m (Matt moved page Territories and regions to Territory)
 
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==Overview==
==Overview==
The world of Empire is divided up into territories, each of which is sub-divided into several regions. A region is an abstract division that represents a significant area of similar land. A region could be a large forest, many square miles of rolling hills, the area around a town or fortification, a marsh, an area of plains or farms or any number of other combinations of terrain and important features. A region might be large enough to contain a dozen villages, or represent the environs of a single large castle, or part of one of the great cities of [[the League]].
Each nation in the Empire is divided into a number of territories (which are further divided into regions). Each territory has its own distinct history and culture as well as being important for politics, magic, and war. Your choice of territory can have a big important on your character throughout the game so it's worth spending some time picking a territory if you can.


==Territories==
Each territory is sub-divided into regions; each represents a significant area of similar land. A region could be a large forest, many square miles of rolling hills, the area around a town or fortification, a marsh, an area of plains or farms or any number of other combinations of terrain and important features. A region might be large enough to contain a dozen villages, or represent the environs of a single large castle, or part of one of the great cities of [[the League]].
A military [[war#campaigns|campaign]] takes place across a whole territory over the three months between events and it incorporates all the armies present in that territory. The movement of [[Imperial armies]] is defined by the territory they move to, and the outcome of a campaign is determined by the armies present in a territory.
 
==Home Territory==
* '''Every character has a home territory where their personal resource is located.'''
* '''Home territory is defined during character creation.'''
* '''Your home territory changes if you gain a personal resource in a different territory.'''
Every character in Empire has a home territory - which is the territory where your [[Resource#Personal_Resource|personal resource]] is located. The decision is part of character creation. Every character has a free choice of which territory within their nation will be their home territory. Most characters are part of a group of some sort - a [[chapter]], [[noble house]], family, [[Marcher household]], hall, [[spire]], vale, or what have you - and it is recommended that all members of a group have the same home territory. Doing so helps to give your group a sense of collective identity and shared goals.
 
Your character might be ''from'' another part of the Empire, and you can detail this in your background, but once you start play your homer territory is used to determine how you are affected by magic rituals, curses, or occurrences in the game world. In some nations, it also effects the way you can take part in [[Senator]] elections - some nations determine who can vote or stand as a candidate in which election based on home territory.
 
Home territory is selected from a drop down menu during the last stage of character creation, If you make a mistake, an [[Contact_Profound_Decisions|e-mail]] can easily sort that out. After you start playing your character, however, [[Resource#Changing_Territories|changing your home territory]] is a little more complicated - it costs money, and if you have upgraded your personal resource you may lose out - so ideally you want to get your territory right before the game begins.


Territories are divided into regions based on their geography and military significance. The winning side in a campaign will often gain control of a region as a result of their conquest. If the Empire controls more than half of the regions in a territory, then the territory is considered to be under Imperial control. If a Barbarian power controls more than half the regions then they control the territory. If no single power controls more than half the regions, then nobody controls the territory.
==Resources==
* '''A personal resource must be located in a specific territory'''
* '''Personal resources are not affected until all the regions in a territory are lost'''
[[Resource|Resources]] controlled by characters are located in a territory (even military units and fleets have barracks or a home port). Although individual regions or the territory may be controlled by the barbarians, this does not affect the players with resources in that territory. If the entire territory falls into barbarian control - if the Empire loses control of all regions in a territory - then the production of all Imperial resources in the territory is [[Resource#Conquered_Territories|reduced]].


[[Resource overview|Resources]] controlled by characters are located in a territory (even fleets and military units have barracks and a home port). Although individual regions or the territory may be controlled by the barbarians, this does not affect the players with resources in that territory. If the entire territory falls into barbarian control - if the Empire loses control of all regions in a territory - then the production of all Imperial resources in the territory is [[Resource_overview#Conquered_Territories|reduced]].
The Empire identifies where your character lives based on the location of their resource. If you [[Resource#Changing_Territories|change your personal resource for a resource in a new territory]], the Empire assumes that you live in the new territory for purposes such as voting eligibility.


==Regions==
==Campaigns==
Regions are important for the orders issued by the generals. A region may have one or more [[keywords]] that describe the terrain and the presence of special features. These keywords automatically benefit whichever side controls the region, but the opposing side may also gain the benefit if they issue appropriate orders to attack the region.
* '''A campaign involves all the armies in a territory'''
* '''Whoever controls more than half the regions in a territory controls the territory'''
A military [[war#campaigns|campaign]] takes place across a whole territory over the three months between events and it incorporates all the armies present in that territory. The movement of [[Imperial armies]] is defined by the territory they move to, and the outcome of a campaign is determined by the armies present in a territory.


You can claim a keyword bonus in two ways – if you are directly fighting to try to conquer the region in question, or if your ‘side’ controls a region with that keyword in your territory. So if the Empire has conquered the Forest of Shadows, then an Imperial army with the forest keyword in that territory will gain the forest keyword bonus.
Territories are divided into regions based on their geography and military significance. The winning side in a [[War#Campaign|campaign]] will often gain control of a region as a result of their success. If the Empire controls more than half of the regions in a territory, then the territory is considered to be under Imperial control. If a barbarian power controls more than half the regions then they control the territory. If no single power controls more than half the regions, then nobody controls the territory.


Keywords are activated under two conditions:
==Regions==
* Your side controls the region with the keyword
* '''Armies can move anywhere in a territory'''
* Your side attacks the region with the keyword
* '''Armies may gain control of regions as a result of victory in a military campaign'''
* '''It is twice as difficult to conquer a region that is not adjacent to a region in the territory that you control'''
* '''Regions have special qualities that affects some rituals and some plot opportunities'''
An army can move freely within a territory as part of the orders issued by the general in command. However experienced generals should note that it is twice as difficult as normal to conquer any region that is not adjacent to another region in that territory that you control.


==Movement in a territory==
A region may have one or more special [[Region qualities|qualities]] that describe the terrain and the presence of notable geographic, magical, or historical features. These qualities are vital for some rituals but they can also affect [[Commission#Opportunities|opportunities]] available to the [[Imperial Senate]].
An army can move anywhere within a territory as part of the orders issued by the general in command. Experienced generals should note that the orders they issue for movements within a territory can affect the outcome. For example, if Castle Perilous is surrounded by four Druj armies then a Dawn army that pushes through to the castle will need to fight through the besieging force. This narrative does not affect the total casualties experienced by the Imperial forces in the territory - but it certainly would be reflected in the allocation of those casualties between the Imperial armies.


[[Category:Military Council]]
{{War Further Reading}}
[[Category:Rules]]

Latest revision as of 23:27, 26 February 2024

Overview

Each nation in the Empire is divided into a number of territories (which are further divided into regions). Each territory has its own distinct history and culture as well as being important for politics, magic, and war. Your choice of territory can have a big important on your character throughout the game so it's worth spending some time picking a territory if you can.

Each territory is sub-divided into regions; each represents a significant area of similar land. A region could be a large forest, many square miles of rolling hills, the area around a town or fortification, a marsh, an area of plains or farms or any number of other combinations of terrain and important features. A region might be large enough to contain a dozen villages, or represent the environs of a single large castle, or part of one of the great cities of the League.

Home Territory

  • Every character has a home territory where their personal resource is located.
  • Home territory is defined during character creation.
  • Your home territory changes if you gain a personal resource in a different territory.

Every character in Empire has a home territory - which is the territory where your personal resource is located. The decision is part of character creation. Every character has a free choice of which territory within their nation will be their home territory. Most characters are part of a group of some sort - a chapter, noble house, family, Marcher household, hall, spire, vale, or what have you - and it is recommended that all members of a group have the same home territory. Doing so helps to give your group a sense of collective identity and shared goals.

Your character might be from another part of the Empire, and you can detail this in your background, but once you start play your homer territory is used to determine how you are affected by magic rituals, curses, or occurrences in the game world. In some nations, it also effects the way you can take part in Senator elections - some nations determine who can vote or stand as a candidate in which election based on home territory.

Home territory is selected from a drop down menu during the last stage of character creation, If you make a mistake, an e-mail can easily sort that out. After you start playing your character, however, changing your home territory is a little more complicated - it costs money, and if you have upgraded your personal resource you may lose out - so ideally you want to get your territory right before the game begins.

Resources

  • A personal resource must be located in a specific territory
  • Personal resources are not affected until all the regions in a territory are lost

Resources controlled by characters are located in a territory (even military units and fleets have barracks or a home port). Although individual regions or the territory may be controlled by the barbarians, this does not affect the players with resources in that territory. If the entire territory falls into barbarian control - if the Empire loses control of all regions in a territory - then the production of all Imperial resources in the territory is reduced.

The Empire identifies where your character lives based on the location of their resource. If you change your personal resource for a resource in a new territory, the Empire assumes that you live in the new territory for purposes such as voting eligibility.

Campaigns

  • A campaign involves all the armies in a territory
  • Whoever controls more than half the regions in a territory controls the territory

A military campaign takes place across a whole territory over the three months between events and it incorporates all the armies present in that territory. The movement of Imperial armies is defined by the territory they move to, and the outcome of a campaign is determined by the armies present in a territory.

Territories are divided into regions based on their geography and military significance. The winning side in a campaign will often gain control of a region as a result of their success. If the Empire controls more than half of the regions in a territory, then the territory is considered to be under Imperial control. If a barbarian power controls more than half the regions then they control the territory. If no single power controls more than half the regions, then nobody controls the territory.

Regions

  • Armies can move anywhere in a territory
  • Armies may gain control of regions as a result of victory in a military campaign
  • It is twice as difficult to conquer a region that is not adjacent to a region in the territory that you control
  • Regions have special qualities that affects some rituals and some plot opportunities

An army can move freely within a territory as part of the orders issued by the general in command. However experienced generals should note that it is twice as difficult as normal to conquer any region that is not adjacent to another region in that territory that you control.

A region may have one or more special qualities that describe the terrain and the presence of notable geographic, magical, or historical features. These qualities are vital for some rituals but they can also affect opportunities available to the Imperial Senate.

Further Reading

Core Brief

Additional Information