Realm of Karguun
A realm of kingdoms, one day at a time.

The Chronicle of Karguun · Chapter 2

The Peoples and the Personalities

Your people decide what your army is made of and what you do best; your personality sharpens it further. No choice is wrong, but each rewards a different way of ruling. Both are chosen when you found your province and cannot be changed until the next age.

What every people shares

  • Soldiers fight with 1 point of attack and 1 of defence. Your draft turns peasants into soldiers, and soldiers are trained into everything else.
  • Specialists cost 350 gold coins each: one kind attacks, the other defends.
  • Elites are each people's finest troops, with their own strength and price.
  • Thieves cost 600 gold coins each. Wizards are not trained but gather in your Guilds.

The peoples

RaceSpecialists and elites (attack/defence)Traits
HumanSwordsmen 6/0, Archers 0/5, Knights 4/6 (1,000gc)+25% Maximum Science; -20% Exploration Costs; +30% Military Wages; -1 Mana per Day; -1 Stealth per Day
ElfRangers 5/0, Archers 0/5, Elf Lords 6/2 (900gc)+2 Mana per Day; -50% Military Wages; -5% Maximum Population; +35% Exploration Costs; Can cast every spell
DwarfWarriors 5/0, Axemen 0/5, Berserkers 5/5 (1,000gc)+15% Building Efficiency; -50% Construction Time; +20% Income; -20% Magic Effectiveness; +25% Food Eaten
OrcGoblins 5/0, Trolls 0/5, Ogres 7/3 (900gc)+15% Gains on Attacks; -75% Draft Costs; +1 Prisoner Strength; +20% of Own Spells Fail; +15% of Own Thief Operations Fail
FaeryMagicians 5/0, Druids 0/5, Beastmasters 3/6 (1,200gc)+50% Magic Effectiveness; +1 Stealth per Day; +15% of Enemy Spells Fail; -10% Thievery Effectiveness
HalflingSpearmen 5/0, Archers 0/5, Half-Giants 5/4 (150gc)-50% Thief Losses; +50% Thievery Effectiveness; -75% Construction Costs; -10% Gains on Attacks
AvianGriffins 5/0, Harpies 0/6, Drakes 6/4 (800gc)+75% Birth Rate; -25% Attack Time; +20% Military Losses in Combat; -10% Building Efficiency; Immune to Fog
UndeadSkeletons 5/0, Zombies 0/5, Ghouls 6/2 (1,200gc)+15% Maximum Population; -50% Maximum Science; -40% Thievery Effectiveness; Needs no food; Spreads the Plague; Immune to the Plague

A few words of counsel:

  • Humans explore cheaply and learn deeply, but pay their soldiers more.
  • Elves command every spell and pay their armies little, but find new land dear.
  • Dwarves build twice as fast and earn more than anyone, and care little for magic.
  • Orcs take more from every battle and draft cheaply, though some of their own spells and thieves fail them.
  • Faeries are the masters of magic, and some hostile spells simply slide off their lands.
  • Halflings are born thieves, build for a quarter of the price, and train their elites for almost nothing.
  • Avians strike and return a quarter faster and breed quickly, but lose more troops in battle.
  • The Undead need no food and carry the plague, but learn only half as much from science.

The personalities

Every personality also gives your elites a special ability.

PersonalityTraitsElite ability
The Merchant+15% Income; Immune to all income penaltiesEvery 20 elites at home fill one job
The Shepherd-30% Training Time; -30% Construction Time; -30% Exploration Time; -30% Research Time; +4 Bushels from Every AcreEvery 3 elites at home grow one bushel a day
The Sage-40% Science Costs; Immune to the PlagueEvery 15 elites at home produce one science point a day
The Rogue+1 Stealth per Day; Every thief operation, including three known only to roguesEvery 10 elites at home guard like one thief
The Mystic+20% Rune Production; +100% Guild Effectiveness; may cast Meteor ShowersEvery 10 elites at home make one rune a day
The War Hero+50% Bonuses from Honour; +1 GeneralEvery 25 elites in battle capture an extra prisoner
The Warrior-50% Mercenary Costs; 1 Mercenary per 4 Loyal TroopsArmies with elites gain more; an all-elite army gains up to 15% more
The General+50% Intelligence Effectiveness; Enhanced Conquest attacks at all timesElites die at half the rate of other troops
The FreakGreat randomness in every attackEvery 5 elites take the room of only 4 peasants

Choosing

  • A first age? A Dwarf or Human Merchant or Shepherd forgives mistakes: a strong economy buys time to learn.
  • A fighter? Orcs and Avians reward attacking often; Warriors, Generals and War Heroes reward it further.
  • A schemer? Faeries and Elves with the Mystic personality, or Halflings and Rogues, work best in the shadows (see The Mystic Arts and Thieves and their Ways).
  • Your kingdom matters more than any choice. A kingdom with a mix of attackers, defenders and mystics is hard to beat.