Race: Keshiri
Alignment: Evil (could be good)
Bonus/Penalties
There are no bonuses or penalties
Story: The Keshiri are a small and weak race even shorter than the Halflings. Until recently the Keshiri were forced to hide to prevent their extinction. However, one of their mages Magus Augustus chanced upon the technique to enchant the Keshiri into great warriors with diamonds. As they began to mine for diamonds though they soon discovered that they were no good at it, so to improve their kingdoms they began using solid gold emblems that they could magically sacrifice for the good of the kingdom.
Code:
Code:
Name Att Def Ret Trn Cas Mage Spy Cost
Harvester 1 0g
Semiprecious Stone 2 2 12 9 100 40d
Crystal Shooter 10 4 12 12 90 220d
Gemmed Defendant 8 12 12 80 160d
Diamond Dust 12 1 1 220d
Gold Emblem 12 60g
Jeweled Worker 12 10d
Harvesters are trained from peasants
Harvesters produce 0.26 diamonds and no gold
Jeweled Workers produce 0.35 diamonds and no gold
Gold Emblems are crafted not trained, they do not eat, and do not take up population space
Construction Changes
Diamond Mine: Produces 6d/h
Cannot build gold mine
Cannot build iron mine
Racial Spells:
Economic Tribunal Self Instant: Sacrifice all of Gold Emblems for 150 improvement points each, divided evenly between banking and housing 60%into kingdom improvement and 40% into realm if realm points are maxed out then the points are put into kingdom improvements. (Cost 0md)
Military Tribunal Self Instant: Sacrifice all of Gold Emblems for 150 improvement points each, divided evenly between forges, walls, and policing 60%into kingdom improvement and 40% into realm if realm points are maxed out then the points are put into kingdom improvements. (Cost 0md)
Racial Achievement:
Harvest time-Train 95% of your peasants as harvesters.