Okay, logical problem solving to deal with the scale of the problem.
0/20 points
[X] Plan Hazards That Benefit Our Races Anyway
-[X] Lush (+3 Points)
-[X] Very Diverse (+3 Points)
To synergize with the friendly wildlife(see below) in the area for the spirits.
-[X] Mineral Abundance - Rich(+3 Points)
-[X] Variable (+1 Point)
Need minerals for golems, and given the below stuff, less than Variable would be pretty odd.
-[X] Mystical Power - Titanic(+3 Points)
-[X] Magical Variability - Diverse(+1 Point)
Relatively diverse magic power, in huge quantities works for both Golems and Spirits. Don't want too much diversity in high magic though.
Regional Traits(Net +4)
-[X] Large River (+1 Point)
River means transits from other areas to the coast. Major trade nexus
-[X] Protected Bay (+1 Point)
So we get a good bay to take advantage of the weather
-[X] Defensible Plateau (+1 Point)
And a vantage point to keep our stuffs
-[X] Important Isthmus (+2 Points)
Finally, we give people a reason to want to come here.
-[X] Volcanic Region (+1 Point)
Vulcanism means minerals and heat for forging. Good for the golems.
-[X] Temperamental Weather (-2 Points)
Hardy people and neither really need to be too concerned about hostile weather short of cyclones.
Area Modifiers: (net +2)
-[X] Friendly Fauna and Flora (+2 Points) (To a point, they are still wild)
Spirits needs coexistence with the environment, so plants and animals we don't need to kill are a plus.
-[X] Treacherous Terrain (-2 Points)
But neither Spirits nor Golems give much of a damn about traditionally hazardous terrain. Gimme.
-[X] Auspicious Magical Conditions (+2 Points) (Again, to a point, you can't cast anything and expect it to work, but the magic does actively help you cast a bit)
One of our big strengths, so stack up and go higher.
0/20 points
[X] Plan Hazards That Benefit Our Races Anyway
-[X] Lush (+3 Points)
-[X] Very Diverse (+3 Points)
To synergize with the friendly wildlife(see below) in the area for the spirits.
-[X] Mineral Abundance - Rich(+3 Points)
-[X] Variable (+1 Point)
Need minerals for golems, and given the below stuff, less than Variable would be pretty odd.
-[X] Mystical Power - Titanic(+3 Points)
-[X] Magical Variability - Diverse(+1 Point)
Relatively diverse magic power, in huge quantities works for both Golems and Spirits. Don't want too much diversity in high magic though.
Regional Traits(Net +4)
-[X] Large River (+1 Point)
River means transits from other areas to the coast. Major trade nexus
-[X] Protected Bay (+1 Point)
So we get a good bay to take advantage of the weather
-[X] Defensible Plateau (+1 Point)
And a vantage point to keep our stuffs
-[X] Important Isthmus (+2 Points)
Finally, we give people a reason to want to come here.
-[X] Volcanic Region (+1 Point)
Vulcanism means minerals and heat for forging. Good for the golems.
-[X] Temperamental Weather (-2 Points)
Hardy people and neither really need to be too concerned about hostile weather short of cyclones.
Area Modifiers: (net +2)
-[X] Friendly Fauna and Flora (+2 Points) (To a point, they are still wild)
Spirits needs coexistence with the environment, so plants and animals we don't need to kill are a plus.
-[X] Treacherous Terrain (-2 Points)
But neither Spirits nor Golems give much of a damn about traditionally hazardous terrain. Gimme.
-[X] Auspicious Magical Conditions (+2 Points) (Again, to a point, you can't cast anything and expect it to work, but the magic does actively help you cast a bit)
One of our big strengths, so stack up and go higher.