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Oh. And one thing I forgot to add is that, of course there would a new Covert artifact( or maybe more than one). Vampire Killers would be like Demon Bane or Ancient Annihilator (+10 / +30). The Stake of St Stephen .... The Cross of Cardinal Corwin ... The Garlic of Lord Garth. Whatever.
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Nomads can move owned villages 1-2 squares in plains or desert. Think of it? Seasonal village movement?!?!?!?!?!?!?!?!?!?! Makes fantastic sense for kingdoms like, errr, nomads.
I thought of this in the shower the other day.
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Hey Kids, and welcome back to Fantastic Ideas!
So after a slight hiatus, and some supply chain issues, and most of our staff working from home in their pajamas, we at Fantastic Ideas are thrilled to report that we are ready with our next Fantastic installment of Fantastic Ideas! We are continuing with our New Kingdoms theme and we think you'll find it, well, Fantastic. So without further ado we give you ...
THE CULT OF THE ONE EYED GOD
(Fantastic Idea # 8)
From your First Shaman: Oh, Great Prophet, your line has been favored by He Who Watches for countless generations. And you have served Him well. You have amassed a mighty army to fight under His banner. You, unlike other tribes, have trained powerful mages and priestesses to serve His cause. And all know you wield His spear revealing you as the Chosen One. Many will flock to you because of this. Call them. Overwhelm your enemies with sheer numbers. Bring war to the unbelievers and claim these lands for the One Eyed God!
TRAITS
Cunning - +15 Rebel and Stir Unrest. +3 Max agent training. Agent training reduced by -1000 gold
Devout - ( too long )
Magic Susceptible Battle - +33% combat battle damage against
Ruthless - +2 Status Quo , + 10 Fear, + 10 Threaten
SPECIAL RULES
-- Terrain Adeptness - Advantage Mountains
-- Starts with a temple at their capitol
-- Starts with 5 groups
-- Starts with Superior Weapon class artifact: The Spear of Gruumsh. Grants +25% combat value, risk of death of possessor reduced, greater chance of promotion, +25 points for Unusual Encounters, enables agents to kill undead. -- In the hands of ONLY the Cult it grants +2 influence and allows for Summon Hoard ability. For all other nations is purely a weapon class artifact.
-- Special Ability - Summon Hoard. King summons six (6) random companion brigades to a group at the capitol. Must have influence of 13 or higher. Must have a group at the capitol. Kingdom must be in possession of the Spear of Gruumsh or the Horn of Gruumsh. Cost - 10,000 gold/food, 1 pt of influence and is the sole order of the king.
(Note - The king does not know who will respond to his call. Summon Hoard will bring only Humanoid brigades GO/OG/OR/UR/WR which will respond in groups of 3. ie 3 GO and 3 UR or perhaps 6 OR. Summoned hoards do not count against Order 565 Recruit companion cap but are subject to Max per Group cap. . Summoned hoards do not affect capitol pop center production. Summoned hoards are always 'Regular' )
-- Special Order - Create Shrine. Grants "Tithe" and "Favored"
Tithe - +10 % Food/Gold production for all controlled pop centers.
Favored - +20% Defensive value for all groups (as a P4 Shield spell)
(Terrain : mountains. Only after Turn 4)
MAGICAL PROWESS
Proficiency - Standard - 4 of 7
Gold cost per level - 11,000
Spells cast earlier than base - Dispel Magic, Dispel Dome, Dispel Regional Effect, Chaos, Summon Imp
KINGDOM BRIGADE DESCRIPTION
The Cult's brigades are slightly better disciplined and equipped than most humanoid brigades and have developed a proficiency at SR missiles. Adept in mountain fighting, the Cult does not possess a strong cavalry but that can be bolstered with Warg Riders. With a wide array of companions and recruitment methods the Cult is capable of greatly outnumbering opponents to gain advantage.
LRM/Above SRM/Good CHARGE/Average !st Melee/Above 2nd Melee/Above Combined/Above Storm/Average Defense/Average
COMPANIONS
Goblins - 20
Hill Giants - 3
Ogres - 5
Orcs - 15
Trolls - 3
Uak Hai - 5
Wildings - 10
Warg Riders - 10
Cult Brigades maintenance cost 1000 food / 1000 gold
REINFORCEMENTS
3 - 3 - 3 - 3 - 3 - 3 - 3 - 3
TERRAIN COMBAT ADJUSTMENT
Plains - 5 - 0%
Forest - 7 - 0%
Mountains - 7 - +10%
Desert - 7 - 0%
Marsh - 7 - 0%
Sea - 5 - 0%
And you get a bonus today ......
Fantastic Idea # 9
NEW ARTIFACT IN THE WILD
The Horn Of Gruumsh - Excellent Class
The Horn of Grummsh is a wizardly artifact that, when in a group containing a Power 3 wizard, allows that wizard to cast a Power 3 Earthquake spell in combat without requiring an order (automatically cast) ! The Horn of Gruumsh also aids the group when investigating Unusual Encounters (by 25 Pts.) If possessed ONLY by the Cult of the One Eyed God it grants +1 influence and the ability to Summon Hoard.
That's all for today, Kids! I hope you enjoyed and as always feel free to comment or add your own Fantastic Ideas!