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Velociryx
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
of Candle'Bre
Apr 1999
time: 09:44
22-06-2004 23:20 | www
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The Acts of Fate Support Apolyton, buy Galactic Civilizations: Deluxe Edition


'k...these will be introduced in stages, as we're still finalizing stuffs to get them ready for prime time, but I wanted to start generating some discussion NOW on what we've got so far.

Yes, I know there are gaps at present, but then, this is barely a third of the planned events, so don't worry much about the gaps just yet....more on the way!



-=Vel=-

Velociryx
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
of Candle'Bre
Apr 1999
time: 09:44
22-06-2004 23:21 | www
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Support Apolyton, buy Civilization: The Boardgame


Acts of Fate Breakdown Lists


(part one of several)


The following are the events that are always ‘on’ and available in the pools of all players at game start.

Categories:
Leadership (10)
***Baron Von Helmsdenvoor
***Bezzamarrabizzarra
***Black Sash Legacy
***Cyrus Anochi
***Felestro ShadeWalker
***Lady Jasmynth Corrinna
***Lady Rhiannon of Shaladare
***Lord Charles Vega
***Lord Rand
***Lord Steinwick, the Bold

Military (33 (37))
***A Call to Arms
***Archery Tournament Hosted
***Bonuses offered
***Confusion
***Disloyalty in the Ranks
***Double Time
***False Orders
***Forced March
******Military Patronage
***Fortification Effort
***Freeling’s Brigade
***Highwaymen!
***Indifference
***Interest in the Military
***Lethargy
***Local Industries Co-opted for Defense
****The National Defense Guild
***Low Morale
***Marksmen
***Marsten’s Raiders
***Military Intelligence
***Military Intelligence (variant)
***Miraculous Escape
***Mole
***Partisan Support
******Partisans Receive Foreign Support
******Partisans Captured by Factionname$!
***Rallying Cry
***Rallying Cry (variant)
***Recruitment Center
***Regional War Weariness
***Rousing Speech
***Staunch Defenders
***Surprise Tactics
***Training Accident
***Uninspiring Defense
***Vanished!

Misc (20)
***Adoration of your Peers
***Brilliant Research
***Concubine for the King
***Confiscation of Church Estates
***Daring Theft!
***Forbidden Knowledge, Forbidden Wisdom
***Hidden Treasure
***Innovation’s Many Forms
***Local Lords send Tribute
***Local Lords send Tribute (variant)
***Nobles Demand Increased Pensions
***Nobles Demand Increased Pensions (variant)
***Nobles Lend their Support
***Nobles Lend their Support (variant)
***Research Breakthrough
***Research Grants
***Research Grants (variant 1)
***Respect of your Peers
***Tax Church Estates
***Uncommitted Lords send Tribute

Provincial (33 (35))
***A Taste of Self-Governance
***Adoration of the Peasantry
***Children’s Creche
***Corruption
***Corruption (variant)
***Corruption (variant)
***Corruption (variant)
***Crop Failure
***Death of an Heirless, Petty Noble
***Deflationary Effects
***Excellent Season
***Excellent Season (variant)
***Famine
***Famine (variant)
***Flash Flood
***GuildMaster’s Alliance
***GuildMaster’s Alliance (variant)
***Improved Irrigation System
***Indifference
***Infrastructure and Irrigation
***Innovative Peasants
***Muted Indifference
***Plague
***Plague (variant)
***Plague (variant)
***Population Boom
***Regional Population Boom
***Rivals
******A Regional Powder Keg
*********Something Wicked This Way Comes
***Squatter’s Rights
***Stalwarts
***Stirring up the Dissidents
***The Mob is Fickle
***Wildfires

Religious (30 (33))
***Amnesty Offered
***Be Fruitful and Multiply
***Bishop in trouble
***Choosing Sides
***Clerical Pressures Applied
***Consolidation of Church Powers
***Favorite of the Clergy
***Closed-Mindedness
***Glorification or Gothicism?
***High Priest’s Decree
******High Priest’s Decree (gotcha)
***Intolerance or Pluralism?
***Losing Favor with the Clergy
***Losing Favor with the Clergy (variant 1)
***Money Talks
***Nothing but love for ya!
***Preaching the Work Ethic
***Preaching the Work Ethic (variant)
***Religious Fervor
***Religious Festival
***Respect of the Clergy
***Show me the money!
******Show me the money (yeah you!)
***Spiritual Inspiration
***Support for the Local Priesthood
***The Church Seeks a ‘Donation’
***The Church Washes its hands of the Great Nobles
***The Priest in Your Pocket
***Unholy Alliance?
***Unnatural Disaster
******Unnatural Disaster
***Zealotry
***Zealotry (variant)

Total: 131 (138) events in the common event pool

All events that are ‘arbitrary’ have an ‘okay’ button to close. Closing the window triggers the actual effect, in-game. With choose events, clicking the actual choice you want closes the window and triggers the appropriate effect(s).

Last edited by Velociryx on 10-09-2004 at 20:49

Velociryx
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
of Candle'Bre
Apr 1999
time: 09:44
22-06-2004 23:24 | www
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Increase the size of your Attachments


Leadership


(current count: 10)

Name: Baron Von Helmsdenvoor
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.

Effect: Summons the Baron to your Capitol

Graphic:

Other Instructions: Each combat, two abilities are selected at random for this leader. Leader’s “grouping” is also selected at random at the start of each combat. This Event is holdable, may be played at any non-combat point in your turn OR played in lieu of a spell at the start of Combat (if you are holding the event in your Book of Fate, the Baron will appear as a “Castable Spell” at the start of combat)

Leader Name: Baron Neurledresic Von Helmsdenvoor
Grouping: (random)
Skill1: (random)
Skill2: (random)
Skill3: Not currently assigned
Skill4: Not currently assigned

Flavor Text: Right, so there we were, six hundred fifty-two men, assigned to defend the Gates of MistHaven against the entire wizard army. Outnumbered more than ten to one, and with no hope reinforcements, I figured we needed to get a little radical, see? So we gathered up livestock from all over the province, and kept them inside the fort with us for three days as the Army of the North drew near. And a foul smelling fort it was, too, after those three days.

So what we done was, when the army draws up, we launched three days worth of burning dung at them and attacked, flashing the gates open and spooked the critters, leading the assault with several thousand head of assorted livestock.

Yeah, we lost that battle and had to retreat, but I hear tell that the “Battle of MistHaven,” such as it was, got a mention in the Historical Archive somewhere as the most casualties ever lost in battle to charging livestock….”
~Barron Von Helmsdenvoor, Conversations


Name: Bezzamarrabizzarra
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.

Effect: Summons Bezzamarrabizzarra to your Capitol.

Graphic:

Other Instructions: Bezzamarra is not a ‘natural’ military leader, and gets no re-rolls as other leaders do. Nor does she have any military related skills. That, however, does not mean that she is worthless in a fight…

This Event is holdable, may be played at any non-combat point in your turn OR played in lieu of a spell at the start of Combat (if you are holding the event in your Book of Fate, Bezzamarra will appear as a “Castable Spell” at the start of combat)

Leader Name: Bezzamarrabizzarra
Grouping: NA
Skill1: Empty
Skill2: Acts as a Focusing Sigil
Skill3: The army she leads may have one additional spell cast upon it before battle (+1 Spell)
Skill4: 75% chance of detecting the presence of enemy spells, wards, and other effects in whatever province he’s currently in (has a move of one)

Flavor Text: "What can I say looking back at the past years? I can say they've shown me the truth about fighting. All those fighters controlled by nobles who pay a fortune for their training, the elite forces that spend five years in the academy prior to their appearance on the battlefield - that is a rather foolish creation of our society.

The Council Forces hired Mercenaries to sack my tower in Maldev. A cunning attack that was, but I shall forever be grateful to those who planned it, for it opened my eyes. The mercenaries received very good pay for their attack on my tower, but never did they complete all the tiresome and prolonged training. And then it dawned on me - I could do just as well. So I found people I could trust, and led them into battle personally. They remained faithful to me, although I was, perhaps, never too kind with them, but, not being trained myself, I could teach my soldiers no more - so I just led them into the battle. How glad I was to witness my faithful troops slaughter the enemy and emerge victorious! They were inspired. Inspiration is power. Inspiration is victory."

-General Bezzamarra, "Battles of the Sword and the Purse"


Name: Cyrus Anochi
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.

Effect: Summons Cyrus Anochi to your Capitol

Graphic:

Other Instructions: Event resolves when received. Gain three mercenaries with Cyrus Anochi in your capitol.

Leader Name: Cyrus Anochi
Grouping: Infantry
Skill1: Unassigned
Skill2: Unassigned
Skill3:
Skill4: Mercenaries under Cyrus’ command will NEVER attempt to seize control of a province from the ruling Lords

Flavor Text:”I shall never stand quietly by and let the stink of dishonor linger on me and mine. Just because my code of honor is different from those of the ruling Nobility does not mean it is any less valid. This Court is a mockery of all that is good and right!”
~Cyrus Anochi, Defending himself in Parthia for his alleged mistreatment of Fury House Members captured during the Battle of Helmsford Hall


Name: Black Sash Legacy
Category: Leadership
Triggering: Special, see below

Effect:
Tessal Aedrannai, the famed lieutenant of Mikail the Usurper, has been discovered by your spies in an isolated estate in Haven. The general, though old, is known well as the best military mind in recent history short of Mikail himself. This could be a great opportunity, but there are always risks...

 Hire the famed General (-300g, Tessal and five (5) Infantry await your orders at the Capitol) (if this option is selected, then this event slips into a coma for all other players)

 Send him away! He is a dangerous relic from the past! (this event de-activates for you, though it may still appear for other players—you will never see this event again this game)

Graphic:

Other Instructions: Event must be resolved when received.

Note: There is a 2% chance that every time Tessal Aedrannai wins a battle, the entire province and all units in it (yours and anybody else's) defect and become neutral. Unlike a neutral province, however, the province will produce infantry at its fastest rate and attack neighboring provinces under Tessal's leadership. If the Black Sword of Zeal is in play, this chance rises to 5% every turn. If Tessal Aedrannai ever receives that wondrous item, you immediately lose the game and all your provinces and units are affected as if they had rebelled to Tessal.

Leader Name: Tessal Aedrannai
Grouping Infantry
Skill 1: All infantry under this leader gain +3 to their attack values.
Skill 2: All infantry under this leader gain +1 movement
Skill 3: Forces under this leader never retreat unwillingly, and do not suffer any morale penalties to combat values for any reason, even if mandated by another fate card.
Skill 4: Unassigned

Flavor Text: "Do not think that this has ended. The Grand Lord was but a life, as we are but lives. The power we wield is beyond time, reason, and age. Paleh carries it, but I do not intend that he should wield it. For that is why I came to you."
~Servant of Octalus, to Tessal Aedrannai


Name: Felestro ShadeWalker
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.

Effect: Summons Felestro ShadeWalker to your Capitol, with three archers.

Graphic:

Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.

Leader Name: Felestro ShadeWalker
Grouping: Archer
Skill1:
Skill2:
Skill3: 75% likely to root out enemy spies in whatever province he’s stationed in (if found, treat as enemy military leader for % chance of outright killing the spy, if the spy does not die in this manner, then he can still be dealt with normally).
Skill4: When armies clash, Felestro can attempt to assassinate enemy army leader (30% chance of success, plus 10% * (Your espi level – opponent espi level)) Attempt is made in lieu of spell casting "Assassinate" appears as a casting choice) Success leaves the enemy army demoralized and fighting at –1 on all rolls. If a leader is killed in this manner, you lose (10 Honor + Your Honor Level), and your opponent gains a like amount of Honor.

Flavor Text: A Rock Badger can smell blood from more than a mile away, and they prefer their prey warm and kicking when eaten. What I propose we do, then, is give the man a staff to be sporting, bleed him a bit, perhaps with a knife to the gut, shallowly so it is non-fatal, and turn him loose in the hill country south of Kell. If he can make it home safely, he is of course, free to go….”
~Overheard in the Court of Mourngrym, discussing the fate of a Trentan spy


Name: Lady Jasmynth Corrinna
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.

Effect: Lady Jasmynth and her Cavalry Command are summoned to your Capitol

Graphic:

Other Instructions: Arrives with 4 units of Cavalry. Event resolves when received.

Leader Name: Lady Jasmynth Corrinna
Grouping: Cavalry
Skill1: Wily
Skill2: Unassigned
Skill3: Unassigned
Skill4: Unassigned

Flavor Text: Swift, decisive action is needed NOW! Not after endless weeks of debate….not after months of posturing! Let us put a force afield this very day!”
~ Jasmynth Corrina, Arguments in Council, IronPort.


Name: Lord Charles Vega
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.

Effect: Gain Lord Charles Vega and 5 Skirmishers in your Capitol province.

Graphic:

Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.

Leader Name - Lord Charles Vega
Grouping Skirmishers
Skill 1 unassigned
Skill 2 unassigned
Skill 3 (normally not used, may be expanded into via fate cards)
Skill 4 (normally not used, may be expanded into via fate cards)

Flavor Text: ”Yes, the Powers that Be are, in fact, all blithering idiots. I’ve got music to make, drums to play and a band to tour with…what’s with all this war nonsense, anyway?”
~ Conversations with Lord Vega


Name: Lord Rand
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.

Effect: Lord Rand and his Greycloaks (5 units of Pike) await you in your capitol province!

Graphic:

Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.

Leader Name - Lord Rand & the GrayCloaks
Grouping Pikemen
Skill 1 unassigned
Skill 2 unassigned
Skill 3 Infantry and Pike with leader gain +1 movement
Skill 4 (normally not used, may be expanded into via fate cards)

Flavor Text: ”Brothers and Sisters of the Basin…friends…countrymen, and companions, now is not the time for divisiveness. Our homeland teeters on the brink of chaos and war, the likes of which has never been seen before. Not even during the days of the Usurper have so many rushed to march off to the drum-beat of war…I implore you…seek out your leaders…let the voices of reason prevail. Let there be peace in the Basin!”
~ Lord Rand, in a last minute plea to attempt to stop the Succession Wars


Name: Lady Rhiannon of Shaladare
Category: Leadership
Triggering: Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.

Effect: Lady Rhiannon, of Shaladare awaits you at your capitol!

Graphic:

Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.

Leader Name - Lady Rhiannon of Shaladare
Grouping Archers
Skill 1 Battlefield Guile
Skill 2 unassigned
Skill 3 (normally not used, may be expanded into via fate cards)
Skill 4 (normally not used, may be expanded into via fate cards)

Flavor Text: ”The Merchants of the Loch and their allies are NOT welcome here. If any of your soldiery so much as sets foot inside these woods on a wayward stroll to someplace else, we shall unleash such Hell upon you as you have never dreamed!”
~ Lady Rhiannon, in a letter to the House of Mourngrym and the Wizards


Name: Lord Steinwick, the Bold
Triggering: This event will NEVER be seen by Clan Fury. Event may appear only one time per game. On the turn this event appears to any player, it slips into a coma for the rest of the game, for all other players.

Category: Leadership, Triggered

Effect: Lord Steinwick the bold awaits you in your capitol province!

Graphic:

Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.

Leader Name - Lord Steinwick, the Bold
Grouping Infantry
Skill 1 unassigned
Skill 2 unassigned
Skill 3 All Infantry and Skirmishers with gain the Charge/Flank ability even if you lack the appropriate tech level.
Skill 4 All Flankers and Chargers gain +2 on their attack values

Flavor Text: ”Lord Steinwick ruled the province of Thunder Hill in the name of the Fury family for a number of years until a dispute (the exact nature of which was never revealed) forced his abdication. He vanished from public life in disgrace, and at the start of the succession wars, his exact whereabouts were unknown. Not one to be left out of a fight, however, Lord Steinwick resurfaced not long after the disaster of Calimar, where a large force of Castillaran troops were surprised and annihilated. In short order, he whipped the demoralized Castillarans back into shape, and put them back in the thick of the action.”

Last edited by Velociryx on 24-11-2004 at 18:06

Velociryx
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
of Candle'Bre
Apr 1999
time: 09:44
22-06-2004 23:27 | www
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Get a bigger avatar today!


Military


(Current Count: 33 (37))

Name: A Call to Arms
Category: Military, Triggered
Triggering: Must control at least one province with a Barracks for this event to become active.

Effect: All across your realm the call goes out, and you can practically feel the surge of energy inside your holdings as your people rally ‘round you. (All troops you train this turn cost five (5) gold less (minimum cost of 1g). Any recruitment you do anywhere in your kingdom this turn will not lower provincial loyalty).

Graphic:

Other Instructions: Event is holdable, may be played at any non-combat point in your turn.

Flavor Text: ”Some things are worth fighting for…dying for…if our homeland…the Basin itself is not one of these, then what is? Now is the chance to do something tangible to shape the future of the Basin. Now. Will you rise up and meet this challenge as free men, or will you, as sheep, simply do as the Nobles command. I beg you, sign on of your own accord. A man fighting for something he believes in is easily thrice as effective as one pressed into service. Join me!”
~Speech overheard at the Inn of the Laughing Lion, Griggor’s Steading


Name: Archery Tournament Hosted
Category: Military, Triggered
Triggering: You must control at least ten archer Units to activate this event (note that if you lose archers after meeting the condition, such that you have less than ten, the condition still counts as having been met, and the event remains active). If you control no Archers on the turn this event fires, it will not fire.

Effect: Our Archery Corps is requesting that we loosen our purse strings and hold a local tournament to provide additional training.

 Certainly! Archers are the key component of our attack forces! (Pay 1g per archer unit you control to give all your archers +1 on their attack rolls, beginning at the start of your next turn, and lasting until the start of the turn following).

 No…with all that’s going on in the Realm, this is an expense we can ill-afford (no effect, event vanishes, but remains in your active event pool)

Graphic:

Other Instructions: Event must be resolved upon receipt.

Flavor Text: The Swiftkill Regiment was among the most celebrated Archer Regiments in the whole of The Basin, famed for their marching abilities as much as for their exquisite marksmanship, they were truly the pride of the army of the Pine Cross (StroudHaven), until their destruction at the hands of the cursed Wizards at the Battle of Maldev….
~A Military History of Candle’Bre


Name: Bonuses Offered
Category: Military, Triggered
Triggering: Must control at least one province with a Barracks for this event to become active.

Effect: In an effort to boost recruitment in provname$, the Local Lords there have requested that you offer a recruitment bonus.

 By all means, we need more men in the field! ((random), Pay (10-40g) to increase hiring rate in provname$ by +1 for (1-4 turns). Province must contain a barracks to be selected by this event). (every 10g = 1 turn, exact value randomly selected by the comp).

 No. This is an excellent idea, but our money is better spent elsewhere for now (no effect, card returns to your Book of Fate, and may be activated later).


Graphic:

Other Instructions: Event is holdable, may be played at any non-combat point in your turn

Flavor Text: I wonder how many of them realize that they will never live to spend those glittering coins?
~ Flavin Mourngrym, Diaries


Name: Confusion
Category: Military
Triggering: None

Effect: Our War Leaders are not of one accord, and are sending conflicting and confused orders to the men! (All your troops get –1 move points this turn).

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text:
We march to the north
Then march to the south
While our fearless leaders
Run off at the mouth.

No plan, no direction
No rhyme an’ no reason.
Let’s march in circles
All farging Season!
~ Scrawled on a barn near the Barracks at IronPort


Name: Disloyalty in the Ranks
Category: Military, Triggered
Triggering: Must have at least three armies for this event to activate.

Effect: A popular, high-ranking military officer in armyname$ (this will be randomly selected from your top three armies, in terms of size), takes a tough stance against you and this war that is ripping the Basin apart, going so far as to suggest that none of the major Noble Houses in Candle’Bre are worthy of the King’s Crown. These tidings have suddenly placed you in an awkward, vulnerable position. Swift, decisive action must be taken here.

 Kill the Dissenter. The course is clear, his position of power, and his recent slander have directly threatened your rule. (20% - 25% of the army he’s in will desert due to this move, and loyalty drops –15%, Kingdom-Wide (such bold action against a man of prominence unsettles the Nobility). Also, remember the name (provincename$) of the province the army was in when his death occurs. Gain +100g as the Dissenter’s estates are confiscated.

 Force him to retire from Military Service, but stay your hand against him (corruption increases by 10% in whatever province he’s currently in as he retires there and continues to stir up trouble for you). 20-25% of the army he’s in will desert in protest. Gain +5 honor (even if you are Infamous) for choosing this option.

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text: I stand accused of High Crimes against the Crown. This is folly, for I submit to you that there IS no Crown at present, only a collection of self-important whelps playing at being King. A gaggle of pretenders who are bleeding our nation dry. I will not stand for it, and if my death should cause even ONE Noble to stop and reflect for a moment about what this war is doing to our nation, then I will happily submit. Curse the lot of you!”
~ The Trial of Lord Roth, of Ouestron.


Name: Double Time
Category: Military
Triggering: None

Effect: Someone lit a fire under the men, Sire! They’re marching like Ollux himself is hot on their heels! (All troops you control gain +1 movement point, to a maximum move of 2).

Graphic:

Other Instructions: This Act of ate may be held until needed, and played at any point during your turn.

Flavor Text: Hey! How’d they do that? Our last report was that they were still some two weeks distant!
~ Garrison Commander Hugh Gamble, of the Order of Mystics in MistHaven, bemoaning the approach of the Army of the Council before his reinforcements had arrived.


Name: False Orders
Category: Military
Triggering: None

Effect: Spend 4 Espionage Points (* see below) to put a “False Orders” counter on an enemy army you can see. This counter is visible to both you and to the player who owns the army so affected, and remains in place until the start of your next turn (but it may be removed by other means, if any player who can see it has means to do so). That army marked by the counter will be unable to move so long as the counter remains. If the affected army is attacked, it sees its DEFShield value reduced by half. No troops may be added to, or removed from that army for as long as the counter remains in place (army is ‘locked’).

Graphic:

Other Instructions: Places a permanent entry in your Book of Fate bearing the same name as this event.

The implementation cost for False Orders is 4 Espionage Points for the first placement, increasing by + 3 Espionage Points per use (1st use = 4, 2nd use = 7, 3rd use = 10, 4th use = 13, etc). This reflects your opponents’ increasingly sophisticated counter-measures against you.

Flavor Text: ”Sir Kenna Fury’s Cavalry Command? Oh, it’s off in the north country, defending Aard from a soon-to-materialize attack there by Wizard forces.”

“But there are no Wizard forces within fifty leagues of Aard!”

“Yes…I know.”
~ Zander Kane, Mourngrym’s Free Company, overheard


Name: Forced March
Category: Military
Triggering: None

Effect: Gold is, was, and always will be a powerful motivator for the masses.

 Let us use the Lure of Gold to increase the eagerness of our armies! (Pay (5g * # of armies you had when this card appeared to you), and all troops you control gain +1 Movement Point this turn.

 Not at this time, we must save our funds (card returns to your Book of Fate and may be activated later)

 We don't need it, but as a show of goodwill, let us offer to do so for one of our peers. (radio buttons to select one faction to gift this event to) (choosing this option is the trigger for "Military Patronage")

Graphic:

Other Instructions: This Act of Fate may be held until needed, and played at any non-combat point during your turn. This event may be played on behalf of any other player in the game by paying the full price listed and designating the target player. (the receiving player will get a “Military Patronage” popup at the start of his/her turn). Playing the card in this manner will net you +10 honor, and increase your standing with the faction assisted by +15 points, IF the offer is accepted by the recipient (you get neither honor NOR a relational boost if the offer is rejected).

Flavor Text: I’m not sure what inspired them, or how they managed to cover such vast distances so quickly…all I know is the arrival of the Trentan Bordermen saved our bacon on the hills of Langborne….we were done for, but for their timely arrival.”
~ Kenna Fury, notes from the Battle of Langborne


Name: Military Patronage
Category: Military, Spawned Event
Triggering: This event has a 100% chance of occuring for the recipient of the "goodwill option" in the event "Forced March." Event will occur for that player at the start of his next turn.

Effect: “An emissary of (factionname$) approaches you with an intriguing offer to fund additional training and maneuvers for your troops. If you accept this offer, all your troops will gain +1 move this turn, and (factionname$) will gain +10 honor. Relations, currently at (relval$) will rise to (relvalnew$).”

 Accept this most gracious offer at once! (effects as above)

 Politely decline (no effect, sending receives the following text message on his next turn: “Sire, factionname$ has declined our offer of assistance.”)

Graphic:

Other Instructions: Event must be resolved upon receipt.

Flavor Text: ”It was rare, but not unheard of for men of honor—even when a strong rivalry existed between them—to lend one another assistance in times of dire need. Proof positive that during the Succession Wars, Chivalry was alive and well, and these tales of nobility stir hearts even today.”
~ A Wandering, Frustrated Poet, Candle’Bre


Name: Fortification Effort
Category: Military
Triggering: None

Effect: My Lord, the local leadership of provname$ have taken the initiative and expanded the fortification there (fortress expansion begins in provname$).

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text:”I love it when a plan comes together!”
~Anonymous, overheard


Name: Freeling’s Brigade
Category: Military
Triggering: None

Effect: An independent company offers their services to you. (You gain six (6) archers).

Graphic:

Other Instructions: Event is holdable, and may be played at any non-combat point during your turn OR in lieu of a spell before the start of a Combat (if you are holding the event in your Book of Fate, Freeling’s Brigade, will appear as a “Castable Spell” at the start of combat).

Flavor Text: ”Lander Freeling was one of the finest bowmen in the entire Basin in his day. Unfortunately, his day was some fifty years ago, and most scholars agree that the man must be long-dead by now. Nonetheless, nearly every archery band for hire in the Basin takes his name.”

Name: Highwaymen!
Category: Military, Triggered
Triggering: If you have positive honor, this event slips into a coma for you.

Effect: An independent company offers their services to you. (You gain 4 units of Cavalry).

Other Instructions: This event is holdable, and may be played at any non-combat point during your turn OR in lieu of a spell before the start of a Combat (If you are holding the event in your Book of Fate, Highwaymen!, will appear as a “Castable Spell” at the start of combat).

Flavor Text: ”Oftentimes, less scrupulous Lords, in a constant pinch to keep fighting forces in the field, resorted to using bandits, brigands, and even less savory types.”

Name: Indifference to the Cause
Category: Military
Triggering: None

Effect: Sire, the populace in provname$ are increasingly unappreciative of your efforts to unite the Basin (-1 to hiring rates in provname$ - effect is permanent).

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text: When day-to-day survival is in doubt, it’s a bit hard to get excited about the great doings of an uncaring Court.
~Mordecai Jones, Speaker for the People, CoS


Name: Interest in the Military
Category: Military, Triggered
Triggering: Must have at least one province with a Barracks for this event to activate for you.

Effect: All across your realm the call goes out, and you can practically feel the surge of energy inside your holdings as your people rally ‘round you. (No troop hiring limits this turn in any barracks you control. Any recruitment you do this turn will not lower provincial loyalty).

Other Instructions: This Event is holdable, may be played at any non-combat point in your turn.

Flavor Text: ”Charismatic leaders making rousing speeches in the larger cities of the basin would often send throngs flocking to the recruitment centers the Ruling Houses had established.”

Name: Lethargy
Category: Military
Triggering: None

Effect: Speed, efficiency, and ferocity in attack are of the essence when seizing important military objectives. Unfortunately, it appears that your military commanders have temporarily forgotten these lessons. At present, you have your doubts as to whether or not they could fight their way out of an empty flour sack. (All your units suffer a –1 attack penalty this turn).

Other Instructions: Event resolves upon receipt.

Flavor Text: Had the forces of Lord Mourngrym pressed their attack on that first day, they could have swept the remaining defenders from The Overlook, and then made for Langborne direct. Their hesitation was a costly one however, for in the night, the provincial governor brought reinforcements up, and while the province was ultimately captured, it cost the armies of Mourngrym untold hundreds of additional lives….
~ Tylo Gant, Epic Battles


Name: Local Industries Co-opted for Defense
Category: Military
Triggering: None

Effect: Defense of the realm takes precedence over all else. Without defense, there is no realm, and so, all other considerations are subordinate. This is something that many local businessmen tend to forget….

Sire, in the lands of Provname$, we have an unusual opportunity. By taking direct control of key local industries there, we can reduce military costs for the whole of the Kingdom.

 Yes, we must do all we can to control military costs. Let us forcibly take control of these industries, stripping them away from our citizens who currently own them (loyalty in the province in question drops 30%, and 15% in the rest of your holdings as you run roughshod over the rights of the land and business owners. Loyalty cap in this province drops by 15%, and loyalty recovery rate in this province is permanently halved). Recruitment rate drops by –1, permanently in this province, and the province has two (2) fewer construction points for the remainder of the game (to a minimum of zero). All troops you hire for the remainder of the game (in any province) cost 2g less.

 Let us do this, yes, but reimburse the current owners from our treasury. (-200g as you purchase the businesses from their current owners. Recruitment rate drops by –1 permanently in this province, and the province has two (2) fewer construction points for the remainder of the game. All troops you hire for the remainder of the game (in any province) cost 2g less.

 No, it is an intriguing idea, but one that does not fit in with our current plans and schemes (provname$ gains +5gpt to its tax value as local businessmen breathe a sigh of relief, and agree to pay higher taxes in order to ensure that the government does not buy them out). This event vanishes, but is still considered to be in your active pool.

Graphic:

Other Instructions: Event resolves upon receipt. Either ‘yes’ response here spawns the event “The National Defense Guild” (3% cumulative per turn chance of occurring)

Flavor Text:”What these fools fail to realize is that they exist to further the glory of the Kingdom, not the other way around!”
~ Overheard in the Court of Peers, Cerilon


Name: The National Defense Guild
Category: Military, Triggered
Triggering: Either "yes" option taken in the event "Local Industries co-opted for Defense" serves as the trigger for this event. (3% cumulative per turn chance of occuring).

Effect: Building on your earlier success with taking control of local industries in provname$ (the province named in this event’s predecessor), your advisors have devised ambitious plans to completely redraw the structure of defense in your realm. It falls to you to evaluate the various approaches being fronted, and determine what course of action to take in this matter.

The Peers of the Realm await your enlightened decision:

 Greatly increase military support structure and medical personnel, Kingdom-wide (Construction Points drop by –1 in every province you control, and every province you assume control of later, for the remainder of the game (minimum value of zero). Each province you control now generates 9gpt, tracked separately from the rest of provincial income, and put into a fund specifically to pay support costs out of. When support costs are paid at the start of each of your turns, this fund is drained first, and then, monies are taken from your “regular” income. Corruption increases by 8%, to be spread over at least three (random) provinces.

 Greatly increase logistics and supply efficiency, Kingdom-wide (-100g, and every province you control—including those you take control of after this event), loses –5gpt in economic value. Each province you control now generates 9gpt, tracked separately from the rest of provincial income, and put into a fund specifically to pay support costs out of. When support costs are paid at the start of each of your turns, this fund is drained first, and then, monies are taken from your “regular” income. Corruption increases by 12%, to be spread over at least three (random) provinces.

 Interesting ideas, but we should leave well enough alone. The present system works fine as it is (15% of all current research lost as your sages, seers, and wise men lose a bit of faith in your willingness to embrace new ideas).

Graphic:

Other Notes: Event must be resolved upon receipt.

Flavor Text:The old ways are falling away and a new age is dawning in the Basin….but what will it mean for us? What changes lie beneath the changes we are already seeing?
~A Wandering, Frustrated Poet of Candle’Bre

Last edited by Velociryx on 24-11-2004 at 19:25

Velociryx
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
of Candle'Bre
Apr 1999
time: 09:44
22-06-2004 23:29 | www
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Name: Low Morale
Category: Military
Triggering: None

Effect: Being constantly on guard, ever-in-motion, and living in wretched conditions could sap the will to fight from even the most hardened veterans now and again. (-1 on all attack and defense rolls from now till the end of your next turn).

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text: Despite his lackluster and uninspired defense in Hlo’Haas, not a soul suggested that the Lord of the Furies be relieved of command, and all wrote that sad showing off to dysentery that had the whole of his company in its grip. Three weeks later, when Kenna Fury returned triumphantly to Hlo’Haas, that theory was proved quite correct.
Llhankhan the Wisp, Freeman of Trentare, Fury Family History


Name: Marksmen
Category: Military, Triggered
Triggering: Must control at least ten archers for this event to activate for you.

Effect: If one side or the other arrived first on the field of battle, the Archers had time to get themselves into ‘prepared firing positions’ which could have devastating effect on the enemy….assuming the force commander guessed correctly, of course, and positioned his archers well and wisely. (All archers you control gain an additional volley on their “round zero” firing phase).

Graphic:

Other Instructions: This Event is holdable, may be played at any non-combat point in your turn OR in lieu of a spell at the start of any combat (creates an entry in your Book of Fate bearing the same name as this event). Whenever this event is activated, it leaves your Book of Fate immediately, and its effects last until the end of your current turn. Event is still considered in your active pool, and may be seen again, this game.

Flavor Text: Their ragged shouts and lusty war cries were answered by a curious whistling sound, and in mere seconds that bravado had been replaced by shrieks and wails as hail of arrows hit home. It was the most chilling transformation I have ever witnessed…grown men to terrified and dying children in the blinking of an eye….
~ Anonymous, found penned in neat a hand on blood- stained parchment near the sight of some unnamed battle


Name: Marsten’s Raiders
Category: Military
Triggering: None

Effect: “Marsten’s Raiders” agree to fight under your banner to advance your cause! You gain +5 Mercenaries (see below). For the remainder of the turn in which you play this card, all Mercenaries recruited by you cost 1g less.

Graphic:

Other Instructions: This card may be held until needed, and played at any non-combat point during your turn OR played in lieu of casting a spell at the start of any combat. Places a new entry in your Book of Fate bearing the same name as this event. Upon receipt of this event, it slips into a coma for you for as long as the Raiders are in play on your side (ie, until someone else gets and plays the event). Upon playing the event, it vanishes from your Book of Fate. If you currently have “Marsten’s Raiders” but are holding it in your book of fate (have not played it), the event slips into a coma for everyone until it is played, and the raiders are actually on the map. At that time, it re-awakens for all players, except for the player who is currently in possession of the Raiders).

Note that if any other player receives AND PLAYS this event after you have received it, you lose 5 Mercenaries (at random) --if you do not have five mercenaries, then lose all that you have--from your armies and receive the following text message at the start of your next turn:

“Sire, the Mercenary Captain Marsten has abandoned us for another Lord.” (Ok to close popup).

Flavor Text: ”’Captain’ Arlow Marsten is a hard-drinking, rough talking man, and leader of a band of ruthlessly efficient mercenaries. Not a friendly, nor particularly loyal fellow, he and his band are prized nonetheless, and have fought in countless battles, in nearly every province in the basin.”

Name: Military Intelligence
Category: Military
Triggering: None

Effect: The geniuses over in supply are at it again, and now everything is all fouled up! Supplies aren't getting where they need to be, and the end result is that none of your armies may move this turn!

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text: ”Stupid is as stupid does….”

Name: Military Intelligence (variant)
Category: Military
Triggering: None

Effect: The geniuses over in supply are at it again, and orders are getting crossed right and left! The end result is that no transfers are possible among any of your armies (all armies locked this turn) and (random, 4-7) armies cannot move this turn!

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text: “Stupid is as stupid does….”

Name: Miraculous Escape
Category: Military
Triggering: None

Effect:
Places a new entry in your Book of Fate bearing the same name as this event. May be cast in lieu of regular spell casting at the start of any combat.

When cast (casting cost for this effect is 10 Influence + 10 Mana), you gain a random number of "escape counters" (5-8 of them + 1 per Honor Level) that "undo" the first 5-8+/- kills or captures that your enemy inflicts on your army. After each use of this event, an internal check is done to see if the event entry vanishes from your Book of Fate (5% chance of vanishing per use (non-cumulative)).

Note that it is possible for a highly infamous player to spend the mana and have the spell fizzle, if this happens, the player sees the following message:

"M'lord! It seems even the gods have abandoned us....our spell has failed!" (ok to close the popup)

Graphic:

Other Instructions:

Flavor Text:
It was all madness and chaos.

The earth itself seemed to be coming to life….

In the distance, he heard the collective wail of a thousand-thousand terrified Nilrogg, and then that sound was simply washed away by the rumbling of the earth.

Everything was washed away by that sound, until nothing else remained.

There was only the angry titan.

The earth itself.

God’s teeth.

~Flight and Founding


Name: Mole
Category: Military, Triggered
Triggering: There must be at least one province you cannot see due to fog of war.

Effect: A mysterious stranger approaches us offering detailed information on provname$ and surrounding lands (province will be one that is currently covered over by the fog of war). His price for such information is (25g*number of provinces to be revealed)

 A bargain indeed! Let us pay the man and hear what he has to say! (Fog of war dissipates in target province and in all adjacent provinces for this turn. Clicking on any armies in those territories will reveal troop strengths and compositions. You may fully examine the province this turn as though it were one of your own (but you may not manipulate the province in any way…read only access!).

 Send him off…this is an expense we can ill afford. (No effect) (event vanishes from your book of fate, but remains in your active pool and may be seen again).

Graphic:

Other Instructions: This Event is holdable, may be played at any non-combat point in your turn.

Flavor Text: Oh I’ve got friends in low places….
~Garth Brooks, Musician, Pyrixius


Name: Partisan Support!
Category: Military, Triggered
Triggering: There must be at least one other, non-allied faction in the game for this event to activate.

Effect: A dissident group from provname$(random province controlled by a rival) petitions to see you and begs your assistance against their masters, Factionname$.

 Yes! By all means, let us support their efforts! (-50g from your treasury – Revolt springs up in provname$) {revolt consists of d6 + 2 Infantry}

 No, and reveal their treachery to those whom they are conspiring against! (Relations improve by +15 with that rival, gain +5 honor, even if you are infamous)

 Offer no support, but also don’t rat them out. (revolt risk of +2% in one random province you control next turn as the rebels stir up dissent in one of YOUR provinces, out of spite for your refusal to assist them).

Other Instructions: Event must be resolved upon receipt. A “Yes” response here serves as the trigger for the event “Partisans Receive Foreign Support!” A “Reveal their treachery” response here serves as the trigger for the event “Partisans Captured by factionname$!”

Flavor Text: Men of limited means often sought the support and financial backing of the wealthy Nobles of Candle’Bre. These groups typically met with limited success, but that didn’t stop them from trying.

Name: Partisans Receive Foreign Support!
Category: Military, Triggered
Triggering: This event has a 100% chance of occurring for the player controlling the province mentioned in the event “Partisan Support!” on the turn after a “yes” response is given to the question of supporting the partisans in the event “Partisan Support!”

Effect: d6+2 Infantry spring up in provname$ (the province identified in "Partisan Support").

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text:Men of limited means often sought the support and financial backing of the wealthy Nobles of Candle’Bre. These groups typically met with limited success, but that didn’t stop them from trying.

Name: Partisans Captured by factionname$!
Category: Military, Triggered
Triggering: This event has a 100% chance of occurring for the player controlling the province mentioned in the event “Partisan Support!” on the turn after a “reveal their treachery” response is given to the question of supporting the partisans in the event “Partisan Support!”

Effect: Our rivals in the factionname$ have discovered the roots of dissention in our realm and handed them over to us! Our relations with them have improved (by +15)

Graphic:

Other Instructions: Event resolves when received.

Flavor Text: Men of limited means often sought the support and financial backing of the wealthy Nobles of Candle’Bre. These groups typically met with limited success, but that didn’t stop them from trying.

Name: Rallying Cry
Category: Military, Triggered
Triggering: Must control at least one province containing a Barracks.

Effect: To the four corners of provname$, the cry to battle is taken up until it swells with such ferocity that it threatens to crack open heaven itself. (+1 to hiring rates in provname$ for 2-5 (random) turns, with no impact to loyalty when hiring for the duration of this effect).

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text: ”Charismatic leaders making rousing speeches in the larger cities of the basin would often send throngs flocking to the recruitment centers the Ruling Houses had established.”

Name: Rallying Cry
Category: Military, Triggered
Triggering: Must control at least one province with a Barracks.

Effect: To the four corners of provname$, the cry to battle is taken up until it swells with such ferocity that it threatens to crack open heaven itself. (Hiring rates doubled in provname$ this turn and next, no impact to loyalty when hiring from this province this turn).

Graphic:

Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.

Flavor Text:”Charismatic leaders making rousing speeches in the larger cities of the basin would often send throngs flocking to the recruitment centers the Ruling Houses had established.”

Name: Recruitment Center
Category: Military, Triggered
Triggering: Must control at least one province with a Barracks.

Effect: The Succession Wars gave rise to the first-ever Recruitment Centers in the Basin. Previous to this war, local Lords relied mostly on volunteers to flesh out their forces, and now and again would press prisoners or other undesirables into service, but the Recruitment Center was a step away from that. It represented a permanent presence in a given province, existing for the sole purpose of generating interest in, and a steady stream of supporters for the King’s Army, and its early staffers were absolutely evangelical about their mission.

 Build it in (radio buttons, listing all provinces that currently meet the pre-requisite)! (-140g (costs 20 Construction Points, upkeep = 2gpt), recruitment rate doubles in provname$. (province must already contain a barracks to be eligible for a Recruitment Center). The first two recruitments per turn from this province cause no loyalty drop. Effect is permanent). (new graphic?) (when built, this act of fate is removed from your book of fate, but remains in your active pool, and may be seen again).

 Don’t build it at present, we can’t afford it! (no effect, event is placed in your Book of Fate and may be reactivated later, at any non-combat point in any of your turns).

Graphic:

Other Instructions: Event is holdable, and may be played at any non-combat point in your turn.

Flavor Text:Uncle Mourngrym wants YOU!
~Poster outside of the Recruitment Center in Eastgate


Name: Regional War Weariness
Category: Military, Triggered
Triggering: Must control at least two adjacent provinces for this event to become active for you. Must have researched at least Mil 3.

Effect: Popular opinion is turning against this war in parts of our Kingdom ((2-5 provinces, at random – these provinces will all be adjacent to each other).

 Spend some of the Kingdom’s resources on propaganda, in order to bolster the flagging support in this region (-200g from your treasury as you combat the negative opinion).

 Let them think what they will. Our course is clear. (If the impacted provinces have a barracks in them, then loyalty in those provinces immediately drops by –10%, and the loyalty impact of hiring troops from those barracks is doubled for (1-3; random) turns. If the province(s) does not contain a barracks, it sees its loyalty drop any time recruitment occurs anywhere in the whole of the basin, for the next (1-3, random) turns. For every unit that is recruited while this event is in effect, revolt risk in the affected provinces increases by 0.5%.

Graphic:

Other Instructions: Event must be resolved when received.

Flavor Text: …ment, but they’s only so much a common man can bear, you know?
~ Overheard in a tavern in Michlenach


Name: Rousing Speech
Category: Military
Triggering: None

Effect: Few things can be more inspiring on the eve of battle than an eloquent force commander.

Places a new entry in your Book of Fate bearing the same name as this event. This new entry may be "cast" in lieu of a spell at the start of any combat.

"Rousing Speech"
Army is “locked” and cannot be added to or split until this effect wears off. Target army gains +1 on all attack and defense values from now till the start of your next turn. (casting cost = 1 influence per two units of troops in your army (drop all fractions)).

Graphic:

Other Instructions: Event is holdable, and may be played at the start of any combat, in lieu of casting a spell. If you lack sufficient Influence to “cast” this spell on the target army, you will receive the following message: “Sire, we are unable to stir the hearts and mind of a force so large as this….” When you receive this event, it slips into a coma for you, so that you will not see it multiple times. Event becomes a permanent entry in your Book of Fate, and if you already have "Rousing Speech" in your Book of Fate, it slips into a coma for you.

Flavor Text: “We will probably all die today.” He told them simply. No point in sugar coating it. Not in the eleventh hour, outnumbered a thousand or more to one.

No one spoke, but he also noted that no one flinched, either.

“Yes….we will probably all die today, but…we will die on our feet, and as free men.”

Nods from the line.

“Our mission….the only thing that is important at this point, is that we keep the horde from breeching the line and reaching the Wizards until they have completed whatever magic they think can save us….we give them time to do what they do, by doing what we do….questions?”

There were none, and after a lingering moment, Duncan nodded.

“Fight well. Die well, my brothers.” He whispered....
~Flight and Founding


Name: Staunch Defenders
Category: Military
Triggering: None

Effect: Ten men with stout hearts and determination are worth a whole company of men who do not believe in anything, or fight for a particular cause aside from pay.

Graphic:

Other Instructions: Places a new entry in your Book of Fate bearing the same name as this event. Event may only be activated in combat, in lieu of casting a spell, and is a (semi) permanant addition to your book of fate (see below). As long as it remains in your book of fate, the event slips into a coma for you. Once it vanishes, the event re-activates for you and may be seen again.

"Staunch Defenders"
Casting cost is 25 mana OR 25 Influence. Each time you cast this “spell” it is 5% (cumulative) likely that it vanishes from your book of fate. Target Army sees its their DEFShield value double until the start of your next turn (not their defensive strengths)! While this event remains in your Book of Fate, it slips into a coma for you. If/when it should vanish from your book of fate, it re-activates, and may be seen again.

Flavor Text:…if not for the courage of the fearless crew, ‘The Minnow’ would be lost, ‘The Minnow’ would be lost!
~ Segment of a theme song to a long-running play, popular in and around Loch Laern


Name: Surprise Tactics
Category: Military
Triggering: None

Effect: When we next meet our foes on the field of battle, we'll have a vicious little surprise cooked up for them!

Graphic:

Other Instructions: Places a new entry in your Book of Fate bearing the same name as this event. Event may only be activated in combat, in lieu of casting a spell.

"Surprise Tactics"
Casting Cost = 1g per infantry you have (“Infantry” in this case, means just Infantry and Mercenaries)—additional training.

All your Infantry (see above) in this army attack on Tier 2 until the start of your next turn.

Fate Entry has three counters on it. After each casting, remove one counter from the event. When the last counter is removed, this event vanishes from your Book of Fate. So long as the entry remains in your book of fate, it slips into a coma for you and will not appear again. If/when the event vanishes from your book of fate, the event re-activates for you and may be seen again.

Flavor Text: ”Pleased to meet you, hope you guessed my name.”
~ Baron Von Helmsdenvoor, upon accepting Zander Kane’s surrender in EastGate


Name: Training Accident
Category: Military, Triggered
Triggering: Must control at least 10 non-mercenary military units for this event to activate for you.

Effect: Sometimes, when training with live steel, or out in the unforgiving wilderness, accidents happen. It’s an unfortunate side effect of the necessity of keeping the military in excellent fighting condition. (Lose 2-5 military units from provname$--obviously, provname$ must have troops in it to be eligible for consideration).

Other Instructions: Event resolves upon receipt.

Flavor Text: ”There’s no worse duty than this…to inform a family that they’ve lost a loved one…not to our common enemies, but to…blatant stupidity on the part of their commanders….personally, I think they should make the commanders come out here and meet the families face to face….would make them a bit more careful with other people’s lives.”
~ Brelan Dalaat, Speaker for the Dead


Name: Uninspiring Defense
Category: Military
Triggering: None

Effect: A strange sense of pessimism settles over your realm, bringing with it a bone-weary, defeatist mindset. All your units suffer a –1 penalty to their defense rolls for the next two turns.

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text: It just felt like we were automatons, you know? Going through the motions, but our hearts weren’t in it, and it showed. The Army of Castillar had worked themselves into a frenzy, and we were just…there. Needless to say, it didn’t take long for them to turn the tide of the battle, despite their inferior numbers…..
Zander Kane, of Mourngrym’s Free Company, personal journal after his defeat and retreat in
Griggor’s Steading.


Name: Vanished
Category: Military
Triggering: Must share a border with another player, or control a province listed in “Mountain.txt” for this event to activate for you.

Effect: A border patrol disappears entirely. (One unit lost, in a province either bordering the mountains or some other player. Refer to “Mountain.txt” for the complete list of provinces considered “bordering the mountains”

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text: She’s a big country. A dangerous land. And she keeps her secrets well.
~Folk wisdom, Candle’Bre


Mountain.txt
Aard
Illium
Cedri
Southwatch
Thunder Hill
Hlo’Haas
Ravanna
Jima
Sarsgardia
Perrin’s Point
Elynthia
Cerilon
Haven
Hen
Skanalarr
Widow’s Way
Maldev
Parthaway
Ouestron
Sutheron
Pyrixius
Dasgardia
Bessmer
Tharn
Cho’Neria
Etian
Gallowmir
Vargalas
Brom
Trentare

Last edited by Velociryx on 24-11-2004 at 22:03

Velociryx
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
of Candle'Bre
Apr 1999
time: 09:44
22-06-2004 23:32 | www
edit | quote
#6 | report |
Support Apolyton, buy Civilization III: Complete


Misc.
(Current Count: 20)

Name: Adoration of your Peers
Category: Misc.
Triggering: Event slips into a coma for players with -20 honor, or less (L2 Infamy or greater)

Effect: In recognition for you past deeds, the Peers of the Realm give you a nod of recognition. You gain +20 Honor.

Graphic:

Other Instructions: Event resolves when received.

Flavor Text: It was not uncommon for the great deeds of Candle’Bre’s Nobles to circulate through the whole of the basin whether they wanted them to or not. This constant possibility of this unexpected praise often kept Nobles with borderline sense of honor “in line,” since many were loathe to lose their heroic reputation once they had gained it.

Name: Brilliant Research
Category: Misc.
Triggering: None

Effect: Your wise men, sages, alchemists, and soothsayers have been busy lately! Gain +20 Research Points in each of the Tech Trees.

Graphic:

Other Instructions: Event is holdable and may be played during any non-combat part of our turn. The research points are added immediately upon playing, but will not result in a possible tech advance until the start of your next turn, when tech status is checked.

Flavor Text: ”There is no accounting for where inspiration will come from, nor for what form it will take. This applies to science as well as poetry, I suppose.”
~ A wandering, frustrated poet of Candle’Bre


Name: Concubine for the King
Category: Misc.
Triggering: None

Effect: Cos sometimes heads of state get…distracted…. (-50 gold from your treasury)

Graphic:

Other Instructions: Event resolves when received.

Flavor Text: And when Lady Marina caught the attention of Lord Stephen, it was nigh on impossible to get him to take an interest in the comings and goings of the military. Fortunately, for the family, his brother Michael was significantly more focused during that time, and bore the full weight of military responsibility until the High Lord of the Furies had regained his senses.
~ Llhankhan the Wisp, Freeman of Trentare, Fury Family History


Name: Confiscation of Church Estates?
Category: Misc.
Triggering: Must have at least one province with a religious building for this event to activate. Will never appear for Castillar.

Effect: Normally, Church Lands were considered off-limits and inviolable, but in times of dire need, it was not completely unheard of for a leader to change those rules. Given the power of the Church, that was a fine, and dangerous line to walk, and such maneuverings had to be done with utmost care…..

Recently, the Church has left itself vulnerable in provname$ due to financial mismanagement. If ever there were an opportune moment to move against them, that time is now!

 By all means! We are in need, and the Church shall not be exempted from their part of shouldering the burden of this war! (+ 150 gold as Church Estates in provname$ are confiscated. Province gains +10gpt in value from now till the end of the game. Lose one level of honor if you have positive honor. Lose all collected influence, no influence can be collected for the next ten turns, relations with Castillar –50, half this value if you presently have a treaty with them. If you control StroudHaven, that province sees a 2x revolt and hiring rates in StroudHaven decrease by –1 for the remainder of the game.).

 No…the Church is both strong and powerful. It would be unwise to alienate them. We shall stay our hand against them, despite their weakness in provname$ (no effect).

 If the Church in provname$ is weak, then we should do all we can to assist them in their time of need. The day might come when we must call upon them to return the favor….(-100g as you give money to assist the Church, your Influence generation doubles for the next ten turns). Gain +5 Honor if you have positive honor, relations with Castillar improve by +20.

Graphic:

Other Instructions: Event must be resolved when received.

Flavor Text: The Church’s lands and holdings, when taken together, easily dwarf the estates of even some of the largest and most influential Noble Houses in Candle’Bre. It is good then, that they are so scattered….

Name: Daring Theft!
Category: Misc.
Triggering: None

Effect: It does not happen often, but now and again, some enterprising thief manages to slip past your considerable defenses and make off with something of value. (Lose –50g from your treasury. If you do not have 50g in your treasury, then lose whatever you DO have).

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text: Victor Capet is among the best thieves in the whole of the Basin. He claims to have burgled private estates in every province in Candle’Bre, and has sufficient wealth to lend at least some credence to those claims. His whereabouts are presently unknown, and that is probably for the best….at least as far as Mister Capet is concerned….
~Tylo Gant, Notable Personalities of Candle’Bre


Name: Forbidden Knowledge, Forbidden Wisdom
Category: Misc.
Triggering: None

Effect: The time is now. There are two primary groups of wise and learned men calling your Kingdom home, and both are competing on a near-constant basis for the limelight, your attention and favor, and of course, an endless parade of ‘special considerations’ which usually sees you having to open your purse strings to keep them happy.

This time though, it’s different. In an attempt to curry favor, both groups have presented you with a pass that will give you and your hand-picked advisors limited-time access to their most sacred libraries and archives. Of course, both groups have opted to present their gift to you on the same day, and so a choice must be made…the fabulous treasure trove that the library of the Wizardry represents, or the timeless and powerful wisdom of the Church. The choice is yours to make….

 Let us spend the time pouring through the priceless tomes in the Wizards’ library! (for the next three turns, you may “spend” Mana to boost research. 2 Mana = 1 point of research. Lose half your stored Influence as the Church snubs you for favoring the Wizards. Adds 2% to the appearance chance of seeing events from the Magical/Magocracy categories, once all other pre-requisites have been met. -2% chance to see events from the Religious/Prelature categories.

 Let us spend the time cloistered with the priesthood in their Sacred Archives. (for the next three turns, you may “spend” Influence to boost research. One Influence = 1 point of research. Lose half your stored Mana as the Wizards snub you for favoring the Church. Adds 2% to the appearance chance of seeing events from the Religious/Prelature categories, once all other pre-requisites have been met. -2% chance to see events from the Magical/Magocracy categories.

 We cannot play favorites, and so, we must politely decline both offers. (lose 25% of stored influence and stored Mana as both groups feel snubbed, but gain +30 research points in each of the tech trees as behind the scenes, there are grateful members of both groups working to assist the researchers at your Court).

Graphic:

Other Instructions: Event must be resolved when received. If either the Wizard or Clerical group are favored in the above choices, a temporary entry is placed in your Book of Fate (“Forbidden Knowledge,” in the case of the Wizards, “Forbidden Wisdom” in the case of the Clerics). This entry has three counters on it (representing the number of turns remaining in your access. From this entry, you may choose a tech tree to spent your converted Influence/Mana on). Remove one counter from this temporary entry at the start of each of your turns. When the last counter is removed, the entry vanishes from your book of fate. Note that while you have either a “Forbidden Knowledge” or a “Forbidden Wisdom” entry in your book of fate, this event slips into a coma for you, but once the temporary entry is gone, the event re-awakens and may be seen again.

Flavor Text: They’re flip sides of the same coin, and if they could but work together, there’s no telling what we might accomplish!
~Overheard in the Chambers of the Council, Ironport


Name: Hidden Treasure
Category: Misc.
Triggering: None

Effect: My liege, our scouts and explorers have brought back bounteous treasure from the wilds! (You gain +50 gold)

Other Instructions: Holdable. This Act of Fate may be played during any non-combat part of your turn. The money is available immediately upon playing.

Flavor Text: The Candle’Bre basin is full of forgotten or undiscovered glens, rugged passes, tunnels, and more. The mountains are a vast, largely untapped source of wealth, and over the course of the Kingdom’s two-hundred year history, great amounts of treasure has simply vanished.

Now and again, some small piece of it resurfaces.


Name: Innovation’s many Forms
Category: Misc.
Triggering: None

Effect: The wisest of our wise have come up with some intriguing possible directions to take our research efforts in, but cannot agree on precisely what direction to pursue, and so come to you for guidance. The proposals they have developed are these:

 Fund research toward a greater efficiency in wielding magicks. (-200g, all spell costs are reduced by 20%(drop all fractions)). +2% increase in the appearance chance of events in the Magical/Magocracy pools, once all pre-requisites are met.

 Provide additional funds for more classical research (-250g, 10% reduction in research costs)

 Fund a general effort to improve our Espionage abilities (-200g, 10% increase in generated Espionage Action Points, and +5% chances across the board for success in espionage activities) +2% increase in the appearance chance of events in the SpyMaster pool, once all pre-requisites are met.

 Our current focus and direction needs no modification at this time (returns act of fate to your library, may be activated later).

Graphic:

Other Instructions: Act of Fate must be resolved upon receipt.
Flavor Text: Brilliant minds, backed by the power of the Crown….what could be more potent than that?
~A Frustrated Poet, Wandering in Candle’Bre


Name: Local Lords send Tribute
Category: Misc.
Triggering: None

Effect: My Liege, the lesser Lords of the Realm send gifts in acknowledgement of your greatness. (+100 gold added to your treasury).

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text: ”Presents! Presents are always lovely, and flattery will get you….farther than not, at least.”
~Flavin Mourngrym, overheard at Court


Name: Local Lords send Tribute (variant)
Category: Misc.
Triggering: Must be at least one neutral province adjacent to provinces you control for this event to be active.

Effect: My Liege, the Lords of surrounding lands send gifts in acknowledgement of your greatness. (+25 gold per neutral province adjacent to provinces you control).

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text: ”Presents! Presents are always lovely, and flattery will get you….farther than not, at least.”
~Flavin Mourngrym, overheard at Court


Name: Nobles Demand Increased Pensions
Category: Misc.
Triggering: None, Special

Effect: Sire, the Nobles of the Realm are demanding increased pensions and allowances.

 Agree to their demands. Keeping the Nobility happy is key to a smooth-running Kingdom (-100g from your treasury, even if this creates a deficit).

 The Crown does NOT listen to ‘demands’, and this request is denied (loyalty drops by 10%, empire-wide)

 (infamous option, infamy only) Kill those who would dare demand the least thing from me! I will have their submission or I will have their lives! (loyalty drops by 20%, empire wide as you behead your unruly nobles, and recovery rate is halved for the next six turns. +300g as the estates of the dead nobles are confiscated).

 (honorable option, honorable only) Grant additional honorific titles to the nobles requesting the pensions, hold a private party for them, and ask the Church to also grant them honorific titles. (-25g from your treasury, and –5 Honor, Influence rates triple for the next ten turns).

Graphic:

Other Instructions: Event must be resolved when received.

Flavor Text:The Nobles….can’t live with them, can’t kill them…oh wait! We can, can’t we?
~ Lord Lucian, of the House of Mourngrym, overheard in Council


Name: Nobles Demand Increased Pensions (variant)
Category: Misc.
Triggering: None

Effect: Sire, the Nobles of the Realm are demanding increased pensions and allowances.

 Agree to their demands. Keeping the Nobility happy is key to a smooth-running Kingdom (-5gpt, per province you control, for the next (random 3-6) turns).

 The Crown does NOT listen to ‘demands’, and this request is denied. (Loyalty drops by 15%, empire-wide).

 (infamous option, infamy only) Kill those who would dare demand the least thing from me! I will have their submission or I will have their lives! (loyalty drops by 20% empire wide and recovery rate is halved for the next six turns. +300g as the estates of the dead nobles are confiscated.

 (honorable option, honorable only) Grant additional honorific titles to the nobles requesting the pensions, hold a private party for them, and ask the Church to also grant them honorific titles. (-25g from your treasury, and –5 Honor, Influence rates triple for the next ten turns).

Graphic:

Other Instructions: Event must be resolved upon receipt.

Flavor Text:The Nobles….can’t live with them, can’t kill them…oh wait! We can, can’t we?
~ Lord Lucian, of the House of Mourngrym, overheard in Council

Last edited by Velociryx on 24-11-2004 at 21:37

Velociryx
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Apr 1999
time: 09:44
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Name: Nobles Lend their Support
Category: Misc.
Triggering: None

Effect: My Liege, the lesser Lords of the Realm send gifts to help finance the war effort. (+20gold per province you control).

Graphic:

Other Instructions: Event resolves upon receipt.

Flavor Text: ”Presents! Presents are always lovely, and flattery will get you….farther than not, at least.”
~Flavin Mourngrym, overheard at