Weekly Spotlight: Ariselle

Sovereignty: Crown of Kings is a turn-based fantasy strategy game for the PC. It offers a intuitive yet deep province system, allowing you to raise armies, conduct diplomacy, scout enemy battle lines, rally heroes to your banner, send them on quests, cast spells and go to war. In Sovereignty, the player chooses one of 35 Realms in a bid for dominance of the map. Play is conducted in a series of turns as a single player game. Each Realm has a unique culture and history, which translates directly into different play-styles. Each realm has its own mix of unit types and spell trees. Their diplomatic relations, economies and histories vary. A player may choose a new realm and experience the game in a very different way. Fantasy heroes, troops, races and spells complement the rise to power.
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Breca
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Weekly Spotlight: Ariselle

Post by Breca »

Here on the forum, we will be presenting a weekly "Spotlight." Each Spotlight will feature a new realm of Sovereignty.

This week: the naval power, Ariselle.


As the most dominant naval power on the continent, Ariselle’s influence and trade pervades the civilized world. Though her army is typically small, the island realm is protected from invasion by its mighty fleet, and with it, can strike an offensive blow anywhere at any time. Abroad, Ariselle pursues a “balance of power” foreign policy that opposes the rise of any dominant continental power, thereby maintaining its own position of isolated supremacy. Most Realms would like to ally with Ariselle, though are frustrated by its lack of true commitment.

Special Features
• North Head is Ariselle’s main naval base. It is fortified against naval attack, and features a Landmark called the Shipbuilder’s Quay.
• Braddock is the main trading harbor of Ariselle, though it does maintain smaller dockyards for the navy, and is the site of naval exhibitions when rulers come to visit.
• Ariselle quietly maintains a “gentleman’s agreement” with the pirates of the Azure Isles. Though Ariselle publicly condemns piracy on the high seas, the two realms carefully avoid hostile engagements.



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Breca
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RE: Weekly Spotlight: Ariselle

Post by Breca »

Ariselle's armed forces


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Breca
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RE: Weekly Spotlight: Ariselle

Post by Breca »

Flag of Ariselle.



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Breca
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RE: Weekly Spotlight: Ariselle

Post by Breca »

Ariselle's Spell Tree focuses on diplomacy, intelligence and the honorable art of war.

Level 1
Scry Realm
Explorer's Ambition
Battering Ram

Level 2
Seed of Doubt

Level 3
King's Call
Quest

Level 4
Worm's Tongue

Level 5
Fading Age
Majesty
Destiny's Reign




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ASHBERY76
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RE: Weekly Spotlight: Ariselle

Post by ASHBERY76 »

England is in.Cool.

Is there more than one tree and how important is the navy?

In a lot of these 4x games the navy is never that important baring the obvious which the A.I's usually tend to struggle to use effectively.
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Breca
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RE: Weekly Spotlight: Ariselle

Post by Breca »

A naval presence allows realms to intercept amphibious invasions or engage in ship-to-ship battles. Navies that occupy sea zones (such as the Misty Approaches, above) also facilitate trade routes and economic transit.

The more distant a province is from your Capitol, the less Gold it is able to contribute to your treasury (due to the costs of transit overland). By maintaining a naval presence in a sea zone, distant provinces that can trace a route through that sea zone effectively "close the distance," ultimately allowing distant provinces to contribute more Gold.

This economic "transit bonus" is calculated under the hood; simply keep your navy at sea to get the benefit. Note that a smaller wartime navy that stays at sea may also face hostile navies. Sometimes going to port is the better part of valor...

Good Hunting!

Breca
Emilio84
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RE: Weekly Spotlight: Ariselle

Post by Emilio84 »

Great material.
I have a few questions:
1) In the Lordzgames website I read that the realms have 10 unique units and in this images we can see 12, is correct that the realms will have 12 unique units or exits common units and are ten unique and two replied (in the first tactic battle image I saw Homeguard and Dragoon units figthing under a different banner versus Sirucil's army that also had Soenneve units, this was placeholder units or common units among this relams). It would be awesome if the number has improved to 12.
2) In the Slitherine forums Breca post the descriptions of the spells. One of them say that the Ariselle's realm can recruit a lengendary hero. Can you show us the heroes that can be recruited by Ariselle and do the same in the next weekly spotlights?
3) Can be dispelled the fanding age spell or his effect is permanent?.

I have to say that is quite impressive the level of details that you are putting in the relams, specially when you are going for 35, keep up the good work. Can't wait to see what you will do with Iron barony, Palemoor, Drakengard or the realm of the Ice witch.
Thank you in advance.
Salutes.
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Breca
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RE: Weekly Spotlight: Ariselle

Post by Breca »

1. Each Realm has 10 Land Units. Harbors allow players to build naval units in addition to that, so that's where you're seeing 12. Also any realm that owns a harbor may simply move a land unit from harbor to sea and automatically board a transport.

2. Sure...

3. Fading Age is one of the few spells that cannot be dispelled. Late in the game, the Age of Man begins to eclipse the Age of the Elder Folk...
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Breca
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RE: Weekly Spotlight: Ariselle

Post by Breca »

Ariselle's Heroes: Admiral

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When an Admiral serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:

Concentrated Fire: All Naval Units you control reset their attack.
Superior Seamanship: All Naval Units you control reset their movement.

Only one card may be played per turn.
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Breca
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RE: Weekly Spotlight: Ariselle

Post by Breca »

Ariselle's Heroes: Navigator

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When a Navigator serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:

Ride the Storm: Your Naval Units gain Resistant until the beginning of your next turn. All Naval Units take 35 Illusion damage.
Trade Winds: Until the beginning of your next turn, Naval Units may not attack. During this time, your Naval Units gain +1 Move.

Only one card may be played per turn.
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Breca
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RE: Weekly Spotlight: Ariselle

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Ariselle's Heroes: Adventurer

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When an Adventurer serves with distinction, she may become a Legendary Hero. The player may choose one additional ability for her permanently:

Quest: Target one Standard Infantry Unit you own. For the remainder of the battle, that Unit gains your choice of 1 of the following: Dragonslayer, Giantslayer or Deathslayer.
Adventurer's Luck: Target one Standard Infantry Unit you own. Until the beginning of your next turn, that unit is immune to all damage.

Only one card may be played per turn.
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Emilio84
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RE: Weekly Spotlight: Ariselle

Post by Emilio84 »

Thank you for the answers Breca. Its really impressive the flavour that you are putting in the relams.

Can't wait for the next Weekly spootlight (any clue about what will be the next realm?)

Salutes.
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Breca
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RE: Weekly Spotlight: Ariselle

Post by Breca »

Tomorrow...the dwarven realm of Brogen Hur.

We'll do a weekly spotlight every Saturday...


Good Hunting!

Breca
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Breca
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RE: Weekly Spotlight: Ariselle

Post by Breca »

I'd like to take this moment to introduce Landmarks to the forums.

Scattered throughout the realms are special provinces that hold Landmarks. Think of a Landmark as a wonder of the world, a Statue of Liberty or an Eiffel Tower in our world or the Gates of Argonath in Lord of the Rings. They are special and unique, and Landmarks introduce special-case rules for those Realms that own them. In each of the weekly spotlights, we'll present a glimpse of one of those Landmarks owned by the spotlighted realm.

For the sea power, Ariselle, that Landmark is the Shipbuilder's Quay.


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Breca
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RE: Weekly Spotlight: Ariselle

Post by Breca »

Ariselle Unit spotlight: Marines.

Marines are tough all purpose infantry, adept at amphibious invasion.

When Marines receive their first combat Medal, they may gain one additional ability of your choice:

Raider: If this Unit is part of an Attacker Stack, it gains an initial +3/+3/+3 Attack, Morale, and Speed. Each successive Turn after the first, it receives a -1/-1/-1 to Attack, Morale and Speed, whether it is an Attacker or a Defender.
Move +1


When Marines receive their second combat Medal, they may gain a final ability of your choice:

Bridging: A Stack with this Unit treats a River Crossing as a Bridge Crossing for its entire Stack. Units with Bridging are not slowed by River hexes.
Defense +1

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