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Alchemy Guilds Battlefield Alliances Game of Realms Realm & Rulership Taxation Resource System Divine Favor Siege Spires Hot Zones
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The Realm and Rulership System |
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The Throne of Oblivion expansion focuses firmly upon Shadowbane's guild-based city systems and siege warfare, taking existing gameplay to an entirely new level. Siege refinements and new strategic systems form the second core theme of the expansion, with the new Realm and Rulership system promising to revolutionize the world of Aerynth. This new system is the 'Throne' in the title of the expansion, allowing player Guilds to vie for thrones and domains of their own.
For the first time since the Turning, the scattered factions of Aerynth are carving out new empires and bringing order to the Age of Strife. This extensive new system allows Guilds to claim rulership over an entire realm, gaining power and prestige.
All of the worlds have been divided into realms, which are visible in the World Map. Cities placed with these realms can vie for lordship, and those that succeed can upgrade their Tree of Life into a "Palace," a visible symbol of their power and prestige, and turning their city into the capital of their realm. Any realm can only have one Palace within it at a time; once claimed, a city will rule until its rivals can depose it in battle. Guilds with the power to build and maintain a Palace find that rule brings many benefits:
Claiming a Realm
To Ascend the Throne and claim control over a realm, the guild/nation leader must activate a Realm Charter to upgrade their City's Tree of Life to a new Palace structure. The upgrade will not be easy, however. To create a palace and claim a realm, a guild must accomplish many goals:
Upgrade Cost
Preparations for the city capital must be made in the form of gold and other resources:
Tree Rank
Only Rank 7 Trees can upgrade into palaces.
Maintenance Cost
Each week, the palace requires gold and other resources to maintain itself (and by extension, control over the realm):
Realm Charters and Types of Realms
In addition to city preparations, the Guild members will need to acquire a Realm Charter. These come in three varieties, which define the political outlook of the Realm. The Charter type determines the appearance of the palace, and also offers a unique set of benefits and drawbacks to the realm:
Belligerent Realm Charter
Belligerent realms focus their efforts on war and siege, placing might above other goals.
- CITY ASSET HEALTH MODIFIER: +15% Warlike realms focus on withstanding sieges, and build sturdy structures.
- UPGRADE TIME MODIFIER: +10% stronger buildings are harder to build.
- MAINTENANCE COST MODIFIER: +10% maintaining a city on a warlike footing is expensive.
- TAXATION RATE: 10% is the maximum allowed to tax any one city per week
Mercantile Realm Charter
Mercantile Realms are focused on trade and commerce, putting wealth first.
- CITY ASSET HEALTH MODIFIER: -15% Trade, not war, is the focus of these realms.
- UPGRADE TIME MODIFIER: -10% Rapid growth is a key focus of commerce.
- MAINTENANCE COST MODIFIER: -10%
- TAXATION RATE: 20% is the maximum allowed to tax any one city per week
Feudal Realm Charter
Feudal Realms take a balanced approach to government.
- CITY ASSET HEALTH MODIFIER: Normal
- UPGRADE TIME MODIFIER: Normal
- MAINTENANCE COST MODIFIER: Normal
- TAXATION RATE: 15% is the maximum allowed to tax any one city per week
The King's Path
But it takes more than iron, stone, or even a crown to make a king. To truly rule a realm, a player must receive the mandate of the Gods themselves. Once all the necessary resources have been collected and a Realm Charter has been acquired, the would-be ruler must go on a journey to visit 3 Hermits, scattered at remote locations across each game world.
Each Hermit can grant one Blessing to the aspiring monarch: the Blessing of Power, of Wisdom, and of Fortune. These blessings last a limited amount of time, and will be broken if the aspiring ruler is killed or logs out of the game. Additionally, the road to power is not easy: the blessings will burden the young King until the end of his Journey, preventing magical movement, summon travel, and slowing them down.
Under the protection of the guild and or nation, the guild leader must go to all three hermits, return to their city, and activate the Realm Charter while all 3 blessings are still in effect. If all of these conditions are met, the Charter will successfully activate, transforming the Tree of Life into a Palace.
Benefits of Rule
Once a realm has been claimed, the Guild controlling its capital city gains several benefits:
Losing Control of a Realm
There are two ways a capital can downgrade back into a Tree of Life, putting that realm back "up for grabs":
Controlling Multiple Realms
If a guild that controls a realm swears fealty to another guild that rules a realm, the ruling nation increases in status. All realms controlled by one nation will highlight together when moused over, and the title of the nation ruler will upgrade (from Baron to King, from King to Emperor) when 3 or 5 realms are controlled, respectively.
A nation cannot control more than 5 realms at once.