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| The Trodan Wars: Rebirth of the Great Valley; An interest poll and information topic. Warning lots of text, avoid at will. | |
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| Tweet Topic Started: October 6, 2012, 8:19 pm (1,215 Views) | |
| NTNP | October 6, 2012, 8:19 pm Post #1 |
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Admin
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The Trodan Wars: Rebirth of the Great Valley What is a wargame? A genre of board games centering on the simulation of warfare, either based on a fantasy scenario. The game starts with the random division of the world among up to eight players and an admin position to be filled by whoever is interested. Most games of this genre consist of one or more maps of the theatre of conflict, a variable number of unit counters (like symbols representing military units such as colored circles for soldiers, as well as markers of various sorts like squares for towns), and rules with accompanying tables and charts shown below. The object of this game is to overthrow the mad Emperor of Troda, unite the nation under a single faction and finally control the entire country through strength of arms and alliances against all internal and external threats. For this game, there can be a total of EIGHT players, each will be able to choose an unique geographical location populated with two NPC factions to be interacted with alongside at least one race of monsters who could become either your allies or enemies. Through the game, each player will be able to undertake dozens of events alongside the over-reaching goal of eliminating the Mad Emperor and saving the river valley of Troda. What do you say, are you ready to play a game? What is the narrative? I know, shocking correct? Usually wargames do not really have a reason beyond an excuse plot, but given our drive to create interesting, intensive integrated stories, I thought we should have one: Our game takes place in the nation of Troda. While once this country possessed a strong economic and military might in the world as part of the mighty Theocracy of Minerva. The Minervans were once known to worship divine beings known as “Agents of Fate”, individuals who had given themselves over to the eternal will of the world and become it’s messenger in the land of the living. Nevertheless, the religion and country has fallen into obscurity for many years, resulting in a general decline in the world. Over two hundred years ago, Trodan was part of the mighty Theocracy that spread across the entire continent, but with the fall of this eternal nation of light, the land has entered into a dark age of isolation from the rest of the world. Our story began six months ago with a fateful decision that would change the country of Troda. Since his coronation, the Emperor has been a weak, petty, shortsighted man who cared little for anything beyond the walls to his grand hall and the entertainments within. Even though the lands were taxed to their brim, the extravagance and madness of the Emperor has brought the national coffers to near empty and caused many people to lose their homes, businesses and even lives when they could not effectively pay the enormous demands put upon them. Soon whispers began to dance upon the wind; “rebellion” was the word upon the lips of the commoners and the downtrodden nobility alike. Sensing the impendent danger that may befall him, the Emperor began to take whatever steps he could to secure his continued rule. Prisoners and bandits were given pardons in exchange for joining his forces. What little coin that remained in the coffers was spent to bring in foreign soldiers to reinforce his troops. He was gathering an army, more than he had needed to gather in order to protect himself. But that wasn’t enough. Nothing was ever enough. Soon an Imperial decree was sent to all the towns in the various eight regions surrounding the capitol. “All lands outside of the grand plains are from here on, required to field their own militias to protect themselves. Men and women of substance, still loyal and true I request your presence in my court for a while. Anyone is welcome, should they prove entertaining to me. All soldiers, men and women of blade and honor are so ordered to come the Imperial Hall to be reorganized into a formal army meant to protect me and this land from any possible enemies! Soon the fully outfitted Legion will return to these lands and free them from the yolk of ANY who would stand in the way of my rule!” The message could not be any clearer, the Emperor was content to abandon the towns and in the outer regions to the various beasts, fiends, monsters and bandit tribes that he had allowed to flourish in the realm since his rule began. He had truly gone off his rocker. It became quickly clear that those who remained would have to be responsible for the towns. Looking back it was a rather intelligent plan though. It forced the rabble-rousers to protect these regions making sure that they would be less able to prepare for a potential coup de grace while calling back all the loyal soldiers from the lands, ensuring that any who remained would likely be enemies. It was a foolish decision to be sure, but he had made his intentions clear; anyone who would not stand loyally by for the Emperor’s lunacy should remain in the outlying areas and await their death when the grand Legion returned. For those that remained the only option now was rebellion, rebellion against a common enemy. But who would lead them? Some groups still held a degree of loyalty to the Emperor and would have to be won or taken over to the side of righteousness. Not to mention that there were groups out there that were more interested in fattening their own wallets or seizing power for themselves in the confusion and taking what they wanted than any type of honest change. If the rebellion had a chance, then these groups would need to be dealt with before any attack on the capital could be done. Yet perhaps the strangest of all things was a rumor that had begun to spread from town to town. Men and women of no renown had begun to appear in towns, seeking out the individuals of power and importance in the land. They all wore black robes, covered their faces with strange masks and all had unnatural looking purple hair. In the stories, they would appear before important people and offer them a deal. Sometimes they would request gold for their knowledge, other times they would come to warn of impending disasters or unanticipated windfalls. Other times they just seemed to appear after a natural event occurred within the world, as if to highlight the options laid out before them and give a glimpse into what might occur in response. While usually cryptic in their true purpose, they tell no lies and all their predictions seem to come true. The common folk had begun calling them the mystic “Agents of Fate.” In the last year, there have been dozens of appearances from these masked figures but since the Imperial edict abandoning the outer realms they have begun appearing in mass. With the need for Rebellion growing as the battle lines are drawn, anyone not willing to slaughter their own kinsmen or are more loyal to the crown than their own lands, friends and neighbors are now the enemy and must be destroyed in the Emperor’s eyes. Now is the time for these men and women of renown to rise up if they wish for their country to survive. With the few completely soldiers ordered back to the capitol and the various towns left unprotected, there is no other choice but to create a militia in hopes of protecting themselves against the wild beasts and the brutal forces of the outside world. Even if they held no disdain for the Emperor (although so few probably do not hate him), it has become clear that he cares nothing for anyone but himself and intends to wipe out anyone that will not agree to his madness. It has been one season since the decree was nailed to every door and wall in the outer lands. With that time, the various towns have begun to solidity their leadership and a relatively small amount of gold (2,000) was gathered in order to create a militia. Now is the time, if anyone has the strength of will and spirit to gather their allies and be prepared to lead the land into a future free of lunacy. How will they overcome the might of the Emperor’s legion of mercenary soldiers and brutal soldiers? How will the Agents of Fate influence the world and the army? How will this country change thanks to your hands? Turns: Due to being a wargame, there is an importance of when to post. I have decided to make it where time is a little more fluid than in many examples and as such, the posting requirements will show that. Every six hours, all players may post. When each player posts, one of the things to be remembered is that they should include a “log” of the various things going on in their lands at the time. Things like Unit recruitment or training, a list of buildings, any ongoing projects along with how close they are to completion and of course anything involving the movement of Units around the area in case a battle might want to be initiated in the immediate future. Below the log is an optional narrative based analysis of what is going on in the world. While it makes it a lot more fun to include these narrative sides to the story, if you are in a hurry then do not feel bad about skipping it. Moving on, every 12 turns (or 3 Real Life Days) represents a change of season within the narrative. At that point, all the various “logs” compiled by the admins will be posted in a separate topic outlining how each NPC or Lesser Faction has changed over the last 12 turns. Also unless already stated, if an Event hasn’t been fulfilled by the end of the season, it will either become null and void (if a win-win or win-neutral) or the worst case scenario will take place. From there, every 48 turns (or 12 Real Life Days) will constitute a year in the narrative. If you intend to play this game, you are expected to post at least ONCE per SEASON (every THREE DAYS) in order to be active and not replaced by a Lesser Faction which will result in your defeat. If you choose to play, remember you need to post at least once every THREE DAYS and at least tell us what your area has been up to over the last freaking month. If you are currently engaging in a battle however, the requirements are intensified and require at least ONE POST PER DAY or less the powers that be will take over. You do not want the powers at be to take over, it will not end well for your side. However, you can always ask a fellow player to post in your stead! Do Battles Work: Usually with me, I rely on rather complex mathematical formulas in order to determine victories and defeats. However, this time I would like to offer something easier for everyone, just let the players decide after seeing an ‘overall’ look at how powerful each side is. Most battles will take place with each side having an objective that they will strive to complete in the rather short two back and forths that a battle will take place in a turn. Obviously, Units still exist and there is still a numerical aspect to the game but it is not an important aspect unless a fight is exceptionally one side or if a moderator is needed to determine the effectiveness of a battle. Unlike in a straight battle (as seen in FERP), most conflicts often have some sort of an objectives that determine the victor and loser rather than purely a numerical aspect. Both the attacker and defenders have objectives they wish to uphold. Perhaps for the Attackers it could be as simple as “hurt as many enemies as possible” while the Defenders is “Survive”, so then if either side doesn’t manage to completely destroy the other then it would be considered a “no win situation.” If the Attacker alternatively has the objective of “burn down a building and kill as many civilians as possible” then the Defender might have the objective of either “force back the invading attackers” or “protect the town”. Thus, whoever is closest to their objective between negotiations between the parties involved (and occasionally a war mod if a decision cannot be met peaceably) one side will be declared Victorious and the other Defeated. If a unit or army is defeated, then they are forced from the immediate area and if it happens to be a town then it is surrendered to the victor. Alternatively, if you are the victor, you have the option to either withdraw yourself or take the location. If it was a No-Win situation though, both sides remain in their current location or both sides have the option of retreating. So for the most part, whoever wins or loses is determined by objectives. But how do you figure out how much health each side lost? Well the first and best option is to look at the numbers, make a solid argument and talk it out with the other person playing. Outside of that, I present this rather simple formula: Attack + 1-10 for tactics – Defense +1-10 for tactics = # If the number is a positive, then the Attacker has inflicted more damage to the defending army in their assault. The higher the positive number, the greater damage done to the Defender’s Army and the less damage done to the Attacker’s Army. If the number is negative, then the Defender’s counter attacks inflicted more damage to the Attacking army. The higher the negative number, the greater damage done to the Attacker’s Army and the less damage done to the Defender’s Army. How things change as the army’s and numbers get bigger: Spoiler: click to toggle Types of Resolutions: Spoiler: click to toggle Combat Units Sheet: Spoiler: click to toggle Buildings: Buildings exist within each town, providing a unique aspect to every area. These buildings are sorted based on their economic (gold gaining) or military (Unit creating/strengthening) attributes and can be transformed into another type of building usually for a small charge in a short period or destroyed and rebuilt into another form entirely. Initially starting towns begin with three building slots available. If sought as a project for 4 turns by a Unit, Led Unit or Hero up to five buildings slots can be found and in total five buildings can be constructed per town. If an army, attacks a town and its defenders are routed, defeated or non-existent then the attacking army can either occupy the town OR destroy one building resulting in it turning back into an open building slot. An example of your town log Spoiler: click to toggle Lesser Factions: While player factions are very important, Lesser Factions also exist within the story in order to provide an immediate foe for players to interact with when they enter the game in contrast to the ever looming threat of the Emperor. Players have the option to either A: Choose the “type” of faction present, or allow the RNG to decide what types of opponents will be provided that the majority agree to the terms. These factions provide the player the opportunity to learn the combat mechanics, develop your own faction and interact with the game early on without fear of being overwhelmed. It also lets you come to understand the situation slowly and effectively. The following is a description of the four types of Lesser Factions found in the game. Below are explanations of each type: Royals Spoiler: click to toggle Barbarians Spoiler: click to toggle Nobles Spoiler: click to toggle Merchants Spoiler: click to toggle For those of you who wish to be “Lone Wolves” it is possible to play the game this way: Spoiler: click to toggle So what do you guys think? We can have up to eight players for this. Who wants to play a game? Edited by NTNP, October 6, 2012, 8:49 pm.
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| NTNP | October 6, 2012, 9:37 pm Post #2 |
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Admin
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An example of what a once per season log looks like Faction Name: Obvious Date: Year 1000+; Season (Spring, Summer, Fall, Winter); Month 1-3 Military Logs: Spoiler: click to toggle Town Logs: Spoiler: click to toggle Social Log (the Narrative): Spoiler: click to toggle Overview: This is basically where the player gives a short, to the point overview of what happened this turn/season. Things like Unit recruitment, training and promotion are important. Any actions taken involving the completion of events also need to be stated here. If any Unit has changed location it should be stated here as well. Lastly if an offer of alliance, declaration of war or negotiations took place they should be noted here too. Basically any changes that either the admin (me) or the other players aught to know should be put here. This section is required. Edited by NTNP, October 6, 2012, 9:43 pm.
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| Onime No Ryu | October 7, 2012, 12:19 pm Post #3 |
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I'll be your Undertaker this evening
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I read "The Great Valley" and suddenly began to hope that this was about The Land Before Time. But it's not. |
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| NTNP | October 7, 2012, 12:22 pm Post #4 |
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Admin
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No, but if it makes you feel any better when my fiancee heard the title that was the first thing that popped into her head too. |
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| NTNP | October 9, 2012, 7:02 pm Post #5 |
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Admin
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There are 9 distinctive areas available in this wargame, eight of which the players can settle and use as their home territories. At this stage, I would like for any player interested in joining the game to select an area for your faction to start the game in. The map is here: Spoiler: click to toggle Descriptions of Each Area: Starting from the center we have the Great Valley. At the heart of the kingdom of Troda, this fertile river valley is the agricultural and trade center of the entire continent. A great palace known as Trodan Castle resides in the heart of a large island, split between multiple rivers that pass underneath the city bridges. In each of the four cardinal directions is a single great town, most commonly known as the “Directional Gates.” North, south, east and west the four Gates along with the towns that have sprung up around them make up the heart of the Trodan Kingdom. The goal of the wargame is to depose the tyrannical Mad Emperor who makes the Great Valley and Castle Trodan his home. This region cannot be controlled by a player faction at the beginning of the game. To the north lies the mighty King’s Mountain. These ancient ravines and peaks hold not only the major source of quarry for the realm but is also well known for the ancient ruins that reside in the depths of the earth. Large faces are carved into the side of the mountain, like an ancient king overlooking his realm for all eternity. While an important area to the Trodan people, they also must share this land with the mysterious creatures known as Automaton, or as we have come to know them “golems.” These creatures of stone and magic have existed since ancient time, but none know how they are made. While they rarely venture out of the depths of the mountains, some say that these creatures live forever and cannot die. In the north-west is the icy Eternal Peaks. Due to the elevation, this area is unreachable from the Great Valley and the only paths leading to it come from the King’s Mountain and the Waterfall Coast. While inhospitable due to both the heavy snow during the winter and the difficulty of reaching the area, this region is extremely important to the merchants. Underneath the black rock and ice lie unimaginable caverns of crystal, silver and gold. This land of avarice has been the economic backbone of Trodan for many years and dozens of wars have been fought here over this mother lode of wealth. Hundreds upon hundreds have given their lives and now lay here under the ice. Since the return of the Agents of Fate, a blinding light has shined down from the peaks… I wonder what that could mean? Note: Claimed by Winters To the north-east, in the shadow of the mountains lies a sunken path deep in the earth. The Sunken Road is a large pathway that goes from the mountains and foothills down into a deep ravine. This path is one of the few in the region that leads to the lands outside of the great mountains that protect Trodan. As one follows the road, they will eventually be led out into desolate wasteland where few willingly live. Most know it as a refuge for the wizened and a hideaway for those seeking to fill their pockets with the gold of merchants attempting to head out into the world to make their riches. The few that choose to live in the Sunken Road are hearty people, accustomed to defending themselves against any that might come their way. Note: Claimed by Oni To the west of the Great Valley is the Waterfall Coast. This region, still high above the natural shoreline is best known for the elevated cliffs that overlook the sea. It almost looks as if the world just stops and falls when one reaches a certain point, creating massive waterfalls where the rivers run out into the sea. However not all is as it seems. A large cavern system fills the area, giving hundreds of small grotto like entrances into the ocean along with a few paths that lead to the shoreline itself, eroded by constant erosion from the falling rivers above. While a generally poor area, there are few that can disagree that the ports in this region are not exceptionally important to the day to day needs of the Trodan people. Every day new people come by ship into this region, along with great, inhuman creatures from the sea that have been treated as both fierce enemies, occasional nuisances and once upon a time as food. Note: Claimed by BO To the west of the Great Valley is the Aragats Foothills, a well-known region containing the vast majority of the non-precious metals such as iron and copper used in the construction of weapons, armor, tools and homes. In general, the Aragats area is fairly safe and profitable due to the large number of military groups that call the area home. However, there are legends of creatures hiding deep within the earth. If folk tale is to be believed, once great scaled beasts called this area their territory and ruled over all that would dare to step upon their kingdom of stone and mud. Yet one thing is for sure about the region, there are active swells of lava that run through the underground leading up into the King’s Mountain. Many theorize that a great volcano eruption created the Sunken Road. Regardless of a few extra tremors now and then, the Aragats Foothills are the military backbone of this entire country. Note: Claimed by Best Following the southern road from the Great Valley, you will eventually reach the Sacred Grove . As with most forests, large lumberyards and makeshift farmlands have overtaken the edges of the wilds. Without a doubt, the trees themselves provide a good incentive, but there are many rare herbs and flowers here as well. Along with tasty beasts that call this sea of green their home. Nevertheless, like so many other places in the Kingdom of Troda it is not safe. Massive creatures, beasts unlike anything that those who live in the Great Valley could ever imagine stalk the deepest parts of the forest and prey upon whatever is foolish enough to encroach upon their sacred lands. Note: Claimed by Yuna To the south-west is the Vanagand Swamp. This unwanted piece of land is little more than knee deep swamp at the coast leading into a seemingly endless torrent of mud and muck all the way until you reach the edge of the forest to the east or the mouth of the rivers up north. Honestly this area is about as distant as they come and very little can be gained from this area, but perhaps that is its greatest defense as well. No one would willingly come here to conquer this land, firstly because it is such a difficult place to navigate but also because the only way in is by following through the torturous woods or by following the coastline into the muck. Moreover, that isn’t even mentioning the rumors of foul creatures residing within the dark places of the swamp, just waiting to rip a child from its mother or to sink an unwary traveler to his murky doom. At its core, the Vanagand Swamp is merely a place where those who want to be left alone may hide, away from the seeing eyes of the world and their greed. While ugly, this is a safe and peaceful land for those willing to accept serenity. Lastly to the south-east lies the final entrance to the region, the Highwind Plains. This ever flowing grassland goes out as far as the eye can see down the southern roads toward the great forest dwelling nations to the south and the free lands to the east. Trodians best know this as the entrance to their kingdom, and as such many important structures have been developed here to both protect the land from invaders but also to enhance trade. While a direct route to the capitol might have been ideal, the Aragats Foothills make that impossible, as does the eastern half of the great forest. While a safe place near the foothills thanks to the military fortifications, the further away from the mainland you get the more dangerous it becomes. Many say that wildmen, nomads that look more like monsters than men skirt across the edges of the domain robbing and taking anything that they desire from traveler and convey alike. So these nine locations will be the main regions of your game. From start to finish you have the King’s Mountain, The Eternal Peaks, The Waterfall Coast, the Sunken Road, Aragats Foothills, the Vanagand Swamp, the Highwind Plains and the Sacred Grove to choose from. Each faction may choose one location to start the game in and from there the events occurring may change depending on location. If at the beginning of the game any number of locations are not selected, then they will be considered “obscured by the fogs of war” (for my own ease of mind) and so if any new players choose to join that they may select a location and join with modified stats and resources. Please select an area to join the game in. If you have any ideas, suggestions or thoughts please feel free to tell me. Otherwise please post your selection now! Edited by NTNP, October 11, 2012, 12:31 pm.
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| oniskieth | October 9, 2012, 7:27 pm Post #6 |
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The Silver Light
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By my decree the Sunken Road is claimed in the name of oniskieth. May the deserts consume the valley. |
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Katherine's Approval
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| NTNP | October 9, 2012, 7:53 pm Post #7 |
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Admin
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Alright Oni, the Sunken Road is yours. |
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| yuna | October 9, 2012, 8:01 pm Post #8 |
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Goddess Of Executions
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Sacred grove sounds awfully tempting... I think I'll call it now and regret it later... :/
Edited by yuna, October 9, 2012, 8:03 pm.
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| Arcvalons | October 9, 2012, 8:08 pm Post #9 |
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Lord of the Octoroks, all hail!
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I'd take the coast. But isn't the map too small/not enough locations? |
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| NTNP | October 9, 2012, 8:14 pm Post #10 |
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Admin
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@Yuna: Understood, welcome to the game. Somehow I bet you'll have fun with the Sacred Grove. Some of the events there are rather entertaining. @BO: Alright, the coastline is yours. Also as far as the map goes, once we actually start the game I'll expand it rather considerably and add little colored "dots" for your towns and the towns belonging to the NPC factions. Along with possibly roads if you guys want them, or I could make little "circles of control" that a unit can move per turn. Really it's the player's discretion. |
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| Winters | October 9, 2012, 11:17 pm Post #11 |
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Hee-ho
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I claim the Eternal Peaks. This will be amusing. |
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| NTNP | October 10, 2012, 6:38 pm Post #12 |
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Admin
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Aright, that just leaves five locations remaining if anyone else wants to join in on the fun. For reference these locations are: The King's Mountain, Vanagand Swamp and the Highwind Plains. Now let us focus on the currently chosen regions and their inhabitants. These will be the "Lesser Factions" currently found in your regions: Yuna's Sacred Grove: General “Steel Tree” Barbas: Royal: General Barbas was once in charge of the entire southern realm. His soldiers once patrolled the swamps and forests, ensuring the foul creatures within would never dare encroaching upon the lands of men. Yet when the orders came for him to abandon his realm, the old dog refused his master’s call. While many of his soldiers might have returned to the Great Hall of Trodan, at least this soldier and his most solemn veterans remain to keep the Sacred Grove safe. Yet without funding, they cannot hope to remain doing so for long… desperate times have forced General Barbas to look toward the villages of the Sacred Grove for money, recruits and food even at the point of a lance. The Unified Grovian Alliance (The UGA): Merchant: Due to the sudden removal of the soldiers that patrolled the realm and General Barbas being removed from office after refusing the Emperor’s decree, the various villages near the northern tip of the forest have chosen to unify themselves under a single banner. The UGA (United Grovian Alliance) has started to work together to protect the citizen’s lands and wealth during this time of turmoil. While general weak individually, even the mighty Barbas has to consider these united farmers, peddlers and hunters as a legitimate threat. Oni's Sunken Road: Queen of the Dunes: Barbarian: The Queen of the Dunes and her ‘dear companions’ are viewed by most as little more than desert bandits. These desert-clad thieves have accosted many caravans and travelers, but remarkably few are ever kill in these raids. Instead, they are abducted and ransomed back to either their home nation or to the Monolith Guild. As far as being neighbors goes, they are a secretive group that lives well past the mountains. This beautiful and terrifying bandit queen resides deep in the wasteland and she, nor her companions, will broker no intruders. The Monolith Guild: Merchant: As one of the few recognized forces in the Sunken Road, the Monolith Guild holds considerable power. At least one of their meeting halls is found in just about every town and outpost, up to the point of no return where the sand dunes begin to form. The guild itself, muck like the rugged people that live this far away from society, is quiet strong and resilient after spending many years as the only military force out this far. In general the Guild is ran by individual heads in each city, with what little can be done for communication between them. While most people know the Monolith’s for their mercenary force, they are also responsible for a good deal of the trade coming through the area. Most merchants from Trodan rent just about everything for a journey from the Guild, from the beasts of burden to haul the load, to the cart to move it in and the hired hands to keep it safe. BO's Waterfall Coast: Lord Fisher of Amaranthine: Noble: Lord Fisher, in spite of his name, does not live near the sea. His lands are actually entering into the realm on the main road from the capitol. Before this point, he was a staunch supporter of the Emperor and as such had many luxuries laid upon him, his family and their town. While rare, Lord Fisher and his comrades are one of the few that look forward to the day when the Emperor will return with his legions. The master of Amaranthine makes no bones about his allegiances, nor that he will not accept any talk of insurrection among his loyal. The Providence of Celadon: Merchant: Yet not are all like the Lord of Amaranthine. Generally the coastline is generally difficult to reach but many small villages fill the area, acting as ports and fisheries for the Trodan. This entire area has historically been known as the “Caledon Providence” due to the clay in the area having a mildly bluish green tint along with the seaweed. The commoners, once under the rule of Lord Fisher, have distanced themselves from both their lord and their Emperor. Now this congregation of towns merely seek refugee from the war. While they still trade with their former masters, they are also willing partners with members of the rebellion seeking foreign goods or the treasures found within the deep. Winter's Eternal Peaks: Duchess Erin Solis: Noble: To the outside world, Erin Solis is like a rose growing atop a mountain of ice and stone, the true diamond in the rough of the icy Eternal Peaks. As mistress of the Eternal Peaks, the Duchess is in charge of the many mines in the region and specifically enjoys the riches that they have granted her. While generally benevolent to the outside world, individually she is every not as cold of a woman as the mountain itself, so much so that none can endure for long. Time and time again, servants from the lower elevations have come to serve her, yet none ever last… The Frost Crown Soldiers: Barbarians: Before the decree abandoning the land and ensuring that no foreign contracts other than those signed by the Emperor would be honored, the Frost Crowns where hired blades under the command of the Duchess to protect the miners and to keep them in line. Since then, they have settled in the lower elevations in three small downs leading toward the shoreline and the King’s Mountain. Most view them as militia at this point, living in town and eating their food in exchange for providing protection against whatever might come. Best's Aragat Hills: Rhine Industries: Nobles: For some reason, this area seems to be a regional affair. While many different aristocrats have some say in the industrious “Rhine” who make most of the metal goods in Troda, one man is clearly their leader… Imperial Prince Fredrick. This cold, manipulative older brother is nothing like the young man that currently resides on the throne, but unfortunately, that is the case when a father decides the fate of a realm. While far from a staunch supporter in ANYTHING but himself, this wise Prince remains steadfast in his alliance with the Imperial crown, but many secretly question his resolve to see his brother’s madness continue. Imperial Princess Cornelia: Royal: Like so many of the noble line of Troda, Princess Cornelia is well known for both her considerable skill militarily but also her ability to turn a profit in trying situations. As the former head of a military order, she is skill in the ways of war but with her brother taking the crown she was forced to leave the field at his request. Her ‘final’ post was here, in the Aragats Foothills. Sitting high on the hills and overseeing, the protection of this area has been her duty for nearly five years now. But when so many turned against now Emperor Galleon’s madness, she broke political ties with the crown but remains neutral in the conflict. While not quiet the woman of war that she once was, this princess of Troda waits upon her mountain viewing the world with peaked interested. With this, you guys should have just about enough information to start coming up with ideas for faction leaders, your starting towns and what role you would like to take in the narrative! Enjoy! Edited by NTNP, October 12, 2012, 7:14 pm.
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| The Best | October 11, 2012, 10:14 am Post #13 |
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Scout
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I'll take the Foothills. |
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| NTNP | October 11, 2012, 12:37 pm Post #14 |
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Admin
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Alright Best, the foothills of war and plunder are all yours. Enjoy the Aragats and make sure to check back later today when I add your area's information to the list of "NPC factions." Other than that, welcome to the game and I look forward to your imminent conquest! |
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| The Best | October 12, 2012, 1:15 am Post #15 |
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Scout
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Haha, Thanks NTNP, I'm looking forward to reading about who's in my zone. And you already know, If I'm joining a wargame... It's gonna get real. |
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| NTNP | October 12, 2012, 7:12 pm Post #16 |
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Admin
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Aragat Hills: Rhine Industries: Nobles: For some reason, this area seems to be a regional affair. While many different aristocrats have some say in the industrious “Rhine” who make most of the metal goods in Troda, one man is clearly their leader… Imperial Prince Fredrick. This cold, manipulative older brother is nothing like the young man that currently resides on the throne, but unfortunately, that is the case when a father decides the fate of a realm. While far from a staunch supporter in ANYTHING but himself, this wise Prince remains steadfast in his alliance with the Imperial crown, but many secretly question his resolve to see his brother’s madness continue. Imperial Princess Cornelia: Royal: Like so many of the noble line of Troda, Princess Cornelia is well known for both her considerable skill militarily but also her ability to turn a profit in trying situations. As the former head of a military order, she is skill in the ways of war but with her brother taking the crown she was forced to leave the field at his request. Her ‘final’ post was here, in the Aragats Foothills. Sitting high on the hills and overseeing, the protection of this area has been her duty for nearly five years now. But when so many turned against now Emperor Galleon’s madness, she broke political ties with the crown but remains neutral in the conflict. While not quiet the woman of war that she once was, this princess of Troda waits upon her mountain viewing the world with peaked interested. Alright, so that is all the information about your surrounding factions. Please try to start thinking up information about your personal factions. As soon as we have all the information needed from the 5 of you I'll happily start the game! Edited by NTNP, October 12, 2012, 7:15 pm.
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| NTNP | October 16, 2012, 4:03 pm Post #17 |
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Admin
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Oh come on, its been like 4 days now! BO, Yuna, Oni, Winters, Best can I please get your information for your home towns and faction leaders? I'm really looking forward to our game, but I do require a little bit of help to get it going... in the form of your information. |
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| Arcvalons | October 16, 2012, 5:42 pm Post #18 |
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Lord of the Octoroks, all hail!
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UH, how many towns/leaders can we start with? |
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| Winters | October 16, 2012, 10:06 pm Post #19 |
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Hee-ho
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@NTNP: Sorry about that, NTNP. It's no that I haven't thought about this at all, it's just I've been really busy the past few days and it just sort of slipped my mind. I'll have something up tomorrow evening. @Octy: It should just be one main leader, and then three starting towns. |
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| NTNP | October 17, 2012, 9:45 am Post #20 |
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Admin
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@Winters: Its alright. I understand about being busy. I'm still trying to get everything working after the move. But thank you for trying to be prompt. @BO: You start with 1 Faction Leader (Your main character), 3 towns and you have 2,000 gold to spend on your initial units. That stuff is outlined in the first post. Basically you start with an army that can be composed of anything from you want. The only limitations are that A: a Unit must have a minimum of 1 stat point (at least 1 DEF aka 2HP) as the weakest unit. Commanders (who give units special abilities and +2HP) that cost 200 gold and you can create Heroes with 9 stat points total, with two abilities and an extra +4HP. Edited by NTNP, October 20, 2012, 5:46 pm.
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| yuna | October 18, 2012, 9:38 pm Post #21 |
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Goddess Of Executions
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Sorry NTNP...but looks like I'm gonna have to back out... I have way too much work and study to be able to keep up... |
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| Arcvalons | October 19, 2012, 1:10 pm Post #22 |
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Lord of the Octoroks, all hail!
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There should be a template with code tags. Anyway, how about this? Cosmic Church Year 1000; Spring; Month 1 Military Logs Spoiler: click to toggle Town Logs Spoiler: click to toggle |
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| NTNP | October 20, 2012, 5:52 pm Post #23 |
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Admin
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@BO: Hmm, not bad at all BO. You do have somethings that need editing but not too much. Starting with Cardinal Cromwell, you should probably include 2 specials (as outlined, they basically increase his overall stats). Otherwise he's fine as it stands. Your crusader is... well the max "starting" gold is 2,000 so he's about 5 points over. But otherwise that unit is just fine. If you choose to turn that unit into a Led Unit, or a Hero later on then chances are the Crusader Hero will be extremely powerful. Finally you can still choose what buildings you want each town to have in them. If you want any advice on that then please ask and I'll happily give some advice if you are having any questions about the process. Otherwise, you would be fine to start as soon as the other submissions come in. @Yuna: I have to admit I am disappointed, I had a lot planned for you and your area as the whole savior of the Sacred Grove plotline but I understand if you don't have the time. If you choose to rejoin though, feel free. It wouldn't take much at all to get you up and going since you said before you wanted to go lone wolf. |
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| Arcvalons | October 21, 2012, 9:26 am Post #24 |
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Lord of the Octoroks, all hail!
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Well, the Crusader is like that because my lack of imagination. It'll probably be a pain to wait so long for a single unit to build >_> What are the specials like? Also what would be the buildings like? Walls, towers, stables, etc.? Edited by Arcvalons, October 21, 2012, 9:37 am.
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| NTNP | October 21, 2012, 12:50 pm Post #25 |
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Admin
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As far as the unit goes, you could make weaker units. A simple 2HP/1ATK/1DEF/1SPD unit can be built in a single turn after all. Specials are (from the first post): Passive Bonuses provide a straight +1 to ATK, DEF or SPD, or +3HP to the unit at all times. Regional Bonuses provide +2 to ATK, DEF or SPD, or +6HP to the unit when in a certain regions (like in this case while in the Waterfall Coast). Cooperation Bonuses provide +2 to ATK, DEF or SPD, or +6HP to the unit when fighting with another specified named unit (like say when fighting beside Cardinal Cromwell). Situational Bonuses provide +3 to ATK, DEF, SPD, or +9HP to the unit when performing certain tasks such as defending a town, attacking a town, ambushing, fighting in an open field etc. Favored Enemy Bonus provides +3 to ATK, DEF, SPD or +9HP to the unit when engaged in battle with a force that is comprised of at least 30% of that race. The favored enemy races are undead, monster, demi-human, automaton, dragon, beast, magi, sea creatures, elementals, fey, reptiles, plants, insects, fiends and abominations. Humans (due to their constant use) cannot be favored enemies. Lastly builds (also from the first post are): Castle: A castle provides both a military and economic boost to a town. Castles are often associated with power and nobility, thus units that spend their time here may find themselves becoming greater leaders or potentially even becoming heroic champions. If needed, a Castle may transform into a Fort for 200 gold in 2 turns. Fort: A fort provides a military boost to a town by turning ever willing recruits into soldiers or helping pre-existing units become stronger via training. If needed, a Fort may transform into a Castle for 200 gold in 2 turns. Village: A village is a purely economic boost to a town which provides gold every turn along with a place for the common folk to live along with a place to recover for military units. At any point, a village can be demolished and reconstructed into a battlement without cost but it takes 4 turns to do so. Battlement: A battlement provides a military boost to those within it, resulting in an increase of military power thanks to a powerful moral boost. At any point, a battlement can be renovated into a village without cost but it takes 4 turns to do so. To answer your question, something like a wall or tower would likely be considered a "Battlement", likely with a wall providing 3 DEF or a tower providing +1DEF, +2 ATK but that is up to you. As far as stables, I would likely consider that a fort since it is essential in preparing an unit. Really those 4 building types are just "types" but you can make each building as unique as you want them to be. |
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