Weekly Spotlight: Ariselle
Moderators: Slitherine Core, Gothic Labs
Weekly Spotlight: Ariselle
Here on the forum, we will be presenting a weekly "Spotlight." Each Spotlight will feature a new realm of Sovereignty.
This week: the naval power, Ariselle.
As the most dominant naval power on the continent, Ariselle’s influence and trade pervades the civilized world. Though her army is typically small, the island realm is protected from invasion by its mighty fleet, and with it, can strike an offensive blow anywhere at any time. Abroad, Ariselle pursues a “balance of power” foreign policy that opposes the rise of any dominant continental power, thereby maintaining its own position of isolated supremacy. Most Realms would like to ally with Ariselle, though are frustrated by its lack of true commitment.
Special Features
• North Head is Ariselle’s main naval base. It is fortified against naval attack, and features a Landmark called the Shipbuilder’s Quay.
• Braddock is the main trading harbor of Ariselle, though it does maintain smaller dockyards for the navy, and is the site of naval exhibitions when rulers come to visit.
• Ariselle quietly maintains a “gentleman’s agreement” with the pirates of the Azure Isles. Though Ariselle publicly condemns piracy on the high seas, the two realms carefully avoid hostile engagements.
This week: the naval power, Ariselle.
As the most dominant naval power on the continent, Ariselle’s influence and trade pervades the civilized world. Though her army is typically small, the island realm is protected from invasion by its mighty fleet, and with it, can strike an offensive blow anywhere at any time. Abroad, Ariselle pursues a “balance of power” foreign policy that opposes the rise of any dominant continental power, thereby maintaining its own position of isolated supremacy. Most Realms would like to ally with Ariselle, though are frustrated by its lack of true commitment.
Special Features
• North Head is Ariselle’s main naval base. It is fortified against naval attack, and features a Landmark called the Shipbuilder’s Quay.
• Braddock is the main trading harbor of Ariselle, though it does maintain smaller dockyards for the navy, and is the site of naval exhibitions when rulers come to visit.
• Ariselle quietly maintains a “gentleman’s agreement” with the pirates of the Azure Isles. Though Ariselle publicly condemns piracy on the high seas, the two realms carefully avoid hostile engagements.
Re: Weekly Spotlight: Ariselle
Ariselle's armed forces
Re: Weekly Spotlight: Ariselle
Flag of Ariselle.
Re: Weekly Spotlight: Ariselle
Ariselle's Spell Tree focuses on diplomacy, intelligence and the honorable art of war.
Level 1
Scry Realm
Explorer's Ambition
Battering Ram
Level 2
Seed of Doubt
Level 3
King's Call
Quest
Level 4
Worm's Tongue
Level 5
Fading Age
Majesty
Destiny's Reign
Level 1
Scry Realm
Explorer's Ambition
Battering Ram
Level 2
Seed of Doubt
Level 3
King's Call
Quest
Level 4
Worm's Tongue
Level 5
Fading Age
Majesty
Destiny's Reign
Re: Weekly Spotlight: Ariselle
Nice stuff. Thanks for the update.
I am quite interested in reading how the spell system is built.
I am quite interested in reading how the spell system is built.
Re: Weekly Spotlight: Ariselle
For some reason the political line of Ariselle is slightly reminiscent of England's XIXth century's policy on continental Europe 

Re: Weekly Spotlight: Ariselle
Spell definitions:
Level 1
Scry Realm: Secretly view all Stacks and Units in the target realm (1 turn)
Explorer's Ambition: Avarice is its own reward. Mercenary in your realm gains the Scout ability permanently, but receives a +35 Gold Upkeep.
Battering Ram: Grants any Standard Infantry Unit the Siegecraft ability for 3 turns.
Level 2
Seed of Doubt: Ill rumor and petty hate begins to circulate. Each turn, the target realm receives a -3 Relations with a random realm. Duration: 12 turns.
Level 3
King's Call: Teleport any Stack you own to your Capitol. That Stack gains a +2 Morale for the remainder of your turn.
Quest: If you have an open Hero slot, immediately summon a new Legendary Hero for 0 Gold.
Level 4
Worm's Tongue: Your agents spread poison and gossip. Choose a target realm. That realm receives -3 Relations with all realms. (Instant)
Level 5
Fading Age: The Age of Magic is dying. The Age of Man is at hand. All Spells cast by any realm have a +1 Recharge Time. All Human Units receive a -10% Gold Purchase Cost and a -10% Upkeep Cost. (Global Effect, permanent).
Majesty: Your realm exudes majestic presence. Gain +5 Relations with all realms for 25 turns.
Destiny's Reign: Immediately annex all enemy provinces that you currently occupy. (Instant)
Level 1
Scry Realm: Secretly view all Stacks and Units in the target realm (1 turn)
Explorer's Ambition: Avarice is its own reward. Mercenary in your realm gains the Scout ability permanently, but receives a +35 Gold Upkeep.
Battering Ram: Grants any Standard Infantry Unit the Siegecraft ability for 3 turns.
Level 2
Seed of Doubt: Ill rumor and petty hate begins to circulate. Each turn, the target realm receives a -3 Relations with a random realm. Duration: 12 turns.
Level 3
King's Call: Teleport any Stack you own to your Capitol. That Stack gains a +2 Morale for the remainder of your turn.
Quest: If you have an open Hero slot, immediately summon a new Legendary Hero for 0 Gold.
Level 4
Worm's Tongue: Your agents spread poison and gossip. Choose a target realm. That realm receives -3 Relations with all realms. (Instant)
Level 5
Fading Age: The Age of Magic is dying. The Age of Man is at hand. All Spells cast by any realm have a +1 Recharge Time. All Human Units receive a -10% Gold Purchase Cost and a -10% Upkeep Cost. (Global Effect, permanent).
Majesty: Your realm exudes majestic presence. Gain +5 Relations with all realms for 25 turns.
Destiny's Reign: Immediately annex all enemy provinces that you currently occupy. (Instant)
Re: Weekly Spotlight: Ariselle
I'd like to take this moment to introduce Landmarks to the forums.
Scattered throughout the realms are special provinces that hold Landmarks. Think of a Landmark as a wonder of the world, a Statue of Liberty or an Eiffel Tower in our world or the Gates of Argonath in Lord of the Rings. They are special and unique, and Landmarks introduce special-case rules for those Realms that own them. In each of the weekly spotlights, we'll present a glimpse of one of those Landmarks owned by the spotlighted realm.
For the sea power, Ariselle, that Landmark is the Shipbuilder's Quay.
Scattered throughout the realms are special provinces that hold Landmarks. Think of a Landmark as a wonder of the world, a Statue of Liberty or an Eiffel Tower in our world or the Gates of Argonath in Lord of the Rings. They are special and unique, and Landmarks introduce special-case rules for those Realms that own them. In each of the weekly spotlights, we'll present a glimpse of one of those Landmarks owned by the spotlighted realm.
For the sea power, Ariselle, that Landmark is the Shipbuilder's Quay.
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Re: Weekly Spotlight: Ariselle
Ariselle Unit spotlight: Marines.
Marines are tough all purpose infantry, adept at amphibious invasion.
Ariselle Unit spotlight: Marines.
Marines are tough all purpose infantry, adept at amphibious invasion.
When Marines receive their first combat Medal, they may gain one additional ability of your choice:
Raider: If this Unit is part of an Attacker Stack, it gains an initial +3/+3/+3 Attack, Morale, and Speed. Each successive Turn after the first, it receives a -1/-1/-1 to Attack, Morale and Speed, whether it is an Attacker or a Defender.
Move +1
When Marines receive their second combat Medal, they may gain a final ability of your choice:
Bridging: A Stack with this Unit treats a River Crossing as a Bridge Crossing for its entire Stack. Units with Bridging are not slowed by River hexes.
Defense +1
Marines are tough all purpose infantry, adept at amphibious invasion.
Ariselle Unit spotlight: Marines.
Marines are tough all purpose infantry, adept at amphibious invasion.
When Marines receive their first combat Medal, they may gain one additional ability of your choice:
Raider: If this Unit is part of an Attacker Stack, it gains an initial +3/+3/+3 Attack, Morale, and Speed. Each successive Turn after the first, it receives a -1/-1/-1 to Attack, Morale and Speed, whether it is an Attacker or a Defender.
Move +1
When Marines receive their second combat Medal, they may gain a final ability of your choice:
Bridging: A Stack with this Unit treats a River Crossing as a Bridge Crossing for its entire Stack. Units with Bridging are not slowed by River hexes.
Defense +1
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- Corporal - 5 cm Pak 38
- Posts: 45
- Joined: Sun May 18, 2014 8:48 pm
Re: Weekly Spotlight: Ariselle
Looks great! I like how you'll be able to choose branching specializations. Do these apply to each stack separately?
Re: Weekly Spotlight: Ariselle
Unless specified, unit abilities affect the Unit only. Rally does increase the morale of the entire stack. And Bridging allows other units to pass over the Bridging unit as if it were a bridge.
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- Corporal - 5 cm Pak 38
- Posts: 45
- Joined: Sun May 18, 2014 8:48 pm
Re: Weekly Spotlight: Ariselle
Thanks! Sounds greatBreca wrote:Unless specified, unit abilities affect the Unit only. Rally does increase the morale of the entire stack. And Bridging allows other units to pass over the Bridging unit as if it were a bridge.
