Every registered user is asked to
create a ruler profile. While the attributes of said sovereign are many
the player is asked only to provide three; gender, portrait and a name.
Her attributes are not determined at random - rather they are molded to
represent the way in which she is made to rule. The attributes are ever shifting to and fro and will in turn modify the way in which game events take place.
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When you first take your place upon
the throne you are given a randomized land to call your own - depending on
the terrain type, there will be given unto you the foundation you need to
get things going. Everything you build upon your kingdom will yeild advantages and disadvantages. Building a port for example will increase your income - it will allow your emissaries and armies to travel further - faster. But it will also increase the rate of crime and corruption brought about by unsavory seadogs and other miscellaneous trash that will inevitably find its way to your shores. |
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It is important to maintain a balance in your kingdom. The improvements you construct require labourers, 20% of your population is available for this purpose - but once they are set to work they will remain unavailable until said project has been completed. Do not neglect the other aspects of ruling a land though - or you will not prosper for long. It is important to establish embasies in neighbouring kingdoms - make allies of them (if you can) - and if it is not possible them raise an army of such might they will not dare oppose you. |
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As your game progresses and you build
the required improvements you will have access to different military
units. Units are broken up into several categories: Defensive, Offensive,
Intelligence / Counter Intelligence, Diplomatic, Engineering and
Transport. Defensive units are best for holding off attackers but are generally not equipped or trained to be efficient in a straight forward charge. Offensive units are equipped specifically to cause as much damage as possible. Theif cumbersome equipement makes them clumsy. This means they are most effective when they are supported by defensive units that protect their weak flanks. Intelligence and counter intelligence units are very seldomly used in actual combat (but its been known to happen) but are crutial to success in war. These units will infiltrate enemy ranks and steal pertinent information that will be useful to you; or they may instead leak false information to your enemies; or even poison their water supply or other more subtle forms of attack. Diplomatic units might be thought of as Intelligence units but they Engineering units are there to build temporary and permanent structures - On the battlefield they may be used to put up a makeshift bridge for cavalry to cross a river - or setup am entire town. Combat orders:
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Each military unit you produce will
automatically be assigned a fledgeling commander. The commander will -
with each battle won gain prestiege and experience - which leads to a
morale boost in combat. You may also merge two units and select which of
the 2 commanders will lead from then on - releaving the other commander
from duty - When that happens that second commander does not simply vanish
from play; He will become part of the court cast and you will run into the
fellow every once in a while. You may (if you so wish) reward him with
wealth or knighthood or both. (although some would think it unwise to do
such a thing) Once he's become a knight and sworn his sword and life to king and country. He will have a more involved part in the cast of characters. And he may have advice to give - or he might challenge other knights or even the king himself ---- there really is no way to predict how any one knight will play his role. Some of them may participate in jousts or in parades --- others will rescue maidens that have been kidnapped or rid the countryside of the vile things that challenge the kings rule.
Knights that have succesfully returned from quests enough times will gain enough prestiege to be recognized as heroes. Heroes are released from the players control completely - they remain in the game's cast, but will travel the world performing heroic deeds and may someday return home to retire and settle. |
Risking the life of a hero on a quest
is a gamble --- heros used as unit commanders provide great benefits in
combat - but their prestiege will increase only to a certain extent. When
a hero (or knight) returns from a succesful quest not only does he gain
much prestiege for himself and his king - but he will also bring back the
sought after prize. These are artifacts - crafted in times of old, by magic now forgoten by most. There are over 200 such artifacts within the game - and more will be injeced as time goes on. The image above shows the artifacts --- they will not be listed by name or described within this manual because to do so could unbalance the game. Instead send out kinghs on artifact quests as you come accross information concerning their whereabouts. Once you have one please use them carefully - - - You have been warned. |
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Kingdoms has two ready-made worlds
which are made available to players. These were crafted using the
Kingdom's Editing Tool - and can be found here. The maps shown here are of Beleriand (a part of it) which is the lands in which the Silmarillion Tolkien's incredible creation myth takes place. The second map is of 'Primera Primavera' meaning 'The First Spring'. This is an original scenario which cronicles the rise of a single human empire - The Kingdoms Editing Tool was used to create both of these worlds --- and players may do so as well - and then add thir worlds / scenarios to the server database and allow others to play in them. There is yet another option open to the player -- and that is to have the server generate a random world which would then be saved and open for play. The complete atlas of Beleriand is viewable through this link. |
In the depths of such vast and varied worlds of magic there exist beings of gargantuan size and strength - during the early days of the world they ruled above - and battled amongst eachother. Then came the utopia of magocracy during which they were overthrown by the races that currently govern the world: Elves, Dwarves, Humans and the varied Halflings and by powerful magic they were entombed in the earth. Some of these 'Old Ones' perished in their prisons - some have gone into an endless slumber - and some have simply gone mad with the fury and anguish that would build up over a 3500 year encarceration. They are there - waiting - for fools to dig deep into the bowels of the world in search of precious metals and stones; and once in a while their pickaxes puncture into chambers never meant to be unearthed - releasing unto the inhabitants of the world above an enemy that hates them for reasons they do not know --- and they are great in power --- and alas the ancient magic that was their doom is no longer known to the mortal races. |