Realm
A Ruler may ascend to the Pantheon by conquering a realm, from where they may join future conquests, or oppose them.
There are three types of realms:
- Story Realms tell the story of the Fourth Age of Wonders and the return of the Godir. The first chapter must be played with a Champion godir and do not allow settings beyond difficulty. There are 5 story realms to unlock and play.
- Challenge Realms have a predefined set of traits to give a unique realm to be explored and conquered. Additional ones can be unlocked by increasing the Pantheon level.
- Custom Realms allow manual choosing of the following realm traits.
Geography
The geography trait is the only mandatory realm trait and determines how many landmasses are in the realm, how are they separated from each other, and how are empires distributed on the landmasses.
Geography trait | Landmasses | Empires per landmass | Landmass separation |
Barren Oceans | Several | 2-3 | Uninhabitable Desert |
Coast | One | All | – |
Continents | Several | 2-3 | Ocean |
Divide | Two | Half | Ocean |
Islands | Many | 100% | Ocean |
Land | One | All | – |
Lava Divide | Two | Half | Lava |
Lava Lakes | One | All | – |
Scarred Divide | Two | Half | Desolate Ocean |
Climate
The climate trait determines which provinces and province features are common, which are rare, and which are absent.
Desert Realm
Common
- Desert provinces
Rare
- Forest province features
Absent
- Arctic provinces
- Desolate provinces
- Highlands provinces
- Temperate provinces
- Wetlands province features
Endless Fields
Common
- Temperate provinces
- Grassland province features
- Food resource nodes
Absent
- Desolate provinces
Forming Realm
Common
- Desolate provinces
Frozen Realm
Common
- Arctic provinces
- Highlands provinces
Absent
- Desert provinces
- Desolate provinces
- Temperate provinces
- Tropical provinces
Highlands
Common
- Highlands provinces
- Mountain provinces
Overgrown Realm
Common
- Forest province features
Rare
- Arctic provinces
- Desert provinces
Absent
- Desolate provinces
Scorched Climate
Common
- Desolate provinces
Absent
- Arctic provinces
- Highlands provinces
- Temperate provinces
Inhabitants
The inhabitants trait determines the composition of independent armies.
Inhabitants Trait | Effects |
Astral Invaders | Mana resource nodes and pickups are defended by Ethereal Astral Sea monsters |
Demonic Realm | Fiend units are common |
Dragon Territories | Dragon infestations are common |
Immortal Spirits | Ethereal units are common |
Lingering Creators | Giant and Ogre units are common |
Low Population | Free Cities are rare |
Magic Origins | Magic origins units are common |
Megafauna | Animal units are common and Marauder animal units gain Empowered Beasts |
Peaceful Lands | Animal, Fey and Plant units are common |
Rampant Flora | Plant units are common |
Rampant Undeath | Undead units are common |
Wildlands | Animal units and infestations are common and Constructed Ancient Wonders are absent |
Presence
The presence trait adds powerful developed empires to the realm. Almost all presence traits must be unlocked by reaching the required Pantheon level.
Pretender Kings (Required Pantheon Level 0)
- Adds 3 empires that start with 3 cities each and at war with each other
- Whoever forms an alliance with or defeats each empire is Victorious
Domain of the Frost Queen (Required Pantheon Level 4)
- Adds 1 empire that starts with 3 cities including a large Throne City
- Empire’s units have Frostling Transformation
- Whoever defeats defeats the empire is Victorious
Artisan Kings (Required Pantheon Level 8)
- Adds 2 empires that start with a massive Throne City and a Vassalized Free City
Druidic Alliance (Required Pantheon Level 12)
- Adds 2 empires with powerful Nature skills and an alliance with each other
The Librarian (Required Pantheon Level 16)
- Adds 1 empire with powerful Astral skills, 2 cities and accelerated research
- Whoever defeats defeats the empire is Victorious
Iron Emperor (Required Pantheon Level 20)
- Adds 1 empire with powerful Materium skills and 2 cities
Archon Prophet (Required Pantheon Level 24)
- Adds 1 empire that starts with a large Throne City and all Free Cities vassalized
- Whoever defeats defeats the empire is Victorious
Demon Prince (Required Pantheon Level 28)
- Adds 1 empire that starts with 3 cities including a large Throne City
- Empire’s units have Demonkin and Supergrowth
- Whoever defeats defeats the empire is Victorious
Misc
Each realm can have up to 4 misc traits, which apply a variety of effects that adjust the game rules or otherwise provide twists to the realm.
Environmental Effects
Arctic Blizzards
- Arctic provinces and affected by Arctic Blizzards
- All surface combat is affected by Arctic Blizzards
- Units in these provinces suffer Arctic Blizzards
Crystalline Abundance
- Mana resource nodes and pickups and abundant
Domain of Mayhem
- All combat is affected by Domain of Mayhem
Massive Underground
- The Underground is bigger
Small Underground
- The Underground is smaller
Volcanic Eruptions
- Desolate provinces and affected by Volcanic Activity
- All surface combat is affected by Volcanic Eruptions
- Units in these provinces suffer Volcanic Heat
Warping Wilds
- Each strategic turn all unowned surface provinces have a small chance of transforming their province feature to new ones
Wondrous Past
- Ancient Wonders are abundant
Free City Modifiers
Bannerlords
- +5 Empire Recruitment Points
- +25% Rally of the Lieges Chance
City States
- +5 Free City Starting Population
- -50% Whispering Stone Strength
Distrusting Locals
- -3 Whispering Stone Strength
Hostile Houses
- -10 Starting Allegiance
- -400 Starting Relations with City States
Might Makes Right
- +10 Allegiance with all City States per conquered City State
- +2 Vassal Allegiance when vassalized through conquest
- -50% Whispering Stone Strength
No Free Cities
- Free Cities are absent
Ruined Realm
- Free Cities are rare
- City Ruins are common
Rule Modifiers
Deathcasting
- Units grant their owner +10 Combat Casting Points on death
Disdain for Evil
- All empires gain Grievances against empires with Evil Alignment
Megacities
- Cannot absorb, migrate or settle new Cities
- Cities can perform Province Annexation +5 provinces further away
No Respite
- Empire units suffer No Respite
Regenerating Infestations
- Infestation emerge in unoccupied provinces every 10 turns
Underground Start
- Each Throne City is placed Underground
Unlimited Power
- Can cast multiple combat spells per turn
- Combat spells cost +200% Mana
Unit Modifiers
Curse of Undeath
- Marauder and Free City units gain Curse of Undeath
Frostling Influence
- Independent units gain Frostling Transformation
- Independent units gain Frost Blades
- Independent units gain Frost Arrows
Gigantism
- Marauder units gain Supergrowth
High Maintenance
- +100% Unity Upkeep
- -50% Unit Recruitment Cost
Immortals
- Empire and Free City units gain Immortal
- Routed units are never lost
Lightless
- -2 Unit Vision Range
Story
The following traits are only present in certain story realms and cannot be added to custom realms.
Harmonious Lands
- High tier Ancient Wonders are Absent
- High tier Infestation Spawners are Absent
Ancient Ruins
- City Ruins are common
Caldera
- Center of the map is lava
- Edge of the map is mountains
Eternal Battleground
- All empires and free cities are at war with each other
Fractured World
- Astral Rifts are the only Infestation types present
Forbidden Domain
- All units are affected by Condemned
Holy Protectors
- All roaming wildlife is affected by Celestial Enchantments
Custodian’s Dogma
- Free cities are rare
- Free cities cannot be negotiated with
Realm Settings
Realm settings determine how each game will play out. It includes the following settings:
- Player Distance determines the distance between each Throne City. Together with the Players setting it determines the size of the map.
- Players determines the number of empires in the game. Together with the Player Distance setting it determines the size of the map.
- Turn System has two settings. When set to Classic Turns, all empires act in order. When set to Simultaneous Turns, all empires act at the same time. Simultaneous Turns are not available if a player controls multiple empires.
Advanced Settings
- Custom Rulers allows or disallows the AI from using custom empires.
- Teams enables the team setting for each empire and disables most diplomacy between empires. Empires on the same team will be in a permanent alliance while empires on different team will be in a permanent war.
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