You may change a character's faction every 60. days. Blizzard have now reduced the faction change cooldown to 3 days. What happens after I initiate a Faction Change? Factions of the same race may choose to confederate into one faction if conditions between them are right. Confederation can be agreed via diplomacy. Confederation combines the two factions into one, and cannot be reversed. Confederation incurs a public order and diplomatic penalty that will last five turns. You may not confederate again until this period ends, even if relations are good. Aug 17, 2020 Rise of Nations is a world domination strategy game based off Hearts of Iron 4 (HOI4). Developed by Hyperant as a side project, it was first made on November 14, 2018 as Earth Simulator. The actual development of Rise of Nations started on January 8, 2019. In the first stages of this game when it was originally called 'Earth Simulator', players would spectate over a globe where they could move.
- How Long Does A Faction Change Take
- How Long Does A Faction Change Take 2019 Wrangler
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Government
Compared to other continents in Aerune, the island Haldanghast, despite its large size, has a relatively centralized government. This government, The United Ossuary, is an amalgamation of both the various Ossuaries and the Oathkeepers. Within this government, however, there are multiple factions. The following factions are included in this write-up and do not include religious organizations:
- The United Ossuary
- The Oathkeepers
- The Oathsworn (not PC-playable)
- The Ossuarians
- The Geistwalk
The United Ossuary
The Mire had never suited Belinda Skelletskald– all the same, governmental work was governmental work, and she wasn’t one to complain about a particularly obnoxious assignment. Brushing a distressingly large mosquito out of her face, Belinda pulled her notebook from her satchel. She reviewed her papers and sighed. Previous assignments had been simple: brief check-ins to make sure the Ossuaries and Archives were in working order– which was to say not covered with the mold that seemed to overtake rapidly any wooden building in the swamp. This time, however, was a bit dicier: a Bonespeaker shrine, unclaimed by the Deathwalk Church, gave off faint traces of the Foul. Or at least that’s what the Geistwalkers had reported. Officer Skelletskald felt a shiver run up her back. Putting away her notes, she looked up to Geistwalker Hayden, fully armed as they steered the covered raft. “Any idea how long until we reach Luttengesper?” she asked.
The Geistwalker chuckled and looked back at her. “Only another hour,” they said. “Unless, of course, the Blackwater Forces find us first.”
The United Ossuary, however loose their control, is the most prominent organization in Haldanghast. The United Ossuary has direct control over the two city-state nations, Vyrglas and Knochenvale, as well as Devil Maw and Ragrabbit. It has embassies and alliances within the Bloodwet Mire and theMerhausen of the Brightwater Sea. While the Bloodwet Mire is under the control of the Witchqueen, the Witchqueen maintains a formal alliance with the United Ossuary, and, accordingly, invites their presence in her territories. Only the Undead Lords of the Blackwater Holds stand in direct opposition to the United Ossuary.
The purview of the United Ossuary is simple: a secular organization, they make sure that every nation:
- Has access to an Ossuary: The United Ossuary considers access to a working Ossuary a fundamental right. Particularly in far-flung locations, UO officers check the condition of and access to Ossuaries. Ossuarians within UO ranks tend to repair and maintain unfit Ossuaries, as well as launch building and requisition projects.
- Has access to an Archive: Archives, which contain records of Oaths, are one of the fundamental pieces of life in Haldanghast. Oathkeepers working within the UO check Archives and ensure they are properly staffed and magically warded.
- Has a record of every citizen’s Oath: Particularly in the event of a large immigration, Oathkeepers ascertain and assist with the documentation of individual Oaths and their appropriate filing.
- Follows the direction of the Oathkeepers and/or their local governance: While the UO has little in the way of martial power, they assist in the public well-being of individual nations. Within the nations they directly control, they are more obviously present.
- Maintains largely peaceable relations with other nations: While “largely peaceable” is subjective, the UO attempts to maintain cordial social, political, spiritual, and economic ties between nations.
- Has an active Goldkey Gate: Goldkey Gates are understood to be the arcanical centers of individual nations. While the Goldkey Gate in Knochenvale is the largest and most powerful, every nation has a Goldkey Gate. Oathkeepers within the UO attend to these gates.
- Does not practice Malediction: Foul Magic is forbidden in Haldanghast, particularly in its connection to exploitation of skeletal material. The UO determines presence of Malediction and calls in martial forces, such as the Geistwalkers of Oathkeepers outside the UO, to deal with it.
- Is licensed for use of the Twisted Magics: Various Twisted Magics, particularly Delirium and Chaos magic, are more or less allowed throughout Haldanghast. They are, however, heavily monitored by the UO.
Beyond these simple tenets, complex in their nuances, the United Ossuary does very little. As compared to the Geistwalkers, the United Ossuary are generally seen as a bit bookish and less given to action.
Costuming: UO members generally wear civilian clothing. When on duty, however, they wear a black sash placed diagonally over the torso. The sash is sometimes decorated with insignia of their family, religion, or other memberships.
PCs may play a low-ranking member of the United Ossuary. A PC would serve as a clerk, officer, or Oathkeeper/Ossuarian assigned to the position. This position would not give any PC direct control over other PCs, though would command respect and/or the appropriate roleplay interaction. PCs are expected to be respectful of other players’ experiences while playing any Faction member.
If you are a member of the UO, you may not be a member of the Geistwalkers or the Charnel Order. While UO members may be members of the Oathkeepers or the Ossuarians, their duties are to the UO first.
The Oathkeepers and the Oathkeepers’ Guild
Chancellor Silverstern picked at the fabric of her robes. She felt awkwardly official– she seldom wore the embroidered robes in public, as she worried that it called to much attention to her person. All the same, as the new Chancellor serving Ragrabbit, she had to suggest some level of authenticity. But what was she to do with the influx of outsiders? How was she supposed to explain, with seemingly boundless patience, exactly why they had to sign the Oath? And how was she supposed to keep track of everything without a proper Archive? And what was a Mireway Elf doing as a Chancellor in Ragrabbit? Suddenly, Knochenvale seemed very, very far away.
While the United Ossuary is the bulk of Haldanghast’s bureaucratic force, the Oathkeepers are the true unofficial governing body of Haldanghast. Oathkeepers are responsible for Oaths: the arcanical contracts that hold the people of Haldanghast together. (Out-of-Game Note: Write-up forthcoming.) The Oathkeepers are also one of the most martially trained forces in Haldanghast: rivaled only by the Geistwalkers, the majority of Oathkeepers train in either magic or weaponry. This is because of the specific nature of their work.
Foremostly, Oathkeepers make sure people document their personal Oaths. At the age of 16, every Haldanghaster is required to swear an Oath unique to them. (The exception being the Geistwalkers and the Brigheksewache, who swear collective Oaths.) While these Oaths may change over time, and sometimes multiple times in a given year, all Haldanghasters are required to report to an Archive to document these Oaths. This administrative process requires significant travel, so many Oathkeepers spend the majority of their lives traveling around Haldanghast as mobile Archivists. While the Oathkeeper Headquarters are located at the Southern Gate of Knochenvale, the Archives and Goldkey Gates they control are spread throughout the continent. Individuals within Haldanghast are permitted a decent amount of freedom with their Oaths, though they must be approved by the Oathkeepers. All Haldanghasters with approved Oaths carry official Oathpapers on their person. They are expected to have these papers available for inspection at any given time.
In addition to clerical work, Oathkeepers also serve as the front-line against demonic incursions. Demons, devils, and all manners of infernal magic are distressingly common in Haldanghast, and Oathkeeper warriors are specifically trained to fight demons. While not Oathkeepers are trained in such tactics, many Oathkeepers consider demon fighting the true duty of a skilled warrior: demons, afterall, are the primary entities that tempt people from their Oaths. Because of their training, some Oathkeepers also occassionally help Geistwalkers with the ongoing war in the Blackwater Holds.
All Oathkeepers are subject to the Oathkeepers’ Guild, a large board– out of Knochenvale– staffed by 20 popularly elected Chancellors and a High Chancellor elected by the 20 other Chancellors (currently High Chancellor Gavin Spinneschreict). In addition to the Chancellors, all Oathkeepers who are not UO employees are members of the Guild.
Costuming: The Oathkeepers generally wear clothes of the citizenry, but, when on duty, wear the black, sleeveless robes of their station. The Oathkeepers are also recognized by the emblem of their work: a golden skull over two crossed golden keys.
PCs may play a low-ranking member of the Oathkeepers. A PC would serve as an archivist, a warrior, or a clerk. A PC may not be a Chancellor. This position would not give any PC direct control over other PCs, though would command respect and/or the appropriate roleplay interaction. PCs are expected to be respectful of other players’ experiences while playing any Faction member.
If you are a member of the Oathkeepers, you may not be a member of the Geistwalkers or the Charnel Order. Generally Oathkeepers who are members of the UO are less involved in the Guild.
The Oathsworn
La’Kateri was undeniably beautiful– if in a frightening way. Indeed, her finery and jewelry was meant to emphasize the horns growing from her temples, as well as her canine teeth, sharpened to deadly points. Beautiful or not, however, her presence in Knochenvale was never welcome: it meant that someone had broken an Oath, and she was here to collect her tithe. The smirk on her face, and the graceful sidle with which she approached the Southern Gate, demonstrated just how much she enjoyed such an activity.
While the Undead Lords are abjectly the most terrifying force in Haldanghast, the Oathsworn are the most troublesome. This is partially because, for whatever reason, they are accepted by all the larger governmental forces as a necessary evil. Or potential evil, at least.
The Oathsworn are a group of demon-bound that assure that the Oathkeepers do their work. When Oaths are broken in Haldanghast, and the Oathsworn find out, they demand a tithe. No one is sure exactly what the nature of this tithe is, as few people have experienced it. Those who have experienced it are generally silent about its nature. In general, the Oathsworn are secretive and only the Chancellors seem to understand their working and politics. They are understood as a part of Haldanghast’s government, though discontent among the general populace is growing. (Out-of-game note: It is generally suggested you do not start game having broken an Oath. If you have, however, you have not yet met a member of the Oathsworn, but may over the course of the game.)
There are rare instances in history when Oathsworn troops have waged war on the Witchqueen’s forces. About 250 years ago, one of the Witchqueens was assassinated by an Oathsworn member. For this reason, Mirekept are generally mildly hostile towards Oathsworn. Most Haldanghasters, at the very least, do not like the presence of an Oathsworn.
(As a note: Demon-Bound are exceptionally rare in Haldanghast: the only demon-bound that do not cause immediate suspicion and revulsion are those demon-bound of the Geistwalk who took on the binding to ensure the safety of the Mire. Even these, however, are largely considered tragic.)
Costuming: The Oathsworn are recognized only by their appearance as demon-bound, and the runes carved into their faces. As they are not a common presence in Haldanghast, and do not operate out of any given place, the average person might think they are a particularly strange Mireway Korred.
PCs may not start as a member of the Oathsworn. In general, the Oathsworn are understood as a group of people trending towards the wicked side of morally grey.
If you are a member of the Oathkeepers, you are generally expected to treat the Oathsworn with professional neutrality, if not outright respect. You recognize them as part of Oaths.
The Ossuary and the Ossuarians/The Charnel Order
Benny One-Penny shrugged. The question was one he was used to answering, “How did a Mireway Korred from the Grotblod Knot become an Ossuarian in Vyrglas?” He never had a good answer for it. Some days he simply answered, “luck.” Other days he retorted, “Better than the smell of swamp goats.” Still other days he himself wondered why he was here. Deep down, he imagined he had always wanted to live in one of the cities, and the task of an Ossuarian provided that. He liked tending the little Deathwalk Church, located in the smoggy working class district. Even if he’d never be a member of the Charnel Order– not with the horns, anyways– he could enjoy the simple work of cleaning the dead, preparing their bodies, and decorating their skeletons for display and reverence. Most days, he followed the pleasure of Vyrglaser aesthetics: gems set into chains, draped across the cranium and wound through the mandible. Some days, however, he brought a bit of the Knot to his decorations: vines and nets and silly little drawings that told folktales too often lost to the swamp.
Similar to the Oathkeepers, the Ossuary, and its technicians called the Ossuarians, are one of the single greatest religious presences in Haldanghast. Most Ossuarians practice some form of Gloaming magic and a good deal of them practice Bonespeaking formally. Some Ossuarians, however, have committed themselves merely to the proper treatment of the dead.
The Ossuarians serve a unique purpose in Haldanghast: they tend to the bodies of the dead. Ossuarians are trained to wash, clean, and prepare the dead for proper treatment. Through various means, though generally dermestid beetle colonies, the Ossuarians prepare skeletons of the deceased. This involves not only the defleshing of the bones, but the subsequent decoration of the skulls and some skeletal elements. These bones are displayed in Ossuaries, of which there are thousands in Haldanghast. Decoration of such bones varies from culture to culture, and from individual to individual. (Out-of-game note: examples of decorated Ossuary props will be made available at a later date.)
The purpose of this practice is three-fold. Firstly, it serves as the conventional burial within Haldanghast: there are no graveyards in Haldanghast, partially due to the swamp and the lack of contained preservation available in such swamps. Secondly, as Bonespeaking allows for individuals to speak with the spirits of the dead, bones serve as a repository of history and information: speaking with the dead allows Bonespeaker Ossuarians to record past Oaths, stories, and incidences of bones with which they form a connection. Thirdly, it is generally considered bad practice to leave a body fleshed and untreated. The only place where bones remain uncollected are those that have fallen to the swamp, and are subject to the Undead Lords.
All Ossuarians are subject to the Ossuary, a centralized Ossuary in Knochenvale. However, as with the Oathkeepers, there are satellite Ossuaries throughout Haldanghast. These Ossuaries are tended to by Ossuarians, many of whom make the countless shrines to the dead their lifetime purview and home.
The Ossuary is home to the Charnel Order, a collection of the most respected Bonespeakers in Haldanghast. The Charnel Order consists of Bonespeakers who, however loosely, oversee the workings of the Ossuarians and those connected to the Ossuary. They also interact the most with the Oathkeepers and the United Ossuary. All Ossuarians must undergo a training and licensing program to become a recognized Ossuarian. These training programs are scattered throughout Haldanghast, but are most common and respected in Knochenvale and Vyrglas.
While Ossuarians deal with the bones of most dead, the Cults of Light and Shadow handle the bodies of those touched by the Foul. This is understood and regulated only by the Charnel Order.
Costuming: The Ossuarians of Knochenvale universally wear black, fitted garments, frequently decorated with bones and precious gems. All Ossuarians, if they are recognized by the Charnel Order, have somewhere on their person the emblem of the Ossuary: a gold skull on a black circle.
PCs may play Ossuarians. Ossuarians are generally equal in rank, and may also serve as Oathkeepers or members of the United Ossuary. Ossuarians are often religious in practice, but not always. PCs may not start game as a member of the Charnel Order. This position would not give any PC direct control over other PCs, though would command respect and/or the appropriate roleplay interaction. PCs are expected to be respectful of other players’ experiences while playing any Faction member.
The Geistwalk/Brigheksewache
The death of a Geistwalker was a lonely thing, Sister Hush thought sadly. She was glad the body had been returned home, to the Merhausen, and she dearly wished it might have been sent back to the family a decorated skull. Something to remind the family of the sacrifices accepted and the person that had been. Something that could speak on the secrets and the dreams and the warnings of the swamp. Such things, however, were not the practice: Geistwalkers were burned to ash. On the Brightwater Sea, such ashes usually were scattered on the waves. Sister Hush, when there was no one to take such remains, took it upon herself to mix the ashes with seawater and clay until they formed a thick white paste: as was the practice of the Redtide Elves, she would then take these to the Silent Caves. She would paint the walls of the caves with the ashy paint, decorating the caves with the names of the silent dead. It was the least she could do, she ventured. And perhaps, afterall, those who dead have earned their sleep should stay silent.
The Geistwalk are an elite group of rangers and warriors who navigate the treacherous Mireway. Although they are relatively neutral in international affairs, they serve the Witchqueen as vigilant protectors of the Mire. While the majority of Geistwalkers are from the Mire, a small portion were born in other parts of the world: they joined the Geistwalk, generally, out of a desire to protect their nations from the dangers of the Mire, or a usually fatal love of adventure.
The Geistwalkers are the most heavily trained warriors in Haldanghast and their general prowess in unparalleled. This is because, while navigating the Mireway, they are also responsible for handling the resounding number of threats that call the swamp home.
In particular, the members of the Geistwalk are talented at fighting undead: the haunts, shadows, and ghouls that stalk the Mire, many of which are fiercely intelligent. This is due to the constant and seemingly insurmountable presence of the Undead Lords: the Foul warlords that long ago conquered the Blackwater Holds of the Mire. The Blackwater Holds, once the ancestral homes of the Merhausen, are now large swathes of poisoned, Maledicted swamp land.
The Geistwalk use a specific sort of magic that hinges on light and fire: it resembles most closely the candle magic of Aerune’s Kyrzenwold.
How Long Does A Faction Change Take
In Haldanghast it is customary to let the Geistwalk speak first. They will announce themselves to strangers with the phrase, “My road is a dark and cold one.” Other members of the Geistwalk respond with, “but my heart is light and flame” to indicate their shared purpose. All others ought respond: “but you walk in light and flame.” Such a response is a sign of respect and allegiance to the pursuits of the Geistwalk.
I swear my fealty to the Brigheksedame, the Witchqueen of the Bloodwet Mire.
Unlike other Haldanghasters, the Geistwalkers swear an Oath unique to their organization. The Oath is as follows.
I swear my fealty to the magic of Gloaming, and its uncorrupted use.
I swear my fealty to the Bloodwet Mire, the Mireway, and all those Mirekept who uphold the goodness left in this place.
I swear my fealty to those Sovereign leaders who uphold light and goodness. I question them only if they walk against the Witchqueen or poison further the Mireway.
I question my enemies before I strike. I question my allies before I bend.
Of all things, I swear the following:
My road is a dark and cold one, but my heart is light and flame.
My face is a dark and cold one, but my heart is light and flame.
My words are dark and cold ones, but my heart is light and flame.
My sword is dark and cold, but my hand is light and flame.
This is my Oath, and I am of the Oathbound.
The confirmation of a Geistwalker, called “The First Walk Boston digital ba7500 drivers. ,” is a serious and deeply personal affair. During The First Walk, the Geistwalker must spend a night by themselves in the Mireway. During this night, they are disallowed shelter and are provided only meager rations. Additionally, they are provided with a candle and materials to light a flame (the flame may be shielded by a lantern. As flame is one of the few things that seriously hurt the Undead, the Geistwalkers are expected to tend to the flame for the duration of the night. It is said, during this night, that the whispers of the swamp prove almost deafening.
After the night of reflection and defense of the flame is completed, the Geistwalkers board a vessel, and sail back, with their candle, to Brigaknoten and the First Heksenhaus of the Witchqueen. They add the flame of their candle to the Rose Pyre, an everburning fire that burns in the Hall of the Rose Throne; this fire is considered one of the most powerful centers of Gloaming magic in Haldanghast– it is, afterall, the funeral pyre of the Witchqueens. After they have completed this First Walk, they swear the Oath of the Geistwalker, and the Witchqueen pronounces them Geistwalker.
A select few of the Geistwalk, called the Brigheksewache, directly serve the Witchqueen. Such individuals are said to uphold rigid, secret vows in service to the powerful ruler.
Geistwalkers may leave the service of the Geistwalk at any time. Such a decision is respected and rarely questioned.
Additoinally, when Geistwalkers die their bones are not treated as other Haldanghaster bones are. Instead, the bones of the Geistwalker are cremated in funeral pyres. The origins of this practice are not well understand. The cremains are generally collected in urns and, according to the wishes of the Geistwalker or their fellow Geistwalkers, displayed or scattered.
Costuming: The Geistwalk dress all in black, mirroring the attire of the Witchqueen. Members of the Brigheksewache denote their status with a single slash of black paint somewhere on their face; Geistwalkers indicate their position with a diagonal slash of red. In terms of clothing, a black leather jerkin or tunic, accompanied by a black robe or coat, are the most minimal requirements of the Geistwalk; to these Geistwalkers add the emblem of the Geistwalk, a simple carved ornament– generally a pendant or brooch– with a lantern. (The Brigheksewache wear, in place of a lantern, a similar ornament depicting the skull of a monstrous deer.) The Geistwalk, particularly when appearing in a ceremony or within a city, also wear full black cloaks with either black feathered or black furred mantles. These cloaks, modeled after the mantle of the Witchqueen, are one of the most readily identifiable parts of the Geistwalk.
PCs who play Geistwalkers may not play members of another faction, though they are welcome to practice any in-game religion they like and will engage with plot of the other Factions. PCs may start as members of the Brigheksewache, though they should confer with staff. Compared to other factions, Geistwalker PCs should expect more difficult roleplay and more morally grey choices. The only PC available character to play that is potentially more difficult is to play a Red Tide Elf (write-up forthcoming) or a Demon-Bound. Additionally, this position would not give any PC direct control over other PCs, though would command respect and/or the appropriate roleplay interaction. PCs are expected to be respectful of other players’ experiences while playing any Faction member.
Most PCs should respect the Geistwalker position unless they have a character-driven reason not to.
We’ve already given you an extensive March of Empires (iOS, Android) strategy guide, running through some basic tips and tricks you can employ if you’re a beginner. But there’s more than doing the basics, such as following the quests and having a balanced game plan all throughout the game. Aside from that, you also have to make sure you’re choosing the right faction, or empire. You have to choose an empire that fits your style of playing the best, and while we did tell you one that we believe is best on a general level, this strategy guide’s goal is to help you find the empire that actually suits your style.
The King
Bonuses for the King include Construction Speed (10%), Iron Income (15%), Swordsmen Attack (10%), and March Speed (5%). Kings are “mighty knights, all clad in iron and masters of the sword,” and are the best empire for players who favor an active, offensive-minded game plan. That’s because of the March Speed bonus we mentioned above.
Teutonic Knights, who are the King’s faction, trump those of the other two, though if you look at the entire package, there’s another empire we would strongly suggest you try out for yourself; the most versatile, well-balanced empire of the three available choices.
How Long Does A Faction Change Take 2019 Wrangler
The Sultan
The Sultan is described as an empire of “furious Spear warriors that guard the wisdom of the past.” This is a faction that has some neat bonuses, such as Research Speed (10%), Stone Income (15%), Spearmen Attack (10%),and Squad Size (5%). The Squad Size bonus is arguably the most useful among the ones we just mentioned – you want strength in numbers and more attacking power, and this bonus gives it to you.
This empire’s Faction unit, the Hashishins, use retaliation as a special skill, and we’d say they are quite useful in most battles. In all, the Sultan is arguably the best empire in general.
The Tsar
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Not too many players dig the Tsar, who represents “heroic Horsemen, accustomed to life and death in the saddle.” Bonuses include Training Speed (10%), Wood Income (15%), Cavalry Attack (10%), and Champion XP (10%). Training Speed is probably the best bonus of the ones we mentioned, and as far as special Faction units go, the Boyars aren’t bad at all.