Season 1 tidings
  1. tidings
  2. planning
  3. resolution
  4. resistance
  5. battle
  6. cleanup
Contents

Cities#

Basic Actions:#

*️⃣⚖️Annex - Select a town where you control an army, and attempt to claim it. The army must have been present in the town at the start of the month. Champions and conspiracies with a claim on the town may ↩️ to resist. Difficulty: The number of towns you already claim.

*️⃣ 🔮Channel - Select a claimed town. Gain one mana matching its element for every season since the last time this action was taken there.

Sovereign:#

Moderately Skilled: Start with 5 ranks in other skills, with up to two ranks in each skill. ⚖️and ⚒️ are recommended.

Royal Head: Describe the leader of this city. What are their merits and how were they selected? What have they already given up for the good of this nascent nation?

Proficient Heirs: Describe 3 loyal follower agents in different skills or areas of expertise, that represent the different heirs to the throne. They are rank 2 and have 3 mobility.

Isolationist Past: You do not start with friendly contacts (See Creating a Power)

Ancestral Defense: Privately describe one ancient enchantment that protects your capitol. It is quite hard to overcome your city in battle (or its citizens in a duel) while this defense remains.

Ancestral Tithe: Select or Design an ancestry shared by your leadership and the people of the city. If your city is more egalitarian, you may trade the word “ancestry” with “creed”, following the same mechanics. Choose Special Treatment, Uplift, or Unity.

  • Special Treatment: Each Tidings, give claimed towns of other ancestries Uprising 1 and up to that many towns of your original ancestry Growing 1.
  • Uplift: The Difficulty of your build actions in towns of other ancestries is reduced by 1, and the difficulty is increased by one in towns of your original ancestry.
  • Unity: When your capitol gains stacks of any status, all of your towns gain that many stacks of that status.

Specialized Magic: You can store up to 4 mana of the element of your original ancestry. You can cast through your Heirs.

Starting Claims:

  • Your capitol starts with a population of 7 and a base wealth of 2. Choose or design its ancestry. It has Stone Walls. You immediately build 4 times, creating built features of complexity 5, 4, 3, and 2.
  • You claim two nearby small towns with a population and wealth of 2. One shares your capitol’s ancestry and the other has a different ancestry of the GM’s choice. They start with only wooden walls.

Ancient Crafts: Industries in your capitol all get the Specialized upgrade for free (they still can’t take it twice). For features which you have in your capitol, you gain a rank 1 asset towards building the same built feature in other towns (you do not need to match the set of upgrades).

Starting Armies: Build each of these armies from origins as a levy of your capitol’s ancestry. Use a controlled build process.

  • A rank 4 size 4 army with heavy equipment. This is your royal guard and is Loyal to you.
  • A rank 2 size 7 army with medium equipment.

Starting Resources - Choose 2:

  • A rank 6 experience on your rank 2 army other than your royal guard.
  • 3 counts of a rank 2 luxury
  • 6 coin

Lordly Commandments: You take four public actions each month.

*️⃣ ♥️Coming Of Age: Create a new heir as per your Proficient Heirs ability, to a maximum of 3. Difficulty: 4, reduced by 1 for every season since you last used this action (or since the start of the epic).

*️⃣ ♥️ Grand Knighting: Declare a new army as your royal guard, making them loyal to you. Consequences tend to include disgruntlement on the part of any existing royal guard, who at minimum cease to be loyal. Difficulty: the rank of your current royal guard, if they exist.

Perks#

Big Family: You can have up to 5 Heirs.

Magical Heirs: Choose a terrestrial elemental temperament for each of your heirs. Each Tidings, choose three heirs and generate mana matching their temperaments.

Magical Monarch: You can store up to two of each element other than your original ancestry (which remains at 4) during a given season.

Celestial:#

Power Creation:
Moderately Skilled: Start with 5 ranks in other skills, with up to two ranks in each skill. 🔮and ⚒️ are recommended.

Divine Protection: Privately describe one grand capability you use to defend your capitol and how it could be overcome. It is only usable while you are in your capitol. It is quite hard to overcome your city in battle (or its denizens in a duel) while this defense remains.

Awesome Power: You are a premium ⭐titanic rank 4 army with 6 units and any terrestrial element, such as a descended angel, mighty ent, wizened dragon, bound elemental, or an ancient giant. You are Loyal only to yourself. This stat block is enough to fend off most rogue armies or wandering monsters, but the full force of an opposed power can usually defeat you once they overcome your Divine Protection. Your power does not stretch far however; when fighting outside your capitol, you take wounds at the start of each battle equal to your range distance from your capitol. You take no permanent injury, however, from stretching up to your mobility away for non-combat purposes (such as negotiations and rituals), and you can teleport back to your capitol as a ↩️ if needed.

Sorcery: Start with 2 Fast and 2 Slow Spells.

Excellent Personal Magic: You can store up to three of each mana during a given season. You can cast through yourself.

Mystic Tithe: Each Tidings, for each town you claim, gain a mana matching the element of its terrain.

Starting Claims:

  • Your capitol starts with a population of 6 and a base wealth of 2. Choose or design its ancestry. It has Stone Walls. You immediately build 4 times, creating built features of complexity 4, 3, 2, and 1.
  • You claim one nearby small town with a population and wealth of 2. The GM decides their ancestries. They start with only wooden walls.
  • In addition to yourself, you start with a rank 2 size 4 army with medium equipment. Build it from an origin as a levy with the ancestry of your capitol, using a random build process.

City on a Hill: Industries in your capitol all get the Extended upgrade for free (they still can’t take it twice). Spells you cast from your capitol have doubled range.

Starting Resources - Choose 2:

  • Fragments of a magic item of your design.
  • 2 counts of a rank 3 unique material
  • 7 coin

Divine Requests: You take four public actions each month.

*️⃣ 🌱 Reform: Regain one unit in your personal army, to a maximum of 6; it has one wound. Then remove wounds equal to the number of successes.

Perks#

Satellite Shrines: Your people raise statues of you in each of their town centers. You can see through the eyes of these statues, and cast through them. Raise two immediately and one more each Tidings in towns you claim. They are an *️⃣to remove, and when they are removed in a town where you maintain a claim, you can ↩️.

Magical Protector: You can store four of each mana, and generate one mana of your element at the start of each season.
🆚
Divine Protector: Your element is Light or Dark. Generate two mana of this element at the start of each season.

Overlord:#

Highly Skilled: Start with 7 ranks in other skills, with up to two ranks in each skill. ⚖️and ⚒️ are recommended.

Shrewd Protection: Privately describe one complex stratagem used to defend your capitol and how it could be overcome. It is quite hard to overcome your city in battle (or its denizens in a duel) while this defense remains.

Pitiless Tithe: Each Tidings, remove 1 Uprising from each town you claim. For each uprising removed, gain 1 respect or 1 fear.

Indentured Mages: You can store up to two of each mana during a given season. These mages are garrisoned in each of your towns with mobility 1, and you can cast through them. When you cast through these mages, they become ambitious and headstrong, adding Uprising to the town equal to the spell's generic cost.

Starting Claims:

  • Your capitol starts with a population of 6 and a base wealth of 2. Choose or design its ancestry. It has Stone Walls. You immediately build 4 times, creating built features of complexity 4, 3, 2, and 1.
  • You claim two nearby small towns with a population and wealth of 3. Choose or design their ancestries. They start with only wooden walls.

Detailed Inspections: Industries in your capitol all get the Durable upgrade for free (they still can’t take it twice). Spells you cast from your capitol have doubled range.

Starting Resources - Choose 3:

  • Fragments of a magic item of your design.
  • 2 counts of a rank 3 unique material
  • 3 counts of a rank 2 luxury
  • 3 rank 2 schemes
  • 7 coin

Starting Armies: Build each of these armies from origins as a levy of random, different, ancestries. They gain the Mercenary keyword. Use a random build process.

  • A rank 4 army with 4 units and heavy equipment.
  • A rank 2 army with 8 units and medium equipment.

Wheels within Wheels: You take two public and two private actions each month.

*️⃣ ♥️ Recruit Mercenaries: There’s always someone around that will fight for a cartload of coin. Create a rank 2 army in your capitol with size up to half your capitols population. They have a random ancestry, light equipment, and the mercenary keyword. Cost: 2 Coin per unit. Difficulty: The size plus the number of mercenary armies you control.

Perks#

Privateers: Your largest mercenary army does not count towards your support limit.