
The Northern Lands
The map of the Konung game world consists of
43 interconnected locations. Most locations lie on the ground, but a diverged network of
caves is contained within underground city (Buried City). Five Viking camps, nine Slavic
hunting settlements, a Byzantine trading outpost, and an underground city are placed on
the map. Aside from human settlements, the forests hide cabins of solitary hermits, or
Witchdoctors (Slavic Druids), scorched ruins and various worship sites. Almost all game
locations are inhabited by groups of various monsters. Up to three sub-types of monsters
may be encountered in each location.
The hero with his companions can freely travel
the entire game world. . When he reaches the border of one location he (together with his
followers) is transferred to the neighbouring one. There are no restrains for the travel,
except for natural obstacles such as rivers, etc… The game offers a variety of
landscapes, including woodlands, marshes, plains, river banks, underground caves and
burned ruins. Each type of the landscape has its one unique combination of tile and sprite
graphics.
Strategical elements
The strategy element in the game is
represented in the control and management of settlements. Conquest of settlements is not
obligatory, but it yields a significant additional possibilities for the player.
The player can gain control over a settlement
via either peaceful or military ways. Each settlement presents a quest. If the quest is
successfully completed, the player gains control over the settlement. However, the player
can decline the quest and choose conquest instead. Destructive methods are not the best
solution because human resources in the Northern Lands are not limitless, people just do
not repopulate like rabbits.
Once control over a given settlement is
established (regardless of the methods used), the village begins to pay tribute to the
hero and provide recruits for him. Prices in controlled village are lower, and the local
healer always helps the hero and his followers willingly, without charge. Besides, the
hero can order military barracks to be built in the village, and can appoint a trustworthy
assistant as local war chief. Then local peasants begin to improve their combat skills.
Construction in the settlement can be followed
by the building of a marketplace, forge, healer’s quarters, wells and dike if those were
not built before.
The main functional characters in the village
are the elder, healer, blacksmith, warchief, and merchant. The elder is responsible for
tribute, construction, and the training of necessary professionals. The Healer treats
warriors and local inhabitants, and sells medicine potions. The Blacksmith can repair
damaged or worn weaponry, armor and other gear, and he can offer new weapons or buy
surplus ones. The Warchief trains local peasants and organises village defense. The
Merchant sells and buys various goods and commodities.
Here is the complete list of available
building types:
Paling
Paling protects settlements from raids. Tactically it is much easier to seize a village
without a paling. Paling must be built by a very experienced carpenter.
Blacksmith
Blacksmith allows locals to manufacture armament in the settlement. An empty smithy would
never create a single sword, thus a smith must be present. It is possible to recruit a
smith in a nearby village and bring him to his new smithy. Smith is creating pieces of
equipment that are used by men of his nationality. Manufacture time depends on the skill
level of the smith. Smith is also capable of repairing damaged weapons and armour, but
this operation can be done only in a friendly settlement. If player doesn’t buy any
items for a while, smith gives extra goods to his clanners for free.
Barracks
Barracks allow player to train local clanners. A warchief (a warrior with a high level of
experience) must be hired or the training process will never start. After some time local
warriors will significally improve their stats.
Healers Hut
Healer’s
hut allows to heal wounded. The healer doesn’t just merely cure injured or poisoned, but
he also creates and sells different potions and elixirs. Player can motivate him into
harder work by bringing him various ingredients.
Marketplace
Allows player to sell and buy various items including weapons. A merchant must be present
in the settlement or the trade would be impossible. A merchant has a wider array of goods
than a smith but his wares are more expensive. Any merchant can lend player a certain sum
of money though he won’t deal with him until the debt is paid back with some interest.
Well
Provides
a steady supply of water. Construction of the paling is impossible without a well.
Bridge
The Northern Land is divided into three major parts by a huge river. Player can build
bridges in some of the locations to cross the river. Only a master-carpenter is able to
construct such a complicated structure.
Elder's house
The
elder presents local government. He pays you tribute and organizes all construction works.
Amount of tribute depends on the size of the settlement and its population.
A brilliant player would try to master all
strategical components of the game, thus ensuring himself an easy walkthrough. First of
all, main money flow is collection of the tribute and not pieces of equipment scavenged
from bodies. Second, right usage of local smiths and merchants is the only way of creation
of a powerful warparty equipped by the most effective weapons and armour.
Villagers
There is a certain amount of nonspecialist NPCs (men, women, kids), that are attending to
their affairs on the territory of every settlement. Player can talk or even recruit any
NPC to his warparty (of course women and children are out of concern). Some passersby can
supply you with valuable information and advice, others may ask you to complete a simple
quest. Also you will encounter men that simply stand still in one place. Those are special
NPCs that usually take part in the storyline. Near the entrance to a village with a paling
you will stumble upon a guard that fends off armed strangers.
Witchdoctors
The Northern Lands were always famous for its dreadful witchdoctors. Some praised them for
endless wisdom, others hated for their studies of magic. Witchdoctors usually settled down
far away from inhabited places, preferring to talk to forest spirits than to human
travelers. Sometimes they turned out to be mad or possessed by some dark powers. Such
witchdoctors tried to wreak havoc, bestow curses and seed chaos everywhere. Hopefully
there were plenty good ones that were always eager to help and to heal. Player will often
meet those strange oldmen. Sometimes they will guide you, enlightening your hero with
words of blessing, sometimes they will send you on a quest full of dangers and hidden
treasures.
Almost every witchdoctor can bless, curse,
heal and identify items for a fee. Some can sell you a pair recipes of ancient elixirs.
Besides, every witchdoctor has seemingly limitless amount of magic teleportation orbs that
can be use to speed up travels.
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