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Wizard's Rebellion

:: - SETTING - ::

Long before the Empire, a noble republic united this world. A great world-tree spanned twenty leagues on the center of the biggest continent, and at its feet lay Roverandrlon, jewel-city, fount of magic and heart of the republic.

Then, the Empire came.

Drawn by an anomalous sensor reading, one of the lesser slave-priests on a high noble's warship peered closer to their grainy console, and discerned the crown of the World Tree, growing out of the planet's upper atmosphere. Within a decade, the first ships arrived, and half a century later the forces of the imperium had drowned the republic in the blood of conscripts from a dozen worlds.

Seven hundred years later, four young friends stumbled into a strange cave, the entrance of which only appeared in the full moon. Inside, they discovered an ancient library, with magic secrets hidden in the last days of the republic.

Equipped with newfound magic powers and guided by benevolent ghosts of wizards past, they set out to destroy the Empire.

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:: - USAGE NOTES / ROLEPLAY SUGGESTIONS FOR BEST EXPERIENCE - ::

+Notes+
- This scenario requires the excellent 'Rimworld of Magic' mod to function, as well as the 'Rimworld - Royalty' expansion.
- It is highly suggested that, after starting the game, you increase the 'magicyte soft-cap' value, found under options - mods - Rimworld of Magic. Being an enemy of the Empire is no cakewalk, and you'll need a colony chalk full of mages and fighters to survive

+Suggestions
- Cultivate your magic, and recruit only others with magic/physical aptitude; rare exception: avowed enemies of the Empire/nobility
- Do NOT sell any of the precious artefacts you start with, unless the new republic faces certain doom
- Take no royal titles, (but feel free to use and steal their psycher equipment), you are free from the Empire's yoke.
- Raid and destroy at least one imperial city
- After doing so, send an ambassador on a journey to the friendly AI from deep in the republic's past, and leave to seek allies among the legendary glitterworlds, to fight the empire

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:: - SCENARIO DETAIL - ::

Your faction will be a New Arrivals.
Start with 4 intrepid adventurers, chosen from 10.
Player starting characters have a 100% chance to start with trait: Wizards-in-training (Magically gifted)
Start with research: Tree sowing, in memory of the World-Tree
Start with research: All Base Magic

The stat "royal favor value" will be universally multiplied by 0% - Sic semper tyrannis

Start with:
-Four tomes of arcane knowledge
-Four rings of power
-Four gladii, once owned by republic praetorians
-A small fortune in silver
-Globe of the rimworld, from the time of the old republic
-Medicine x30
-Component x10
-Mysterious Martial Books x3
-Arcane power node
-Greatbow x4
-Steel x450
-Wood x300

Map is scattered with:
-Steel x720
-Pemmican x400