Introduction To The Five Pillars

Welcome to The Five Pillars, a game where you play the role of a powerful mage with your own kingdom. The aim of the game is to develop and expand your land better than any of the other players. You start out with a little patch of land, and you task will be to convert this little spot to a huge kingdom.
As you create your character and land, you choose a magic alignment for it. This alignment can be of one of the five magic types that exist in this world. Every one of those five have strength and weaknesses different from each other. You can be a nature mage commanding the huge beasts of the forest to keep it from getting eaten by desets or swamps, or maybe you will be a Mountain mage experising in fearsome creatures that will crush your enemies?
The available magic alignments are Plains magic, Mountain magic, Swamp magic, Elemental magic or Nature magic. Whichever you chose should reflect on the style you like to play.
Turns
The game is using a technique called turns to represent the time. for each turn you use time passes and your land generate taxes, mana and your population grows. The turns can be used to many things, like researching magic, attacking enemies, search for land and many other things. How you use these turns will make the difference in growing into a big country or staying as the underdog you start out as.
For each turn you take a report is posted on the [turn info] page, here you can view how your income is, and what happens to your country.
Magic
The Five Pillars use a powerful magic system. As you use turns researching spells, you grow more experienced and are able to research more complex spells. You also get more powerful in casting the spells you already know.
Units
In The Five Pillars you can get over 70 different monsters/units to join your army. These can be gained in two ways. Either you can recruit the ones that are native for the color you play, or you use magic to summon the more powerful units of either your color or other colors. Remember that it isnt easy to cast a spell that not comes natural in your magic realm.
Start-up
As your mage comes out as a freshman, a good idea is to use the first turns to gain some more experience. This is done by researching spells that you can cast. This is because a more experienced mage can use more complex units and hence performing better in the battlefield. But if you wish going right to battlefield is possible. But in any case building your kingdom is important to ensure your incomes is bigger than the expences, because if you goes bankrupt your kingdom will crumble under your feet.
Aslo be sure that you have buildt enough forts. If you loose all your forts, your kingdom will vanish, and you have to start all over again.
Comprehensive suggestions to alternative startup strategies are posted under the "Help-Resources" sectiog of the help page.