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6 yrs ago
Hello guild my old friend :)
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7 yrs ago
The nostalgia is fierce tonight...so many ideas. Where did the time go? roleplayerguild.com/topics/…
1 like
7 yrs ago
The Archive is Activated
8 yrs ago
Guild issues making it difficult to post. Will update when the server errors stop.
3 likes
8 yrs ago
To Teluval, Farewell . A surreal fantasy adventure: roleplayerguild.com/topics/1..

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Writing Blog: Notebooks

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Echoes of An Empire Without Name






Introduction


"Another scholar? How many more of you foolish humans will come searching for tales of the Empire-Without-Name? That chaotic millennium holds nothing but sorrow and darkness, memories that will only steal away a tranquil mind and send you searching the endless corridors of space for answers that no creature may answer...Alas, very well-I shall tell you stories..."
-Mother Gildanian, Last of Her Kind


It is a dark era in the galaxy. A millennium or more has passed since the Empire-Without-Name collapsed for reasons unknown. What remains are grim reminders of the nature of destruction that befell the great civilizations that have come before. Glassed worlds. Darkened stars. Megastructures adrift in the void of space, stripped for resources and archaic technologies. Orphaned species on the verge of extinction. Feudal kingdoms in space vie for supremacy, utilizing the arcane and unknown technologies of past eras to further their cause. On the edge of space lingers a great evil, a watcher from afar...


Humanity


"He who can destroy a thing,
can control a thing..."
-Frank Herbert


"Might I recount the tragedy that befell Jax-no-Sun, who held at ransom an entire planet for the love of an android; Or horrify you with images of the ten-thousand appendages of the bio-terror known as MERCI; Would you care to hear the last verses of the epic poem Sharndolin? It is a pithy thing, coded in the dead language of the Zossobarians. Hmm..I can see you favor the macabre. Here, listen to the final shrieking pleas for help from Outpost 99...!"


The billion billions of eons past are greatly diminished in the twilight eons of the universe. Humanity has evolved beyond the ancient kin of long dead Earth, instead awakening to the cosmic fabric that courses through all things. That is not to say all men are sorcerers-in lieu of arcane talent come men with armor, sword and axe or any assortment of feudal device. Called powerful by the weak, barbarian by the wary, null-men and neutrals by learned scholar... There is more than one path to carve out a kingdom however...

The once sprawling galactic empires of decadence and indulgence are no more, destroyed from within by vainglorious and scheming men...or the simple taxing of time. In the wake of the great collapse come feudal kingdoms-planet sized bastions of civilization ruled by very powerful men, or alliances of men that hold power over the subjugated races-mutants, demi-humans, aliens and semi-humans, half-breeds, vat-readied, engineered and artificed-the list is endless; but it is mankind that is the dominant species.


The Galaxy



The Scream


The dozen systems that make up the darkened part of space known as The Scream was very probably the heart of the Empire-Without-Name. Evidence of a great disaster, or series of disasters is apparent. From the bleach-colored moons of Rakas V, to the glassed surfaces of the hollow planet Kada II. The Scream holds dozens of systems with secrets to be uncovered. Warlords and marauders plague the old core worlds and as such have made it difficult for any kingdom to gain a foothold here.

The Chrystar


A unique crystalline object drifting through space and home to the Gildanian Motherhood, an alien race that has transcended mortality with artificial implants, gene therapy and molecular reconfiguration. Their sorcery harkens back to the era of the Empire-Without-Name and has rendered them seemingly immortal. They are completely neutral in the politics of the land and act as mentor, guide and seer for many feudal lords, who seek out the Chrystar for advice. To take a Gildanian into custody, or gods forbid, kill one would ignite an outrage across the galaxy that has not been seen since the Fall.

The Dinstar


The Black Heart of Moebius. The Watcher From Afar. The Dinstar is a massive object the size of a planet, lurking on the edge of civil space. From the black, spiked spires that line its mercurial surface spew legions of enemies, heralds of destruction. The Dinstar has been known to bring about the utter destruction of a planet simply by careening into it, emerging unscathed and wandering off into the darkness of space...

The Kingdoms


The Kingdoms are bastions of society and order in an otherwise chaotic universe, violent as they may be. Here in 'protected' space are the fiefdoms of warlords, noble rulers and powerful sorcerers. Here we have trade and commerce, art and entertainment, justice and law. A dozen stars make up the kingdoms.

Other Races & Gods



Moebius
"All things end."
The Gildanians
"You seek knowledge, but do you know what to do with it?"
Achaendorf
"Do not drink the blood of false gods."
Bilgest Vitae
"Semgat bethra, caetha! CAETHA!"

Your Kingdom


Kingdom Name
-Leadership
List and briefly describe your nations rulers/governing bodies.

Your Planets
-Territory Description
List the planets you control (maximum of 3 to start) with the capital planet at the top. Include a brief description of each (climate, habitability, resources, etc. briefly) Many planets in the kingdoms have sp

Your People
-Society
Include sentient races, attitudes, social structure etc. Who is important in your society? No society is perfect, include those disillusioned with the establishment. Note that while present, aliens are minorities in The Kingdoms and more often than not non-humanoid.

Your Power
-Tech Overview
Although it is a feudal society, certain advances in technology are present. Many (ok all) consider things like bio-engineering or energy weapons to be some form of dark sorcery, a relic from the old empire, so tech should be treated that way.

Your Weapons
-Military
Briefly describe your offensive and defensive capabilities. Note that spaceships are expensive and unique. There are no endless armadas of the same type of ship, but rather very personal, important tools of war*.




*Space combat is a short dirty affair, with much posturing and maneuvering into position, or utter surprise. Because of the incredible drain of resources and cost of building ships, the goal of combat is often to disable or otherwise incapacitate enemy ships in order to take control of it after battle. Only in extreme




Inspired By: The Art of Paul Lehr, Moebius, Phillipe Caza. The novel Santiago, by Mike Resnik, What Entropy Means to Me, by George Alec Effinger, others. The music of John Carpenter & NIN. Films such as DUNE, Flash Gordon, Prometheus & Alien, Heavy Metal, others. Metroid, Magic:The Gathering etc. Bastardized from a handful of ideas I've had over the years and Thanks for reading.
Pretty much just sick of my own pretentiousness.
Interested but why are the nations suddenly plagued by all of these horrible events? Or has that always been the case? What is the impetus for the events that lead to the story?
The Land of the Silver Sun


The Island Nation of Kaidu in 1698



The island nation of Kaidu has experienced centuries of civil war, social oppression and cultural stagnation reliant on a warrior and sorcerer class. The old emperor has passed away, his infant son taken hostage and hidden by the local warlords. It is the year 1698, and the lands of Kaidu are approaching an era of great transience and uncertainty.

Foreign traders have appeared on the horizon in monstrous ships powered by steam, coal and sail. They hail from a distant land intent on making landfall and exchanging exotic goods. Weapons, sugar, tobacco and strong liquor are but a few of the myriad things offered. In return they wish for silks, silver, gold, and jade imported from the isolationist empire Ogudei, across the Sea of Shivers. They are also interested in learning about 'Dynama', ancient Kaidu sorcery that relies on the multitude of resident spirits called Kami that inhabit the Land of the Silver Sun.

Likewise, the insular warlords of Kaidu are fascinated by the machines and technological advances of the foreigners, seeking an edge on their rivals and enemies. Conflicting ideologies on cosmology, science, warfare and social class as well as the fate of an ancient kingdom are at the heart of this RP. Room for worldbuilding is allowed, as well as shared history. Communication in the OOC will be key to the success of this RP. You can expect to post about twice a month using casual-advanced standards. Minimum of 500 words per post and maximum of 2000 per post. Read on and start a preliminary application if your interested.


A Note On 'Dynama'


The Dynama has its origins in the land of Ogudei, beyond the Sea of Shivers. Twenty centuries ago, an Ogudei king traveled to Kaidu with his army. Unbeknownst to the warlord, he had in his soul an evil Kami, a devilish spirit that leapt out of his body upon reaching land. The Kami hid in the highest mountain in all of Kaidu and married the spirit of that mountain. They had many children that spread all across Kaidu. This is why Dynama can only be used in the Land of the Silver Sun...
-The Origins of Sorcery, Scroll III, author unknown c.1509


Dynama is a form of sorcery combining occultism, metaphysical forces, innate power and forms of geomancy that rely on various Kami or spirits. Kaidu in 1698 has become tolerant of the practice of Dynama and the closely related disciplines. The witchcraft it was once associated with has been replaced by a society of learned scholars, practical sorcerers and carefully guarded artifacts. A court wizard is a common position in the various fiefdoms of Kaidu; the recently deceased emperor had 172 of them of varying power. Is Dynama real? Absolutely. Their are literally spirits from a mystical realm that can be tapped to perform magical tasks. The power of Dynama lies in direct opposition & contrast (narratively speaking) to the steam and coal power sources that foreign visitors to Kaidu depend upon. The foreigners are infinitely fascinated with Dynama and react in wide variety of ways towards it, some proclaiming it (as it once was called in Kaidu) as witchcraft, others merely intrigued.


Obviously, the aesthetics of 'The Land of the Silver Sun' will rely heavily on Medieval Japanese and Chinese culture, but it should by no means be limited to that alone. I'm visualizing Kaidu as a mash-up of Middle Eastern, Mongolian, Japanese, Chinese and Classical Indian influences with room for variation...


Accepting 4-5 Players
Application: You may apply as a Kaidu Warlord with a small fiefdom, a foreign presence such as a trading house or sovereign power, an Ogudei invader etc. If you have ideas for other factions feel free to discuss.

Basic Application: (Adjust as needed, feel free to use small images to enhance your app)
Name: What is the name of your Clan/Kingdom/etc.
House Seal (Called a Tamgha): Images or description

Current Ruler: Name and brief description
Faction Description: The most important section. You need to tell us your factions goals, strengths and weaknesses. Get into character or add a vignette if need be.

Area Of Influence: Use the Map provided

Territory Description:
Brief description of your lands. Most Houses will have a handful of villages, a town or two and a fortress. Note any woods, swamps, rivers, lakes or temples.

Military Forces:
Who controls your military? What weapons do your troops rely upon? Most factions (other than foreign invaders) will have little to no navy due to the insular nature of Kaidu

Other: Add sections as you need them.

Glossary


Kaidu-Island Nation with Cultural Influence from the Empire of Ogudei
Ogudei-Ancient Empire beyond the Sea of Shivers. The origins of Dynama can be found here.
Dynama-Sorcery combining occultism, geomancy, metaphysical manipulation, esoteric practices etc.
Steampower-Power source of foreign powers. They use engines and machines to power their sea-faring vessels, certain weapons and other technological innovations mostly associated with commerce.
Coal & Clockwork Power- Alternatives to Steampower. See above.

Cartography



Thank you all for the interest. Currently re-tooling this for a more cohesive setting with an IC thread to come. Feel free to ask any questions. Hopefully get some more interest rounded up...
Very glad to see interest forming already- I may have jumped the gun on the interest check as I have some more things to add and clarify about Kaidu culture, society etc. Hope everyone is OK with altering initial applications. I think the best way to form factions would be if we built them up together rather than info-dumping a massive application from the get go.

I think im interested, Im thinking of playing as a melting pot port city with numerous universities dedicated to Dynama. Widespread understanding of Dynama would I imagine have a profound effect on culture, To Outisiders the people of the city would look mad talking to kami and all that.


Playing as a city might set you on the sidelines of the main RP, consider perhaps a warlord with dominion over a port city? This is essentially a feudal society so cities are ruled by powerful men, not the citizens. Numerous universities (depending on your definition of university) is improbable giving the setting context. A few small-scale 'schools' is probably a better way to look at the study of Dynama, something akin to kung-fu schools (clubs?) in those old martial arts flicks. I like how your thinking about the game, please stick around!

Brainstorming a faction atm.


Intrigued. I'm guessing the Tsukai is a noble house? Either way, happy to have such an awesome writer such as yourself on board!

@gowia
Looks like you've picked up the role of foreign trading company. Cool. I hope to clarify some things about Kaidu culture before we lock in applications. I think your concepts are solid-hope you are open to adjusting as necessary? Some specific notes (and apologies for not clarifying a lot of things in the initial IC) about ]Kaidu on your progress: Foreigners barely have a foothold in Kaidu at this point in history. Its ok to have a trading house, a few warehouses and docks, but it should be limited to one city. (preferably one controlled by another player!) Consider Dejima during the Edo period. Foreign trade was conducted through this conduit, limiting foreign access to Japan. Likewise, our own Kaidu should remain mysterious and forbidden to foreigners. You've got a good hold on the technological advantages of foreigners however, looking forward to seeing a finished app! Thanks for the interest.
The Land of the Silver Sun


The Island Nation of Kaidu in 1698



The island nation of Kaidu has experienced centuries of civil war, social oppression and cultural stagnation reliant on a warrior and sorcerer class. The old emperor has passed away, his infant son taken hostage and hidden by the local warlords. It is the year 1698, and the lands of Kaidu are approaching an era of great transience and uncertainty.

Foreign traders have appeared on the horizon in monstrous ships powered by steam, coal and sail. They hail from a distant land intent on making landfall and exchanging exotic goods. Weapons, sugar, tobacco and strong liquor are but a few of the myriad things offered. In return they wish for silks, silver, gold, and jade imported from the isolationist empire Ogudei, across the Sea of Shivers. They are also interested in learning about 'Dynama', ancient Kaidu sorcery that relies on the multitude of resident spirits called Kami that inhabit the Land of the Silver Sun.

Likewise, the insular warlords of Kaidu are fascinated by the machines and technological advances of the foreigners, seeking an edge on their rivals and enemies. Conflicting ideologies on cosmology, science, warfare and social class as well as the fate of an ancient kingdom are at the heart of this RP. Room for worldbuilding is allowed, as well as shared history. Communication in the OOC will be key to the success of this RP. You can expect to post about twice a month using casual-advanced standards. Minimum of 500 words per post and maximum of 2000 per post. Read on and start a preliminary application if your interested.


A Note On 'Dynama'


The Dynama has its origins in the land of Ogudei, beyond the Sea of Shivers. Twenty centuries ago, an Ogudei king traveled to Kaidu with his army. Unbeknownst to the warlord, he had in his soul an evil Kami, a devilish spirit that leapt out of his body upon reaching land. The Kami hid in the highest mountain in all of Kaidu and married the spirit of that mountain. They had many children that spread all across Kaidu. This is why Dynama can only be used in the Land of the Silver Sun...
-The Origins of Sorcery, Scroll III, author unknown c.1509


Dynama is a form of sorcery combining occultism, metaphysical forces, innate power and forms of geomancy that rely on various Kami or spirits. Kaidu in 1698 has become tolerant of the practice of Dynama and the closely related disciplines. The witchcraft it was once associated with has been replaced by a society of learned scholars, practical sorcerers and carefully guarded artifacts. A court wizard is a common position in the various fiefdoms of Kaidu; the recently deceased emperor had 172 of them of varying power. Is Dynama real? Absolutely. Their are literally spirits from a mystical realm that can be tapped to perform magical tasks. The power of Dynama lies in direct opposition & contrast (narratively speaking) to the steam and coal power sources that foreign visitors to Kaidu depend upon. The foreigners are infinitely fascinated with Dynama and react in wide variety of ways towards it, some proclaiming it (as it once was called in Kaidu) as witchcraft, others merely intrigued.


Obviously, the aesthetics of 'The Land of the Silver Sun' will rely heavily on Medieval Japanese and Chinese culture, but it should by no means be limited to that alone. I'm visualizing Kaidu as a mash-up of Middle Eastern, Mongolian, Japanese, Chinese and Classical Indian influences with room for variation...


Accepting 4-5 Players
Application: You may apply as a Kaidu Warlord with a small fiefdom, a foreign presence such as a trading house or sovereign power, an Ogudei invader etc. If you have ideas for other factions feel free to discuss.

Basic Application: (Adjust as needed, feel free to use small images to enhance your app)
Name: What is the name of your Clan/Kingdom/etc.
House Seal (Called a Tamgha): Images or description

Current Ruler: Name and brief description
Faction Description: The most important section. You need to tell us your factions goals, strengths and weaknesses. Get into character or add a vignette if need be.

Area Of Influence: Use the Map provided

Territory Description:
Brief description of your lands. Most Houses will have a handful of villages, a town or two and a fortress. Note any woods, swamps, rivers, lakes or temples.

Military Forces:
Who controls your military? What weapons do your troops rely upon? Most factions (other than foreign invaders) will have little to no navy due to the insular nature of Kaidu

Other: Add sections as you need them.

Glossary


Kaidu-Island Nation with Cultural Influence from the Empire of Ogudei
Ogudei-Ancient Empire beyond the Sea of Shivers. The origins of Dynama can be found here.
Dynama-Sorcery combining occultism, geomancy, metaphysical manipulation, esoteric practices etc.
Steampower-Power source of foreign powers. They use engines and machines to power their sea-faring vessels, certain weapons and other technological innovations mostly associated with commerce.
Coal & Clockwork Power- Alternatives to Steampower. See above.

Cartography



The Kingdom of Lumitome


Flag you fool

Introduction


Despite the historic precedent of isolationism, the Kingdom of Lumitome, after various social advancements is on the cusp of ditching its several hundred year old monarchy in favor of a modern republican nation-state and taking a more active role in world affairs. The social advances were preceded by industrial revolution, new technologies, new construction and new bills to pay. Saddled with debt, social upheaval and struggling to reconcile the ancient theology of the Kingdoms Arcanists, Lumitome braces itself for change..

Geography


Map Claim [+]
Not sure yet. Looking to work on a shared history with someone.

History



Recent History

(400-500 years hence)

Modern Era


The State of the Kingdom

Young Prince Barras, exiled to a monastery high in the Capas Mountains, plots endlessly to seize control of the throne from his stroke-riddled father King Midoras III and his court of corrupted ministers. The King, invalid and nearing death has given control to his High Minister, Sir Thomas Blackwell, a cousin of the royal family. Blackwell is a man beholden to the values of Absolutism, and absolutely opposed to this whole 'workers rights' thing. He also had a hand in exiling Prince Barras for attempting to overthrow his father, (in truth Barras was merely trying to prevent Blackwell from seizing power).

Meanwhile, in a coastal province, Princess Atlantea has taken a handful of retainers, including her tutor, Master Toombs, to the port city of Traevus, where ship builders are nearing to go on a strike. Princess Atlantea hopes to calm the masses before riots erupt in the city and bloodshed ensues.
~more

Society


The Kingdom of Lumitome is divided into several provinces, each ruled by a governor that answers directly to the Monarch and his ministers. The capital city Theedlin, in Sevaro province is where the ruling class meets. The major mining provinces straddle the mountains and the coastal ports are heavily fortified to protect ship-building.

Population:


Lumitome is primarily human, with a small ethnic elve population in the heavily forested regions. The elves have no rights to own lands, businesses or property and are subject to the will of the crown. A migration to friendlier lands is currently under way.

Social Class:

A very rich aristocracy holds power in Lumitome, family and friends of the Monarch, Ministers and Governors. Poverty is rampant in the poorer provinces, and the destitute are flocking to cities in search of manufacturing jobs. The middle class business owners are slowly losing power and tend to squabble more with each other..

Economy/Industry


Lumitome is a world class supplier of raw iron, gutted from the deep mines of ____ . Although airship building is relatively new to the Kingdom, refining the raw materials necessary is not.

Military


The Armed Forces of the Kingdom have been waiting for an invasion that has never come for a hundred years. Modern gun emplacements have replaced old mountain fortresses, airfields constructed over farming land, and the bulbous foundries necessary for industrialization have blackened the rivers and coastlines of once idyllic provinces. The military is small, but undergoing extensive retro-fitting at the behest of Minister Thomas Blackwell.

The Knights Reva
Prince Barras' personal guard of 500 men. The Knights Reva are descended from temple knights that protected the treacherous mountain passes from bandits and wild beasts so that pilgrims might reach the mountain top monasteries safely.

The Aristocratic Knighthood
Aristocratic Knights number in the thousands. Royal retainers, courtiers etc. Young men (no women!) join fencing guilds, shooting clubs and more recently, 'bombadiers' that launch (relatively harmless) bombs at targets in cabbage fields.

The Royal Navy
Wip. Transitional- Conventional to Modern (Some units still have sabers and horses)

(Unsurprisingly you must also talk about your military. How militarized are you? What is your army like in general? What kind of equipment you use? Any special units or machines worth mentioning? I think you already know how this goes.)
I would still be interested.
Forsaken Kingdom




No man is an island,
Entire of itself...

-John Donne, 1624


Seldom is power obtained without allies in the Kingdoms of Briande. Twenty years have passed since the death of Old King Bremen and his web of ancient alliances lay in tatters. King Bremen, whom history will remember fondly, held together what little peace between the ancient houses he could muster for the entirety of his reign. But with no heir apparent, invading barbarians, threatening pirates and the ancient houses teetering on the edge of open warfare, a new era of war emerges. Briande has become a Forsaken Kingdom..

The lands of Briande are filled with soaring mountains, primeval forests and temperate coasts. Settlements are rare, but ancient, with generations of peasants occupying the same land for centuries. A myriad of keeps and fortresses, relics of old wars lay neglected along borders, overlooking quiet agricultural tracts. On the fringes of the Kingdoms are nomadic tribes of barbarians with cruel weapons and insatiable greed. In ancient times, these barbarians were hired as mercenaries to fight alongside the noble houses. King Bremen and his forebears banished them from the realm and forbid any of the ancient houses from hiring them. However, some would argue the royal decrees no longer apply since the departure of King Bremens soul from this mortal world...


The Regions of Briande





To the East is the Taciturn Sea, a calm, tideless ocean that reaches into the far north forever. The tempestuous Inner Sea is to the West, surrounding the Mercenary Isles. Briande is in the middle. The rivers and mountains are too numerous to name and are left to you (the players). Towns and villages may be added later, but great cities have not existed in Briande since before the sidhe vanished some two-thousand years ago.


Each player will start with one region and populate it with 1 township, 1 fortress and 3 villages. Townships are necessary to collect taxes from villages, and fortress provides defense. You are expected to give a fair amount of detail to your starting region, but subsequent regions acquired or conquered need not be as detailed (unless you so desire). More information about regions and how to start are forthcoming.


Meta Stuff & Roleplaying


In this turn-based RP, you take the role of a king, warlord or heir to the throne and fight for power in a land of gritty fantasy. I have given only the barest of world information to get the kingdoms started, but I prefer to keep within the boundaries of early medieval era. Magic is scarce and religion and god remaining mysterious and frightening to peasants.

With such a focus on combat and lust for glory and power, I found it fitting to devise some combat mechanics that are simple and require only basic math skills. I hope they only serve the roleplaying narrative, not hinder it. Also, I believe a good game should have a clear beginning and an ultimate ending, and so shall this game. Whether it be a set number of turns, or 'victory' conditions, this game will eventually end.

Gameplay will proceed in two distinct ways. The first is the turn-orders phase in which you submit your orders via PM to me, the GM. The second is the roleplaying narrative conducted in the IC thread of the main gameplay thread. This is where an opportunity exists to make the world come alive. You may post IC as frequently as you wish, but be aware of the timeline and the current turn. You don't want to write a battle scene before the guy your attacking has sent his orders.

A quick note about turns: Turns are called seasons in game and proceed as follows: Harvest, Winter, Spring, & Summer. Resources are collected every turn and are available the following turn for use.


Regions, Construction and Resources:


W.I.P. No numbers cited here are final.
Regions are the meat of the world map, divided by arbitrary borders that represent some geographical division (i.e. the lines on the map are not literally borders, but rather rough divisions) in resources. At the start of the game you pick 1 region, fill it with 1 fortress, 1 township and 3 villages and give them names. Fortresses provide defense for the region, townships are necessary to collect gold from villages. All resources are collected regardless of the season. There is no limit to how many things you may build each turn. If you cannot pay an upkeep cost for more than 2 consecutive seasons (turns) on constructions or units, you lose them.


  • A player starts with 1 Region, 1 township, 1 fortress, 3 villages and 10 gold to purchase your starting units. A new unit can be purchased for its upkeep cost.
  • A village costs 5 gold to construct and has no upkeep.
  • A township costs 10 gold to build and has no upkeep. Townships are where your new troops start.
  • A fortress costs 25 gold to construct and has an upkeep of X.
  • A castle costs 100 gold to construct and doubles the amount of taxes collected in each region. Castles have an upkeep of X.
  • 1 village = 1 gold (representative of goods sold, i.e food and simple manufactured goods)
  • A township is necessary to collect gold and to build new construction.
  • A fortress is helpful in defending a region from invasion.
  • Region bonus:
  • A region containing the following receives a bonus:
  • Mountain: +X to defending
  • Coastline: +1g Trade Bonus per village
  • River: An army loses all initiative in passing across a river
  • Empty: (neither mountain, river or coastline)


Unit Movement, Attacking & Defending:


W.I.P.
Units start in the regions Township. Units move in the straightest path to their target unless otherwise started. Enemy units that cross paths during a turn immediately ensue combat. (Consider Stealth?)
Combat & Units:


Warfare is conducted with Infantry, Archers, and Cavalry that require an upkeep cost. You can pay this cost by controlling Regions which supply you with gold from taxes (collected in townships), and food from villages. If you are attacked, hiding in a fortress or castle will help you defend your territory greatly, but diminish your resources without being able to collect them for that turn. Here is the basic information for Combat Units:

Each unit has a hit die assigned to them to simulate how much damage they can deal and how much damage they can take. Each unit has a standard Hit Point Value (the total number of hits they can receive before dying) that is modified by a roll of their respective hit dice. Basic units like militia have a low hit-die (militia is a d4) while powerful units like cavalry are assigned larger dice (cavalry is a d8).

Militia
Dice: (d4)
Cost: 1g per season
Initiative: 0
HP: 1/1

Infantry
Infantry may be spearmen, swordsmen, pikemen etc.
Dice: (d6)
Cost: 2g per season
Initiative: 1
HP: 2/2

Archers Expensive, but devastating at ranged attacks.
Dice: (*d4)
Cost: 3g per season
Initiative: 2
HP:1/1

Crossbowmen Even more expensive than standard Archers, with equal measure in damage.
Dice: (*d6)
Cost: 4g per season
Initiative: 2
HP: 2/1

Cavalry (d8) Knights armed with the best weapons money can buy.
Dice: (d8)
Cost: 5g per season
Initiative: 3
HP: 3/3

Non-Combat Units:
Priests: Priests aid in healing wounded Units after combat.

Other Possible Units:
Sappers, Sorcerers, etc.



Mercenary Units may also be purchased for a non-negotiable? fee. Mercenaries are drawn from the various barbarian tribes on the outskirts of the kingdoms. They are fickle, greedy and probably no to be trusted, but may turn the tide of battle in your favor.

Table of Mercenary Units:
To determine the Mercenary Units that Show to Battle roll 1d20
Results:
1: You have been ripped off! No units show to battle.
2-5: Whether by cowardice or treachery, only a handful of mercenary units report for duty.
6-15: A sizeable company of warriors has reported for duty.
16-20: The barbarian hordes have come! It would appear the entire troop has joined battle.

*In case of a 20, the barbarians may attempt to take some of the loot and or land for themselves if victorious. If you are not victorious in battle, you may not hire mercenary/barbarian troops for 2 years.

List of Mercenaries & Barbarians
To be populated
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