Gods (Majority) Paganism (Minority) Children of Earth (Minority)


24
Aawino
Aeldir Old Gods (Majority) Paganism (Minority) Children of Earth (Minority)


25
Primo Crure
Venaton (Majority) Paganism (Minority)


26
Marauder Isles
Aeldir Old Gods (Majority) Native Paganism (Minority) Children of Earth (Minority)


27
Tir Corryn
*Holy Order (AoG): Anchors of the Old Gods (Majority) Paganism (Minority)


28
Rabbit's Foot
Aeldir Old Gods (Majority) House of the Pale Lady (Minority)


29
Sunisle
Paganism (Majority)


30
The White Isle
Native Paganism (Sole)


31
The Sundered Island (Gorthan)
*Holy Order (OotES): Topaz Knights, Second Division, Order of the Eternal Soul (Sole)


32
Yahagmir
Order of the Eternal Soul (Majority) Doctrine of Nine Candles (Minority)


33
Westan
Order of the Eternal Soul (Majority) Paganism (Minority)


34
Var Entar
Order of the Eternal Soul (Sole)


35
Kharsaan



36
Var Teyra
Order of the Eternal Soul (Majority) Doctrine of Nine Candles (Minority)


37
Rasp
Doctrine of Nine Candles (Sole)


38
Artemesia
Doctrine of Nine Candles (Majority)


39
Fiid
Doctrine of Nine Candles (Sole)


40
Lerr
Doctrine of Nine Candles (Sole)


41
Elnaz



42
Nogr
Doctrine of Nine Candles (Sole)


43
Llurikesh
*Holy Order (DoNC): Order of the Eighth Honour Doctrine of Nine Candles (Majority) Grand Church of Daen (Minority)


44A
Aneth / Colonia
Doctrine of Nine Candles (Sole)


44B
Skianz
*Holy Order (DoNC): Order of the Ninth Artistry Doctrine of Nine Candles (Sole)


46
Calendula
Grand Church of Daen (Majority) Moirai Paganism (Minority)


47
Quartus
Doctrine of Nine Candles (Majority) Unorganised (Minority) Grand Church of Daen (Minority)


48
Ambrose
Grand Church of Daen (Majority) Moirai Paganism (Majority) Doctrine of Nine Candles (Minority)


49
Wysteria
Moirai Paganism (Majority) Doctrine of the Nine Candles (Minority)


50
Amaranth
Doctrine of the Nine Candles (Majority) Nanda Paganism (Minority)


51
Janganand
Doctrine of Nine Candles (Majority) Nanda Paganism (Minority)


52
Havanand
Doctrine of Nine Candles (Majority) Nanda Paganism (Minority)


53
Trifylli
Doctrine of Nine Candles (Majority) Native Paganism (Minority)


54
Akovito
Doctrine of Nine Candles (Majority) Grand Church of Daen (Minority) Moirai Paganism (Minority)


55
Çangalamin
Shamanistic Paganism (Sole)


56
Paschalia
Doctrine of Nine Candles (Majority) Native Paganism (Minority) Grand Church of the Daen (Minority)


57
Primus
Doctrine of the Nine Candles (Majority) Unorganised (Minority)


58
Tertius
Unorganised (Sole)


59
Secundus
Animist Paganism (Sole)


60
Mercivale
Native Paganism (Majority) Grand Church of Daen (Minority) Dandric Paganism (Minority) House of the Pale Lady (Minority)


61
Pendrake
Dandric Paganism (Sole)


62
Centrata
Dandric Paganism (Sole)


63

Aeldir Old Gods (Minority)


64
Autumnal Courtlands
Aeldir Old Gods (Sole)


65
Winter Courtlands
*Holy Order (AOG): The Caillech, Aeldir Old Gods (Sole)


66
Spring Courtlands
Aeldir Old Gods (Sole)


67
Summer Courtlands
*Holy Order (AOG): The Dagda (Sole)


68
Kyrra
House of the Pale Lady (Majority) Doctrine of Nine Candles (Minority) Grand Church of Daen (Minority) Native Paganism (Minority)


69
Zlaten
House of the Pale Lady (Majority) Doctrine of Nine Candles (Minority) Grand Church of Daen (Minority)


70
Chornostrav
House of the Pale Lady (Majority) Unorganised Paganism (Minority) Grand Church of Daen (Minority)


71
KraznyOstrav
Unorganised Paganism (Majority) House of the Pale Lady (Minority) Grand Church of Daen (Minority) Aeldir Old Gods (Minority)


72
Fan'Tierri
*Holy Order (AOG): The Drai'cae (Majority) Unorganised Paganism (Minority) House of the Pale Lady (Minority) Grand Church of Daen (Minority)


73
Fan'Xabla
Animist Paganism (Majority) House of the Pale Lady (Minority)


74
Fantastigoria Primacentra
*Holy Order (AOG): The Players, Aeldir Old Gods (Sole)


75
Fan'Gourmet
Grand Church of Daen (Sole)


76
Evemoor
*Holy Order (Grand Daen): Daughters of Mercy (Sole)


77
Fan'Grove
Aeldir Old Gods (Majority) Grand Church of Daen (Minority)


78
Inorog
Aeldir Old Gods (Majority) Grand Church of Daen (Minority)


79
Penrith
Grand Church of Daen (Sole)


80
Bellarion
Grand Church of Daen (Majority) Aeldir Old Gods (Minority)


81
Coventry
*Holy Order (Grand Daen): Daughters of the Plow (Majority) Aeldir Old Gods (Minority)


82
Ramshorn
Grand Church of Daen (Sole)


83
Easthaven
Grand Church of Daen (Majority)


84
Northern Izele Clanlands
Pagainism (Majority) Grand Church of Daen (Minority)


85
Izele Clanlands
Grand Church of Daen (Minority) Paganism (Minority)


97
Thurdan
Grand Church of Daen (Minority)


99
Silver Spires
Grand Church of Daen (Majority) Children of Earth (Minority)


100
The Stormlands
*Holy Order (Daen): Daughters of the Storm (Majority) Children of Earth (Minority) Aeldir Old Gods (Minority)


101
Evergale Valley
*Holy Order (CotE): The Council of Saints (Sole)


102
Ashen Badlands
Grand Church of Daen (Majority) Children of the Earth (Minority)


103
Mizalna
*Holy Order (OotES): Emerald Knights, First Division, Order of the Eternal Soul (Sole)


105
The Veylands
(Unreformed) Church of the Daen (Majority) Doctrine of Nine Candles (Minority) House of the Pale Lady (Minority) Order of the Eternal Soul (Minority)


113

Order of the Eternal Soul (Minority)


114
Krriam
Order of the Eternal Soul (Minority)


115
Nettofurikusu
Order of the Eternal Soul (Majority) Unorganised (Minority)


116
Arendar
Unorganised (Majority) Order of the Eternal Soul (Minority)


117
Golyater
Order of the Eternal Soul (Majority) Unorganised (Minority) Venaton (Minority)


118
Petravolan
Venaton (Sole)


119
Portent
Order of the Eternal Soul (Minority)


120
Gruden
Venaton (Majority)


121

Venaton (Minority)


122
Tannan
Doctrine of Nine Candles (Majority) House of the Pale Lady (Minority) Native Idolatrous Paganism (Minority) Grand Church of Daen (Minority)


125
Solammus
Order of the Eternal Soul (Minority)


128
Furtummus
Order of the Eternal Soul (Minority)


129

Order of the Eternal Soul (Minority)


130
Liberantia
Four Dragons Paganism (Majority) Order of the Eternal Soul (Minority)


131
Saphiria
Four Dragons Paganism (Majority) Order of the Eternal Soul (Minority)


132
Heimat
Order of the Eternal Soul (Majority)


133
Tumbledown Marsh
*Holy Order (CotE): Tumbledown Border Watch, Children of Earth (Sole)


134
Avonlea
*Holy Order (Daen): Daughters of the Moon, Grand Church of Daen (Majority) Aeldir Old Gods (Minority)


135
Petrammus
Unorganised Paganism (Majority) Doctrine of Nine Candles (Minority) Grand Church of Daen (Minority) House of the Pale Lady (Minority) Order of the Eternal Soul (Minority)


136

Native Paganism (Sole)


137
Ligustrummus
Order of the Eternal Soul (Minority)


138
Exetilorier
Four Dragons Paganism (Majority) Doctrine of Nine Candles (Minority) Grand Church of Daen (Minority) Great Frescobaldi Paganism (Minority) Order of the Eternal Soul (Minority)


139
Hakeber
Animist Paganism (Majority)


140
Frescodonia
Order of the Eternal Soul (Majority) Great Frescobaldi Paganism (Minority)


141
Adrax Awaria
Order of the Eternal Soul (Majority) Unorganised Paganism (Minority) Doctrine of Nine Candles (Minority) Grand Church of Daen (Minority)


142
Xeria
Order of the Eternal Soul (Majority) Doctrine of Nine Candles (Minority) Unorganised Paganism (Minority)


143
Arenhal
*Holy Order (OotES): Topaz Knights, First Division, Order of the Eternal Soul (Sole)


144
Lignummus
*Holy Order (OotES): Sapphire Knights, Second Division, Order of the Eternal Soul (Majority) Paganism (Minority)


145
Xeroas
*Holy Order (OotES): Sapphire Knights, First Division, Order of the Eternal Soul (Sole)


146
Stagnummus
Order of the Eternal Soul (Majority) Paganism (Minority)


148
Alithis
Order of the Eternal Soul (Sole)


169
Tyrvania
Immortals Paganism (Majority) Order of the Eternal Soul (Minority)


171
Laraak
Order of the Eternal Soul (Sole)


172
Nevarr
Order of the Eternal Soul (Sole)


173
Neilor
Order of the Eternal Soul (Sole)


174
Ellosis
Order of the Eternal Soul (Minority)


175

Order of the Eternal Soul (Majority)


176
Reinein
Order of the Eternal Soul (Sole)


177
Lenthe
Order of the Eternal Soul (Sole)


178
Folnen
Order of the Eternal Soul (Sole)


185

Doctrine of Nine Candles (Majority)


188

Doctrine of Nine Candles (Majority)


189

Doctrine of Nine Candles (Minority)


190

Doctrine of Nine Candles (Sole)


191
Niebisk Acreage
Doctrine of Nine Candles (Majority)


193
Fiolty Acreage
Doctrine of Nine Candles (Sole)


194
Zol Acreage
Doctrine of Nine Candles (Majority)


195
Puldine Acreage
Doctrine of Nine Candles (Minority)


196
Sextus
Invictus Paganism (Sole)


197
Quintas
Honmyo Paganism (Sole)


199




201

Cult of Fimbulvinter (Majority)


202

Cult of Fimbulvinter (Majority)


203

Cult of Fimbulvinter (Majority)


204

Cult of Fimbulvinter (Majority)


205

Cult of Fimbulvinter (Majority)


206

Cult of Fimbulvinter (Majority)


207

Cult of Fimbulvinter (Majority)


208

Cult of Fimbulvinter (Majority)


209

Cult of Fimbulvinter (Majority)


210

Cult of Fimbulvinter (Majority)


211

Cult of Fimbulvinter (Majority)


212

Cult of Fimbulvinter (Majority)


213

Cult of Fimbulvinter (Majority)


214

Cult of Fimbulvinter (Majority)


225
Puesto Yatahe
House of the Pale Lady (Majority) Paganism (Minority)


229
Hesterimilli
Cult of the Fimbulvinter (Majority) Paganism (Minority)


233
Kankanabek
House of the Pale Lady (Majority) Paganism (Minority)


234
Manitosa
House of the Pale Lady (Sole)


235
Puesto Cagun
House of the Pale Lady (Sole)


236
Puesto Azandi
*Holy Order (PL): The House of Tsula of the Pale Lady (Majority) Unorganised Paganism (Minority)


237
Melzini Archipelago
Aeldir Old Gods (Majority) Paganism (Minority) House of the Pale Lady (Minority)


238
Svartr Melrakki-ey
House of the Pale Lady (Majority) Shamanistic Paganism (Minority)


239
Vestan Melrakki-ey
House of the Pale Lady (Majority) Shamanistic Paganism (Minority)


240
Melrakki-ey
House of the Pale Lady (Majority) Shamanistic Paganism (Minority)


241
Uldrakka
House of the Pale Lady (Majority) Goat Man Paganism (Minority) Tur'Rum Paganism (Minority) Shamanistic Paganism (Minority) Aeldir Old Gods (Minority)


243
Marmarin
Grand Church of Daen (Minority) Aeldir Old Gods (Minority)


245
Holshin
Native Paganism (Minority) Goat Man Paganism (Minority) House of the Pale Lady (Minority)


249
Vallis Khoya
Doctrine of Nine Candles (Majority) Grand Church of Daen (Minority)


250
Kherson
Doctrine of Nine Candles (Majority) Grand Church of Daen (Minority) House of the Pale Lady (Minority)


251
Lycarus
House of the Pale Lady (Majority) Paganism (Minority)


251B
Carraig Dún
Ancestor Worship (Majority) House of the Pale Lady (Minority)


252




258
Darromar
House of the Pale Lady (Majority)


260
Aladar
House of the Pale Lady (Majority)


261
Noricum
House of the Pale Lady (Majority)


262
The Silver Coast
House of the Pale Lady (Majority) Spirit Paganism (Minority)


263
Hestdal
House of the Pale Lady (Majority) Hav Paganism (Minority)


266
Perin Tundra
*Holy Order (PL): House of the Perin Tundra House of the Pale Lady (Sole)


268
Kulderust
House of the Pale Lady (Sole)


269
Stiljord
House of the Pale Lady (Sole)


269B




270
Aardrosil
*Holy Order (PL): House of Mount Cragkil of the Pale Lady (Sole)


271
The Hunting Ground
House of the Pale Lady (Majority) Shamanist Paganism (Minority)


272
Puebleo Ahmeeka
House of the Pale Lady (Majority) Paganism (Minority) Grand Church of Daen (Minority)


273
Puesto Cahuna
*Holy Order (PL): House of the Pale Lady (Majority) House of the Hotawidah Paganism (Minority)


274
Anceris
House of the Pale Lady (Majority) Grand Church of Daen (Minority)


275
Cerilin
House of the Pale Lady (Majority) Grand Church of Daen (Minority)


276
Regnalin



277B
West Loch Nacáu
House of the Pale Lady (Minority)


278B
Fonabeinne
House of the Pale Lady (Minority)


278




279
Domumontem
House of the Pale Lady (Majority) Shamanist Paganism (Minority) Druidic Paganism (Minority)


280
Conlarbores
House of the Pale Lady (Majority) Shamanist Paganism (Minority) Druidic Paganism (Minority)


281
Western Aladar
*Holy Order (PL): Hands of the First (Majority) First Architect Paganism (Minority)


284
Phoenixcrest
*Holy Order (PL): The House of the Crest (Majority)


289
Nemeria
Nemerian Paganism (Minority) House of the Pale Lady (Majority)


325




326
Shafarstan
Shamanist Paganism (Majority) Doctrine of Nine Candles (Minority)


327




328




430
Caeddoanaar
Children of gN'kk (Minority)


450
Somerset
Grand Church of Daen (Sole)


451
Skyholme
Grand Church of Daen (Majority)


452
Swansea
Grand Church of Daen (Minority)


456
Rusathye



470
Blackwater
Children of gN'kk (Minority)


472
The Slumbering Gods
Shamanistic Paganism (Minority) Children of gN'kk (Minority)


473
Mworgon
Children of gN'kk (Minority)


497
Xukujinima
Children of gN'kk (Minority)


821
Toldec
House of the Pale Lady (Majority) Druidic Paganism (Minority)


853
Tir Xungla
Aeldir Old Gods (Sole)


P3

Cult of the Fimbulvintr (Majority) Paganism (Minority)


P4
Gjöll
Paganism (Majority) Cult of the Fimbulvintr (Minority)


P5
Nifhel
*Holy Order (CotF): Knights of the End Times (Majority) Unorganised Agnosticism (Minority)


P6
Náströnd
Cult of the Fimbulvintr (Majority) Shamanist Paganism (Minority)


P7
Garmr
Cult of the Fimbulvintr (Majority)






NameHead of ReligionPlayer
The House of the Pale LadyVeiled Lady AyasaNPC
The Grand Church of DaenElder Abbot FrerickNPC
The Doctrine of the Nine CandlesNPC
Children of Earthmoossabi
Order of the Eternal SoulHerald of Soul AvlenZayuz
The VenatonKedric StormgradRexleox
Aeldir Old GodsLord Winter Balor MorrigTheDarkDM
Cult of the FimbulvinterTychris
Children of gN'kkCatrus

QuintonBeck
2015-09-12, 07:24 PM
Cultural Identity and Military Specialization Tables



Nation
Current CI
PCI 1
PCI 2
PCI 3
PCI 4
PCI 5


Aardrosil
Defenders of the Faith (Resist Conversion)
Great Explorers (Exploration)






Anceris

Skilled Negotiators (Pressing Claims)






Arenhal
King of the People (Colonization)







Avonlea
Devotion (Resist Conversion)







Berrium
Justice for All (Stabilization)







Cahoosa Confederation
Treasure Hunters (Exploration)







Clan Holds
Great Wanderers (Exploration)







Crystal Union
Dogmatic Disciples of the Divine Dragons (Conversion)
Inquisitors (Resist Conversion)






Grey Drieduch

Money Talks (Hostile Takeovers)






House of the Pale Lady
An Infectious Message (Conversion)







Jagalata
Natural Born Fraudsters (Claiming)







Kalamahar
Kill Trespassers (Resist Thefts)







League of Allied Provinces

Orderly Governance (Stabilization)
Twilight's Legacy (Secret Actions)
Get Off Our Lawn (Resist Hostile Takeovers)




Melrakki-ey
An Olive Branch made of Jarnvior (Colonization)







Nemeria
Intrepid Explorers (Exploration)







Nifhel
Politics of Famine (Stabilization)







Praetorian Protectorate
Praetorian Inquisition (Investigation)







Primus Imperium
War From Afar (Destabilization)
Imperial Order (Stabilization)






Rose Courts
What's Ours is Ours (Resist Theft)
We Stand as One (Resist Destabilization)
Ever-Watchful Eyes (Resist Assassination)
Speaking the Words (Conversion)




Stormland Holdings
Faith Militant (Conversion)







Unicity of Seereno
Unrestrainable Curiosity (Technology Theft)







Union of Besina
Lifewalkers (Conversion)







United Nihoni Exarchate
Skilled Negotiators (Pressing Claims)







Vr'kx Empire
Beneficient Rule (Colonization)












Nation
Specialization


Aardrosil
Defense of Own Land


Anceris
Outnumbered Naval Battles


Avonlea
Fighting in Daen (Maj or Sole) Regions


Besina
Defense of Own Land


Cahoosa Confederation
Attacks with Land Units


Clan Holds
Defense of Own Land


Crystal Union
Defense of Own Land


Exarchate of Carraig Dun
Attacking Underground Regions


Great Clans of Nifhel
Land Raids


Jade Coalition
Defense of Own Land


Jagalata
Defense of Underground Regions


Kalamahar
Attacks against non-Fimbulvinter


League of Allied Provinces
Conquest of Unclaimed Regions


Melrakki-ey
Defense with Naval Units


Nevarri League
Attack with Naval Units


Petravolan
Defense of Own Land


Primus Imperium
Outnumbered Land Battles


Rose Courts
Defense of Own Land


Stormland Holdings
Fighting as Mercenaries


Tamurjin
Attack with Land Units

QuintonBeck
2015-09-12, 07:25 PM
Reserved for GM posting

BladeofObliviom
2015-12-14, 02:42 AM
Technology


An Overview of Tech Slots

Tech Slots are a balancing factor implemented to limit the sheer number of endless stacking techs that made combat in Empire! get so bogged down toward the endgame. Though a similar system existed in Empire!, Empire!2's system is more rigid and universal, meant to apply to all current and future techs. All military technologies fit into one of these slots, and two or more technologies cannot be used in the same slot at the same time, though the particular suite of techs in use may change between actions.

The following Technology Slots exist, though not all necessarily have technologies assigned to them yet:

- Weaponry
- Ranged Weaponry
- Armour
- Cavalry
- Warbeasts/Live Weaponry
- Fortifications and Siege Weaponry
- Vehicles
- Drugs and Medicine
- Sappers, Stealth, and Traps
- Scouts and Supply
- Tactics (Special)

Tactics technologies are special: These are analogous to Empire!'s Winning Tactics and only apply on a successful opposed Tactical Maneuvering roll. Tactics technologies may swing the tide of battle; do not ignore them. Like other technology slots, only one Tactics technology may be used in a battle.





Technology
Slot
Mechanical Effect
Required Resources


Coldblood Alloy
Weaponry
Plus 1 to battle checks
Blood Roses, Boreal Roses


Daen Axes
Weaponry
Plus 1 to battle checks
Steel


Halberds
Weaponry
Plus 2 to Battle Checks
Pikes


Ironwood Spears
Weaponry
Plus 1 to battle checks
Jarnvior (Ironwood)


Moonsilver Weapons
Weaponry
Plus 1 to battle checks against enemies using Armor slot, +2 if same armor tech used last round.
Moonsilver


Pikes
Weaponry
Plus 1 to battle checks
Hard Metal


Arbalests
Ranged Weaponry
Plus 1 to battle checks
Steel


Coldblood Arrows
Ranged Weaponry
Plus 1 to battle checks
Wood, Coldblood Alloy


Repeating Crossbows
Ranged Weaponry
Plus 1 to Battle Checks
Wood


Thunderbolts
Ranged Weaponry
Plus 2 to battle checks
Repeating Crossbows, Thunderstones


Bone Splint Armour
Armour
Plus 1 to battle checks
Large Animals


Bucklers
Armour
Plus 1 to battle checks against enemies using Weapon slot, +2 if enemy using weapon and no ranged weapon
Steel


Plated Mail
Armour
Plus 2 to battle checks
Steel, Splint Mail


Splint Mail
Armour
Plus 1 to battle checks
Blood Roses OR Steel


Mariner's Cuirass
Armour
Plus 2 to naval battle checks, minus 1 to naval battle checks after victory
Splint Mail, Yondervoed


Bear Bone Battle Barding
Cavalry
Plus 1 battle checks on land, minus 1 casualties on land
Bone Armor, Bear Cavalry


Bear Cavalry
Cavalry
Plus 1 to battle checks on land
Bears


Heavy Cavalry
Cavalry
Plus 1 to battle checks on land
Horses


Heavy Unicorn Cavalry
Cavalry
Plus 1 Battle Checks on land
Unicorns


Kontos
Cavalry
Plus 2 to battle checks on land
Another Cavalry Tech


Thezirin-Riding
Cavalry
Plus 1 to Battle Checks on Land
Thezirins


Lacetra Domitor
Warbeasts
Plus 1 to Battle Checks on Land, Plus 1 to bonus losses for all armies on Land.
None listed


Tusker Linebreakers
Warbeasts
Plus 1 to Battle checks on Land
None listed


Battlefield Medicine
Drugs & Meds
Minus 1 to battlefield losses after victory
Steel, Alcohol, Medicinal Plants


Medics and Mystics
Drugs & Meds
Minus 2 to battlefield losses after victory
Calign Archaists or similar, Battlefield Medicine


Military Herding
Scouts & Supply
Plus 1 to regions crossed before distance losses inflicted on first set of 5
Herd Animal


Open Water Navigation
Scouts & Supply
Naval units may cross the open ocean with distance penalties
Clinker Wood Ships OR Ships


Improved Tacking
Scouts & Supply
Plus 1 to raids on coasts
None


Signal Flares
Scouts & Supply
Minus 1 size-based bonus losses
Scholars/Mages/Alchemists


Castra Forts
Fortifications & Siege Weaponry
Plus 2 to defense of own territory (+1 if region was conquered last round)
Stone OR Wood


Demon Shards
Fortifications & Siege Weaponry
Plus 1 to Raids
Sulfur, Coal


Naval Blockade
Fortifications & Siege Weaponry
Up to 3 Naval Units may be actioned to blockade one region giving a bonus to tactical maneuvering rolls related to the blockaded region
Ships


Phantom-Class Ships
Fortifications & Siege Weaponry
Plus 1 Naval Battle Checks
Clinker Ships, Lateen Sails, Faolan's Fog


Sea Fire
Fortifications & Siege Weaponry
Plus 1 to naval battle checks
None


Trebuchets
Fortifications & Siege Weaponry
Plus 1 to battle checks
Wood


Compartment Hulls
Vehicles
Minus 1 Naval Losses from battle
Ships


Ironwood Construction
Vehicles
Minus 1 Naval Losses from battle
Jarnvior (Ironwood)


Dwarven Undermining
Sappers, Stealth, and Traps
Attack surface regions from underground at an angle. Maximum 4 units. +1 to Battle checks
Hard Metal


Tarnknap Canvas
Sappers, Stealth, and Traps
Plus 2 Tactical Maneuvering on Land
Tarnknap


Boarding Parties
Tactics
Land Units count at one-half efficiency during naval battles.
None listed


Dagidan's Mist
Tactics
Plus 4 to naval attack battle rolls after successful tactical maneuver
Faolan's Fog








Technology
Mechanical Effect
Required Resources


Clinker-built Ships
Allows exploration, diplomacy, and misc. actions over oceanic expanses. +1 to number of coastal regions able to be skipped between trade nodes.
Wood


Long-haul Caravans
Allows 1 land region to be skipped between trade nodes.
Mounts


Luskan Trade Language
Maximum Length of a Trade Route is increased to 12
None


Minted Coinage
Plus 1 to Hostile Takeover attempts.
Gold or Silver


Meritocratic Selection
Plus 1 to non-dynastic rulers
None


Witch's Sleep
Plus 1 to thefts or kidnappings
Witchweed


Lateen Sails
Allows exploration, diplomacy, and misc. actions over oceanic expanses. +1 to coastal exploration
Cloth


Courier System
Plus 1 to stabilization
Fast Mount


Woodblock Printing
Plus 1 to investigations
Wood


Celestial Navigation
Plus 2 max trade route length
Paper OR Scholars


Carvel Built Ships
Plus 2 to coastal region skip for trade routes
Clinker Built Ships OR Ships


Cobblestone Roads
Maximum Length of a Trade Route is increased by two over land-only trade routes
Stone


Burch Cipher
Plus 1 to defend against tech theft
Hard Metal OR Soft Metal


Marchnadwr Numerals
Maximum Length of a Trade Route is increased to 14
Luskan Trade Language


The Honey Dukes
Plus 2 soft region cap
None


Visual Mathematics
Plus 1 to resist technology theft
None


Spy Network
Plus 1 to investigation checks
None


Fully-Battened Sails
Allows exploration, diplomacy, and misc. actions over oceanic expanses. Plus 1 to max trade route length.
None


Basa Language
Plus 1 to secret actions against polities lacking this tech.
None


Standard Nautical Flags
Plus 1 to Hostile Takeover attempts.
Dyes


Economic Academies
Plus 1 to resisting Hostile Takeover attempts.
None


Temple Healers
Plus 1 to resisting Assassination Attempts
Battlefield Medicine


Faolan's Fog
Plus 1 to relevant secret actions
Boreal Roses and Violet Roses


Moveable Type
Plus 1 to stabilization
Woodblock Printing, Paper


Dreamer's Pendants
Plus 1 to faith conversion
Blue Amber


Relay Stations
Plus 2 to stabilization
Courier Systems


Sweet Oblivion
Plus 1 to stabilization
Witchweed


Letters of Transit
Plus 1 defense against secret actions
Paper or Similar


Holy Hymns
Plus 1 to faith conversion
None


Archaeo-Historical-Linguistics
Plus 1 to fabricating and pressing claims
None


Divine Marks of Office
Plus 1 to stabilization
Sunstones




(Updated to the beginning of round 23)




Bone Armour
Splint Mail
Moonsilver Weapons
Pikes
Coldblood Alloy
Arbalests
Repeating Crossbows
Thezirin-Riding
Bucklers
Battlefield Medicine
Military Herding
Open Water Navigation
Improved Tacking
Ironwood Spears
Bear Cavalry
Coldblood Arrows
Sea Fire
Naval Blockade
Castra Fortifications
Compartment Hulls
Dwarven Undermining
Heavy Unicorn Cavalry
Dagidan's Mist
Phantom-Class Ships
Kontos
Signal Flares
Lacetra Domitor
Mariner's Cuirass
Bear Bone Battle Barding
Halberds
Daen Axes
Thunderbolts
Plated Mail
Heavy Cavalry
Tusker Linebreakers
Demon Shards
Trebuchets
Tarnknap Canvas
Boarding Parties
Ironwood Construction
Medics and Mystics


Aardrosil

X



X



X






X


























Ancerin Empire

X



X



X






X










X











X



Avonlea

X



X





X
X




X



X








X












Berrium

X
X



X
X










X
X












X










Cahoosa Confederation

X



X



X






X




















X





Clan Holds

X



X



X






X























X


Clans of Izele

X









































Crystal Union

X

X


X

X

X

X






X





X



X








X




Dhuda Besina











































United Nihoni Exarchate

X


X







X



X

X
X
X




X

X










X




Great Clans of Nifhel
X













X













X














Jagalata



























X















League of Allied Provinces

X
X



X
X

X
X

X



X
X






X






X
X

X








Nemeria

X


X






X
X



X

X
X
X




X

X










X




NPC Arenhal






X

X

X
































NPC Grey Drieduch



X


X

X

X








X









X













NPC Melrakki-ey













X


X


















X







NPC Stormland Holdings

X



















X








X












NPC Suzerainty of Kalamahar




































X






NPC Transfirlia



























X





X









Petravolan

X
























X
















Praetorian Protectorate

X









































Primus Imperium

X
X



X
X










X








X




X










Rose Demesne

X


X




X

X
X


X
X
X

X

X
X
X



X















Unicity of Seerono

X


X







X



X

X
X
X




X

X










X




Vr'kxian Empire

















































Luskan Trade Language
Clinker-Built Ships
Long-Haul Caravans
Minted Coinage
Meritocratic Selection
Witch's Sleep
Lateen Sails
Courier Systems
Woodblock Printing
Celestial Navigation
Carvel Built Ships
Cobblestone Roads
Burch Cipher
Marchnadwr Numerals
The Honey Dukes
Visual Mathematics
Spy Network
Fully-Battened Sails
Basa Language
Standard Nautical Flags
Economic Academies
Temple Healers
Moveable Type
Dreamer's Pendants
Relay Stations
Sweet Oblivion
Letters of Transit
Holy Hymns
Archaeo-Historical-Linguistics
Divine Marks of Office


Aardrosil
X

X
X




X


X




















Ancerin Empire
X

X
X




X


X




X





X









Avonlea
X
X
X

X

X

X




X

X
X















Berrium
X
X


X

X
X








X







X







Cahoosa Confederation
X

X
X



X
X


X
X
X









X








Clan Holds
X
X
X
X
X

X

X


X




















Clans of Izele
X































Crystal Union
X
X
X

X

X
X



X
X
X
X
X





X





X




Dhuda Besina
































United Nihoni Exarchate
X
X
X
X
X

X
X
X
X
X
X
X
X

X





X





X
X



Great Clans of Nifhel
X































Jagalata
X

X





X









X








X




League of Allied Provinces
X
X
X
X
X
X
X
X
X

X
X
X
X
X
X
X







X
X






Nemeria
X
X
X
X
X

X
X
X
X
X
X
X
X

X





X





X
X



NPC Arenhal
X

X

X

X

























NPC Grey Drieduch
X

X

X

X





X
X





X
X
X










NPC Melrakki-ey








X




















X


NPC Stormland Holdings

X
X

X



X







X















NPC Transfirlia
X

X





X
X

















X




Petravolan
































Praetorian Protectorate
X































Primus Imperium
X
X
X




X
X
X






X







X







Rose Demesne
X
X
X
X
X

X
X
X
X
X


X

X
X









X





Unicity of Seerono
X
X
X
X
X

X
X
X
X
X
X
X
X

X





X





X
X



Vr'kxian Empire
X
















X

Gengy
2016-03-23, 08:25 AM
Ruler Table
Up to Date for the Start of: Round 24



Region Name
Player
Ruler
D
M
C
F
L


Ancerin Empire (PE)
Elemental
Emperess Jovana de Altan
7
4
5
4
8


Archduchy of Nemeria
EtuBrutus
Andarious Titus Brynjolf II
6
9
6
2
8


Avonlea
Mary_Sue
Queen Aris Morningsworn
10
10
10
10
4


Berrium
Jerry
King Valerius Binari
10
10
6
4
6


Cahoosa Confederation (PE)
DurkBlanston
Cacique Vitale Santos
8
6
6
6
8


CU: Dynasty of Escaye
Zayuz
Queen Zellevera, the Fierce
3
6
10
10
11


CU: Five Tribes Syndicate
m9p909
Niran Pratgeo
3
5
7
1
12


CU: The Ruby Legion
woolli264
King Jackson
5
9
6
4
10


Hagiarchy of Besina
moossabi
King Phnalus
5
10
3
10
17


Izele Clans
Kythia
Nonqaba, "Queen of Bees"
5
9
4
9
5


Jagalata
DimpleLoamsdown
Princess Katrola
7
6
5
5
12


Jörmungandr
Tychris1
Skada Lochbar
10
10
8
10
9


Koya
Rexleox
Alpha Thalgram Dunadrad
10
10
10
10
19


LAP: Ambrose Ascendancy
PepperP.
Baram Asker
10
10
10
1
5


LAP: Kingdom of Nand
Aedilred
Queen Hannah III
1
7
3
4
7


LAP: South Sea Company
BladeofObliviom
Ichigo Al-Daremo
4
7
7
1
12


Nihoni Dominion
BootStrapTommy
Exarch Aneira I Penddraig
10
6
6
4
7


Praetorian Empire
BlazingAegis
Lord Cato Leonis
10
7
10
3
12


Primus Imperium
HalfTangible
High Queen Phelnia Primus
10
10
7
3
4


RoseC: Autumn Courtlands
Reggiejam
Duke Autumn
9
10
2
7
9


RoseC: Spring Courtlands
Gengy
Lady Spring, Gwydeth Aleuta
5
6
10
1
8


RoseC: Summer Courtlands
RandoMan
Lord Summer, Maelog Turien
6
7
2
6
6


RoseC: Winter Courtlands
TheDarkDM
Lord Winter, Balor Morrig
2
9
4
6
6


Silver Horde
firedaemon33
Great Khan Tamurjin
5
9
4
2
5


The Clan Holds (PE)
Geckus
Linna Coalthumb, Master Architect
4
3
8
5
4


Unicity of Seerono
lt_murgen
Pontisep Etasiel Ebrimred PhoenixCourser
7
7
10
2
6


Univael
Epinephrine_Syn
Reina, Regeant of Univael
4
4
7
2
2


Vr'kxian Empire
Catrus
The Master of Orphans
5
10
3
3
17

Aedilred
2016-05-16, 03:04 PM
Resources and Trade Part 1


A – Food
B – Hard Metals
C – Wood
D – Cloth
E – Beverages
F – Precious Metals
G – Medicines
H – Mounts
I – Stone
J – Beasts of Burden
K – Food Crops
L – Luxury Goods
M – Meat and Fish
N – Fuel
O – Hides and Furs
P – Gemstones
Q – Dyes
R – Spices
S – Glass
T – Magic




Route #Route NameRegions #Region NamesResources
Route #Route NameRegions #Region NamesResources

1Blackspire Pass280 282 274 275 249 821 251 3251 277 259 281 Conlarbores Shunland Anceris Cerilin Vallis Khoya Toldec Lycarus Carraig Dún Regnalin Hevastus Western Aladar Furs Blue Amber Pearls Cattle Grain Gold Whisky Mithril Linen Medicinal Herbs Steel



2Coalition Circuit185 188 189 190 191 193 194 199 195 200 Czerwon Acreage Niebisk Acreage Fiolty Acreage Zol Acreage Puldine Acreage Horses Silk Wood Strawberries Stone Wheat Jade Wood Swine Herinduk Eggs



3Confederate Network225 226 235 234 236 273 271 272 233 224 282 Puesto Yatahe Puesto Cagun Manitosa Puesto Azandi Puesto Cahuna Brey-an Peubleo Armica Kankanabek Poscosone Shunland Medicine Plum Liquor Steel Horses Cattle Dyes Stone Furs Wood Glass Blue Amber



4Crystal Rose853 66 16 64 67 14 53 54 134 81 Tir Xungla Spring Courtlands Silverlake Autumnal Courtlands Summer Courtlands Silverwood Trifylli Akovito Avonlea Coventry Xungla Crystals Violet Roses Silver Marigold Roses Blood Roses Wood Beer Simurghs Ships Tobacco



5Dandric Road56 48 55 53 1 3 7 62 60 190 57 Paschalia Ambrose Çangalamin Trifylli Sasanand Wormwood Cape Halfisland Centrata Mercivale Czerwon Acreage Primus Silver Ambrosan Brandy Gold Beer Thezirins Witchweed Spark Sticks Amichan Grapes Rocs Strawberries Moonsilver



6Emerald Crown34 36 177 176 145 175 171 172 173 Var Entar Var Teyra Lenthe Renein Xeroas Laraak Nevarr Neilor Rubies Steel Sapphires Greyfin Fish Emeralds Salt Dyes Grain Steel



7Fantastic Archipelago Barteriate70 73 74 69 71 237 72 78 242 239 Chornostrav Fan'Gabla Fantastigoria Primacentra Zlaten Kraznyostrav Melzini Archipelago Fan'Tierri Inorog Dra'ulkaa Vestan Melrakki-ey Wind Rock Fantastigorian Steel Silk Gold Wood Melzinite Bees Olives Unicorns Diamonds Rubies



8Fern Ridge115 116 117 23 26 10 27 118 25 21 114 113 Nettofurikusu Arendar Golyater Deep Fern Marauder Isles Rivo Alto Tir Corryn Petravolan Primo Crure Munda Doab Krriam Manton Riding Lizards Enigma Berries Fish Peanuts Paper Wood Silk Medicinal Herbs Wood Fish Wheat Wheat



9Frost Road263 268 269 270 266 1007 Hestdal Kulderust Stiljord Aardrosil Moðguðr Horses Agite Thaumium Alcohol Steel Platinum



10Grand Continental Course1 2 4 49 49 45 6 29 6 29 Sasanand Babanand Andanand Wysteria Wysteria Kyanos Bladesmire Sunisle Bladesmire Sunisle Thezirins Stone Silk Silver Silver Aloe Vera Steel Peanuts Steel Peanuts



11Grey Route43 30 31 32 33 39 40 35 Llurikesh White Isles The Sundered Island Yahagmir Westan Fiid Lerr Kharsaan Bronze Cotton Boats Alchemical Glass Swine Iron Silk Wood



12Hortis of Verslun Trade Route278 279 280 258 Consurbores Domumontem Conlarbores Darromar Bronze Cattle Furs Fish



13Jungle Jaunt141 144 145 146 142 137 135 139 148 130 131 122 Adrax Awaria Lignummus Xeroas Stagnummus Xeria Ligustrummus Petrammus Hakeber Alithis Liberantia Saphiria Tannan Chickens Ships Emeralds Dyes Steel Rubies Wool Fruit Bronze Topaz Gold Gilded Scarabs



14Luskan Trade Network9 11 12 13 15 17 20 18 100 Luska Aranand Gullinbursti The Dragon Spine Cape Silvia Tillwell Grayhall Bereholst The Stormlands Wine Glass Swine Steel Cotton Foodstuffs Fish Wood Mercenaries



15Melrakki Trail of Trans-Regional Commerce238 239 240 241 245 237 327 247 326 244 246 Svartr Melrakki-ey Vestan Melrakki-ey Melrakki-ey Uldrakka Holshin Melzini Archipelago Tagra Shafarstan Fish Rubies Ironwood Coal Sulphur Melzinite Bees Sapphires Sunstones Dhulciran Horses Prismatic Rinds Cotton



16New Artistry Tradeway163 164 Shelling Stones Varn Stalks



17Norðanátt1004 1005 1006 1007 229 222 1003 1002 1008 Gjoll Nifhel Náströnd Moðguðr Hesterimilli Rikgulli Gjallarbrú Hel Eljudnir Bears Tainted Water Caribou Platinum Horses Canola Fish Penguins Fish



18North-West Paramount Road233 271 261 262 281 232 268 269 259 260 230 267 Kankanabek Brey-an Noricum The Silver Coast Western Aladar Etenjord Kulderust Stiljord Hevastus Aladar Wood Stone Steel Silver Steel Food Crops Agite Thaumium Medicinal Herbs Ember-Iron Undefined Undefined



19Queen's Road134 76 80 81 75 77 74 73 243 79 82 450 Avonlea Evemoor Bellarion Coventry Fan'Gourmet Fan'Grove Fantastigoria Primacentra Fan'Gabla Marmarin Penrith Ramshorn Somerset Ships Mistwater Wine Silver Tobacco Sugar Apples Silk Fantastigorian Steel Aquamarine Velvet Aspis Witch's Weave Wood



20Rose Circuit64 65 66 67 8 10 22 28 63 Autumnal Courtlands Winter Courtlands Spring Courtlands Summer Courtlands Yaserun Rivo Alto Limelight Bayou Rabbit's Foot Tir Cysegr Marigold Roses Boreal Roses Violet Roses Blood Roses Bananas Wood Carrots Cynabaster Nacre Ink



21Sea of Chains470 472 473 430 497 Blackwater The Slumbering Gods Mwogron Caeddoanaar Xukujinima Pearls Slaves Ironwood Giant Tortoises Silver



22South Rose Trade Route16 17 21 22 24 26 28 Silverlake Tillwell Munda Doab Limelight Bayou Aawino Marauder Isles Rabbit's Foot Silver Foodstuffs Fish Carrots Coal Paper Cynabaster



23South Sea Coastal Shipping Route1 3 5 43 50 51 52 38 39 40 Sasanand Wormwood Piruzikhet Llurikesh Amaranth Janganand Havanand Artemesia Fiid Lerr Thezirins Witchweed Wine Bronze Dates Glass Rice Silver Iron Silk



24Southern Tribes Trade Route103 119 115 116 121 119 Mizalna Portent Nettofurikusu Arendar Dunnaret Portent Gold Fish Riding Lizards Enigma Berries Lacertas Fish



25Strada Costiera Tramuntana-Nofsinhar274 275 69 236 68 250 276 240 Anceris Cerilin Zlaten Puesto Azandi Kyrra Kherson Audrelean Melrakki-ey Pearls Cattle Gold Cattle Coal Seafood Stormreed Ironwood



26Taste of Gold821 270 Toldec Aardrosil Gold Alcohol



27Trade Route 27101 102 Evergale Valley Ashrock Reach Medicines Bronze



28Trade Route Primaris59 57 192 58 48 54 46 61 197 2002 2001 196 Secundus Primus Septimus Tertius Ambrose Akovito Calendula Pendrake Quintas Erimos Sextus Cocoa Beans Moonsilver Oxen Steel Ambrosan Brandy Simurghs Camels Wood Peyote None None Camels



29Trudeau Trail131 132 138 139 140 141 128 176 178 1018 Saphiria Haimat Exetilorier Hakeber Frescodonia Adrax Awaria Furtummus Renein Folnen Gold Wood Horses Fruit Medicinal Herbs Chickens Steel Greyfin Fish Blue Cedar Fish



30Union Road18 19 101 133 Bereholst Dhuda Besina Evergale Valley Tumbledown Marsh Wood Nile Masaruma Medicines Steel



31Western Cultural Exchange44 3044 42 39 39 35 37 29 50 Colonia Skianz Nogr Fiid Fiid Kharsaan Rasp Sunisle Amaranth Silver Skianz Art Gold Iron Iron Wood Salt Peanuts Dates



32Praetorian Institor Semita512 503 499 500 494 504 Arcturia Praetoria Arcadia Lapisia Fodina Pelyra Vodka Jinxyte Crystals Wood Stone Stone Glass



33Dawnsea Route450 77 79 82 78 83 99 3099 451 243 Somerset Fan'Grove Penrith Ramshorn Inorog Easthaven Silver Spires Violet Caverns Skyholme Marmarin Wood Apples Velvet Aspis Witch's Weave Unicorns Midnight Augurs Gold Amethysts Cotton Aquamarine



34South Avenue286 288 289 302 294 295 3253 3254 254 292 285 Laeryn The Easterfells Nemeria Gran Gazelle Lentillan Harmonhen Qalbal'ard Myrkheim Rhune Western Nurnen Nendena Wheat Steel Nemerian Wine Donkeys Garbonzo Beans Silver Mushroom Beer Gold Malahe Prophets Potatoes Cattle



35Cedar Springs Route178 174 Folnen Ellosis Blue Cedar Goats



36Sangha Ko Bato341 Dherai Tsol Moss



37King Alvin Trade Route136 143 Fish Goats



38Storm Circle Sea Trade Route258 260 263 284 256 257 Darromar Aladar Hestdal Phoenixcrest Hallavad Fish Ember-Iron Horses Aluminium Steel Gargants



39Stormland Supply System98 102 Ashrock Reach Steel Bronze



40Trade Route Secundaris47 3047 3057 Quartus Goats Gold Stone



41Ducal Route31 32 33 29 30 28 171 173 172 165 170 The Sundered Island Yahagmir Westan Sunisle White Isles Rabbit's Foot Laraak Neilor Nevarr Boats Alchemical Glass Swine Peanuts Cotton Cynabaster Dyes Steel Grain Caprician Troubadours Beer



42Bhurmata Vapra3460 3480 3481 Sonedi Paridetana Samudra Gold Tac Albino Shrimp



43Rebuilding Road487 507 509 455 505 508 510 511 Papax Ankis and Tanuto Wheat Glass Steel Pearls Azurite Leopards Undefined Horses Stone



44Root Road118 25 120 121 123 122 Petravolan Primo Crure Gruden Dunnaret Furlend Tannan Medicinal Herbs Wood Grain Lacertas Oil Gilded Scarabs



45Sun-Path Boulevard301 300 296 294 284 Honeydeen Gran Figardenum Sharides Phoenix Bay Lentillan Phoenixcrest Candles Writing Materials Caviar Garbonzo Beans Aluminium

Aedilred
2016-05-16, 03:05 PM
Resources and Trade Part 2



No.RegionRealmQuantityResourceRequirement
1SasanandLeague of Allied ProvincesGreatThezirinsMetal(E)
2BabanandLeague of Allied ProvincesGoodStoneMetal(B)
3WormwoodLeague of Allied ProvincesGoodWitchweedLuxury(L)
4AndanandLeague of Allied ProvincesMinorSilkStone(I)
5PiruzikhetLeague of Allied ProvincesMinorWineDomesticated Animals(J)
6BladesmireLeague of Allied ProvincesMinorSteelMounts(H)
7Cape HalfislandLeague of Allied ProvincesGoodSpark SticksFood(A)
8YaserunRose DemesneGoodBananasMetal(B)
9LuskaRose DemesneGoodWineIron(B)
10Rivo AltoRose DemesneGoodWoodSilk(D)
11AranandLeague of Allied ProvincesMinorGlassFood(A)
12GullinburstiRose DemesneMinorSwineFruit(K)
13The Dragon SpineRose DemesneMinorSteelFabrics(D)
14SilverwoodRose DemesneGoodWoodPrecious Metals(F)
15Cape SilviaRose DemesneMinorCottonSteel(B)
16SilverlakeRose DemesneGoodSilverWood(C)
17TillwellRose DemesneGoodFoodstuffsPaper(L)
18BereholstDhuda BesinaGoodWoodFood(A)
19Dhuda BesinaDhuda BesinaGoodNile MasarumaWood(C)
20GrayhallRose DemesneMinorFishIron(B)
21Munda DoabRose DemesneGoodFishFabrics(D)
22Limelight BayouRose DemesneGoodCarrotsMetals(B)
23Deep FernRose DemesneMinorPeanutsFish(M)
24AawinoRose DemesneMinorCoalFood(A)
25Primo CrureTrue Crown of PetravolanGoodWoodMedicine(G)
26Marauder IslesRose DemesneGoodPaperFood(A)
27Tir CorrynRose DemesneMinorSilkMedicine(G)
28Rabbit's FootRose DemesneGreatCynabasterCarrots(K)
29SunisleLeague of Allied ProvincesMinorPeanutsFood(A)
30White IslesLeague of Allied ProvincesMinorCottonFood(A)
31The Sundered IslandGrey DrieduchGoodBoatsMetal(B)
32YahagmirGrey DrieduchGreatAlchemical GlassSilk(D)
33WestanGrey DrieduchMinorSwineSilk(D)
34Var EntarLeague of Allied ProvincesMinorRubiesFood(A)
35KharsaanPrevaz ArtistryGoodWoodTextiles(D)
36Var TeyraLeague of Allied ProvincesMinorSteelFood(A)
37RaspLeague of Allied ProvincesMinorSaltFood(A)
38ArtemesiaLeague of Allied ProvincesMinorSilverFood(A)
39FiidCrystal UnionGoodIronWater(E)
40LerrLeague of Allied ProvincesGoodSilkRiding Animals(H)
41ElnazDoctrine of the Ninth StruggleMinorLinenPrecious Metals(F)
42NogrLeague of Allied ProvincesMinorGoldFood(A)
43LlurikeshLeague of Allied ProvincesMinorBronzeFood(A)
44AColoniaPrimus ImperiumGoodSilverFabric(D)
45KyanosLeague of Allied ProvincesGoodAloe VeraFood(A)
46CalendulaLeague of Allied ProvincesMinorCamelsSteel(B)
47QuartusPrimus ImperiumMinorGoatsPrecious Metals(F)
48AmbroseLeague of Allied ProvincesGoodAmbrosan BrandyWood(C)
49WysteriaLeague of Allied ProvincesMinorSilverFood(A)
50AmaranthLeague of Allied ProvincesGoodDatesGlass(S)
51JanganandLeague of Allied ProvincesMinorGlassLivestock(J)
52HavanandLeague of Allied ProvincesMinorRiceGlass(S)
53TrifylliLeague of Allied ProvincesGoodBeerMetals(B)
54AkovitoLeague of Allied ProvincesGoodSimurghsHerd Animals(M)
55ÇangalaminLeague of Allied ProvincesMinorGoldBeverages(E)
56PaschaliaLeague of Allied ProvincesMinorSilverFood(A)
57PrimusPrimus ImperiumGoodMoonsilverMounts(H)
58TertiusPrimus ImperiumGoodSteelFood(A)
59SecundusKingdom of BerriumGoodCocoa BeansBeasts of Burden(J)
60MercivaleKingdom of BerriumGoodRocsSilver(F)
61PendrakeKingdom of BerriumGoodWoodBeverages(E)
62CentrataKingdom of BerriumGoodAmichan GrapesSilver(F)
63Tir CysegrRose DemesneGood Nacre InkWood(C)
64Autumnal CourtlandsRose DemesneGoodMarigold RosesPrecious Metals(F)
65Winter CourtlandsRose DemesneGoodBoreal RosesTextiles(D)
66Spring CourtlandsRose DemesneGoodViolet RosesFood(A)
67Summer CourtlandsRose DemesneGoodBlood RosesWood(C)
68KyrraGrand Principality of AncerisMinorCoalPrecious Metals(F)
69ZlatenGrand Principality of AncerisGoodGoldLuxury Goods(L)
70ChornostravGrand Principality of AncerisGoodWind RockWood(C)
71KraznyostravRose DemesneMinorWoodTextiles(D)
72Fan'TierriRose DemesneGoodOlivesLuxury Goods(L)
73Fan'GablaGrand Principality of AncerisGoodFantastigorian SteelFuel(N)
74Fantastigoria PrimacentraRose DemesneGoodSilkJewellery(L)
75Fan'GourmetQueendom of AvonleaMinorSugarMetal(B)
76EvemoorQueendom of AvonleaMinorMistwater WineFabric(D)
77Fan'GroveQueendom of AvonleaGoodApplesMetal(B)
78InorogQueendom of AvonleaGoodUnicornsApples(K)
79PenrithQueendom of AvonleaGoodVelvet AspisMetal(B)
80BellarionQueendom of AvonleaMinorSilverFood(A)
81CoventryQueendom of AvonleaGoodTobaccoWood(C)
82RamshornQueendom of AvonleaGoodWitch's WeaveAlcohol(E)
83EasthavenStormland HoldingsMinorMidnight AugursFood(A)
84GoodDogs()
85()
86()
87()
88()
89()
90()
91()
92()
93()
94()
95Stormland HoldingsGoodMedicine()
96GoodGoats()
97ThurdanStormland HoldingsMinorNianHard Metals(B)
98MinorSteel()
99ASilver SpiresStormland HoldingsMinorGoldMedicinal Herbs(G)
100The StormlandsStormland HoldingsGoodMercenariesSteel(B)
101Evergale ValleyDhuda BesinaGoodMedicinesMetals(B)
102Ashrock ReachStormland HoldingsMinorBronzeWood(C)
103MizalnaCrystal UnionMinorGoldMounts(H)
104MinorMedicinal Herbs()
105The VeylandsCrystal UnionGreatScholarsMagic(T)
106MinorOnyx()
107()
108()
109()
110()
111AlammusGoodCornisStone(I)
112MinorWood()
113MantonCrystal UnionMinorWheatWood(C)
114KrriamCrystal UnionMinorWheatWood(C)
115NettofurikusuCrystal UnionGoodRiding LizardsMedicinal Herbs(G)
116ArendarCrystal UnionGoodEnigma BerriesFish(M)
117GolyaterCrystal UnionMinorFishWood(C)
118PetravolanKingdom of KoyaGoodMedicinal HerbsFish(M)
119PortentCrystal UnionGoodFishPrecious Metals(F)
120GrudenKingdom of KoyaMinorGrainSteel(B)
121DunnaretKingdom of KoyaMinorLacertasChickens()
122TannanKingdom of KoyaGoodGilded ScarabsGemstones(P)
123FurlendKingdom of KoyaGoodOilWood(C)
124Kingdom of ArenhalMinorLinen()
125SolammusCrystal UnionGoodCoalWood(C)
126()
127MinorSilver()
128FurtummusCrystal UnionGoodSteelFuel(N)
129GoodBronze()
130LiberantiaCrystal UnionMinorTopazHard Metal(B)
131SaphiriaCrystal UnionGoodGoldSapphires(P)
132HaimatCrystal UnionMinorWoodPrecious Metals(F)
133Tumbledown MarshDhuda BesinaMinorSteelWood(C)
134AvonleaQueendom of AvonleaGreatShipsMetals(B)
135PetrammusCrystal UnionGoodWoolMetals(B)
136Kingdom of ArenhalGoodFish()
137LigustrummusCrystal UnionMinorRubiesFood(A)
138ExetilorierCrystal UnionMinorHorsesMetals(B)
139HakeberCrystal UnionGoodFruitMetals(B)
140FrescodoniaCrystal UnionMinorMedicinal HerbsChickens(M)
141Adrax AwariaCrystal UnionGoodChickensWood(C)
142XeriaCrystal UnionGoodSteelTextiles(D)
143MinorGoats()
144LignummusCrystal UnionGoodShipsMetals(B)
145XeroasCrystal UnionGoodEmeraldsDyes(Q)
146StagnummusCrystal UnionMinorDyesWood(C)
147()
148AlithisCrystal UnionGoodBronzeCloth(D)
158MinorBarley()
159()
160()
161League of Allied ProvincesGoodWheat()
162KaprosLeague of Allied ProvincesGoodHell PigsMetals(B)
163Prevaz ArtistryGoodShelling Stones()
164Prevaz ArtistryMinorVarn Stalks()
165GoodCaprician Troubadours()
170MinorBeer()
171LaraakGoodDyesFood(A)
172NevarrNevarri LeagueGoodGrainMetals(B)
173NeilorLeague of Allied ProvincesGoodSteelGemstones(P)
174EllosisCrystal UnionGoodGoatsBlue Cedar(C)
175MinorSalt()
176ReneinCrystal UnionGreatGreyfin FishSpices(R)
177LentheCrystal UnionMinorSapphiresGrains(K)
178FolnenCrystal UnionGoodBlue CedarMedicines(G)
179()
180()
181SamudraJagalataMinorAlbino ShrimpHard Metals(B)
182()
183()
184()
185Jade CoalitionMinorHorsesWood(C)
186()
187()
188Jade CoalitionMinorSilkWood(C)
189Jade CoalitionMinorWoodMounts(H)
190Czerwon AcreageLeague of Allied ProvincesGreatStrawberriesStone(I)
191Niebisk AcreageJade CoalitionMinorStoneFood(A)
192SeptimusPrimus ImperiumMinorOxenHard Metal(B)
193Fiolty AcreageJade CoalitionGoodWheatBeasts of Burden(J)
194Zol AcreageLeague of Allied ProvincesGoodJadeFood(A)
195Puldine AcreageLeague of Allied ProvincesGoodSwineWood(A)
196SextusPrimus ImperiumMinorCamelsMagic(T)
197QuintasPrimus ImperiumMinorPeyoteFood(A)
198()
199Jade CoalitionGoodWoodFabric(D)
200Kingdom of BerriumGoodHerinduk Eggs()
211MinorVodka()
222RikgulliGreat Clans of NifhelGoodCanolaLarge Mammals(J)
223()
224PoscosoneCahoosa ConfederationMinorGlassCloth(D)
225Puesto YataheCahoosa ConfederationMinorMedicineMetal(B)
226Cahoosa ConfederationMinorPlum Liquor()
227()
228GoodBeavers()
229HesterimilliGreat Clans of NifhelGoodHorsesMeat(M)
230Northern AardrosilGreatUndefined()
231()
232EtenjordNorthern AardrosilGoodFood CropsSteel(B)
233KankanabekCahoosa ConfederationGoodWoodGemstones(P)
234ManitosaCahoosa ConfederationGoodHorsesAlcohol(E)
235Puesto CagunCahoosa ConfederationGoodSteelAlcohol(E)
236Puesto AzandiCahoosa ConfederationGoodCattleDyes(Q)
237Melzini ArchipelagoRose DemesneGoodMelzinite BeesWood(C)
238Svartr Melrakki-eyGreat Melrakki-ey UnityGoodFishBeasts of Burden(J)
239Vestan Melrakki-eyGreat Melrakki-ey UnityGreatRubiesPrecious Metals(F)
240Melrakki-eyGreat Melrakki-ey UnityGoodIronwoodFuel(N)
241UldrakkaGreat Melrakki-ey UnityMinorCoalGemstones(P)
242Dra'ulkaaRose DemesneMinorDiamondsMounts(H)
243MarmarinQueendom of AvonleaGoodAquamarineFood(A)
244Great Melrakki-ey UnityMinorPrismatic Rinds()
245HolshinGreat Melrakki-ey UnityMinorSulphurCotton(D)
246Cotton()
247TagraGreat Melrakki-ey UnityGoodSunstonesMeat(M)
248()
249Vallis KhoyaGrand Principality of AncerisGoodGrainCloth(D)
250KhersonGrand Principality of AncerisGoodSeafoodWood(C)
251LycarusGrand Principality of AncerisMinorWhiskyMetals(B)
252ShafarstanMinorSteel()
253()
254RhuneExarchate of Carraig DúnGoodMalahe ProphetsStone(I)
255GoodWood()
256GoodSteel()
257HallavadWandering ClanGoodGargantsFood(A)
258DarromarWandering ClanGoodFishLuxury Goods(L)
259HevastusWandering ClanGoodMedicinal HerbsTextiles(D)
260AladarWandering ClanGoodEmber-IronHerd Animals(J)
261NoricumWandering ClanMinorSteelWood(C)
262The Silver CoastWandering ClanMinorSilverSteel(B)
263HestdalWandering ClanMinorHorsesIron(B)
264Northern AardrosilMinorCalign Archaists()
265()
266MinorSteel()
267Northern AardrosilMinorUndefined()
268KulderustNorthern AardrosilGreatAgiteWood(C)
269StiljordNorthern AardrosilGreatThaumiumFood(A)
270AardrosilNorthern AardrosilGoodAlcoholPrecious Metals(F)
271Brey-anCahoosa ConfederationGoodStoneFood(A)
272Peubleo ArmicaCahoosa ConfederationMinorFursMedicines(G)
273Puesto CahunaCahoosa ConfederationGoodDyesWood(C)
274AncerisAncerin EmpireGoodPearlsMeat(M)
275CerilinAncerin EmpireGoodCattleCloth(D)
276AudreleanAncerin EmpireGoodStormreedLivestock(M)
277RegnalinAncerin EmpireMinorLinenFlesh(M)
278ConsurboresAncerin EmpireMinor BronzeMeat(M)
279DomumontemPre-Eminence of HortisMinorCattleSeafood(M)
280ConlarboresGrand Principality of AncerisGoodFursMetals(B)
281Western AladarWandering ClanGoodSteelAlcohol(E)
282ShunlandCahoosa ConfederationGoodBlue AmberHard Metals(B)
283()
284PhoenixcrestWandering ClanMinorAluminiumCaviar(L)
285NendenaArchduchy of NemeriaGoodCattleHard Metals(B)
286LaerynArchduchy of NemeriaGoodWheatWood(C)
287EdessaArchduchy of NemeriaGoodLinenFood(A)
288The EasterfellsArchduchy of NemeriaGoodSteelSilver(F)
289NemeriaArchduchy of NemeriaGreatNemerian WineMetals(B)
290TalosArchduchy of NemeriaGoodYondervoedCloth(D)
291Eastern NurnenArchduchy of NemeriaMinorBeerPrecious Metals(F)
292Western NurnenArchduchy of NemeriaMinorPotatoesCattle (Meat)(M)
293GoodWhales()
294LentillanThe TruserchenGreatGarbonzo BeansBeasts of Burden(J)
295HarmonhenThe TruserchenGoodSilverWheat(K)
296Phoenix BayThe TruserchenGoodCaviarLentils(K)
297Northern AardrosilGoodUndefined()
298()
299GoodPaper()
300Gran Figardenum SharidesThe TruserchenGoodWriting MaterialsIllumination(N)
301HoneydeenThe TruserchenMinorCandlesWriting Materials(L)
302Gran GazelleThe TruserchenGoodDonkeysDrinks(E)
303()
304()
305()
306()
307()
308()
309()
310()
311()
312()
313()
314()
315()
316()
317()
318()
319Isle of NernerArchduchy of NemeriaMinorFishAlcohol(E)
320()
321GoodPearls()
322GoodUndefined()
323GoodUndefined()
324()
325ShafarstanMinorStone()
326ShafarstanShafarstanGoodDhulciran HorsesFood Crops(K)
327Ancerin EmpireGoodSapphires()
328ShafarstanMinorArak()
329Thule MagocracyMinorPomegranetes()
330()
331()
332ThuleThule MagocracyGreatLapis de IgneFood(A)
333Thule MagocracyGoodLeopards()
334GoodStone()
335()
336()
337MinorSteel()
338MinorCattle()
339()
340BascaroUnion of the DheraiMinorSheepHard Metals(B)
341DheraiUnion of the DheraiGoodTsol MossLivestock(M)
342SalnadUnion of the DheraiMinorFishLuxury Goods(L)
343MinorShips()
344()
345()
346GoodSlaves()
409MinorDyes()
410GoodBarley()
427GoodStone()
428()
429GoodGriffons()
430CaeddoanaarHoly Vr'kx EmpireGoodGiant TortoisesLuxury Goods(L)
439MinorBarley()
440GoodHorses()
450SomersetQueendom of AvonleaGoodWoodCloth(D)
451SkyholmeQueendom of AvonleaMinorCottonWood(C)
452SwanseaQueendom of AvonleaGoodDairy CowsMetals(B)
453()
454()
455Ankis and TanutoRose DemesneGoodPearlsMetals(B)
456RusathyePrimus ImperiumGoodWonderwoodPrecious Metals(F)
457OrrisinataRose DemesneMinorPaperLumber(C)
458Phoenix IslesRose DemesneGoodTemple HealersFood Crops(K)
459()
460KabazeJagalataGoodGoatsStone(I)
461Upper SwaliaKingdom of TransfirliaMinorWineWood(C)
462TransfirliaKingdom of TransfirliaGoodIronWine(E)
463GoodWood()
470BlackwaterHoly Vr'kx EmpireMinorPearlsTimber(C)
471()
472The Slumbering GodsHoly Vr'kx EmpireGoodSlavesLuxury Goods(L)
473MwogronHoly Vr'kx EmpireGoodIronwoodFood(A)
480MinorStone()
481GharaburadeJagalataGoodPoisonStone(I)
487Republic of PavosGoodWheat()
488CochragioRepublic of PavosGreatSilverCrops(K)
494FodinaPraetorian ProtectorateMinorStoneAlcohol(E)
495()
496()
497XukujinimaHoly Vr'kx EmpireMinorSilverSlaves(J)
498GoodGold()
499ArcadiaPraetorian ProtectorateGoodWoodMetal(B)
500LapisiaPraetorian ProtectorateGoodStoneAlcohol(E)
501()
502()
503PraetoriaPraetorian ProtectorateGoodJinxyte CrystalsWood(C)
504PelyraPraetorian ProtectorateMinorGlassFuel(N)
505Praetorian ProtectorateGreatAzurite Leopards()
506()
507Rose DemesneGoodGlass()
508Praetorian ProtectorateGreatUndefined()
509PapaxRose DemesneMinorSteelGemstones(P)
510Praetorian ProtectorateGoodHorses()
511Praetorian ProtectorateMinorStone()
512ArcturiaPraetorian ProtectorateMinorVodkaStone(I)
513MinorSalt()
802MinorDire Wolves()
821ToldecWandering ClanGoodGoldGrain(K)
853Tir XunglaRose DemesneMinorXungla CrystalsTextiles(D)
P1()
P2HelGreat Clans of NifhelGoodPenguinsMetal(B)
P3GjallarbrúGreat Clans of NifhelGoodFishMetals(B)
P4GjollGreat Clans of NifhelMinorBearsPoison(L)
P5NifhelGreat Clans of NifhelGoodTainted WaterFurs(O)
P6NáströndGreat Clans of NifhelMinorCaribouMetal(B)
P7MoðguðrGreat Clans of NifhelMinorPlatinumFood(A)
P8EljudnirGreat Clans of NifhelGoodFishMeat(M)
P18Crystal UnionMinorFish()
D1ErimosLeague of Allied ProvincesNoneNoneFood(A)
D2Primus ImperiumPrimus ImperiumNoneNoneFood(A)
D3()
D4Agrios()
44BSkianzPrevaz ArtistryGreatSkianz ArtMetals(B)
47BGoodGold()
57BGoodStone()
99BViolet CavernsStormland HoldingsGoodAmethysts()
251BCarraig DúnExarchate of Carraig DúnGoodMithrilAlcohol(E)
253BQalbal'ardExarchate of Carraig DúnGoodMushroom BeerCattle (Meat)(M)
254BMyrkheimExarchate of Carraig DúnMinorGoldFood(A)
256BPatriamExarchate of Carraig DúnMinorSteelFood(A)
257BEast Loch NacáuExarchate of Carraig DúnMinorSteel()
269BGoodSilver()
277BLoch NacáuExarchate of Carraig DúnGoodStoneWood(C)
279BExarchate of Carraig DúnMinorBlindgut Poison()
280BPendriaUnited Nihoni ExarchateMinorSpider SilkFood(A)
460BSonediJagalataGoodGoldFood(A)
461BJagalataJagalataGoodDiamondsFood(A)
480BParidetanaJagalataMinorTac()
481BSamudraJagalataMinorAlbino ShrimpHard Metals(B)
44CDevyn CrezPrevaz ArtistryNoneNoneLuxury Resources(L)

lt_murgen
2016-09-14, 03:24 PM
Lands Reference Table



Region NumberRegion NameLink to Owner's Thread
1SasanandLeague of Allied Provinces- Kingdom of Nand (http://www.giantitp.com/forums/showsinglepost.php?p=20487266&postcount=54)
2BabanandLeague of Allied Provinces- Kingdom of Nand (http://www.giantitp.com/forums/showsinglepost.php?p=20487266&postcount=54)
3WormwoodKroznat league (http://www.giantitp.com/forums/showsinglepost.php?p=19896930&postcount=31)
4AndanandLeague of Allied Provinces- Kingdom of Nand (http://www.giantitp.com/forums/showsinglepost.php?p=20487266&postcount=54)
5PiruzikhetMinor Members and Dependencies of the League of Allied Provinces (http://www.giantitp.com/forums/showsinglepost.php?p=20487275&postcount=55)
6BladesmireKroznat league (http://www.giantitp.com/forums/showsinglepost.php?p=19896930&postcount=31)
7Cape HalfislandKroznat league (http://www.giantitp.com/forums/showsinglepost.php?p=19896930&postcount=31)
8YaserunNo Lands of Arandi entry
9LuskaLuska{/url]
10Rivo AltoAutumn Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19906723&postcount=36)
11AranandLeague of Allied Provinces- Kingdom of Nand (http://www.giantitp.com/forums/showsinglepost.php?p=20487266&postcount=54)
12GullinburstiSpring Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19816194&postcount=2)
13Dragon SpineAutumn Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19821401&postcount=10)
14SilverwoodSummer Court (http://www.giantitp.com/forums/showsinglepost.php?p=19824181&postcount=13)
15Cape SilviaAutumn Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19821401&postcount=10)
16SilverlakeWinter Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19821898&postcount=11)
17TillwellSummer Court (http://www.giantitp.com/forums/showsinglepost.php?p=19824181&postcount=13)
18BereholstUnion of Besina (http://www.giantitp.com/forums/showsinglepost.php?p=19891684&postcount=29)
19Dhuda BesinaUnion of Besina (http://www.giantitp.com/forums/showsinglepost.php?p=19891684&postcount=29)
20GrayhallSummer Court (http://www.giantitp.com/forums/showsinglepost.php?p=19824181&postcount=13)
21Munda DoanSummer Court (http://www.giantitp.com/forums/showsinglepost.php?p=19824181&postcount=13)
22Limelight BayouAutumn Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19821401&postcount=10)
23Deep FernAutumn Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19821401&postcount=10) & Petravolan (http://www.giantitp.com/forums/showsinglepost.php?p=19899730&postcount=32)
24AawinoSpring Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19816194&postcount=2)
25Primo CrurePetravolan (http://www.giantitp.com/forums/showsinglepost.php?p=19899730&postcount=32)
26Marauder IslesAutumn Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19821401&postcount=10) & Free-Men's Alliace (http://www.giantitp.com/forums/showsinglepost.php?p=19900628&postcount=33)
27Tir CorrynSpring Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19816194&postcount=2)
28Rabbit's FootSpring Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19816194&postcount=2)
29SunisleKroznat league (http://www.giantitp.com/forums/showsinglepost.php?p=19896930&postcount=31)
30The White IslesNPC Regions - Grey Drieduch (http://www.giantitp.com/forums/showsinglepost.php?p=20332561&postcount=44) - League of Allied Provinces? (http://www.giantitp.com/forums/showsinglepost.php?p=20406830&postcount=47)
31Sundered IsleGorthan (http://www.giantitp.com/forums/showsinglepost.php?p=19873753&postcount=25) & NPC Regions - Grey Drieduch (http://www.giantitp.com/forums/showsinglepost.php?p=20332561&postcount=44)
32YahagmirYahagmir (http://www.giantitp.com/forums/showsinglepost.php?p=19877771&postcount=27) & NPC Regions - Grey Drieduch (http://www.giantitp.com/forums/showsinglepost.php?p=20332561&postcount=44)
33Westan No Lands of Arandi entry
34EntarMinor Members and Dependencies of the League of Allied Provinces (http://www.giantitp.com/forums/showsinglepost.php?p=20487275&postcount=55)
35KharsaanNo Lands of Arandi entry
36TeyraLeague of Allied Provinces? (http://www.giantitp.com/forums/showsinglepost.php?p=20406830&postcount=47)
37RaspFiid (http://www.giantitp.com/forums/showsinglepost.php?p=20029185&postcount=14)
38ArtemesiaLeague of Allied Provinces? (http://www.giantitp.com/forums/showsinglepost.php?p=20406830&postcount=47)
39FiidFiid (http://www.giantitp.com/forums/showsinglepost.php?p=19869344&postcount=24)
40LerrFiid (http://www.giantitp.com/forums/showsinglepost.php?p=20029185&postcount=14) & Minor Members and Dependencies of the League of Allied Provinces (http://www.giantitp.com/forums/showsinglepost.php?p=20487275&postcount=55)
41ElnazNo Lands of Arandi entry
42Nogr / FidigisThe Prevazan Artistry (http://www.giantitp.com/forums/showsinglepost.php?p=19830118&postcount=14)
43 Blarhiminn / LlurikeshThe Prevazan Artistry (http://www.giantitp.com/forums/showsinglepost.php?p=19830118&postcount=14) & Minor Members and Dependencies of the League of Allied Provinces (http://www.giantitp.com/forums/showsinglepost.php?p=20487275&postcount=55)'
44AAneth / ColoniaThe Prevazan Artistry (http://www.giantitp.com/forums/showsinglepost.php?p=19830118&postcount=14) & The Primus Imperium (http://www.giantitp.com/forums/showsinglepost.php?p=20737594&postcount=62)
44BSkianzThe Prevazan Artistry (http://www.giantitp.com/forums/showsinglepost.php?p=19830118&postcount=14)
45KyanosLeague of Allied Provinces - The Ambrose Ascendency (http://www.giantitp.com/forums/showsinglepost.php?p=20406823&postcount=46)
46CalendulaLeague of Allied Provinces - The Ambrose Ascendency (http://www.giantitp.com/forums/showsinglepost.php?p=20406823&postcount=46)
47QuartusThe Primus Imperium (http://www.giantitp.com/forums/showsinglepost.php?p=20737594&postcount=62)
47BSubquartusThe Primus Imperium (http://www.giantitp.com/forums/showsinglepost.php?p=20737594&postcount=62)
48AmbroseLeague of Allied Provinces - The Ambrose Ascendency (http://www.giantitp.com/forums/showsinglepost.php?p=20406823&postcount=46)
49WysteriaLeague of Allied Provinces - The Ambrose Ascendency (http://www.giantitp.com/forums/showsinglepost.php?p=20406823&postcount=46)
50AmaranthLeague of Allied Provinces - The Ambrose Ascendency (http://www.giantitp.com/forums/showsinglepost.php?p=20406823&postcount=46)
51JanganandLeague of Allied Provinces- Kingdom of Nand (http://www.giantitp.com/forums/showsinglepost.php?p=20487266&postcount=54)
52HavanandLeague of Allied Provinces- Kingdom of Nand (http://www.giantitp.com/forums/showsinglepost.php?p=20487266&postcount=54)
53Glasco / TrifylliHigh Order of the Pran-El (http://www.giantitp.com/forums/showsinglepost.php?p=19857656&postcount=21) & League of Allied Provinces - The Ambrose Ascendency (http://www.giantitp.com/forums/showsinglepost.php?p=20406823&postcount=46)
54AkovitoLeague of Allied Provinces - The Ambrose Ascendency (http://www.giantitp.com/forums/showsinglepost.php?p=20406823&postcount=46)
55ÇangalaminLeague of Allied Provinces - The Ambrose Ascendency (http://www.giantitp.com/forums/showsinglepost.php?p=20406823&postcount=46)
56PaschaliaLeague of Allied Provinces - The Ambrose Ascendency (http://www.giantitp.com/forums/showsinglepost.php?p=20406823&postcount=46)
57PrimusThe Primus Imperium (http://www.giantitp.com/forums/showsinglepost.php?p=20737594&postcount=62)
58TertiusThe Primus Imperium (http://www.giantitp.com/forums/showsinglepost.php?p=20737594&postcount=62)
59SecundusThe Primus Imperium (http://www.giantitp.com/forums/showsinglepost.php?p=20737594&postcount=62)
60MercivaleNPC Regions - Kingdom of Berrium (http://www.giantitp.com/forums/showsinglepost.php?p=20332561&postcount=44)
61PendrakeNPC Regions - Kingdom of Berrium (http://www.giantitp.com/forums/showsinglepost.php?p=20332561&postcount=44)
62CentrataKingdom of Berrium (http://www.giantitp.com/forums/showsinglepost.php?p=19821291&postcount=9) & NPC Regions - Kingdom of Berrium (http://www.giantitp.com/forums/showsinglepost.php?p=20332561&postcount=44)
63Tir CysegrWinter Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19821898&postcount=11)
64Autumnal CourtlandsAutumn Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19821401&postcount=10)
65Winter CourtlandsWinter Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19821898&postcount=11)
66Glaw NovoSpring Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19816194&postcount=2)
67Summer CourtlandsSummer Court (http://www.giantitp.com/forums/showsinglepost.php?p=19824181&postcount=13)
68KyrraGrand Principality of Anceris (http://www.giantitp.com/forums/showsinglepost.php?p=19867161&postcount=23)
69ZlatenGrand Principality of Anceris (http://www.giantitp.com/forums/showsinglepost.php?p=19867161&postcount=23)
70ChornOstravChorn)strav (http://www.giantitp.com/forums/showsinglepost.php?p=19830542&postcount=15) & Grand Principality of Anceris (http://www.giantitp.com/forums/showsinglepost.php?p=20434068&postcount=48)
71KraznyOstravNo Lands of Arandi entry
72Fan'TierriNo Lands of Arandi entry
73Fan'XablaIllusiocrascy of Fantastigoria (http://www.giantitp.com/forums/showsinglepost.php?p=19816863&postcount=3)& Grand Principality of Anceris ( http://www.giantitp.com/forums/showsinglepost.php?p=20434068&postcount=48)
74Fantastigoria PrimacentraIllusiocrascy of Fantastigoria (http://www.giantitp.com/forums/showsinglepost.php?p=19816863&postcount=3)
75Fan'GourmetIllusiocrascy of Fantastigoria (http://www.giantitp.com/forums/showsinglepost.php?p=19816863&postcount=3) & Queendom of Avonlea - Lands of Fantastagoria (http://www.giantitp.com/forums/showsinglepost.php?p=20628291&postcount=59)
76EvemoorQueendom of Avonlea (http://www.giantitp.com/forums/showsinglepost.php?p=20628285&postcount=58)
77Fan'GroveQueendom of Avonlea - Lands of Fantastagoria (http://www.giantitp.com/forums/showsinglepost.php?p=20628291&postcount=59)
78InorogQueendom of Avonlea (http://www.giantitp.com/forums/showsinglepost.php?p=20628285&postcount=58)
79PenrithQueendom of Avonlea (http://www.giantitp.com/forums/showsinglepost.php?p=20628285&postcount=58)
80BellarionQueendom of Avonlea (http://www.giantitp.com/forums/showsinglepost.php?p=20628285&postcount=58)
81CoventryQueendom of Avonlea (http://www.giantitp.com/forums/showsinglepost.php?p=20628285&postcount=58)
82RamshornQueendom of Avonlea (http://www.giantitp.com/forums/showsinglepost.php?p=20628285&postcount=58)
83EasthavenStormland Holdings (http://www.giantitp.com/forums/showsinglepost.php?p=20023295&postcount=38)
84Northern Izele ClanlandsIzele Clanlands (http://www.giantitp.com/forums/showsinglepost.php?p=20930577&postcount=66)
85Izele ClanlandsIzele Clanlands (http://www.giantitp.com/forums/showsinglepost.php?p=20930577&postcount=66)
86Souhern Izele ClanlandsIzele Clanlands (http://www.giantitp.com/forums/showsinglepost.php?p=20930577&postcount=66)
95Mil TarumNo Lands of Arandi entry
97ThurdanStormland Holdings (http://www.giantitp.com/forums/showsinglepost.php?p=20023295&postcount=38)
99 AThe Silver SpiresStormland Holdings (http://www.giantitp.com/forums/showsinglepost.php?p=20023295&postcount=38)
99BThe Violet CavernsStormland Holdings (http://www.giantitp.com/forums/showsinglepost.php?p=20023295&postcount=38)
100The StormlandsStormland Holdings (http://www.giantitp.com/forums/showsinglepost.php?p=20023295&postcount=38)
101Evergale ValleyAviarchy of Peregrin (http://www.giantitp.com/forums/showsinglepost.php?p=19883868&postcount=28) & Union of Besina (http://www.giantitp.com/forums/showsinglepost.php?p=19891684&postcount=29)
102Ashrock ReachStormland Holdings (http://www.giantitp.com/forums/showsinglepost.php?p=20023295&postcount=38)
103Mizalna5 tribes Syndicate (http://www.giantitp.com/forums/showsinglepost.php?p=19903537&postcount=35)
105The VeylandsDynasty of Escaye (http://www.giantitp.com/forums/showsinglepost.php?p=20487139&postcount=52)
111AlammusCrystal Union (http://www.giantitp.com/forums/showsinglepost.php?p=19823782&postcount=12)
112Belnar5 tribes Syndicate (http://www.giantitp.com/forums/showsinglepost.php?p=19903537&postcount=35)
113Manton5 tribes Syndicate (http://www.giantitp.com/forums/showsinglepost.php?p=19903537&postcount=35)
114Krriam5 tribes Syndicate (http://www.giantitp.com/forums/showsinglepost.php?p=19903537&postcount=35)
115Nettofurikusu5 tribes Syndicate (http://www.giantitp.com/forums/showsinglepost.php?p=19903537&postcount=35)
116Arendar5 tribes Syndicate (http://www.giantitp.com/forums/showsinglepost.php?p=19903537&postcount=35)
117Golyater5 tribes Syndicate (http://www.giantitp.com/forums/showsinglepost.php?p=19903537&postcount=35)
118PetravolanPetravolan (http://www.giantitp.com/forums/showsinglepost.php?p=19899730&postcount=32)
119PortentDynasty of Escaye (http://www.giantitp.com/forums/showsinglepost.php?p=20487139&postcount=52)
120GrudenPetravolan (http://www.giantitp.com/forums/showsinglepost.php?p=19899730&postcount=32)
121DunnaretPetravolan (http://www.giantitp.com/forums/showsinglepost.php?p=19899730&postcount=32)
122TannanVincedom of HessTannan (http://www.giantitp.com/forums/showsinglepost.php?p=19830678&postcount=16) & Petravolan (Hakeber & Topaz Liberantatem (http://www.giantitp.com/forums/showsinglepost.php?p=19903333&postcount=34)
140FrescodoniaTopaz Liberantatem (http://www.giantitp.com/forums/showsinglepost.php?p=19903333&postcount=34)
141Adrax AwariaTopaz Liberantatem (http://www.giantitp.com/forums/showsinglepost.php?p=19903333&postcount=34) & Ruby Legion of the Crystal Union (http://www.giantitp.com/forums/showsinglepost.php?p=20844196&postcount=65)
142XeriaCrystal Union (http://www.giantitp.com/forums/showsinglepost.php?p=19823782&postcount=12)
144LignummusCrystal Union (http://www.giantitp.com/forums/showsinglepost.php?p=19823782&postcount=12)

146StagnummusCrystal Union (http://www.giantitp.com/forums/showsinglepost.php?p=19823782&postcount=12)
147Deer PointDynasty of Escaye (http://www.giantitp.com/forums/showsinglepost.php?p=20487139&postcount=52)

161Bar TormaNo Lands of Arandi entry
162KaprosMinor Members and Dependencies of the League of Allied Provinces (http://www.giantitp.com/forums/showsinglepost.php?p=20487275&postcount=55)
163DurvahaviNo Lands of Arandi entry
164RajendrahaviNo Lands of Arandi entry
171LaraakNo Lands of Arandi entry
172NevarrThe Nevarri League (http://www.giantitp.com/forums/showsinglepost.php?p=19985354&postcount=37) & & The Nevarri Colonies (http://www.giantitp.com/forums/showsinglepost.php?p=21106640&postcount=71)
173NeilorThe Nevarri Colonies (http://www.giantitp.com/forums/showsinglepost.php?p=21106640&postcount=71)
174EllosisDynasty of Escaye (http://www.giantitp.com/forums/showsinglepost.php?p=20487139&postcount=52)
176ReineinDynasty of Escaye (http://www.giantitp.com/forums/showsinglepost.php?p=19831356&postcount=17)
177LentheDynasty of Escaye (http://www.giantitp.com/forums/showsinglepost.php?p=19831356&postcount=17)
178FolnenDynasty of Escaye (http://www.giantitp.com/forums/showsinglepost.php?p=20487139&postcount=52)
181SamudraNo Lands of Arandi entry
190BialyNo Lands of Arandi entry
191Niebisk AcreageNPC Regions (http://www.giantitp.com/forums/showsinglepost.php?p=20332561&postcount=44)
192SeptimusThe Primus Imperium (http://www.giantitp.com/forums/showsinglepost.php?p=20737594&postcount=62)
193Fiolty AcreageNPC Regions (http://www.giantitp.com/forums/showsinglepost.php?p=20332561&postcount=44)
194Zol AcreageNPC Regions (http://www.giantitp.com/forums/showsinglepost.php?p=20332561&postcount=44) & League of Allied Provinces? (http://www.giantitp.com/forums/showsinglepost.php?p=20406830&postcount=47)
195PuldineMinor Members and Dependencies of the League of Allied Provinces (http://www.giantitp.com/forums/showsinglepost.php?p=20487275&postcount=55)
196SextusThe Primus Imperium (http://www.giantitp.com/forums/showsinglepost.php?p=20737594&postcount=62)
197QuintasThe Primus Imperium (http://www.giantitp.com/forums/showsinglepost.php?p=20737594&postcount=62)
199Jade CoalitionNo Lands of Arandi entry
222RikgulliThe Cahoose Confederation (http://www.giantitp.com/forums/showsinglepost.php?p=20835016&postcount=64"}Jörmungandrl[/url]
224Poscosone[url="http://www.giantitp.com/forums/showsinglepost.php?p=20993263&postcount=68)
225Puesto YataheThe Cahoose Confederation (http://www.giantitp.com/forums/showsinglepost.php?p=20993263&postcount=68)
226LethluumuThe Cahoose Confederation (http://www.giantitp.com/forums/showsinglepost.php?p=20993267&postcount=69)
229HesterimilliThe Cahoose Confederation (http://www.giantitp.com/forums/showsinglepost.php?p=19816873&postcount=4"}Jörmungandrl[/url]
230Seidrea[url="http://www.giantitp.com/forums/showsinglepost.php?p=20993267&postcount=69)
232EtenjordNorthern Realm of Aardrosil (http://www.giantitp.com/forums/showsinglepost.php?p=19873831&postcount=26)
232BThe Necron DirectorateThe Necron Directorate (http://www.giantitp.com/forums/showsinglepost.php?p=19859030&postcount=22:)
233KankanabekThe Cahoose Confederation (http://www.giantitp.com/forums/showsinglepost.php?p=20993263&postcount=68)
234ManitosaThe Cahoose Confederation (http://www.giantitp.com/forums/showsinglepost.php?p=20993263&postcount=68)
235Puesto KagunThe Cahoose Confederation (http://www.giantitp.com/forums/showsinglepost.php?p=20993263&postcount=68)
236Puesto AzandiThe Cahoose Confederation (http://www.giantitp.com/forums/showsinglepost.php?p=20993263&postcount=68)
237Melzini ArchipelagoSpring Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19816194&postcount=2)
238Svartr MelrakkiNPC Region- The Great Melrakki-Ey Unity (http://www.giantitp.com/forums/showsinglepost.php?p=20589319&postcount=57)
239Vestan Melrakki-eyThe island nation of Melrakki-ey (http://www.giantitp.com/forums/showsinglepost.php?p=19856847&postcount=20) & NPC Region- The Great Melrakki-Ey Unity (http://www.giantitp.com/forums/showsinglepost.php?p=20589319&postcount=57)
240Melrakki-eyThe island nation of Melrakki-ey (http://www.giantitp.com/forums/showsinglepost.php?p=19856847&postcount=20) & NPC Region- The Great Melrakki-Ey Unity (http://www.giantitp.com/forums/showsinglepost.php?p=20589319&postcount=57)
241Uldrakka & NPC Region- The Great Melrakki-Ey Unity (http://www.giantitp.com/forums/showsinglepost.php?p=20589319&postcount=57)Spring Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19816194&postcount=2)
242Dra'ulkaaSpring Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=20628631&postcount=60)
243MarmarinQueendom of Avonlea (http://www.giantitp.com/forums/showsinglepost.php?p=20628285&postcount=58)
245HolshinSpring Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19816194&postcount=2) & NPC Region- The Great Melrakki-Ey Unity (http://www.giantitp.com/forums/showsinglepost.php?p=20589319&postcount=57)
247TagraNPC Region- The Great Melrakki-Ey Unity (http://www.giantitp.com/forums/showsinglepost.php?p=20589319&postcount=57)
249Vallis KhoyaGrand Principality of Anceris (http://www.giantitp.com/forums/showsinglepost.php?p=19867161&postcount=23)
250KhersonKherson (http://www.giantitp.com/forums/showsinglepost.php?p=19818452&postcount=6)& Grand Principality of Anceris (http://www.giantitp.com/forums/showsinglepost.php?p=20434068&postcount=48)
251LycarusGrand Principality of Anceris (http://www.giantitp.com/forums/showsinglepost.php?p=19867161&postcount=23)
251BCarraig DúnThe Nihoni Dominion (http://www.giantitp.com/forums/showsinglepost.php?p=20292774&postcount=40)
253BQalbal'ardThe Nihoni Dependencies (http://www.giantitp.com/forums/showsinglepost.php?p=21106640&postcount=71)
254RhuneThe Nihoni Dependencies (http://www.giantitp.com/forums/showsinglepost.php?p=21106640&postcount=71)
254BMyrkheimThe Nihoni Dependencies (http://www.giantitp.com/forums/showsinglepost.php?p=21106640&postcount=71)
255The DalesThe Nihoni Dependencies (http://www.giantitp.com/forums/showsinglepost.php?p=21106640&postcount=71)
256KevishtadFurther Lands of the Clan Holds (http://www.giantitp.com/forums/showsinglepost.php?p=20936190&postcount=67)
256BPatriamThe Nihoni Dependencies (http://www.giantitp.com/forums/showsinglepost.php?p=21106640&postcount=71)
257HallavadFurther Lands of the Clan Holds (http://www.giantitp.com/forums/showsinglepost.php?p=20936190&postcount=67)
257BEast Loch NacáuThe Nihoni Dominion (http://www.giantitp.com/forums/showsinglepost.php?p=20292774&postcount=40)
258DarromarThe Wandering Clans (http://www.giantitp.com/forums/showsinglepost.php?p=19839483&postcount=18)
259HevastusThe Wandering Clans (http://www.giantitp.com/forums/showsinglepost.php?p=19839483&postcount=18)
260AladarThe Wandering Clans (http://www.giantitp.com/forums/showsinglepost.php?p=19839483&postcount=18)
261NoricumNo Lands of Arandi entry
262The Silver CoastThe Wandering Clans (http://www.giantitp.com/forums/showsinglepost.php?p=19839483&postcount=18)
263HestdalThe Wandering Clans (http://www.giantitp.com/forums/showsinglepost.php?p=19839483&postcount=18) &Northern Realm of Aardrosil (http://www.giantitp.com/forums/showsinglepost.php?p=19873831&postcount=26)
264WallnothFurther Lands of the Clan Holds (http://www.giantitp.com/forums/showsinglepost.php?p=20936190&postcount=67)
267ArakhalFurther Lands of the Clan Holds (http://www.giantitp.com/forums/showsinglepost.php?p=20936190&postcount=67)
268KulderustNorthern Realm of Aardrosil (http://www.giantitp.com/forums/showsinglepost.php?p=19873831&postcount=26)
269StiljordNorthern Realm of Aardrosil (http://www.giantitp.com/forums/showsinglepost.php?p=19873831&postcount=26)
270Northern AardrosilNorthern Realm of Aardrosil (http://www.giantitp.com/forums/showsinglepost.php?p=19873831&postcount=26)
271The Hunting GroundThe Brey-An (http://www.giantitp.com/forums/showsinglepost.php?p=19895933&postcount=30) & The Cahoose Confederation (http://www.giantitp.com/forums/showsinglepost.php?p=20993263&postcount=68)
272Pueblo ArmicaThe Cahoose Confederation (http://www.giantitp.com/forums/showsinglepost.php?p=20993263&postcount=68)
273Puesto CahunaThe Cahoose Confederation (http://www.giantitp.com/forums/showsinglepost.php?p=20993263&postcount=68)
274AncerisGrand Principality of Anceris (http://www.giantitp.com/forums/showsinglepost.php?p=19867161&postcount=23)
275CerilinGrand Principality of Anceris (http://www.giantitp.com/forums/showsinglepost.php?p=19867161&postcount=23)
276AudraleanGrand Principality of Anceris (http://www.giantitp.com/forums/showsinglepost.php?p=19867161&postcount=23)
277RegnalinGrand Principality of Anceris (http://www.giantitp.com/forums/showsinglepost.php?p=19867161&postcount=23)
277BWest Loch NacáuThe Nihoni Dominion (http://www.giantitp.com/forums/showsinglepost.php?p=20292774&postcount=40)
278ConsurboresGrand Principality of Anceris (http://www.giantitp.com/forums/showsinglepost.php?p=19867161&postcount=23) & Grand Principality of Anceris (http://www.giantitp.com/forums/showsinglepost.php?p=20434068&postcount=48)
278BFonnabeinneThe Nihoni Dominion (http://www.giantitp.com/forums/showsinglepost.php?p=20292774&postcount=40)
279DomumontemThe Wandering Clans (http://www.giantitp.com/forums/showsinglepost.php?p=19839483&postcount=18) & The Preeminence of Hortis (http://www.giantitp.com/forums/showsinglepost.php?p=19854107&postcount=19)
279BThe Shrouded CatacombsThe Nihoni Dominion (http://www.giantitp.com/forums/showsinglepost.php?p=20292774&postcount=40) & The Transcendent Unity (http://www.giantitp.com/forums/showsinglepost.php?p=20292774&postcount=40)
280ConlarboresThe Preeminence of Hortis (http://www.giantitp.com/forums/showsinglepost.php?p=19854107&postcount=19)
280BPendriaThe Nihoni Dominion (http://www.giantitp.com/forums/showsinglepost.php?p=20292774&postcount=40) & & The Transcendent Unity (http://www.giantitp.com/forums/showsinglepost.php?p=20292774&postcount=40)
281Western AladarThe Wandering Clans (http://www.giantitp.com/forums/showsinglepost.php?p=19839483&postcount=18)
282ShunlandThe Cahoose Confederation (http://www.giantitp.com/forums/showsinglepost.php?p=20993263&postcount=68)
284PhoenixcrestThe Wandering Clans (http://www.giantitp.com/forums/showsinglepost.php?p=19839483&postcount=18)
285NendenaArchduchy of Nemeria (http://www.giantitp.com/forums/showsinglepost.php?p=20301226&postcount=41)
286LaerynArchduchy of Nemeria (http://www.giantitp.com/forums/showsinglepost.php?p=20301226&postcount=41)
287EdessaArchduchy of Nemeria (http://www.giantitp.com/forums/showsinglepost.php?p=20301226&postcount=41)
288The EasterfellsArchduchy of Nemeria (http://www.giantitp.com/forums/showsinglepost.php?p=20301226&postcount=41)
289NemeriaArchduchy of Nemeria (http://www.giantitp.com/forums/showsinglepost.php?p=20301226&postcount=41)
290TalodusArchduchy of Nemeria (http://www.giantitp.com/forums/showsinglepost.php?p=20301226&postcount=41)
291Eastern NúrnenArchduchy of Nemeria (http://www.giantitp.com/forums/showsinglepost.php?p=20301226&postcount=41)
292Western NúrnenArchduchy of Nemeria (http://www.giantitp.com/forums/showsinglepost.php?p=20301226&postcount=41)
293The Carding CoastThe Iunicity of Seerono (http://www.giantitp.com/forums/showsinglepost.php?p=20374982&postcount=45)
294LentillanThe Iunicity of Seerono (http://www.giantitp.com/forums/showsinglepost.php?p=20374982&postcount=45)
295HarmonhenArchduchy of Nemeria (http://www.giantitp.com/forums/showsinglepost.php?p=20301226&postcount=41)
296Phoenix BayThe Iunicity of Seerono (http://www.giantitp.com/forums/showsinglepost.php?p=20374982&postcount=45)
299SteppechardThe Iunicity of Seerono (http://www.giantitp.com/forums/showsinglepost.php?p=20374982&postcount=45)

lt_murgen
2016-09-14, 03:25 PM
Lands Reference Table



Region NumberRegion NameLink to Owner's Thread
300Gran Figardenum SharidesThe Iunicity of Seerono (http://www.giantitp.com/forums/showsinglepost.php?p=20374982&postcount=45)
301HoneyedenThe Iunicity of Seerono (http://www.giantitp.com/forums/showsinglepost.php?p=20374982&postcount=45)
302Gran GrazelleThe Iunicity of Seerono (http://www.giantitp.com/forums/showsinglepost.php?p=20374982&postcount=45)
319Isle of NernerArchduchy of Nemeria (http://www.giantitp.com/forums/showsinglepost.php?p=20301226&postcount=41)
320ParadiseNo Lands of Arandi entry
323BSvartalfheimThe Nihoni Dependencies (http://www.giantitp.com/forums/showsinglepost.php?p=21106640&postcount=71)
326ShafarstanShafarstan (http://www.giantitp.com/forums/showsinglepost.php?p=19818836&postcount=7)
327LançazistanGrand Principality of Anceris ( http://www.giantitp.com/forums/showsinglepost.php?p=20434068&postcount=48)
332ThuleThule Magocracy (http://www.giantitp.com/forums/showsinglepost.php?p=20446233&postcount=50)
340BascaroThe Union of the Dherai (http://www.giantitp.com/forums/showsinglepost.php?p=20448492&postcount=51) & Archducht of Nemeria (http://www.giantitp.com/forums/showsinglepost.php?p=21183544&postcount=74)
341DheraiThe Union of the Dherai (http://www.giantitp.com/forums/showsinglepost.php?p=20448492&postcount=51) & Archducht of Nemeria (http://www.giantitp.com/forums/showsinglepost.php?p=21183544&postcount=74)
342SalnadThe Union of the Dherai (http://www.giantitp.com/forums/showsinglepost.php?p=20448492&postcount=51) & Archducht of Nemeria (http://www.giantitp.com/forums/showsinglepost.php?p=21183544&postcount=74)

371Jade HavensNo Lands of Arandi entry
405UnivaelUnivale Commune (http://www.giantitp.com/forums/showsinglepost.php?p=21107356&postcount=72)
406GuNUnivale Commune (http://www.giantitp.com/forums/showsinglepost.php?p=21107356&postcount=72)
409The Wolves' SteppesThe Wolve's Steppes (http://www.giantitp.com/forums/showsinglepost.php?p=20995398&postcount=70)
428IronwoodIronwood (http://www.giantitp.com/forums/showsinglepost.php?p=20704279&postcount=61)
429Mistwound ChannelThe Holy Vr'kx Empire (http://www.giantitp.com/forums/showsinglepost.php?p=20326797&postcount=42)
430CaeddoanaarThe Holy Vr'kx Empire (http://www.giantitp.com/forums/showsinglepost.php?p=20326797&postcount=42)
439Cisfirlia NPCNo Lands of Arandi entry
440Lower Swalia NPCNo Lands of Arandi entry
447RuheonQueendom of Avonlea (http://www.giantitp.com/forums/showsinglepost.php?p=20628291&postcount=59)
448AeyonQueendom of Avonlea (http://www.giantitp.com/forums/showsinglepost.php?p=20628291&postcount=59)
449RadleighQueendom of Avonlea (http://www.giantitp.com/forums/showsinglepost.php?p=20628291&postcount=59)
450SomersetQueendom of Avonlea (http://www.giantitp.com/forums/showsinglepost.php?p=20628291&postcount=59)
451SkyholmeQueendom of Avonlea (http://www.giantitp.com/forums/showsinglepost.php?p=20628291&postcount=59)
452SwanseaQueendom of Avonlea (http://www.giantitp.com/forums/showsinglepost.php?p=20628291&postcount=59)
455PhelniusThe Primus Imperium - The Queenlands (http://www.giantitp.com/forums/showsinglepost.php?p=20737594&postcount=62)
456RusathyeThe Primus Imperium - The Queenlands (http://www.giantitp.com/forums/showsinglepost.php?p=20737594&postcount=62)
457Orrisinata / BreydisleWinter Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=19821898&postcount=11) & The Primus Imperium - The Queenlands (http://www.giantitp.com/forums/showsinglepost.php?p=20737594&postcount=62)
458Phoenix IslesSpring Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=20628631&postcount=60)
460KabazeJagalata (http://www.giantitp.com/forums/showsinglepost.php?p=20551326&postcount=56)
460BSonediJagalata (http://www.giantitp.com/forums/showsinglepost.php?p=20551326&postcount=56)
461Upper SwaliaThe Kingdom of Transfirlia (http://www.giantitp.com/forums/showsinglepost.php?p=20434358&postcount=49)
461BJagalataJagalata (http://www.giantitp.com/forums/showsinglepost.php?p=20551326&postcount=56)
462TransfirliaThe Kingdom of Transfirlia (http://www.giantitp.com/forums/showsinglepost.php?p=20434358&postcount=49)
463MilquoghNo Lands of Arandi entry
470BlackwaterThe Holy Vr'kx Empire (http://www.giantitp.com/forums/showsinglepost.php?p=20326797&postcount=42)
472Slumbering GodsThe Holy Vr'kx Empire (http://www.giantitp.com/forums/showsinglepost.php?p=20326797&postcount=42)
473MwoggronzurgtraulbaundruthThe Holy Vr'kx Empire (http://www.giantitp.com/forums/showsinglepost.php?p=20326797&postcount=42)
480HanulaNo Lands of Arandi entry
480BParidetanaJagalata (http://www.giantitp.com/forums/showsinglepost.php?p=20551326&postcount=56)
481GharubharadeJagalata (http://www.giantitp.com/forums/showsinglepost.php?p=20551326&postcount=56)
481BSamudra / New JagalataJagalata (http://www.giantitp.com/forums/showsinglepost.php?p=20551326&postcount=56)
487FluxosSpring Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=20628631&postcount=60)
488 Pavos / CochragioThe Primus Imperium - The Queenlands (http://www.giantitp.com/forums/showsinglepost.php?p=20737594&postcount=62)
493JinxwoodThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)
494FodinaThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)
497XukujinimaThe Holy Vr'kx Empire (http://www.giantitp.com/forums/showsinglepost.php?p=20326797&postcount=42)
498GeltThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)
499ArcadiaThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)
500LapisiaThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)
501PasciaThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)

503ValenciaThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)
504PelyraThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)
505The Lower SorrowsThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)
506TurvasThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)

508The Heart of SorrowsThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)
509PapaxSpring Courtlands (http://www.giantitp.com/forums/showsinglepost.php?p=20628631&postcount=60)
510The Upper SorrowsThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)
511Ora LeonumThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)
512ArcturiaThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)
513SalindaThe Praetorian Protectorate (http://www.giantitp.com/forums/showsinglepost.php?p=20329646&postcount=43)
821ToldecThe Wandering Clans (http://www.giantitp.com/forums/showsinglepost.php?p=19839483&postcount=18)
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