Race: Slavers
Alignment: Evil
Main Overview:
The Slavers are in fact the overlords of the Southernmost continent on Elveron. Having taken complete control of that land mass they are now slowly moving north, claiming territory after territory, island at a time. During a recent storm a few of their slaveships were driven onto our coast and they have managed to form a few basic outposts. Not a threat to the established races of Elveron? Think again…
Their spies are ruthless and threaten the very fabric of our civilizations. Any successful spy operation results in taken slaves as the poor informer hoping to make a quick buck selling military secrets, malcontent from the Ministry of Buildings or humble Clerk in the Treasury quickly find themselves bound hand and foot heading for their new and brutal life as a slave. Not content with stealing a little lumber - they nab the woodcutter as well! Their Slave Raid themselves are stuff of nightmare netting twice the average number of unlucky retches.
All military units take slaves on successful attacks so ingrained is it to their nature.
Corruption is rife but unlike the rest of Elveron’s races where this graft is lost to the lowlifes of society, amongst the Slavers the Government are the most corrupt and venal people around - corruption is doubled but all resources ‘lost’ are actually automatically invested in the economy.
Sadly they are unable to summon the brain power to build Alchemies or Laboratories and the concept of an Ancient Tomb is generations away. Lazy in the extreme, resource buildings net only 50% of what they should but they make the most of slaves. Each ‘pit’ producing a different resource depending on its location.
Bonuses and Penalties:
-50% Resource production.
Corruption % is invested in Kingdom economy equally.
Military:
Code:
Code:
Name Att. Def. Ret Trn Cas Mages Spies Price
Kidnapper 3 1 9 9 100% 0 0.25 425g
Press Gang 1 3 12 9 100% 0 0.1 350g
Pirate 7 9 9 75% 0 0.25 1400g 300l
Mamluk 8 12 90% 0 1300g 150r
Crimp 12 1 1100g
Kanakas 2 12 0 0 2 3000g 40d
Serf 0 0 - 0 0 .05 110
All offensive units capture slaves on successful attacks
Spells
Enslave - SELF, INSTANT - Enslaves 1% of your peasants
Shanghai - ONE-TIME - Doubles slaves taken on raid attack
Building Differences:
Slavers Guild (Guild Quarter)
Auction Block (Court House)
Alchemy Can't Build Alchemies, Labs or Ancient Tombs
Gold Pit (Slave Pit) Mountain Slaves produce 3.2 gold/hour
Food Pit (New) Grassland Slaves produce 4.5 Food/hour
Dust Pit (New) Swamp Slaves produce 2.5 Magic Dust/hour
Lumber Pit (New) Forest Slaves produce 5 Lumber/hour
Diamond Pit (New) Highland Slaves produce .50 Diamond/hour
Iron Pit (New) Mountain Slaves produce 4.8 Iron Ore/hour