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15:05, 27th April 2024 (GMT+0)

Domain - Crystal Valley

Templates:

Forest Settlement:
Outriders (Occult Sense / Happenings in the forest, 6 CP). A Forest Settlement will always become a base for hunters, trappers, and foragers in the wilds - and, as such, will automatically gain a wide variety of information about things in or affecting the forest and a +2 on relevant rolls.
Beast Master (Leadership with Beastlord, Corrupted for Reduced Cost / Forest animals only, 6 CP). People living among the great trees tend to adopt pets and live together with the local beasts, bending them to their will.
Forest Style (Scouting): +6 +Scouting (=8) (6 CP).
Basic Techniques: Defenses 4 (forests, fences, and palisades), Synergy / Forestry (Tier II, so +4), Synergy / Handle Animal (Tier II, so +4), Synergy / Survival (Tier 1, so +2), Toughness II (Plenty of wood for sturdy construction).
Advanced and Master Techniques: Travel with Mount (forest settlements quickly become familiar with existing trails and make more, allowing their travelers and traders to transverse the forest without hindrance), Mind Like Moon (having numerous foresters makes it hard for enemies to sneak up on a forest settlement), Rapid Shot (archery is a common pastime for the inhabitants of a forest domain, and so they can field extra skilled archers), and Split Movement (with every tree a watchtower and sniping position, a forest domain is adept at striking while avoiding contact with the enemy).
Occult Techniques: Hardy Pioneers (Inner Strength II), Wooden Reinforcement (Iron Skin), and Setting Fires (Wrath).
Disadvantage: Settlements in the great forests of Atheria are always at risk of powerful creatures showing up and making trouble (Accursed, -3 CP).


Citadel Settlement:
Wall Construction (Augmented Bonus, adds (Might) to (Mobilization) when fighting defensively, 6 CP). While hardly as strong as the results of a Mystic Architect, solid walls grant a citadel settlement a strong defensive edge.
Militia: Proficient with all Simple Weapons (3 CP) and Light Armor (3 CP). A Citadel or Capital is fairly vital, and must be held - so the populace is invariably given at least basic weapons-training.
Citadel Style (Construction) (9 SP +0 Construction = +9) (Corrupted for Increased Effect / only usable when fighting defensively, 6 CP):
Basic Techniques: Defenses (4) (with walls, buildings, and streets constructed so as to confound an enemies advance, a Citadel Settlement is very hard to defeat), Attack 4 and Power II (with fields of fire set up in advance, brushwood cleared, siege engines ready, and a gauntlet of defenses, a citadel is adept at inflicting disproportionate damage on attackers).
Advanced and Master Techniques: Improved Initiative (The alarms and defenses of a citadel allow the defenders to be rallied speedily), Reserves (Grant of Aid; a citadel has reserves of supplies, and can swiftly make crude repairs when damaged), Night Training (Blind Fight, a Citadel has lighting ready and provisions for fighting at night), and Volley Fire (Combat Reflexes, a Citadel has trained it’s troops to work in unison).
Occult Techniques: Gallant Defenders (Inner Strength II), Concentric Defense (Resist Pain), and Sally (One Finger).



Basic Build:

Current Magnitude: 2. Base 72 Construction Points +3 (Disadvantage: Imperial Obligations) +6 (Founder Bonus) = 81

Current Basics: Might +2 (effective +4; Centric’s whoop currently provides a +2 Might bonus), Training +3, Scouting +2, Construction -2 (12 CP to raise to +0), Mobilization +1, Diplomacy +1

Professions: 0 (0 CP) +14 (Training x 5) = 15
Craft/Alchemy +5 (5 PP) +3 (Training) = +8
Handle Animal +5 (Tier II, 2 PP) +1 (Diplomacy) = +6
Survival +5 (5 PP) +2 (Scouting) = +7
Simple Profession/Crystal Mining (Tier III) +4 (1 PP) +2 (Scouting) = +7
Complex Profession/Forestry (Tier II) +5 (2 PP) +2 (Scouting) = +7


Offense Rating: +2 (12 CP) +4 (Might) = +6

Defense Rating: 10 (Base) +2 (Light Terrain Barriers) +4 (Enhanced Earthworks) +2 (Assistance / Armored Troops) +1 (Mobility) = 19

Coherence: 20 (12 CP + 4 x Construction).
Fortification Check:+0 (Construction) +2 (Purchased, 6 CP) = +2.
Response Check: +1 (Mobilization) +1 (Purchased, 3 CP) = +2.
Morale Check: +1 (Diplomacy) +1 (Purchased, 3 CP) = +2.

Militia: Add All Martial Weapons to All Simple Weapons (6 CP).

Initiative: +1 (Mobilization) +4 (Improved Initiative, 6 CP).

Domain Abilities:
Stipend (6 CP): At the moment, Crystal Valley is supported by it’s founders, who have a surprising amount of resources to invest in it.
Alchemical Mastery (6 CP): Using the “Where Does He Get These Wonderful Toys” package at a basic level, the domain is well-equipped with alchemical wonders and exotic charms and talismans.
Privilege (Order Patron) (6 CP): The domain has not yet learned to exploit this fully, but likely will fairly soon, further enhancing it’s Charms and Talismans.
Wealth Rating: Well-Off (3 CP). Ditty Bag (Talismanic), Alchemists Flask, Sunstone, "Elfin" Cloak.


Currently Known Resources (In general, resources are considered circumstance bonuses)
Placer Mining +4 (Crystal +8). The area has considerable reserves of crystal (many of use in magic), although - unusually - they are buried in dirt and loose rock, apparently thanks to glacial deposition.
River Transport +2: While relatively near the Order Domain, with a river connection that is mostly navigable, the area is prone to small landslides, that break the river up into a series of long lakes and require frequent portages.
Forestry +2: The local forests offer plentiful supplies of timber, although a good deal of it is (or at least was) used in the mining operations.
Reed Ponds (Fishing and Reed Production +4). The long lakes produce plenty of usable reeds, support large colonies of fish, and not a few beavers and otters.