Deptimaya - The Reawakened
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Deptimaya - The Reawakened
Faction Name: Deptimaya
Race: Gnomes
-- Gnomish Trade: Gnomes gain +2 gold/turn from every trade route
-- Small Stature: gnomish soldiers have a slight penalty in hand-to-hand melee.
Leader(s) (need not be the same as Hero):
Pyza Snowligh and Sunda Stasreid are the current Voices who guide the Deptimayan people. Pyza is the Voice of the Painter, whose concerns lie chiefly with the spiritual and mental uplifting of the populace. Sunda Stasreid is the Voice of the Sculptor, who oversees and organizes the physical and material growth of the nation.
Capital: Exodus
Description: The city of Exodus consists of wide towering stone buildings, with large open avenues pathing between in aesthetic patterns. The buildings are joined by elevated walkways above the streets, and tiered gardens are cultivated on their exteriors. Fountains are a common design, using water wheels to augment the natural flow of the Imaki River.
Villages:
Cardel
Siracise
Luden's Grove
Tabenn Heights
Hero (Name, description and stats):
Pyza Snowligh
As the Voice of the Painter, Pyza is chosen to speak for and represent Jeeva. She is a compassionate and empathic young woman who sees the importance of happiness to the people's prosperity.
Warrior:
General:
Governor:
Piety: {I}
Subterfuge:
Traits:
Wild Mage - Your hero has magic, but it is wild and unpredictable, just as prone to backfiring as spectacular success. +III Warrior when used, chance of critical failure.
Sunda Stasreid
Sunda is the current Voice of the Sculptor. He was an accomplished architect for nearly a decade before the Voice was passed to him by his predecessor, and employs his great attention to detail in his work to ensure the Deptimayan's success.
Warrior:
General:
Governor: {I}
Piety: {I}
Subterfuge:
Traits:
Tranquil - +I Piety
Deity
Deity Name: Jeeva (the Painter) and Jagavi (the Sculptor)
Source:
Contemplation - Heroes get +2 Divinity/turn from Piety instead of +1/turn. All heroes may spend a turn Contemplating their Deity (doing nothing else) to gain another +3 Divinity.
Powers:
Blessing/Curse of Productivity - Bless or curse a settlement's resource production for 5 Divinity. If Blessed the settlement produces +1 of that resource for 3 turns. If cursed, it produces -1 of that resource for 3 turns.
Golem Servitors - Your priests may infuse a spark of divinity into inert matter, creating a Golem. You may recruit the Golem training type (golems have no morale and have the same movement/combat bonuses as giants, but cost gold, iron and divinity to "recruit")
Divine Forgery - Your smiths can enhance the power of artifacts by infusing them with divine power. For 10 gold, 4 iron, and 10 Divinity you may boost the power of a magical artifact, giving it another trait or rank and making it so that your deity always knows the location of said item. The additional power or trait is related to your deity's other powers and the purpose of the artifact. Spending extra Divinity may result in additional bonuses, but Divine Forgery may only be done once.
Enlightened Exploration - Your gods guide your explorers to discover the best the land has to offer. When you take an Exploration action you may spend 6 Divinity to forgo the gold cost and receive a bonus to all exploration rolls.
Description: Jeeva and Jagavi are artistic deities who use the expressions of their craft to provide for and shelter the children they made. As twins, their powers and decisions are entertwined, so it is rare for any particular miracle to be attributed to only one of them. They are benevolent, and most favor individuals who show imagination, creativity, and passion.
Culture: The Deptimayan people reflect the creative facets of their god and goddess. Artisans and crafters are the most respected individuals. From fine jewelry and architecture to everyday tools and clothes, the appearance of an item is as important as its function.
History: When Jagavi and Jeeva were young deities, they would play while the other gods founded great nations or wrought spectacular miracles. Jagavi created detailed dolls of stone and clay to play with, but his works simply stood as they were posed, lifeless on their own. His sister, Jeeva, would make beautiful portraits that moved and spoke, but were flat without a body to touch the world.
Together, they had the inspiration to combine their crafts. Jagavi sculpted a group of small figures from the ground of the world, and Jeeva painted for them features, eyes and mouths and hair. With the combination of their art, the figures came alive, body and soul united from the fancy of divine imagination. At first the twins were content to play with their new toy creations, but as they grew, the god and goddess wanted more than toys - they desired their work to become true progeny, following in their creators' path. Art was taught to the gnomes. Craft and ingenuity and inspiration were granted as blessings to the fledgling race.
When Allis began to crumble from the ambition of the Second Sundering, Jeeva and Jagavi worked quickly to save their children. They placed all that they could into a magical slumber, and packed them into a great wooden chest. This they carried through the realm of dreams until they found a new world, and when the gnomes awoke, a new home greeted them, with infinite new possibilities for creation and beauty. And the twins named them Deptimaya, which means 'The Reawakened.'
Starting Resources:
7 Buy Points to begin with an additional Hero.
5 Buy Points to begin with an additional village.
5 Buy Points to lock in a resource: Stone (Tabenn Heights)
2 Buy Points for additional resources (1 population, 1 iron)
Here There be Monsters: Demons or Monsters have either followed you or already infested the area where you settled. They will threaten travelers and explorers, attack undefended settlements and make life dangerous until dealt with.
+ 4 Points (Intelligent)
Starting Location: Southeast of the Inner Sea, along the Imaki River to the Tabenn Hills.
Race: Gnomes
-- Gnomish Trade: Gnomes gain +2 gold/turn from every trade route
-- Small Stature: gnomish soldiers have a slight penalty in hand-to-hand melee.
Leader(s) (need not be the same as Hero):
Pyza Snowligh and Sunda Stasreid are the current Voices who guide the Deptimayan people. Pyza is the Voice of the Painter, whose concerns lie chiefly with the spiritual and mental uplifting of the populace. Sunda Stasreid is the Voice of the Sculptor, who oversees and organizes the physical and material growth of the nation.
Capital: Exodus
Description: The city of Exodus consists of wide towering stone buildings, with large open avenues pathing between in aesthetic patterns. The buildings are joined by elevated walkways above the streets, and tiered gardens are cultivated on their exteriors. Fountains are a common design, using water wheels to augment the natural flow of the Imaki River.
Villages:
Cardel
Siracise
Luden's Grove
Tabenn Heights
Hero (Name, description and stats):
Pyza Snowligh
As the Voice of the Painter, Pyza is chosen to speak for and represent Jeeva. She is a compassionate and empathic young woman who sees the importance of happiness to the people's prosperity.
Warrior:
General:
Governor:
Piety: {I}
Subterfuge:
Traits:
Wild Mage - Your hero has magic, but it is wild and unpredictable, just as prone to backfiring as spectacular success. +III Warrior when used, chance of critical failure.
Sunda Stasreid
Sunda is the current Voice of the Sculptor. He was an accomplished architect for nearly a decade before the Voice was passed to him by his predecessor, and employs his great attention to detail in his work to ensure the Deptimayan's success.
Warrior:
General:
Governor: {I}
Piety: {I}
Subterfuge:
Traits:
Tranquil - +I Piety
Deity
Deity Name: Jeeva (the Painter) and Jagavi (the Sculptor)
Source:
Contemplation - Heroes get +2 Divinity/turn from Piety instead of +1/turn. All heroes may spend a turn Contemplating their Deity (doing nothing else) to gain another +3 Divinity.
Powers:
Blessing/Curse of Productivity - Bless or curse a settlement's resource production for 5 Divinity. If Blessed the settlement produces +1 of that resource for 3 turns. If cursed, it produces -1 of that resource for 3 turns.
Golem Servitors - Your priests may infuse a spark of divinity into inert matter, creating a Golem. You may recruit the Golem training type (golems have no morale and have the same movement/combat bonuses as giants, but cost gold, iron and divinity to "recruit")
Divine Forgery - Your smiths can enhance the power of artifacts by infusing them with divine power. For 10 gold, 4 iron, and 10 Divinity you may boost the power of a magical artifact, giving it another trait or rank and making it so that your deity always knows the location of said item. The additional power or trait is related to your deity's other powers and the purpose of the artifact. Spending extra Divinity may result in additional bonuses, but Divine Forgery may only be done once.
Enlightened Exploration - Your gods guide your explorers to discover the best the land has to offer. When you take an Exploration action you may spend 6 Divinity to forgo the gold cost and receive a bonus to all exploration rolls.
Description: Jeeva and Jagavi are artistic deities who use the expressions of their craft to provide for and shelter the children they made. As twins, their powers and decisions are entertwined, so it is rare for any particular miracle to be attributed to only one of them. They are benevolent, and most favor individuals who show imagination, creativity, and passion.
Culture: The Deptimayan people reflect the creative facets of their god and goddess. Artisans and crafters are the most respected individuals. From fine jewelry and architecture to everyday tools and clothes, the appearance of an item is as important as its function.
History: When Jagavi and Jeeva were young deities, they would play while the other gods founded great nations or wrought spectacular miracles. Jagavi created detailed dolls of stone and clay to play with, but his works simply stood as they were posed, lifeless on their own. His sister, Jeeva, would make beautiful portraits that moved and spoke, but were flat without a body to touch the world.
Together, they had the inspiration to combine their crafts. Jagavi sculpted a group of small figures from the ground of the world, and Jeeva painted for them features, eyes and mouths and hair. With the combination of their art, the figures came alive, body and soul united from the fancy of divine imagination. At first the twins were content to play with their new toy creations, but as they grew, the god and goddess wanted more than toys - they desired their work to become true progeny, following in their creators' path. Art was taught to the gnomes. Craft and ingenuity and inspiration were granted as blessings to the fledgling race.
When Allis began to crumble from the ambition of the Second Sundering, Jeeva and Jagavi worked quickly to save their children. They placed all that they could into a magical slumber, and packed them into a great wooden chest. This they carried through the realm of dreams until they found a new world, and when the gnomes awoke, a new home greeted them, with infinite new possibilities for creation and beauty. And the twins named them Deptimaya, which means 'The Reawakened.'
Starting Resources:
7 Buy Points to begin with an additional Hero.
5 Buy Points to begin with an additional village.
5 Buy Points to lock in a resource: Stone (Tabenn Heights)
2 Buy Points for additional resources (1 population, 1 iron)
Here There be Monsters: Demons or Monsters have either followed you or already infested the area where you settled. They will threaten travelers and explorers, attack undefended settlements and make life dangerous until dealt with.
+ 4 Points (Intelligent)
Starting Location: Southeast of the Inner Sea, along the Imaki River to the Tabenn Hills.
Last edited by Frostwander on Wed May 27, 2015 11:56 am; edited 2 times in total
Frostwander- Posts : 63
Join date : 2015-05-17
Re: Deptimaya - The Reawakened
Accepted.
Resources:
Exodus: Fertile Ground
Cardel: Luxury (Pearls)
Luden's Grove: Luxury (Exotic Hardwood)
Tavenn Heights: Stone
Siracise: Good Ground
Hero Traits:
Pyza Snowligh: Wild Mage - Your hero has magic, but it is wild and unpredictable, just as prone to backfiring as spectacular success. +III Warrior when used, chance of critical failure.
Sunda Stasreid: Tranquil - +I Piety
Resources:
Exodus: Fertile Ground
Cardel: Luxury (Pearls)
Luden's Grove: Luxury (Exotic Hardwood)
Tavenn Heights: Stone
Siracise: Good Ground
Hero Traits:
Pyza Snowligh: Wild Mage - Your hero has magic, but it is wild and unpredictable, just as prone to backfiring as spectacular success. +III Warrior when used, chance of critical failure.
Sunda Stasreid: Tranquil - +I Piety
Re: Deptimaya - The Reawakened
Deptimayan Unit Templates:
The Shepherds
The Shepherds are those volunteers among the Deptimaya who may be called upon to watch over their lands to defend against hostile creatures, and apprehending criminals. In the cities, they report to the magistrates, or in times of war, serve to organize the defenses with the strategy of the generals.
Armor: Light
Weapon: Bows and Rods
Movement: Infantry
Training: Militia
Special: Scouts
Total Cost: 6 Gold, 1 Iron
The Foundation Corps
The architects and laborers of the Foundation Corps are well practiced in the arts of creating structures and devices to shelter and protect, whether in cities or afield. They can also turn this knowledge to demolition, finding and exploiting the weak points of enemy earthworks and constructions.
Role: Siege Engineers
Movement: Infantry
Total Cost: 6 Gold
Terracotta Phalanx
Built from fire-hardened clay and infused with divine power, the terracotta are the bulk rank and file of the Deptimayan armies. Their perfect discipline allows them to switch formation easily on command, and their mobility and large shields allow them to maneuver and protect other regiments behind them.
Armor: Light
Weapon: Spears and Shields
Movement: Infantry (giant)
Training: Golem
Total Cost: 5 Gold, 1 Divinity
Upkeep: 1 Divinity/turn
Manticores
Crafted from light clay and hardwood, these golems are surprisingly agile for their great height. They wield gargantuan bows taller than four gnomes (or two of most larger races), made from whole saplings, and thick twisted cords launch arrows the size of spears. The piercing impact of on of these weapons is akin to a ballista, the Manticores effectively acting as highly mobile artillery.
Armor: Light
Weapon: Warbows
Movement: Infantry (giant)
Training: Golem
Total Cost: 6 Gold, 1 Wood, 1 Divinity
Upkeep: 1 Divinity/turn
Juggernauts
These machines of war have been specifically designed to deal as much damage and absorb as much punishment as possible. Built from steel instead of stone and clay, the massive juggernauts wade into the thickest of any fighting, sweeping nine-foot blades through the ranks of the enemy.
Armor: Heavy
Weapon: Greatswords
Movement: Infantry (giant)
Training: Golem
Total Cost: 8 Gold, 3 Iron, 1 Divinity
Upkeep: 1 Divinity/turn
Merchant Marine
The Merchant Marine is a fleet of ships designed to carry imports and exports during peacetime, but capable as a naval auxiliary during wartime to deliver troops and defend ports.
Hull: Cog
Capacity: 6
Unit Division: 3 Archer groups (120), 3 Marine groups (300)
Total Cost: 4 Gold, 1 Wood
Upkeep: 1 Gold/turn
The Shepherds
The Shepherds are those volunteers among the Deptimaya who may be called upon to watch over their lands to defend against hostile creatures, and apprehending criminals. In the cities, they report to the magistrates, or in times of war, serve to organize the defenses with the strategy of the generals.
Armor: Light
Weapon: Bows and Rods
Movement: Infantry
Training: Militia
Special: Scouts
Total Cost: 6 Gold, 1 Iron
The Foundation Corps
The architects and laborers of the Foundation Corps are well practiced in the arts of creating structures and devices to shelter and protect, whether in cities or afield. They can also turn this knowledge to demolition, finding and exploiting the weak points of enemy earthworks and constructions.
Role: Siege Engineers
Movement: Infantry
Total Cost: 6 Gold
Terracotta Phalanx
Built from fire-hardened clay and infused with divine power, the terracotta are the bulk rank and file of the Deptimayan armies. Their perfect discipline allows them to switch formation easily on command, and their mobility and large shields allow them to maneuver and protect other regiments behind them.
Armor: Light
Weapon: Spears and Shields
Movement: Infantry (giant)
Training: Golem
Total Cost: 5 Gold, 1 Divinity
Upkeep: 1 Divinity/turn
Manticores
Crafted from light clay and hardwood, these golems are surprisingly agile for their great height. They wield gargantuan bows taller than four gnomes (or two of most larger races), made from whole saplings, and thick twisted cords launch arrows the size of spears. The piercing impact of on of these weapons is akin to a ballista, the Manticores effectively acting as highly mobile artillery.
Armor: Light
Weapon: Warbows
Movement: Infantry (giant)
Training: Golem
Total Cost: 6 Gold, 1 Wood, 1 Divinity
Upkeep: 1 Divinity/turn
Juggernauts
These machines of war have been specifically designed to deal as much damage and absorb as much punishment as possible. Built from steel instead of stone and clay, the massive juggernauts wade into the thickest of any fighting, sweeping nine-foot blades through the ranks of the enemy.
Armor: Heavy
Weapon: Greatswords
Movement: Infantry (giant)
Training: Golem
Total Cost: 8 Gold, 3 Iron, 1 Divinity
Upkeep: 1 Divinity/turn
Merchant Marine
The Merchant Marine is a fleet of ships designed to carry imports and exports during peacetime, but capable as a naval auxiliary during wartime to deliver troops and defend ports.
Hull: Cog
Capacity: 6
Unit Division: 3 Archer groups (120), 3 Marine groups (300)
Total Cost: 4 Gold, 1 Wood
Upkeep: 1 Gold/turn
Frostwander- Posts : 63
Join date : 2015-05-17
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