EVIL
Evil is an important new trait that further differentiates a major ethos and has game changing ramifications, particularly profound in the political interactions between evil and non-evil kingdoms.
These kingdoms are Evil (have the Evil trait):
Bl, DA, DE, GN, LI, NE, SO, TY, UN.
Military Effects:
· Only Evil kingdoms can summon Undead if in their spell lists.
· Only Evil kingdoms can recruit Trolls. Increase maximum Trolls to 5 per group.
· Upkeep for humanoid brigades will be reduced and usually not available to non-evil kingdoms.
· Undead brigades only advance beyond Veteran at 50% the normal chance.
· Undead brigades immune to Fear and Valor. Reduce effects of these spells / artifact abilities to the group by the percentage of brigades not subject to the effects. For example, A Renown Standard artifact usually provides a P2 Valor effect, or 10% increase in morale. If a group with that Standard had 50% undead brigades, it would provide 10% x 50% = 5% Valor to the group.
· Undead Brigades have a floor morale of 80. Effects that would reduce morale below 80 instead increase attrition. This can result in the elimination of brigades, but because morale cannot drop below 80, undead brigades do not drop below the morale threshold to attack. Also, Undead brigades cannot have morale higher than 120.
· Skeletons and Zombies can be summoned from areas with a PC (not in wild only). Does not reduce PC values, and the brigades begin as Regular experience as in the wild. Maximum SK and ZO brigades in a group is 20.
· Goblins and Orcs can be recruited from controlled, qualifying PC’s as Green, as well as recruited as Companions in the wild as Regular.
Political and Economic Effects:
· Rule of Law has cost of 0 for Evil kingdoms.
· Start Hostile in all regions except capital and region with second town (tolerant there).
· All non-evil kingdoms move reaction to Hostile in a region when first controlled by a newly controlling Evil kingdom.
· If Evil kingdom has Loyal as reaction, non-evil kingdoms cannot improve their regional reaction in the evil controlled region.
· An Evil kingdom Enamoring a region not controlled by an Evil kingdom costs 50% more.
· An Evil kingdom may not Enamor a region that is Loyal to a non-Evil Kingdom.
New rules for Loyal. Not lost when move to control instead of tight. All PC’s +1 Resistance (before MSQ), so a village base before any other adjustments goes from 1.5 to 2.5. Loyal provides Urchins in all controlled PC’s (auto L1 recon).
Covert and Esoteric:
· Evil kingdoms will also have the Killers trait allowing Assassination without penalty against non-declared enemies.
· Agent training is -1000 gold to minimum of 1000.
· Maximum agent training is +2 levels.
· Spell lists will be distinctive of the Evil culture.
Evil is an important new trait that further differentiates a major ethos and has game changing ramifications, particularly profound in the political interactions between evil and non-evil kingdoms.
These kingdoms are Evil (have the Evil trait):
Bl, DA, DE, GN, LI, NE, SO, TY, UN.
Military Effects:
· Only Evil kingdoms can summon Undead if in their spell lists.
· Only Evil kingdoms can recruit Trolls. Increase maximum Trolls to 5 per group.
· Upkeep for humanoid brigades will be reduced and usually not available to non-evil kingdoms.
· Undead brigades only advance beyond Veteran at 50% the normal chance.
· Undead brigades immune to Fear and Valor. Reduce effects of these spells / artifact abilities to the group by the percentage of brigades not subject to the effects. For example, A Renown Standard artifact usually provides a P2 Valor effect, or 10% increase in morale. If a group with that Standard had 50% undead brigades, it would provide 10% x 50% = 5% Valor to the group.
· Undead Brigades have a floor morale of 80. Effects that would reduce morale below 80 instead increase attrition. This can result in the elimination of brigades, but because morale cannot drop below 80, undead brigades do not drop below the morale threshold to attack. Also, Undead brigades cannot have morale higher than 120.
· Skeletons and Zombies can be summoned from areas with a PC (not in wild only). Does not reduce PC values, and the brigades begin as Regular experience as in the wild. Maximum SK and ZO brigades in a group is 20.
· Goblins and Orcs can be recruited from controlled, qualifying PC’s as Green, as well as recruited as Companions in the wild as Regular.
Political and Economic Effects:
· Rule of Law has cost of 0 for Evil kingdoms.
· Start Hostile in all regions except capital and region with second town (tolerant there).
· All non-evil kingdoms move reaction to Hostile in a region when first controlled by a newly controlling Evil kingdom.
· If Evil kingdom has Loyal as reaction, non-evil kingdoms cannot improve their regional reaction in the evil controlled region.
· An Evil kingdom Enamoring a region not controlled by an Evil kingdom costs 50% more.
· An Evil kingdom may not Enamor a region that is Loyal to a non-Evil Kingdom.
New rules for Loyal. Not lost when move to control instead of tight. All PC’s +1 Resistance (before MSQ), so a village base before any other adjustments goes from 1.5 to 2.5. Loyal provides Urchins in all controlled PC’s (auto L1 recon).
Covert and Esoteric:
· Evil kingdoms will also have the Killers trait allowing Assassination without penalty against non-declared enemies.
· Agent training is -1000 gold to minimum of 1000.
· Maximum agent training is +2 levels.
· Spell lists will be distinctive of the Evil culture.

