This is a game set in a fantasy universe which is meant to have roleplay and stories from the players about their characters. The hope is for this game to feel somewhat original in
setting and in mechanics, but mostly be fun so it doesn't die. I will set some initial lore parameters at first, merely as a just in case for people who try to make their characters
overpowered. There will be several races that can be played. Your character will start out either alone (starts with an extra gold 10), or with a band (starts with extra units). Over
time through orders, and quests your character will gain a larger following. Once strong enough you can carve out your own kingdom, which will open up some new orders.
Orders
1)Each order must be no more than two lines long, this makes it easier to get updates out on time.
2)Revenue Order - this is an order meant to gather gold. You can word it as trading, questing, extorting locals, and etcetera.
3)Quest order- Quests give prestige.
4)Combat Order - this is the order that will be used for war and fighting. Combat rolls are used for this. In combat the person who gets the highest dice roll wins, more combat rolls
more chances to roll the highest. Succesful combat rolls give money and prestige.
5)If a character is wounded (highest roll is a 1) quest, or combat roll they will be unable to do either for one turn.
6)Movement Orders - It is a big world and people can't travel from one corner to the other quickly. Moving from one region to another will take one turn. Crossing a sea zone takes a turn as well, but you can move a greater distance than on land. If a movement order is not sent then I will assume you are staying in that region. Note embarking and disembarking from a sea zone does not cost a turn so you can move from land to a sea zone and into the next adjacent zone that turn, but you must state which sea zone your moving through or I will not count it.
Example:
Character name:McStabberson
Class:Rogue
Orders:
1)Quest order - I have been contracted to rob a merchant's house.
2)Revenue order - I will go to the market and pickpocket
3)Combat order - I am doing a jail break.
4)Buy Order - buy 10 units for 5 gold.
Update:
1)McStaberson succesfully robbed the hous of a prominent merchant. (+5 prestige)
2)After days of visiting the market McStaberson managed to pinch a hefty sum of gold. (+10)
3)The jail break was tough but McStaberson and his crew managed to do it. (-2 units, +2 gold, +2 prestige)
4)For a modest pay 10 people joined McStaberson's crew of misfits.
Class:Rogue
Orders:
1)Quest order - I have been contracted to rob a merchant's house.
2)Revenue order - I will go to the market and pickpocket
3)Combat order - I am doing a jail break.
4)Buy Order - buy 10 units for 5 gold.
Update:
1)McStaberson succesfully robbed the hous of a prominent merchant. (+5 prestige)
2)After days of visiting the market McStaberson managed to pinch a hefty sum of gold. (+10)
3)The jail break was tough but McStaberson and his crew managed to do it. (-2 units, +2 gold, +2 prestige)
4)For a modest pay 10 people joined McStaberson's crew of misfits.
Quest Board
Temporary quests and contracts will be posted by NPCs for players to do. This doesn't offer any thing more than what the players suggest for themselves to do.
What it does is offer something for players to base their contracts/quests off if they want.
Example:
Rolls:
These are the what is earned from rolls from 1 to 6. Read it as rolled 1/rolled 2/rolled 3/rolled 4/rolled 5/rolled 6
Revenue Order [Gold 0/3/6/9/12/15]
Quest Order [Gold 0/1/2/3/4/5] [Prestige 0/12/14/16/18/20]
Combat Order [Gold 0/1/2/3/4/5] [Prestige 0/4/6/8/10/12]
Revenue Order [Gold 0/3/6/9/12/15]
Quest Order [Gold 0/1/2/3/4/5] [Prestige 0/12/14/16/18/20]
Combat Order [Gold 0/1/2/3/4/5] [Prestige 0/4/6/8/10/12]
State Orders
These are given to player who have made their own faction. This means that they conquered at least one settlement and declared themselves a faction in thread. They lose the ability to go on grand quests though, due to being to busy running a state.
Now since you have forged your own nation it must be preserved. For starters you gain 50% more gold and prestige from orders.
1)First off you can now have far more units as a maximum standing army, 2000 plus what your class and state rank allows.
2)Second you gain an extra revenue order to gather wealth for your nation, unless your a magi.
3)Third Revneu orders can now be used to request a treaty or alliance with NPCs and players; for npcs the higher their opinion of you the higher chance an alliance will happen. (Yes and No are rolled for NPCs)
4)Fourth You only gain half prestige from quests because you cannot do them yourself being too busy ruling, and send a champion out instead.
5)Fifth you now can declare war, which costs one combat order. When at war you have 2 combat orders per turn and one war order. Combat orders involve minor fighting such as skirmishes and the like.
6)Sixth war orders are when you send your army to attack an opposing army or occupy a region.
7)Seventh buy orders can be used to increase the defense level of a region you own (every level increase gives an extra combat roll when fighting there, and makes your besieged settlements more powerful.)
8)Eighth your army moves much slower than you do. Instead of one turn to switch from one region to the next, you need one turn to cross provinces.
Purchases
-Every ten units are worth 5 gold.
-Gold can be used to purchase a rank increase, but must have purchase unlocked with appropriate amount of prestige.
+1 Provincial defense is 200 gold. There can be ten purchases per region. Prestige is not required to unlock these.
+1 combat roll is 500 gold. Each combat soll successive combat roll must be unlcoked for purchase in order of 100 prestige/ 300 prestige/ 500 prestige/ 700 prestige/ 900 prestige/ and increases in increments of 200 for players who can have more than base maximum due to items.
-Send Gift to NPC Faction. Costs 100 gold, increases opinion of you by +30. This keeps NPC factions from attacking you because once their opinion goes below -20 there is a roll every turn to see if they declare war on you.
-Ally with NPC Faction. Request uses revenue order for that turn, and can only ally with one faction every 1000 prestige.
-Increases in class rank. (See class post for more details)
-Increases in NPC Faction Rank. (See class post for more details)
Grand Quest
A grand quest is nothing more than a particularly challenging quest that cannot be cancelled, so make sure your ready. The quests take two turns and a player on them cannot do any other orders for those two turns. These quests are used to track down powerful beings for a boon. This could be an extra combat roll, large sums of money (amount will be rolled for anywhere from 100-400 gold), prestige (300-1000 depending on roll), an artifact, or an army (gain 1000-5000 units depending on roll).FIVE TURN COOLDOWN.
The beings
Aegis
Fallen from grace this angelic being traverses the world for unknown reasons.
Corval the Blind
A former titan that has remained on this plane because he could not see the path back home.
Hamal the Fortress
An abandoned weapon of the gods this antronarch is ancient, sentient, but most importantly powerful.
Gorelstizz Father of Drakes
There are dragons and then there are drakes. Drakes are smaller less powerful and shortlived compared to dragons. No one knows how but Gorelstizz, with his mates, managed to create these creatures
, and the world is a more dangerous place for it.
Qextenuchel the Ocean Lord
Often worshiped as a sea god the Ocean Lord is a wyrm (sea dragon), but will give a boon to those it finds worthy.
Remnant
The spirit of the first sentient mortal who wanders the world as an unseen observer.
Thunderbird
This massive avian beast is powerful enough to make storms, and the flap of its wings sound like thunder.
Ur'va the Enflamed
The demon lord once tried to enslave the world now lives in isolaation after his defeat millennia ago. Though still weakened from said defeat he still is a formidable bieng.
Fallen from grace this angelic being traverses the world for unknown reasons.
Corval the Blind
A former titan that has remained on this plane because he could not see the path back home.
Hamal the Fortress
An abandoned weapon of the gods this antronarch is ancient, sentient, but most importantly powerful.
Gorelstizz Father of Drakes
There are dragons and then there are drakes. Drakes are smaller less powerful and shortlived compared to dragons. No one knows how but Gorelstizz, with his mates, managed to create these creatures
, and the world is a more dangerous place for it.
Qextenuchel the Ocean Lord
Often worshiped as a sea god the Ocean Lord is a wyrm (sea dragon), but will give a boon to those it finds worthy.
Remnant
The spirit of the first sentient mortal who wanders the world as an unseen observer.
Thunderbird
This massive avian beast is powerful enough to make storms, and the flap of its wings sound like thunder.
Ur'va the Enflamed
The demon lord once tried to enslave the world now lives in isolaation after his defeat millennia ago. Though still weakened from said defeat he still is a formidable bieng.
GM Events
There are some minor or major events that I will implement. Minor events are random and based off of a seperate roll I will do. These will vary in severity but just be an annoyance.
Major events on the other hand will be on a schedual only I know. These are important things that will affect everyone. Like a plague, invasions from far off lands, and etcetera.
If you really most know when a major event is occuring a player(s) can implement a grand quest to hunt down one of the beings.
War
When NPC's are at war a player can base quests and combat orders off of fighting for one side (if they are in that region). This will increase relations with that faction.
Your army will have its own movement orders, so be sure to tell me if you are moving with it or not. (Yes that means you have two movement orders, one for your main character and the other your army).
There are multiple regions, with their own provinces, and settlements inside them. Each region has a capital, each province a town, and varying degrees of villages. While at war you must take these places, yet do not forget that there will be a fight for them (combat order). Note that you may also raid the settlement if you don't wish to conquer it but it can only be raided once every fives turns, and if faction you gain -20 rep with them.
Reward for settlements
Village: +50 unit maximum, [1/2/3/4/5/6] gold, [0/1/2/3/4/5] prestige.
Town (Province Capital): +100 unit maximum [2/4/6/8/10/12] gold, [3/9/12/15/18] prestige.
City (Region Capital): +200 unit maximum [4/8/12/16/20/24] gold, [5/10/15/20/25/30] prestige.
Town (Province Capital): +100 unit maximum [2/4/6/8/10/12] gold, [3/9/12/15/18] prestige.
City (Region Capital): +200 unit maximum [4/8/12/16/20/24] gold, [5/10/15/20/25/30] prestige.
There will be a garrison and a base defensive roll for these places. Purchasing provincial defenses will help increase the security of your settlements.
Village: Base of 100 units, 1 combat roll. Each level in defense gives +15 units.
Town: Base of 140 units, 2 combat rolls. Each level in defense gives +35 units.
City: Base of 200 units, 3 combat rolls. Each level in defense gives +85 units
So a City benefiting from provincial defenses rank 10 (the max) would have 1050 units, and 3 combat rolls.
Town: Base of 140 units, 2 combat rolls. Each level in defense gives +35 units.
City: Base of 200 units, 3 combat rolls. Each level in defense gives +85 units
So a City benefiting from provincial defenses rank 10 (the max) would have 1050 units, and 3 combat rolls.
For those players that don't want to become nations that conquer the world you can stay as a wanderer to wrack up combat points, which will then be bought for either 500 gold, yet in stating that you will only wander your combat roll maximum will increase by +2. Every 1000 prestige unlocks another +500 to unit maximum. Why would you do that? Well for the cost of five combat points you can kick start a major event. It can either be one coming up or a custom one that can be worked out with the GM. (Keep in mind once you choose this you cannot change it).
Casualty Rolls
Victory
0%/1%/2%/3%/4%/5%
Remaining Force = Total Force – (Total Force (Percentile Roll( Force A/ Force B)))
Remaining Force = Total Force – (Total Force (Percentile Roll( Force A/ Force B)))
Defeat
1%/3%/5%/7%/11%/13%
Remaining Force = Total Force – (Total Force (Percentile Roll( Force B/ Force A)))
Remaining Force = Total Force – (Total Force (Percentile Roll( Force B/ Force A)))
Stalemate
2%/4%/6%/8%/10%/12%
Remaining Force = Total Force – (Total Force (Percentile Roll( Force B/ Force A)))
Remaining Force = Total Force – (Total Force (Percentile Roll( Force B/ Force A)))
Items:
Crowns:
Obtained by defeating or becoming ruler of these factions.
1)Arlathan Empire; Soler Dynasty Ring - retains 40% of prestige when purchasing a rank up, - 10% prestige from quests.
2) Empire of Stone; Helm of Paragons - 50% off cost for region defense purchases, - 20% gold from quests.
3) The Trade Confederacy; Patriarch's Cane - every ten units are worth 3 gold, region defense upgrades limited to +6.
4) Federation of the Horn; Horn of Khans - +2000 troop maximum, -20% gold from revenue orders.
5) Branic Expedition; Sheild of Igneaus - +4 combat roll maximum (still must be purchased), -4000 unit maximum.
6) Iron Legion; Praetor Armor - +1 combat roll maximum, +500 unit maximum.
7) The Warlords; Crown of Faiden'hi - buys units in 20's for 5 gold, -1 combat roll maximum.
8) Kingdom of Shadowfall; Band of Lupus - 20% more prestige from quests, -20% gold from combat orders.
9) Bonecracker Tribe; Mace of Istok - 30 % more gold from quests, -30% prestige from quests.
10) Ruk'al Quecha'po Tribe; Loa Cowl - 20% more prestige from combat, - 10% gold from quests.
11) Great Wrath; The Ruby Necklace - -1 combat rolls to enemies (only if they have more than the baseline of 1), when taking settlements the unit maximum increase is halved i.e. village offers +25, town +50, and city +100 now.
12) Player Made Faction; [bFaction Crown[/b]- unit maximum + 2000, State orders unlocked, Cannot do grand quests, +50% gold and prestige from revenue and combat orders, -50% prestige from quests.
Artifacts:
Obtained from Grand Quests
1) Reliquary of the Martyr - 50% more prestige and gold from quests.
2) The Obsidian Sword - +1 combat roll maximum
3) Death's Scythe - when doing a casualty roll the enemy will take quintuple the losses.
4) Tome of Saints - half as many casualties taken during casualty rolls.
5) Conqueror's Banner - armies can move two provinces a turn instead of one.
6) Blueprints of Alcaz - +5 region defense maximum for capital province.
7) Orb of Fear - -2 combat rolls to opponents (only if they have more than 2 combat rolls).
8) Bag of Winds - When sailing you can move through two sea zones a turn.
9) Scrying Orb - May use your movement order to halt another player's movement order. (two turn cool down)
10)Magical Dragon Wings - May move up to two regions a turn, rather than the usual one [armies still can only move one province a turn]
11) Demon Spear - Use to win a combat roll no matter what but become injured for three turns.
Obtained by defeating or becoming ruler of these factions.
1)Arlathan Empire; Soler Dynasty Ring - retains 40% of prestige when purchasing a rank up, - 10% prestige from quests.
2) Empire of Stone; Helm of Paragons - 50% off cost for region defense purchases, - 20% gold from quests.
3) The Trade Confederacy; Patriarch's Cane - every ten units are worth 3 gold, region defense upgrades limited to +6.
4) Federation of the Horn; Horn of Khans - +2000 troop maximum, -20% gold from revenue orders.
5) Branic Expedition; Sheild of Igneaus - +4 combat roll maximum (still must be purchased), -4000 unit maximum.
6) Iron Legion; Praetor Armor - +1 combat roll maximum, +500 unit maximum.
7) The Warlords; Crown of Faiden'hi - buys units in 20's for 5 gold, -1 combat roll maximum.
8) Kingdom of Shadowfall; Band of Lupus - 20% more prestige from quests, -20% gold from combat orders.
9) Bonecracker Tribe; Mace of Istok - 30 % more gold from quests, -30% prestige from quests.
10) Ruk'al Quecha'po Tribe; Loa Cowl - 20% more prestige from combat, - 10% gold from quests.
11) Great Wrath; The Ruby Necklace - -1 combat rolls to enemies (only if they have more than the baseline of 1), when taking settlements the unit maximum increase is halved i.e. village offers +25, town +50, and city +100 now.
12) Player Made Faction; [bFaction Crown[/b]- unit maximum + 2000, State orders unlocked, Cannot do grand quests, +50% gold and prestige from revenue and combat orders, -50% prestige from quests.
Artifacts:
Obtained from Grand Quests
1) Reliquary of the Martyr - 50% more prestige and gold from quests.
2) The Obsidian Sword - +1 combat roll maximum
3) Death's Scythe - when doing a casualty roll the enemy will take quintuple the losses.
4) Tome of Saints - half as many casualties taken during casualty rolls.
5) Conqueror's Banner - armies can move two provinces a turn instead of one.
6) Blueprints of Alcaz - +5 region defense maximum for capital province.
7) Orb of Fear - -2 combat rolls to opponents (only if they have more than 2 combat rolls).
8) Bag of Winds - When sailing you can move through two sea zones a turn.
9) Scrying Orb - May use your movement order to halt another player's movement order. (two turn cool down)
10)Magical Dragon Wings - May move up to two regions a turn, rather than the usual one [armies still can only move one province a turn]
11) Demon Spear - Use to win a combat roll no matter what but become injured for three turns.
With Borders
Without Borders
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