Kingdoms of Crypso
Welcome to Crypso, the fantasy world where the players forge the world in which they play. The world begins as a blank slate, with only the design of the continents and political borders laid out, from there the world will be created, both geographical and cultural, based on the input of the players. Crypso is a low fantasy medieval setting, in a world where magic only exists in the lore and histories, in a time where great kingdoms are forged by the sword. The terrain, peoples and government of your nation is entirely up to you.
Sign Ups
Crypso will feature a small roster of 3-5 players, each controlling a kingdom on one of the two continents of the world. Your stats will be determined based on your nation sheet, so fill it out carefully. There is some work yet we have to do before the game begins, so don't be afraid to post a bare bones sheet until we are ready to begin the game to claim your spot. Fields marked with in asterisk are determined by me based on your choices.
How to Play
Once players have selected their kingdom and posted bios, and the map has been completed, we can begin the game. Players change the geopolitical landscape of the world through orders, which are listed in hiders below their ICs. Each turn, typically a week in length, players post an order for each of the following categories...
War Orders
Any action that involves your military are done through war orders, whether it is raising and training your levies and banners, attacking a rival, or forging a standing army for increased chance of success on the battlefield. Keep your orders brief, but descriptive, as your strategy, along with your combat bonuses, will play a role in your success, or failure, on the battlefield. Because your success may boil down to strategy, war orders are pm'd to my inbox.
Diplomatic Orders
Each kingdom contains a wealth of NPCs, whose armies are represented among your banners. Manipulating your vassals and the vassals of others fall under this category. Everything from a festival, tourney or grand hunt to name a few can win the loyalty of NPCs, not to mention direct diplomatic missions by emissaries.
Administrative Order
Orders that involve bolstering the stats of your kingdom are done through administration - from building castles to trade ports, the process of building up your stats is done through administration. Those with an administrator trait also get a bonus to their income.
Plot Orders
Any kingdom may wage a plot against another, though only the kingdom whose ruler has a scheme trait has the ability to keep their plots secret. All others will become complicit to their plot in the update. Unlike the other orders that are carried out in the thread, Plot orders are PM'd to me.
Edicts
Edicts are laws or treaties implemented through your orders that enact a lasting modifier to your stats. They will be listed in your stats for easy reference and the effects may decay over time, and require an order to abolish. For example, a player may wish to spend a war order to establish a professional standing army. The results of this order will be shown in your stats under the edict heading, detailing the effects. Another player may use a diplomatic order to enter into a trade deal with another kingdom, the results of which will be displayed in their stats.
NPCs and Events
I will often throw in events throughout the game to spark conflict among the players. Environmental disasters, rebellions, and others should be expected. Many events will have an effect on players' stats and actions.
As well as NPC banners there will also be a list of NPC mercenary companies listed. Players with deep pockets may hire these groups to supplement their forces. Each company has a combat bonus as well, increasing chances of success on the battlefield.
Rules and Expectations
GMing forum games is a choice hobby of mine, and something I greatly enjoy. For the part of the players, I ask that they are active, ideally posting a minimum of one IC per week. I ask that players are courteous to each other, and encourage you all to work together to create fluid lore and ICs. The main draw of this game, I hope, is the fun in creating a world together from scratch, where the races, history, religions, and cultures are created by the players, as opposed to a broad stroke of the GM that players must adhere to. So have fun!
Crypso will feature a small roster of 3-5 players, each controlling a kingdom on one of the two continents of the world. Your stats will be determined based on your nation sheet, so fill it out carefully. There is some work yet we have to do before the game begins, so don't be afraid to post a bare bones sheet until we are ready to begin the game to claim your spot. Fields marked with in asterisk are determined by me based on your choices.
Nation: (include the colour of the nation from the political map below, as well as the name.)
Government: (such as a republic, absolute monarchy, feudal monarchy, or something of your own creation.Select a bonus and penalty to a particular field of stats that you think correspond to your selection of gov't)
Ruler(s):
Trait: (the name of the trait is up to you, but they will apply to one of 4 categories; Combat, Administration/Economic, Diplomacy, Schemer. These categories are explained below.)
Prominent Terrain: (terrain will effect your stats, mountainous kingdoms will have high income, but low population. Forest kingdoms will have a good balance while grasslands or river valleys will have high population but low income. Desert or badlands will suffer income and population and be a true challenge. Your desired terrain not mentioned? State it in your sign up and I'll work out the effect.)
Secondary Terrain: (Offering some variety in your demesne and a slight bonus or penalty to your stats.)
Prominent Race: (You may include a perk to either combat, economy or diplomacy along with a penalty. You may also stay neutral and receive neither a perk or penalty. ie a race of seafaring humans may excel at trade, but neglect their armed forces.)
Secondary Race(s):
Supply:* (The max population your demesne is able to support.)
Levy:* (2% of your supply - to be filled out by me.)
Banners* (The levies of your NPC vassals are listed here. Beware, their allegiance can be lured away by diplomatic actions.)
Navy:* (Players begin the game with a weak navy.)
Income:*
Expenses*
Treasury:* (the balance of your income-expenses is stored here, to be used for hiring mercenaries, building projects and sustaining armies in the field.)
Revolt Risk*
Bios: (Biographies of your respective nation and important characters. For the early stages of developing the world, it is important to include a description of your kingdom's geography for the purpose of a geographical map yet to be posted. Please keep your bios neatly seperated by subtitles.)
For Example,
Nation: Kingdom of Osgoth
Government: Feudal Monarchy (Bonus to Revolt Risk, Income Penalty)
Ruler(s): Arid Visgoth, King of Osgoth, Duke of Herod, Protector of the Realm
Trait: Skilled Tactician (combat)
Prominent Terrain: Mountainous Region (Income Bonus, Supply Penalty)
Secondary Terrain: Forest Region (low income, population bonus)
Prominent Race: Human (neutral bonuses)
Secondary Race(s): None
Supply:*
Levy:*
Banners*
Navy:*
Income:*
Expenses*
Treasury:*
Revolt Risk
Bios:
Government: (such as a republic, absolute monarchy, feudal monarchy, or something of your own creation.Select a bonus and penalty to a particular field of stats that you think correspond to your selection of gov't)
Ruler(s):
Trait: (the name of the trait is up to you, but they will apply to one of 4 categories; Combat, Administration/Economic, Diplomacy, Schemer. These categories are explained below.)
Prominent Terrain: (terrain will effect your stats, mountainous kingdoms will have high income, but low population. Forest kingdoms will have a good balance while grasslands or river valleys will have high population but low income. Desert or badlands will suffer income and population and be a true challenge. Your desired terrain not mentioned? State it in your sign up and I'll work out the effect.)
Secondary Terrain: (Offering some variety in your demesne and a slight bonus or penalty to your stats.)
Prominent Race: (You may include a perk to either combat, economy or diplomacy along with a penalty. You may also stay neutral and receive neither a perk or penalty. ie a race of seafaring humans may excel at trade, but neglect their armed forces.)
Secondary Race(s):
Supply:* (The max population your demesne is able to support.)
Levy:* (2% of your supply - to be filled out by me.)
Banners* (The levies of your NPC vassals are listed here. Beware, their allegiance can be lured away by diplomatic actions.)
Navy:* (Players begin the game with a weak navy.)
Income:*
Expenses*
Treasury:* (the balance of your income-expenses is stored here, to be used for hiring mercenaries, building projects and sustaining armies in the field.)
Revolt Risk*
Bios: (Biographies of your respective nation and important characters. For the early stages of developing the world, it is important to include a description of your kingdom's geography for the purpose of a geographical map yet to be posted. Please keep your bios neatly seperated by subtitles.)
For Example,
Nation: Kingdom of Osgoth
Government: Feudal Monarchy (Bonus to Revolt Risk, Income Penalty)
Ruler(s): Arid Visgoth, King of Osgoth, Duke of Herod, Protector of the Realm
Trait: Skilled Tactician (combat)
Prominent Terrain: Mountainous Region (Income Bonus, Supply Penalty)
Secondary Terrain: Forest Region (low income, population bonus)
Prominent Race: Human (neutral bonuses)
Secondary Race(s): None
Supply:*
Levy:*
Banners*
Navy:*
Income:*
Expenses*
Treasury:*
Revolt Risk
Bios:
How to Play
Once players have selected their kingdom and posted bios, and the map has been completed, we can begin the game. Players change the geopolitical landscape of the world through orders, which are listed in hiders below their ICs. Each turn, typically a week in length, players post an order for each of the following categories...
War Orders
Any action that involves your military are done through war orders, whether it is raising and training your levies and banners, attacking a rival, or forging a standing army for increased chance of success on the battlefield. Keep your orders brief, but descriptive, as your strategy, along with your combat bonuses, will play a role in your success, or failure, on the battlefield. Because your success may boil down to strategy, war orders are pm'd to my inbox.
Diplomatic Orders
Each kingdom contains a wealth of NPCs, whose armies are represented among your banners. Manipulating your vassals and the vassals of others fall under this category. Everything from a festival, tourney or grand hunt to name a few can win the loyalty of NPCs, not to mention direct diplomatic missions by emissaries.
Administrative Order
Orders that involve bolstering the stats of your kingdom are done through administration - from building castles to trade ports, the process of building up your stats is done through administration. Those with an administrator trait also get a bonus to their income.
Plot Orders
Any kingdom may wage a plot against another, though only the kingdom whose ruler has a scheme trait has the ability to keep their plots secret. All others will become complicit to their plot in the update. Unlike the other orders that are carried out in the thread, Plot orders are PM'd to me.
Edicts
Edicts are laws or treaties implemented through your orders that enact a lasting modifier to your stats. They will be listed in your stats for easy reference and the effects may decay over time, and require an order to abolish. For example, a player may wish to spend a war order to establish a professional standing army. The results of this order will be shown in your stats under the edict heading, detailing the effects. Another player may use a diplomatic order to enter into a trade deal with another kingdom, the results of which will be displayed in their stats.
NPCs and Events
I will often throw in events throughout the game to spark conflict among the players. Environmental disasters, rebellions, and others should be expected. Many events will have an effect on players' stats and actions.
As well as NPC banners there will also be a list of NPC mercenary companies listed. Players with deep pockets may hire these groups to supplement their forces. Each company has a combat bonus as well, increasing chances of success on the battlefield.
Rules and Expectations
GMing forum games is a choice hobby of mine, and something I greatly enjoy. For the part of the players, I ask that they are active, ideally posting a minimum of one IC per week. I ask that players are courteous to each other, and encourage you all to work together to create fluid lore and ICs. The main draw of this game, I hope, is the fun in creating a world together from scratch, where the races, history, religions, and cultures are created by the players, as opposed to a broad stroke of the GM that players must adhere to. So have fun!