Locations
Northern Breno
Baisul- The largest city in Breno and was originally the capital of the Kingdom of Breno. Ever since it was captured it has been the Occupation Force’s capital. The once beautiful city has been greatly scarred by the war between the Occupation Force and the Kingdom of Breno and Count Deston’s cruel rule of the city. Tax 6,250 Petas Occupation Force
Stone Walls, Wooden Towers
Alian Plain- A vast beauteous plain located west of Baisul that borders the mountains to the north. The quarries located at the northern most parts of the Alian Plain provided most of the stone that Baisul’s wall and towers were originally made from and is still a large producer of stone. Resource 3,000 Petas Neutral
Vurrio- A city populated mostly by those who have been displaced by the war. The city itself is a refurbished ancient city that was raised up from the ground. Vurrio has become an important city in Breno with the guidance of Duke Selvus and a means for the people to rebuild their lives. Tax 5,000 Petas Neutral
Stone Walls, Wizard’s Tower, Magic Walls, Armory, Braziers, Rolling Logs
Shrine of Nature- The shrine to the Spirit of Nature. The area around the shrine is nearly fully over grown. The Shrine of Nature is valued for the rare plants that grow around it and because somewhere inside the shrine is supposed to be the Artifact of Nature. Resource 3,000 Petas Neutral
Glou Hill- Glou Hill is the easiest, quickest, and safest way to get to the southern regions of Breno from Northern Breno. A merchant decided to take advantage of that fact, built a wall, and hired a small army so he could enforce a toll to pass through the wall. Though around the wall is a place for his soldiers to live Glou Hill doesn’t truly have the status being of a city, town, or village. Tax 1,500 Petas Neutral
Sourean Sea
Beji- A small village built around the torch signal on the Banj Peninsula. The village’s main purpose is to maintain the torch signal that guides ships safely around the Banj Peninsula. Tax 300 Petas Resource 200 Petas Neutral
Dock
Katang- A village island in the Sourean Sea. Katang is home of a large trading company and a small fishing industry. Tax 1,500 Petas Resource 200 Petas Neutral
Dock
Western Sourean- A wide-open expanse of the Sourean Sea in Breno. There really isn’t much here besides water, fish, and the occasional fishing boat. Resource 100 Neutral
Alute- A jungle island in the Sourean Sea with a small fishing village on it there isn’t really much more to Alute than that. Tax 200 Petas Resource 150 Petas Neutral
Dock
Hydralst Cave- A cave in the Sourean Sea that is large enough for ships to sail into it. It’s rumored that the Hydralst Cave is the lair of a type of sea serpent. Resource Unknown Neutral
Cespio Swamp
North Cespio Swamp- The northern edge of the Cespio Swamp that is valued for the pitch and poisonous plants and animals that can be found in it. Resource 2,000 Petas Neutral
South Cespio Swamp- The southern edge of the Cespio swamp its only value comes from the hunting of dangerous mutated animals that were created by wizards a long time ago. Resource 700 Petas Neutral
Picht- A village in the middle of the Cespio Swamp. Picht’s main purpose is as a prisoner labor settlement used to harvest the pitch and other natural resources of the swamp. Tax 900 Petas Resource 500 Petas Neutral
Foristeel Forest
Foristeel Overgrowth- An overgrown section of the Foristeel Forest that supplies most of Breno’s wood but is infested with wolves and home to a couple outcast vampires and werewolves. Resource 1,000 Petas Neutral
Desjun- A town built in a natural circle of rock walls that was founded by a group of soldiers from the Kingdom of Breno when Baisul fell to the Empire of Renauv. The citizens of Desjun have tried to live relatively cut off from the rest of Breno ever since it was founded. Fallowing the heroic act of General Glash helping save the town it appears their faith in the Kingdom of Breno has been restored. Tax 400 Petas Resource 500 petas Neutral
Ra’Sha- A city of the Drakin which is located within the Foristeel Forest. Exact details about Ra’Sha are unknown since the Drakin rarely leave their city, when they do they only tell about their city to those who they greatly trust and know will keep its secrets, and the fact that Ra’Sha is protected by some sort of magical force field. Tax 3,000 Petas Resource 2,000 Petas Neutral
Elwu- A great city of elves that have been the guardians of Foristeel Forest for as long as human history records. In the past the elves of Elwu took little care for the events happening outside of Foristeel Forest, but as times are changing so must they. Tax 3,750 Petas Resource 3,250 Petas Neutral
Wizard’s Tower, Stone Walls, Lookout Towers, Magic Walls, Stone Baskets, Armory
Dry Canyon
North Dry Canyon- Once a great river a former King of Breno built dams throughout the river to block the river’s flow. The former riverbed has become a dangerous and harsh desert. Resource 500 Petas Neutral
Aerospir- A city of Harpies that was formally an island on the river, but ever since the river was dammed up it has been considered a plateau. Though the city still interacts with the other cities in Breno since the river was dammed up its citizens have little want to deal with any ruling force of Breno. Tax Unknown Resource Unknown Neutral
South Dry Canyon- A harsh and dangerous desert just like the North Dry Canyon. The South Dry Canyon is rumored to have valuable items buried deep beneath its sands. Resource 700 Petas Neutral
Mount Galuius- A dormant volcano on the eastern side of the southern exit of the Dry Canyon. Resource 300 Petas Neutral
Mount Fiembel- A dormant volcano on the western side of the southern exit of the Dry Canyon. Resource 300 Petas Neutral
Southern Marz
Azel Temple- An ancient temple that was the northern most extent of the Southern Desert Empire back before the Kingdom of Breno was founded. In recent times the Azel Temple has become the home to a group of bandits that have no clue about the temples true treasures or purpose. With the Sourean Sea to the east and north and the North Dry Canyon to the west the only way into the temple is from the south which has been blockaded by the bandits. Resource Unknown Neutral
Velime- A large village in the Southern Marz that is divided by a stone wall into a farming and processing area in the north and a residential area in the south. One of the major reasons Velime is a nice place to live is because of the small forest and lake just south of the residential side of Velime. In recent times Velime has become strained by refugees that have been displaced from their homes by the Devil Alliance.
Tax 1,200 Petas Resource 100 Petas Neutral
Port Kismun- A small city that is the southern most port city along the shores of the Sourean Sea. Port Kismun is mostly a city of sailors, fishermen, and traders. Port Kismun is also considered one of the most beautiful waterside cities in all of Flour. Tax 1,000 Petas Neutral
Dock, Wooden Walls
Night Glade- A city of Dark Humans near the edge of the Lava Field. When the Dark Humans of the city refused to side with the Devil Alliance an Arch-Demon placed a curse on the city that put all of its citizens into a deep sleep. Tax Unknown Neutral
Stone Walls, Medium Towers, Rolling Logs
Fangmire Cavern
Fangmire Way- The mouth of the Fangmire Cavern it is with out a doubt the safest part of the Fangmire Cavern. Fangmire Cavern’s entrance is so large that even the biggest dragons could go in and out of it easily. Resource 50 Petas Neutral
Depfir- A city of Dark Elves that is located inside the Fangmire Cavern. The city itself is hidden within the walls of the cavern to protect the Dark Elves from the dragons that live in Fangmire Cavern. With the exact location of the entrance to the city unknown the city has little contact with the outside world. There is also rumored to be an entrance to the city somewhere from the Sourean Sea. Tax Unknown Resource Unknown Neutral
Dock, Armory, Engineer’s Guild
Zelesha’s Lair- The lair of the weakest of the three great dragons that call Fangmire Cavern home but by no means should you consider Zelesha weak. Zelesha is a serpent like dragon that focuses on using barrage attacks in battle. The exact size of her treasure is unknown. Resource Unknown Neutral
Semati’s Lair- The lair of the second most powerful of the three great dragons that call the Fangmire Cavern home. Semati is just a large version of a normal dragon but with far more power that focuses on using powerful single hit attacks. As with Zelesha’s treasure nobody knows the exact amount but his should be a larger treasure than Zelesha’s treasure. Resource Unknown Neutral
Horgath Nest- The nest of the giant Horgath Spiders that were the first inhabitants of the Fangmire Cavern but have lost the majority cavern to its other inhabitants. When the Dark Elves moved in the Horgath Spiders and the Dark Elves became friends but when the three great dragons moved in the Horgath Spiders had to live with it or be destroyed by the great dragons. Resource 500 Petas Neutral
Venio’s Lair- The lair of the most powerful, large, smart, cruel, and deadly of all of the three great dragons that call Fangmire Cavern home. Venio is a giant eight-headed dragon that has declared himself the king of all dragons and could possibly be the most powerful dragon in all of Flour. Beyond that not much is known about Venio as no one has ever seen Venio up close and lived to tell about it. The exact size of his treasure hoard is unknown but it can be easily assumed that it is a gigantic treasure that is much bigger than Zelesha’s or Semati’s treasure hoard. Resource Unknown Neutral
Ilumin Separ
Oria Monastery- The capital of the United Church of Flour which is located on the western side of the Ilumin Separ. Oria Monastery is a large city that sprung up around the original Oria Monastery and eventually became the main city of the United Church of Flour as bigger and more beautiful places of worship sprung up throughout the city. All of the citizens of Oria Monastery are devote followers of the United Church of Flour. Tax 6,250 Petas United Church of Flour
Stone Walls, Wooden Towers
Galm- A town which is located on the western side of the Ilumin Separ. The only thing that separates Galm from any other town is the fact that it was one of the first cities to join the Kingdom of Breno when it was first founded. Tax 3,800 Petas Neutral
Wooden Wall
Joan Hill- Located on the eastern side of the Ilumin Spepar Joan Hill was once a prosperous city in the time before Breno existed. During a war with the United Church of Flour the army of the city captured the saint who had been leading the United Church of Flour’s army and burnt her at the stake to prevent the United Church of Flour’s army from saving her. Upon the saint’s death both the god and devil of Flour unleashed their wraith on Joan Hill, the god of Flour for killing one of his most loyal followers and the devil of Flour for taking away his chance to try to turn the saint into one of his followers. Ever since that day the city has remained in the same state that it was from shortly after the god and devil of Flour unleashed their wraith upon the city. Whether or not there is a way to save Joan Hill from the terrible fate that befell it is unknown. Tax Unknown Neutral Ruined
Stone Walls 15%, Medium Towers, 13%, Wizard’s Tower 5%
Shrine of Light- The shrine to the Spirit of Light. Located on the eastern side of the Ilumin Separ the Shrine of Light is the second of the two known shrines located in Breno. The Shrine of Light is valued for the healing properties of the water that comes from its fountains and because somewhere inside the shrine is said to be the Artifact of Light. Resource 3,000 Petas Neutral
Sylia Mountains
Brenvan- The last stronghold if the Kingdom of Breno and the capital of the Kingdom of Breno at the current time. Since Brenvan is located near the middle of the Sylia Mountains the Occupation Force has never managed to reach Brenvan since the Kingdom of Breno has always managed to stop the Occupation Force’s attempts to cross the mountains to reach Brenvan. Tax 6,250 Petas Kingdom of Breno
Stone Walls, Wooden Towers
North Mountain Pass- The pass leading through the Northern Sylia Mountains which is the quickest way to travel through the Northern Sylia Mountains. Though not important for the monetary gains it gives it is still important. Resource 50 Petas Neutral
South Mountain Pass- The pass leading through the Southern Sylia Mountains which is the quickest way to travel through the Southern Sylia Mountains. Though not important for the monetary gains it gives it is still important. Resource 50 Petas Neutral
Santif- Formally a great mining town Santif was almost completely abandoned when a group of goblins moved into the mines. Wild animals that are mostly unfriendly to humanoids have infested the region around Santif along with the goblins. For Santif to be brought back to its former glory there are many things that must be done. Tax 40 Petas Resource Unknown Neutral
Ashen Forest- A large forest of pine trees in the Sylia Mountains that is always covered in a light fog. The Ashen Forest is widely known for the magical properties of its trees and the lively animals that live in it. Resource 1,000 Petas Neutral
Veshalia Flood Plain
Veshu- A city of Mer People which is the only city in the Veshalia Flood Plain. Due to the fact that all of the Veshalia Flood Plain is always covered by at least 3 feet of water Veshu is a pretty nice place for Mer People since both the part of them that likes land and the part of them that likes water can be satisfied. The Mer People of Veshu and the United Church of Flour have had good relations for about as long as Veshu and the United Church of Flour have existed. Tax 3,800 Petas Neutral
West Flood Plain- The West Flood Plain is a beautiful area filled with all manors of aquatic flowers and other plant life. The beauty of the West Flood Plain has inspired many artists and craftsmen to do great things and help many regular people gain inspiration to go after their heart’s desire. Resource 900 Petas Neutral
East Flood Plain- The East Flood Plain is home to many types of fresh water fish, reptiles, and birds. With the water level never dropping below three feet and an abundance of plants that live in water in the East Flood Plain, the East Flood Plain is nearly paradise for all the animals that live in it. There is said to be a terrible beast living in the East Flood Plain that is meant to stop those who aren’t welcome in the Veshalia Flood Plain from causing the Veshalia Flood Plain any harm. Resource 1,120 Petas Neutral
Lotus Ruin- Just east of the Veshalia Flood Plain is a mystical place called the Lotus ruin that is said to have existed since shortly after the birth of humanity. The Lotus Ruin’s true purpose is still unknown to Flour. This would be because first no information about its purpose was ever written down by its creators. Second a magic barrier projected by three stone pillars protects the Stone Lotus that exists at the center of Lotus Ruin. Thirdly the Lotus Ruin is protected by a race of creatures that will attack anyone who tries to pass the magic barrier. Resource 100 Neutral
Chaos Field
Doom Glade- The capital of the Devil Alliance that is the first city of undead in Breno. Doom Glade is a city of misery, despair, darkness and pain. With the addition of demons to the undead Doom Glade is a truly terrifying sight for most mortal beings. Tax 7,500 Petas Devil Alliance
Stone Walls
Lava Flow- One of the many effects the massing of the Devil Alliance in the Chaos Field. The area is barely possible for those who aren’t part of the Devil Alliance to pass through as the great heat produced by the flowing lava can easily overwhelm those who aren’t accustomed to it or can feel heat. Resource 300 Petas Neutral
Sourae Tower- One of the best places in Flour for magic users to train in the art of magic, which would have been destroyed by the Lava Flow had the wizard Sourae not created a magic barrier to protect his tower and the area around it. Even though his tower is now surrounded by lava he still continues teaching those who want to learn in the ways of magic. Tax 600 Petas Resource 300 Petas Neutral
Durmen Battle Field- The site of the battle between the King Grenan Sonu and Arch Demon Sena that is located close to the Lava Flow. All that remains there is the petrified form of the Royal Army who went with King Grenan Sonu into battle, the petrified form of the Prince, and the petrified body of King Grenan Sonu. It is yet unknown if there is a way to reverse the affect of Arch Demon Sena’s petrifaction spell. Resource 400 Petas
Total Locations 48
Occupation Force 1
Kingdom of Breno 1
Devil Alliance 1
United Church of Flour 1
Neutral 28
Defensive Structures- Building and structures that will in one way or another make populated regions better defended against enemy attack.
Wooden Walls- The most basic type of wall that can be built, which is used to give your ranged units a height advantage, slow down your enemy’s attack, and keep wild animals away from your people. Wooden Walls can be damaged by all types of units with an attack except ranged units, but it will take your soldiers a longer time to destroy Wooden Walls than Siege Weapons.
400 Petas 1 turn to build
Stone Walls- A strong and durable type of wall, which can only be damaged by Siege Weapons. Stone Walls give all the advantages of Wooden Walls plus the fact that a stone walls can be outfitted with various types of upgrades that can give Stone Walls even more defensive power.
1,000 Petas 3 turns to build
Wooden Towers- The most basic type of towers available to build which give your ranged units a better height advantage than Wooden Walls and Stone Walls, are much harder for soldiers to damage than Wooden Walls, and are too tall for Siege Ladders to be used against them. Wooden Towers like Wooden Walls will not stand up long against Siege Weapons.
500 Petas 2 turns to build
Small Towers- The most basic of all stone towers which is slightly taller than the Wooden Towers and can only be damaged by siege weapons. Though made out of stone Small Towers won’t far much better against siege weapons than Stone Walls.
700 Petas 3 Turns to build
Lookout Towers- A specialty type of tower that is about as tall as a Large Round Tower, which is used to help detect an enemy armies’ presence near the populated area they are built in. Though being tall Lookout towers aren’t considered a real use in a defense beyond sighting an enemy quicker since Lookout Towers only have enough room to fit 10 soldiers and are about as easy to destroy as Small Towers.
600 Petas 3 Turns to build
Medium Towers- Pretty average towers in terms of height, durability, and room for ranged units. Though being a nice way to improve a populated area’s defensive abilities the only real drawback of this tower is the fact that it is still too small to use mounted Siege Weapons.
1,000 Petas 4 Turns to build
Large Square Towers- The second best type of tower available, which is a pretty good addition to populated areas. Taller, more durable, and have more room for ranged units than Medium Towers. Large Square Towers offer a nice range advantage to garrisoned ranged units and can be enhanced by the addition of Mounted Siege Weapons.
1,500 Petas 6 Turns to build
Large Round Towers- The tallest, most durable, and having the most room for ranged units, the Large Round Tower is with out a doubt the best defensive structure you can buy. If you aim to destroy one of these towers you will need either a lot of Siege Units or a long amount of time. As with the Large Square Tower, adding a Mounted Siege Weapon on top can enhance Large Round Towers’ defensive abilities.
3,000 Petas 8 Turns to build
Siege Defenses- Upgrades for certain types of Defensive Structures and some other means of making your populated areas have a better defense against enemy attacks.
Killing Pits- Traps meant to bring enemy soldiers to a sharp and pointy end that are randomly spread around the area they are built in. For the safety of the citizens of the location all Killing Pits are located outside of the locations walls or if no walls are present away from high trafficked areas.
400 Petas 3 Turns to build
Rolling Logs- Though not having an extremely long range a bunch of logs rolling at and enemy formation or siege unit can prove a pretty good means of spreading chaos amongst the enemy’s ranks. If Braziers have also been built in the same location as Rolling Logs the logs shall be set afire right before they are released to cause even more mayhem, chaos, and destruction to your enemies ranks.
300 Petas 2 Turns to build Requires Stone Walls
Stone Baskets- Baskets of rocks and stone that are placed on your walls which allow units on the walls who lack a ranged attack to drop stones and rocks on the heads of enemies who come too close to the walls.
200 Petas 1 Turn to build Requires Wooden Walls or Stone Walls
Braziers- Metal containers located on your walls that are filled with flammable material which will be lit in the case of an enemy attack to allow your units that fire arrows to ignite their arrows to cause more damage to enemies and ignite Rolling Logs right before they are released.
300 Petas 1 Turn to build Requires Stone Walls
Tower Mounted Ballistas- Ballistas that have been modified to be able to work effectively on towers that are immobile except for turning to the right or left. Tower Mounted Ballistas are good at attacking Siege Weapons and very slow units but aren’t that effective against units with a decent speed.
500 Petas 2 Turns to build Requires Large Square Towers or Large Round Towers
Tower Mounted Mangonels- Catapults that have been modified to work effectively on towers that are immobile except for turning to the right or left. Tower Mounted Mangonels have a slight difference from Catapults, which is that they fire a spray of smaller rocks and stones at the enemy instead of one larger stone or rock. Tower Mounted Mangonels are good at attacking large groups of soldiers but have to rely on good luck when trying to target a single unit.
500 Petas 2 Turns to build Requires Large Square Towers or Large Round Towers
Training Centers- These are buildings that can be built which you can use to give your soldiers, Sub-officers, and Grand-Officers extra training in a certain stat.
All training centers cost the same to use and the cost is
30 Petas to train 100 soldiers upon purchase, 60 Petas to train 100 soldiers after purchase
50 Petas to train a Sub-Officer or Grand-Officer upon purchase, 100 Petas to train a Sub-Officer or Grand-Officer after purchase
Dueling Arena- Having a Dueling Arena built in a populated area will allow you to give your soldiers extra training in how to fight with their weapon giving them +2 Attack.
200 Petas 2 Turns to build
Attack Room- Having an Attack Room built in a populated area will allow you to give your soldiers extra training in how to defend themselves giving them +2 Defense.
200 Petas 2 Turns to build
Agility Course- Having an Agility Course built in a populated area will allow you to give your soldiers extra training in agility giving them +2 Speed.
200 Petas 2 Turns to build
Mock Battle Field- Having a Mock Battle Field built in a populated area will allow you to get your soldiers better prepared for the sights and sound of war giving them +20% Moral.
200 Petas 2 Turns to build
Other Structures- Structures that don’t exactly fit into any other category but will still give you certain advantages.
Wizard’s Tower- A tall and impressive tower built near the center of a populated region that a wizard lives in. In battle the Wizard that lives in the tower will use his magic to help defend the location. What you will get from a Wizard can vary from turn to turn and varying anywhere from casting bolts of elementally charged magic from the tower to attack enemies to using his magic to help further protect your units from damage. It may be possible as Shadow of Conquest goes on for you to unlock more abilities of the Wizard’s Tower for your faction.
7,000 Petas 10 Turns to build
Magic Walls- With the addition of this ability to the Wizard’s Tower, the Wizard’s Tower will magically enchant your walls, towers, and buildings that will make them less susceptible to damage and being ignited.
1,000 Petas 4 Turns to install at a Wizard’s Tower Requires Wizard’s Tower
Magic Barrier- With the addition of this ability to the Wizard’s Tower, the Wizard’s Tower will project a magical barrier over the sky above the location when the location comes under attack that will protect the city from aerial assaults and having siege weapon fire go over your walls.
500 Petas 2 Turns to install at a Wizard’s Tower Requires Wizard’s Tower
Engineer’s Guild- Having an Engineer’s Guild in your city will cause a few citizens to be trained in building siege weapons, and repairing your walls, towers, and buildings. In battle an Engineer’s Guild will cause all damaged structures at your locations to be slightly repaired each turn. When not in battle an Engineer’s Guild will decrease the time it takes to repair any damaged structures and decrease the amount of time it takes to build Siege Weapons and Ships by 1 turn, but not bellow 1 turn to build.
600 Petas 2 Turns to build
Armory- When a populated region has an Armory and comes under attack the Armory causes the quality and quantity of civilian militia that will aid in the defense of the location to increase. Though working in a slightly different way for cities of undead an Armory will still give the same effect to a city of undead as it would for a city of the living.
500 Petas 3 Turns to build 2 Turns to restock after a battle.
Military Camp- A type of structure that can be built at locations that isn’t a city, town, or village. A Military Camp is required if you wish to garrison units at locations that aren’t a city, town, or village.
100 Petas 2 Turns to build
Other Important Information
1 Turn = 1 Update
Years- A year on Flour is slightly different than an earth year as Flour’s solar cycle fits in almost exactly with the change of Flour’s seasons because of that the year in Flour goes Spring, Summer, Fall, and Winter.
Part and Section- Shadow of Conquest is divided up into two groupings a part and section. A section is one of two pieces of a part and a part is two sections.
Resource and Tax- In Shadow of Conquest there are two main ways to earn credits that doesn’t require fighting or negotiating control over a location Resource and Tax.
Tax- Tax is the money you can get from the people in your cities, towns, and villages and from the profits of certain types of businesses. You can only tax a location once per section
Resource- Resource is the money that you will get from the harvesting of natural resources from an area and the selling of that resource. Resource will be collected at the end of every section and given to the leader of your faction upon the start of the next thread. From there on the faction’s leader can distribute the resources at will.
Current Races
Humans- If you don’t know what a human is you’ve got serious problems.
Undead- Your basic undead except they still have a little bit of free will.
Elves- The elves of Shadow of Conquest look like beautiful humans that mostly have lighter shades of hair and eye color and a slight point to their ears. Along with the physical the elves of Shadow of Conquest are immortal stopping regular aging around age 26, generally peaceful, and have some powers of magic and nature.
Dark Elves- The dark elves of Shadow of Conquest are a lot like the elves of Shadow of Conquest except they mostly have darker shades of hair and eyes, darker and paler skin, are generally warlike, and instead of having some power over nature they have some power over shadows.
Dark Humans- Almost the same as regular humans except they pretty much don’t have any sense of morality and are slightly stronger and more magical.
Harpies- The harpies of Shadow of Conquest look like the more human and beautiful types of harpies. The harpies of Shadow of Conquest also have a mental state that is similar to that of humans.
Mer People- The Mer People of Shadow of Conquest are Mermen and Mermaids that have the ability to switch between a fully human like to having the body of a fish from the waist down whenever they chose.
Drakin- The Drakin are a cross race between humans and dragons that have a wider range of hair color, dragonic eyes, stronger skin and nails than humans, and human sized dragon wings on their back. The only other differences between Drakin and Humans is that Drakin have more inherent power over magic than humans and that Drakin are more reclusive in nature than humans.
Unit Creation- You can try to create new or improved types of soldiers, siege weapons, or ships but that doesn’t mean that it will be a success and sometimes creating new units can take more than one turn to create. One note on unit creation “As of the current gunpowder has not yet been discovered. This means if you try to create something that requires gunpowder to work it will most likely fail.”
Migration- Say a certain race would be to eager to rebel against your rule or you don’t want anything to do with a certain race you can change the race of a populated area to a race that your faction has a city of through a forced migration. To migrate a populated area just state that you wish to migrate the populated area to the race you wish to migrate it to. Migrating a populated area will take 5 turns to complete.
Purchases- When purchasing units pleases list how many you want and the costs to buy that group and then at the bottom of the purchase list put a total cost, how many Petas you started with, and how many Petas you have left.
Communicating with other players in game- Sending messages to other players is allowed even if you are in battle but it will take a certain amount of time. The amount of time it will take for a message to get to another player will vary depending on how far it is between you and the person you are sending a message to. The only time a sending a message will not take at least 1 turn to send is when you and the other player you’re sending a message to is at the same location as you.
Mortal Enemies- When two factions are Mortal Enemies it means that that those two factions can’t trade with or have an alliance with the other faction. All factions will have at least one mortal enemy that is determined by events that happened before the game officially started.
Mortal Enemies List
Occupation Force and Kingdom of Breno
Devil Alliance and United Church of Flour
PvP Battles- Whenever more than one player is in a battle if one or more players fails to post a move in time I shall take control of the character that failed to post a move for that turn. The move that I will give you a move that will be either random, average, continuing with previously used tactics, or below average which shall be determined through a system I have decided upon to make it random which type of move you get.
Battling- When battling you should not god mode it will be very simple with the other player doing something and then you countering that move. Then I as the neutral third party decide what happens. This stays true for all battles including battles with other races. You can do most anything with your troops including fight with them do advanced orders etc.
Ex:
Player 1: Longbowman fire at the Zombies
Player 2: Have Zombies continue charge and my Death Knights are two stay right behind Zombies.
Mod: Some of the frontline Zombies fall but for the most part the charge continues undeterred. Zombies are one turn away from soldiers. Death Knights have fallen behind Zombies.
Loss: 350 Zombies
What won’t be accepted is this
Ex:
Player 1: I Fire Arrows at Zombies
Player 2: Zombies charge toward the archers and hit them like a tidal wave breaking through them and killing everyone it turns into a complete route.
Mod: -_- Player 2 suddenly dies.
Leave of Absence- If you are going to be unable to post a move for over two weeks you can let another member of your faction control your character until you return as long as you should be gone for less than two months. Note I must be informed if you let another member of your faction control your character.
Posting Formats- These are the ways you should start off your move. Repeatedly failing to use one of the formats shall get your move ignored.
Name Name
Location or Faction
Faction Location
Inactive- If you have failed to post for many turns in a row you will be labeled inactive and your spot is open for replacement by another forum member. If you would get labeled inactive and show up before your spot is given away you can keep the spot but if you go inactive again you shall remain permanently inactive.
Major NPCs- These are NPCs of Shadow of Conquest that will play more of a role in the game than the rest and you could possibly get to ally with you. As Shadow of Conquest progresses more Major NPCs will be added as they are discovered.
Duke Selvas- The Lord of Vurrio Duke Selvas was single handedly responsible for raising the ancient city that was refurbished and renamed Vurrio. How exactly he raised the city from the ground is unknown to Flour. What is known though is that Duke Selvas is a strong and smart leader. Though his allegiance is unknown if he would side with a faction he could be a great asset to them, with his only real problem being he is more independent than most other Major NPCs. Location Vurrio
Abilities- Unknown
General Saria- One of the Drakin who have ventured outside of Ra’Sha. When she heard of what was happening in Breno Saria found the Kingdom of Breno’s stronghold and offered to help them against the Occupation Force. The Kingdom of Breno in need of more aid against the Occupation Force allowed her to join and when they found out she knew how to lead soldiers in battle promoted her to the rank of General. After some overall successes for the Kingdom of Breno after General Saria joined them General Saria and the rest of the Kingdom of Breno’s major figures joined up in one great big attack to retake Baisul. During the battle the Occupation Force captured General Saria and since then nobody is exactly sure what happened to her. Location Unknown
Abilities- Unknown
Count Deston- A cruel man who is a lot like Gerinax Fargir that was appointed by Gerinax to keep Baisul’s citizens from trying to start a rebellion against the Occupation Force that even the Occupation Force’s oppressiveness couldn’t stop from forming in Baisul. Though able to make sure Baisul keeps on being as profitable as it did before the Occupation Force took over and crushing attempts to start a rebellion in Baisul, outside of the city he has been of little use as to do his job he has to be at Baisul. Location Baisul
Regent of Baisul- Being appointed to ensure Baisul stays loyal to the Occupation Forces Count Deston can’t leave Baisul and must be killed before Baisul could be taken over by another faction.
Faction Major NPCs- Each faction has a special Major NPC that will be extremely loyal to their faction, will bring your faction a new unit when they join, and should one of your faction’s members die will become a playable character but first they must be unlocked during the game. Unlocking the Major NPC is the hard part though since there will be something special you will have to do to unlock them.
One hint to every faction- “The Major NPC of your faction is not on the list of Major NPCs that were known of at the start of the game.”
Clues for Each Faction- There may be possibilities in the future to win or buy more clues for your faction.
Rules
1. Fallow the forum rules.
2. If you have a comment on another player’s move or application pm them.
3. If you think I missed you, forgot something in your move, or made a mistake pm me unless my pm box is full. If my pm box is full then you can post it in the game.
4. Don’t *beep* my game with posts that are just a bump.
Application Form- I put this down here to try and get you people to read the game first
Desired Position: (You are allowed to have 2 back ups at maximum.)
Why should you get that position: (Self-explanatory)
Forum- Should this go well and if I get enough people to play then I will create a forum for this game.
Note-
This game was originally created for a forum that is more developed and much more active then this one so it might change slightly depending on how things go.
For those wondering why this is in two posts its because I'll break the game if I try to put it in one.