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There are two different types of Factions that can be created in AoD. Guilds, and Realms. Although both options are considered Factions, and all contribute in the dynamic environment of Terra Firma, the experience is significantly different between them.
GUILDS
Guilds are organizations that engage in any form of economic, or social activity on the world, but they are yet not in a position, or intentionally aren’t holding dominion over any province. Instead, Guilds control either individual locations, which may be scattered across the map, or remain entirely fleet-based or nomadic. Ranging from craftsmen and merchant consortiums, to nomadic tribes and mercenary bands, to shops and inns, and secret societies, the Guilds can be formed by any number of players, and are not necessarily attached to specific provinces, instead, can freely appear at any point of the world, with no expressed need to defend or maintain any stronghold, as far as the world’s grand geopolitical changes are concerned. Of course, this does not mean that a Guild's establishment or property, may not face damages or be narrativelly threatened, by a conflict.
Creating a Guild
The process of creating a Guild is rather simplistic. After filling the Guild Application form, the Guild is formed and can begin its journey on the world.
Guild Application
Name:
Type:
Brief Description:
REALMS
Unlike the Guilds, the Realms are factions that are heavily invested in territorial gain, and have specific borders that appear on the World Map. The Realms can pursue expansion, as well as defend against rival factions that seek to deprive them from their domains. A member of AoD can be associated with any number of Realms, but can only own one.
Creating a Realm
To create a Realm Faction, a player may fill the Realm Application, which will enable them to claim territory on the World Map, from which to begin their journey. AoD hosts an active and player-driven Conquest experience, which revolves around the World Map. The map itself is split in Countries, which in turn are split on Provinces. Upon creation, a Realm Faction should consider certain fundamental elements, such as the Technological level and Magic sensitivity of its population. To demonstrate the uniqueness of the faction’s civilization, the Tech v Magic (TvM) table is utilized:
Realm Application
Name:
Starting Provinces: (Each Realm starts with 5 adjacent provinces on the map, or in line of sight, if they are split by Sea)
Brief Description:
TvM: [1-5]-[1-5]
TECH V MAGIC TABLE
The purpose of the TvM table is to determine the level of technology and magic of a specific Realm. Upon creation, each Realm must fill a TvM score, as part of the Realm Application form.
The table is divided between Technology and Magic, with each having a score of 1-5. A Realm can spend 4 points on either or both categories, as per below guideline, with both Technology and Magic having 1 point at minimum:
TECH
Research and Development of Realms
A Realm can choose to alter their TvM score, through Consolidation threads. Should a Realm proceeds to a research, or an arcane awakening, depending on the post count of the Consolidation Thread, they can alter the TvM stats. Always bare in mind, the relevance of the Thread's topic is highly important for the Consolidation Thread's mechanic to work.
Realm Growth
The Realm Factions all begin with 5 provinces. However, as they continue their journey in the histories of AoD, they can expand and grow far and wide. Depending on the number of the provinces ruled, and which those are, different bonuses and titles can be gained.
GUILDS
Guilds are organizations that engage in any form of economic, or social activity on the world, but they are yet not in a position, or intentionally aren’t holding dominion over any province. Instead, Guilds control either individual locations, which may be scattered across the map, or remain entirely fleet-based or nomadic. Ranging from craftsmen and merchant consortiums, to nomadic tribes and mercenary bands, to shops and inns, and secret societies, the Guilds can be formed by any number of players, and are not necessarily attached to specific provinces, instead, can freely appear at any point of the world, with no expressed need to defend or maintain any stronghold, as far as the world’s grand geopolitical changes are concerned. Of course, this does not mean that a Guild's establishment or property, may not face damages or be narrativelly threatened, by a conflict.
Creating a Guild
The process of creating a Guild is rather simplistic. After filling the Guild Application form, the Guild is formed and can begin its journey on the world.
Guild Application
Name:
Type:
Brief Description:
REALMS
Unlike the Guilds, the Realms are factions that are heavily invested in territorial gain, and have specific borders that appear on the World Map. The Realms can pursue expansion, as well as defend against rival factions that seek to deprive them from their domains. A member of AoD can be associated with any number of Realms, but can only own one.
Creating a Realm
To create a Realm Faction, a player may fill the Realm Application, which will enable them to claim territory on the World Map, from which to begin their journey. AoD hosts an active and player-driven Conquest experience, which revolves around the World Map. The map itself is split in Countries, which in turn are split on Provinces. Upon creation, a Realm Faction should consider certain fundamental elements, such as the Technological level and Magic sensitivity of its population. To demonstrate the uniqueness of the faction’s civilization, the Tech v Magic (TvM) table is utilized:
Realm Application
Name:
Starting Provinces: (Each Realm starts with 5 adjacent provinces on the map, or in line of sight, if they are split by Sea)
Brief Description:
TvM: [1-5]-[1-5]
TECH V MAGIC TABLE
The purpose of the TvM table is to determine the level of technology and magic of a specific Realm. Upon creation, each Realm must fill a TvM score, as part of the Realm Application form.
The table is divided between Technology and Magic, with each having a score of 1-5. A Realm can spend 4 points on either or both categories, as per below guideline, with both Technology and Magic having 1 point at minimum:
TECH
Technology | Type | Description |
---|---|---|
1 | Stone Age | Equipment and Weaponry made by Bone, Stone, Wood or such materials. |
2 | Bronze Age | Equipment and Weaponry made by Tin, Bronze, Copper, Obsidian or such processed materials. |
3 | Early Iron Age | Very limited iron plating, very rare use of steel, no sophisticated designs. |
4 | Medieval Age | Full plate armours and advanced engineering, including early firearms, Da Vinci-styled machines. |
5 | Steam Age | Sophisticated equipment, Flintlock weapons, Steam engines. |
Magic | Type | Description |
---|---|---|
1 | No Magic Sensitivity | Only Player Characters can Wield Magic |
2 | Rare Magic Sensitivity | NPCs Can Wield Magic |
3 | Average Magic Sensitivity | Units can have Defensive Magic (Magic Armour/Speed) |
4 | Strong Magic Sensitivity | Units can have Aggressive Magic (Magic Weaponry) |
5 | Mighty Magic Sensitivity | Embued Vehicles/Beasts |
Although Magic is strong on the world, mass-destruction spells, or, in technology, mass-destruction weaponry, is only attainable through certain mechanics and not claimable without undergoing approval in the Library.
Research and Development of Realms
A Realm can choose to alter their TvM score, through Consolidation threads. Should a Realm proceeds to a research, or an arcane awakening, depending on the post count of the Consolidation Thread, they can alter the TvM stats. Always bare in mind, the relevance of the Thread's topic is highly important for the Consolidation Thread's mechanic to work.
Realm Growth
The Realm Factions all begin with 5 provinces. However, as they continue their journey in the histories of AoD, they can expand and grow far and wide. Depending on the number of the provinces ruled, and which those are, different bonuses and titles can be gained.
Province Number | Realm Type |
---|---|
1 | Earldom |
3 | County |
5 | Duchy |
7 | Grand Duchy |
10 | Arch-Duchy |
- Royal Status
- The World map is divided into Countries, which consist from 6 to 8 provinces in size. In the case a Realm achieves control over two entire Countries, they can petition for the title of Kingdom.
- Ruling over 6 different Countries, enables a Realm to petition for the High Kingdom title.
- Ruling over 12 different Countries enables a Realm to petition for the Empire title.
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