Long ago, the gods gave up on mankind. They became too arrogant, too greedy, too violent. The poor starved while the rich thrived. Sin and corruption covered the landscape. The gods made a choice, and abandoned our reality to begin once more on a blank slate. But they did not leave without a parting gift: A great plague, withering the body and mind.. Within days, society collapsed, and the great empires of man crumbled. The population fell from millions to hundreds in months. But humanity's greatest strength is surviving the greatest disasters. Small groups banded together in the ruined world, held together only by their courageous leaders. You are one of these leaders, managing your people and your resources. You know there are others out there, but you don't know if they are friend or foe. What will you do? Submit to death, or triumph?
This forum game revolves around managing a small kingdom's resources and army. The non-combat portions of the game will involve mostly RP, but with base-building and resource managing as well. Combat will be similar to turn-based strategy games, with players commanding armies of foot-soldiers and siege engines against each other. Gameplay will be discussed in-depth when it is relevant.
Rules:
1)ONE kingdom per person.
2)DM(me)'s word is law.
3)No ransacking smaller kingdoms with no hope of defending themselves. You can steal their resources, though.
4)Magic is allowed.
5)Firearms are allowed, but only in the most primitive form, and after much research.
6)You must allow a kingdom to defend themselves if they are attacked. No saying, 'I attack your capital and capture it, game over.'
7)Assume food is always being produced, but wood, metal, stone, cloth, and other such resources must be specifically gathered.
8)All locations for your kingdom have benefits and downsides. After you state your location, I will tell you what they are.
9)You may gather resources every post, but research or construction will take several.
10)You may only research or build 2 things at a time. RP or material gathering is not restricted.
11)To gather resources, you must look at your total number of cities. Each city is worth 100 of a material, and each town is worth 50. Get a total number, and divide it by the number of resources you are gathering.
COMBAT RULES:
Units:
On the battlefield, troops are organised into groups called units. Units move as a group, shoot as a group, and attack as a group. Units can have as many as 10,000 units or as little as one, but all units must be made up of the same type of troop, except for special exceptions, like siege weaponry.
Leaders:
Each side of the battlefield must have at least leader unit. These units tend to be stronger than average, and have unique abilities that can turn the tide of battle. However, if all of your leader units are killed or flee, the battle is lost. Leader units are able to be placed in units with other troops. Each kingdom’s leader counts as a leader unit. The Battle Round:
Movement phase: Move any units that are capable of doing so.
Power phase: Units capable of doing so can use powerful abilities.
Shooting phase: Your units may shoot enemy units.
Charge phase: Your units may move into close combat against enemy units.
Fight phase: Both players’ units pile in and attack with melee weapons. Morale phase: Test the courage of depleted units. Once a player’s turn has ended, their opponent then starts their turn. Once both players have completed a turn, the battle round has been completed and the next one begins, and so on, until the battle is concluded.
Movement Phase:
Start your Movement phase by picking one of your units and moving that unit until you’ve moved as many of your units as you wish. Units can not be moved more than once in each Movement phase. A soldier can be moved in any direction, to a distance, in spaces, equal to or less than the Move characteristic on its warscroll. No part of the unit can move further than this. It cannot be moved through other soldiers or through terrain features such as walls, but can be moved vertically in order to climb or traverse any scenery. If the warscroll for a soldier says it can Fly, it can move across soldiers and terrain as if they were not there. Units starting the Movement phase within 1 space of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1 space away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly. When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll 1d6 and add the result to the Move characteristics of all troops in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Power Phase:
In this phase, special units can cast spells or use leadership abilities.
Shooting Phase:
In your Shooting phase you can shoot with soldiers armed with ranged weapons. First, you must pick one of your units to shoot with. You may not pick a unit that Advanced or Fell Back this turn, or a unit that is within 1" of an enemy unit. Unless otherwise stated, each soldier in the unit attacks with all of the ranged weapons it is armed with. After all of the unit’s soldiers have fired, you can choose another unit to shoot with, until all eligible units that you want to shoot with have done so. Having chosen a shooting unit, you must pick the target unit, or units, for the attacks. In order to target an enemy unit, a soldier from that unit must be within the Range of the weapon being used (as listed on its profile) and be visible to the shooting soldier. For the purposes of determining visibility, a soldier can see through other soldiers in its own unit. Soldiers cannot target enemy units that are within 1" of friendly soldiers – the risk of hitting your own troops is too great. Each time a soldier shoots a ranged weapon, it will make a number of attacks. You roll 1d6 for each attack being made. The number of attacks a soldier can make with a weapon, and therefore the number of dice you can roll, is found on the weapon’s profile, along with the weapon’s type. A weapon’s type can impact the number of attacks it can make. Attacks can be made one at a time, or, in some cases, you can roll for multiple attacks together. The following sequence is used to make attacks one at a time: 1: Hit Roll: Each time a soldier makes an attack, roll a dice. If the roll is equal to or greater than the attacking soldier’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply. 2: Wound Roll: If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:
Strength TWICE(or more) than toughness: 2+ needed
Strength GREATER than toughness: 3+ needed
Strength EQUAL to toughness: 4+ needed
Strength LESS than toughness: 5+ needed
Strength HALF(or less) than toughness: 6+ needed
If an attack successfully wounds the target, the player commanding the target unit allocates the wound to any soldier in the unit (the chosen soldier does not have to be within range or visible to the attacking unit). The damage inflicted is equal to the Damage characteristic of the weapon used in the attack. A soldier loses one wound for each point of damage it suffers. If a soldier’s wounds are reduced to 0, it is either slain or destroyed and removed from play. If a soldier loses several wounds from a single attack and is destroyed, any excess damage inflicted by that attack is lost and has no effect. Some attacks inflict mortal wounds – these are so powerful that no armor or magic can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll against a mortal wound – just allocate it as you would any other wound and inflict damage to a soldier in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another soldier in the target unit until either all the damage has been allocated or the target unit is destroyed.
Charge Phase:
Any of your units within 12 spaces of the enemy in your Charge phase can make a charge move. You may not choose a unit that Advanced or Fell Back this turn, nor one that started the Charge phase within 1 space of an enemy. Once you have chosen an eligible unit, select one or more enemy units within 12 spaces of them as the target(s) of the charge. Each target unit can then attempt to fire Overwatch. Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy soldier within 1 space of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing soldier’s Ballistic Skill or any modifiers. After any Overwatch has been resolved, roll 2D6. The charging unit can move up to this number of spaces – this is their charge distance this turn. The unit charging must finish within 1 space of an enemy soldier from one of the target units. No soldiers in the charging unit can move within 1 space of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no soldiers in the charging unit move this phase. Once you’ve moved all the soldiers in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
Fight Phase:
Any unit that charged or has soldiers within 1 space of an enemy unit can be chosen to fight in the Fight phase. This includes all units, not just those controlled by the player whose turn it is. All units that charged this turn fight first. The player whose turn it is picks the order in which these units fight. After all charging units have fought, the players alternate choosing eligible units to fight with (starting with the player whose turn it is) until all eligible units on both sides have fought once each. No unit can be selected to fight more than once in each Fight phase. If one player runs out of eligible units, the other player completes all of their remaining fights, one unit after another. A fight is resolved in the following steps: 1: Pile in. You may move each soldier in the unit up to 3 spaces – this move can be in any direction so long as the soldier ends the move closer to the nearest enemy soldier. 2: Choose targets. First, you must pick the target unit, or units, for the attacks. To target an enemy unit, the attacking soldier must either be within 1 space of that unit, or within 1 space of another soldier from its own unit that is itself within 1 space of that enemy unit. This represents the unit fighting in two ranks. Soldiers that charged this turn can only target enemy units that they charged in the previous phase. 3: Choose Weapon: Each time a soldier makes a close combat attack, it uses a melee weapon – the weapons a soldier is equipped with are described on its warscroll. If a soldier has more than one melee weapon, choose which it will use before rolling the dice. If a soldier has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled. 4: Resolve attacks: Close combat attacks can be made one at a time, or in some cases you can roll the dice for a number of attacks together. The attack sequence for making close combat attacks is identical to that used for shooting attacks except you use the soldier’s Weapon Skill characteristic instead of its Ballistic Skill to make hit rolls. 5: Consolidate: You may move each soldier in the unit up to 3" – this move can be in any direction so long as the soldier ends the move closer to the nearest enemy soldier.
Morale Phase:
In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had soldiers slain during the turn. To take a Morale test, roll a dice and add the number of soldier from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each 3 points that the test is failed by, one soldier in that unit must flee and is removed from play. You choose which soldier flee from the units you command.
More rules will be added as I get suggestions or find they are needed.
Map: No map has been made yet! When the land is mapped, the map will appear here.
Cassalia:
Player: Jam_Jelly
Location: A small island off the coast of the mainland. (Easily defensible, access to water travel, low stone and metal)
Army: 50 Cassalian marksmen.
Towns: 1
Backstory: Cassalia was once a great empire. The sprawling cities and towns of the empire were filled with technological wonders and stunning architecture. Yet when the plague arrived, it was the first to fall. The towns and cities collapsed, one by one, until the only remnants of Cassalia was a small island, their homeland. The island was out of reach of the plague, and so were its citizens. After the fall, An engineer from the Cassalian Army was elected Praetor, and given responsibility over the remaining Cassalian people.
Traits: Clever: Cassalia can complete research 2 turns faster than average.
Pampered: Cassalians are used to lives of luxury, and are unprepared for times of war. Cassalians get a -1 penalty to Morale checks.
Resources: None yet.
Leader: Praetor Camillus Faustus Level 1
Appearance: A short man, with dark brown hair and tan Cassalian skin. His eyes are brown, and he is usually dressed in flowing robes and sandals.
Abilities: Engineering: Buildings that are designed by Camillus take half as long to construct.
If there are any suggestions, just tell me and I may add them! This is my first forum game, and I want to make it as great as I can.
Location: Plains with rivers (Basic starting location for the 'ancient' civilizations, has all the necessities to run a new kingdom but there's no special/exotic resources for the riches. Rivers provided ample of defense for the defending army but hindering troops movement during counterattacks.)
Army:
[Personal Army of Theodomilicia]
1000 Pikemen
250 'Roundshield' Swordsmen
120 Bowmen
50 Early Handcannoneers [Special]
[Levied Town's Armies]
- Group 1 -
400 Spear-men
100 Bowmen
- Group 2 -
300 Spear-men
50 Swordsmen
120 Bowmen
Towns: 3
Backstory:
Theodomilicia is a branch state consists of three provinces of a larger kingdom called Yerlimnio-Grexi Empire, which is a unionized kingdom of both military focus and economic focus kingdoms. The reason for both Yerlimnio and Grexian kingdoms are merged into one was because the Yerlimnio's emperor has inherited the throne to the Grexian empire through marriage of a princess, aka the only sole heir to the kingdom and there's no royal-blood brothers within their dynasty in order to succeed their father's throne. During their period before the plague has struck, there was an ongoing war somewhere at the west and rapidly losses on both sides that were ended in a stalemate. The solution of peace was currently in debate between leaders and nobility of men over to some land near Theodomilicia, but ended in demanding more of territories & resources than what they've wanted. As the plague has struck due to the nature of god's work, many of their populace were at a disarray, causing fear, panic and riots all over their once even larger kingdom, have already lost control and shattered into city-state sized kingdoms as their Yerlimnio emperor along with their dynasty have been consumed by the plague. Many of those smaller kingdoms whom survived the plague and with a maintainable population have risen up and called themselves the newly successors (emperor) to Yerlimnio's throne, including the new elected leader of Theodomilicia, who is also wishes to seek regaining control of the Yerlimnio Kingdom. This thus sparked the irregular civil warfare and 'backstabs' of the Yerlimnio's succession on many years to come, and so, this is where the story begin after some fights over the years.
Traits:
= Adopters of Black Powders
[After a shrewd of constant infighting between smaller kingdoms for a long centuries, many city-state kingdoms are desperate their demands on a new weaponry that would strike fear upon their enemies as their army's manpower were starting to dwindled over the courses at the same old battlefield. With a stroke of luck, as one of their alchemists have found a solution by causing fear through a 'loud bang' through the discovery of black powders. However, many warmongering states have rejected the idea of using black powders as they thought it would have against their religion(s) and calling those properties of black powder, heresy and informal to their traditional idea of 'honorable' warfare through the power of expensive mounted knights with a full metal armor since the discovery of fearful chariots in the old times. Only one or few of the kingdoms have embraced the idea of using black powders to some degree and created many forms of crude versions like bombs and top-loading & lit firearms in a hopes of taking a mild advantages over their enemies. Thought of kingdom's technological leap, it was very expensive to produce, will be inaccurate, and also very long to train as black powder weapons will required a lot of muscle to wield, patience and needed of high discipline to use, which is basically as par as the full shielded knight on a horse.
(+ Accessed to Gunpowder Technology at the beginning)
(- Very slow and expensive to train for gunpowder-related infantry)
(- Effectiveness of soldiers on horses have reduced.)
(- Small chances of some religion's followers or nobles (knights) would've rioted because of adopting gunpowder as a standard item in warfare)
]
= Warmongering State
[This kingdom have faced so many wars and a lot of fighting within borders for a very long time. To in fact that their people were fighting for so long and randomly killed on either sides, everybody thinks of warfare was basically the normal occurrences in the way of life, hence rarely anyone complains about the people whom sliced or blown up through their faces. Thought they're less afraid of witnessing death around the corner and to maintaining a stable order, they needed to be at war/rival with at least someone/somewhere to keep their people from complaining about being at peace due to many of them are already starting the military & mercenary businesses and thus doesn't want to let themselves soon goes bankrupt, and then the whole kingdom's economy with it.
(+ The people can call to arms by themselves to defend their towns as militias, making it much harder to raid/capture.)
(+ Enable to raise more manpower in combat when needed)
(- More sensitive to diplomacy about peace & war. Also needed more on demands during negotiations.)
(- Many kingdoms surrounding the border next to this kingdom will have a negative impact on diplomatic relations, even more so when going to war.)
]
Leader: County Hermin the Second of Theodomilicia & Pretender of Yerlimnio Kingdom
Appearance: An average man, with gray hair, with a short beard and beige skin colour. He worn a brown cape, and as along with his grey to brownish clothing. He also assorted with a short sword, a medallion of Theodomilicia, a gold ring, and worn a crown made out of sliver with a few shines of cut minerals.
Abilities:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Welcome! I must ask that you have one town and a maximum of 100 soldiers to start, but everything else seems fine. The game will start once one more kingdom joins. Each post you may build or research two things, and gather materials. Combat rules will be explained once combat starts, as they are quite dense.
Legitopia's inhabitants all used to have magical abilities, but were lost as time passed due to lack of use. Due to the plague, many inhabitants were killed, and other enemy kingdoms were able to kill the remaining defenseless people. However, the chief and what was left of his army survived and fled to the plateau that they now live on. The chief was determined to restore Legitopia to its former glory.
Traits: None yet.
Leader: Unnamed Chief (LV 1)
Is this alright?
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Read the text below.
This is dufhugth20's substitute account. On two out of three computers in my house, I've been locked out of my main account, which is the reason why I've made this account in the first place. See me as the same guy, or "dufhugth20". Anybody who makes accounts and claims to be me are lying, unless I say that I have to make another account.
Yes. You may choose two traits for your particular race, one positive and one negative. You may also choose one ability for your leader, I would suggest something relating to magic development. Once you are finished, I'll post the first game post.
Battle's Passion (Positive): The inhabitants of Legitopia have a strong passion for battle, and will stop at nothing to find other ways to fight stronger. Researching battle-type projects take two less posts.
Stale Magic (Negative): Due to not using magical abilities for a time, some abilities were locked away. Legitopia's people managed to bypass this, but using the same type of magic weakens it. As troops attack, they slowly get weaker.
Leader Abilities:
Strong Spirit (Passive): Bypasses the Stale Magic trait.
Is this okay?
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[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
This fake achievement represents my RPG, Craftasm. Check it out on the forum games.
This looks good. For your location, the plateau will give you access to more stone and be easily defensible, but have little access to wood and harder to travel to and from.
The game is starting!
I am facing an issue bigger than anything I have faced before. I was never a leader. I spent my life following the orders of my parents, my teachers, my commanders. But I have been thrust into this role, and I know I can not fail. Yet, what is the best course of action? We have ample supplies of food, and we are surrounded by trees. The only issue is space, surely this island can't last forever if we wish to expand. The people are scared, as well. They know even less than me about what has happened. Think, Camillus... how can we fix both these issues with the resources at hand?
Player: Jam_Jelly
Location: A small island off the coast of the mainland. (Easily defensible, access to water travel, low stone and metal)
Army: 50 Cassalian marksmen.
Towns: 1
Backstory: Cassalia was once a great empire. The sprawling cities and towns of the empire were filled with technological wonders and stunning architecture. Yet when the plague arrived, it was the first to fall. The towns and cities collapsed, one by one, until the only remnants of Cassalia was a small island, their homeland. The island was out of reach of the plague, and so were its citizens. After the fall, An engineer from the Cassalian Army was elected Praetor, and given responsibility over the remaining Cassalian people.
Traits: Clever: Cassalia can complete research 2 turns faster than average.
Pampered: Cassalians are used to lives of luxury, and are unprepared for times of war. Cassalians get a -1 penalty to Morale checks.
Resources:
Wood: 50
Leader: Praetor Camillus Faustus [Level 1]
Appearance: A short man, with dark brown hair and tan Cassalian skin. His eyes are brown, and he is usually dressed in flowing robes and sandals.
Abilities: Engineering: Buildings that are designed by Camillus take half as long to construct.
Resource Gathering
Camillus sends a few woodcutters to gather as many logs as they can. +50 wood.
The chief of Legitopia looks around. There is a lot of stone, but there are no trees. The chief decides to make a stairway made of stone leading up and down from the plateau. Miners are sent out. +75 stone.
Resources:
Stone: 75
However, the builders of Legitopia do not know how to make the stairway. Research begins on how to do so.
Stair Research: 1 / 4
Rollback Post to RevisionRollBack
Read the text below.
This is dufhugth20's substitute account. On two out of three computers in my house, I've been locked out of my main account, which is the reason why I've made this account in the first place. See me as the same guy, or "dufhugth20". Anybody who makes accounts and claims to be me are lying, unless I say that I have to make another account.
((Back and sorry for inconveniences as I was in a Christmas holiday with my family.))
Update changes for Theodomilicia:
Army: [Personal Army of Theodomilicia]
- 25 Pikemen
- 50 'Roundshield' Swordsmen
- 15 Bowmen
- 10 Handcannoneers [Special]
Town: 1
[In Game]
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Resources:
+ 50 Wood
Researched Technology:
= Gunpowder Tech
Action(s):
[Gathering]
The appointees of the court have decided to plan the reconstruction of the town of Theodomilicia from the chaos that havoc the entire kingdom of Yerlimnio, and so started their woodworking production immediately. [+50 Wood]
[Research]
The figures of the early hand cannons are too heavy for the purpose of anti-armored combatants and thus beginning their improving on their propelled firearm, while improving their collection rate on resources through refining & reforging new tools.
> Cast Alloy (10%)
[Reducing the weight of metal-based weaponry and giving their troops more spaces to hold]
Troops: 50 Swordsmen, 20 Battlemages (SPECIAL), and 30 Archers
Locations: Mountain Range to the south. Lots of stone, coal, and iron, and plenty of magical crystals, but very little in the way of rarer ores, such as gold, sapphires, rubies, diamonds, cinnabar, and lapiz lazuli. Unfortunatly, many of these are essential for magic.
Backstory: Zudour was a kingdom inhabited my many mages. 7 out of 10 of the people possessed even weak magical abilities. There were many branches of magic practiced there, from Thaumaturgy, to Bending, to calling upon the powers of nature, the stars, and the earth. Being on a mountain, Zudour was one of the last lands to fall when the plague came. The surrounding villages fell quickly, because there were less people, but the kingdom capital remained strong, mostly due to the many mages living there, defending it from the plague and healing many who fell ill. Unfortunately, the plague adapted to be immune to magic. It fell eventually, but, like a phoenix, from the ashes of the old kingdom, a new one rose. There were less mages, and many magical arts were lost, but it is still thriving through magic.
Leader: Head Mage Esuebio Clitus
Traits: Magical - Able to use magical abilities
Prideful - Due to magic, believes he can do anything.
You're accepted, Nubbin. Please note the racial abilities of your city. Also, I must ask that you gather only 50 materials at a time, until your kingdom grows.
Player: Jam_Jelly
Location: A small island off the coast of the mainland. (Easily defensible, access to water travel, low stone and metal)
Army: 50 Cassalian marksmen.
Towns: 1
Backstory: Cassalia was once a great empire. The sprawling cities and towns of the empire were filled with technological wonders and stunning architecture. Yet when the plague arrived, it was the first to fall. The towns and cities collapsed, one by one, until the only remnants of Cassalia was a small island, their homeland. The island was out of reach of the plague, and so were its citizens. After the fall, An engineer from the Cassalian Army was elected Praetor, and given responsibility over the remaining Cassalian people.
Traits: Clever: Cassalia can complete research 2 turns faster than average.
Pampered: Cassalians are used to lives of luxury, and are unprepared for times of war. Cassalians get a -1 penalty to Morale checks.
Resources:
Wood: 100
Leader: Praetor Camillus Faustus [Level 1]
Appearance: A short man, with dark brown hair and tan Cassalian skin. His eyes are brown, and he is usually dressed in flowing robes and sandals.
Abilities: Engineering: Buildings that are designed by Camillus take half as long to construct.
Research Completed: Walls 1
Resources:
The woodcutters are hard at work. +50 wood.
R & D:
Water Vehicles 1: 2/4
Walls 1: Completed!
Wooden Walls: 1/2, requires 100 wood.
A quick sketch of thick wooden walls lay on the Praetor's desk. The order to begin construction is shouted out.
Positive: Intelligence - Due to the large amount of schooling in things both magical and mundane that every child born here receives, almost the entire population is highly intelligent. (Takes less time to research things not related to magic [-1 Research on Non-magical things])
Negative: Magic Reliant - Before the Great Plague struck, most people had magical prowess. Many who fell ill were healed before the Plague adapted, but those who were healed lost their magical abilities, forcing them to learn a new way of doing things. (slower to gather resources, due to not being used to physical labor [-10 resources gathered]) They are also used to waging warfare with magic. (untrained in physical combat [melee and archery units die easier]) The untrained can be fixed through extensive training.
OT:
Research: Continuing the research on lost magical arts. They have figured out that it was once called Thaumaturgy, before they plague struck. 2/5
Building: Constructing magic defenses around the city. 1/5 (if this isnt allowed, Gathered wood +25 wood)
Current Resources
10 Stone
10 Iron
5 Gold
15 Magic Crystal
(if building is not allowed [25 wood])
Training
The Zudour Army is woefully undertrained. Since we have very few military personnel who specialize in actually weapon on weapon combat, we are just enchanting a few of the swords and armor. 1/3
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Army: [Personal Army of Theodomilicia]
- 25 Pikemen
- 50 'Roundshield' Swordsmen
- 15 Bowmen
- 10 Handcannoneers [Special]
Resources:
+ 100 Wood
+ 50 Stone
Researched Technology:
= Gunpowder Tech
Action(s):
[Gathering]
Sometimes, constructing an entire town made out from wood can be risky and also wasteful of resources that can be use for other valuable things. So, the court have ordered the miners to quarrying the stone for a better building material. [+50 Stone]
[Research]
> Cast Alloy (50%)
[Reducing the weight of metal-based weaponry and giving their troops more spaces to hold]
> Refinements (25%)
[Improving all object durability by some]
[Recon]
The scouts of Theodomilicia have stumbled across another town that happens to be strangely called Legitopia. No actions were taken from the court of Theodomilicia nor their elected leader yet.
1)ONE kingdom per person.
2)DM(me)'s word is law.
3)No ransacking smaller kingdoms with no hope of defending themselves. You can steal their resources, though.
4)Magic is allowed.
5)Firearms are allowed, but only in the most primitive form, and after much research.
6)You must allow a kingdom to defend themselves if they are attacked. No saying, 'I attack your capital and capture it, game over.'
7)Assume food is always being produced, but wood, metal, stone, cloth, and other such resources must be specifically gathered.
8)All locations for your kingdom have benefits and downsides. After you state your location, I will tell you what they are.
9)You may gather resources every post, but research or construction will take several.
10)You may only research or build 2 things at a time. RP or material gathering is not restricted.
11)To gather resources, you must look at your total number of cities. Each city is worth 100 of a material, and each town is worth 50. Get a total number, and divide it by the number of resources you are gathering.
COMBAT RULES:
Units:
On the battlefield, troops are organised into groups called units. Units move as a group, shoot as a group, and attack as a group. Units can have as many as 10,000 units or as little as one, but all units must be made up of the same type of troop, except for special exceptions, like siege weaponry.
Leaders:
Each side of the battlefield must have at least leader unit. These units tend to be stronger than average, and have unique abilities that can turn the tide of battle. However, if all of your leader units are killed or flee, the battle is lost. Leader units are able to be placed in units with other troops. Each kingdom’s leader counts as a leader unit.
The Battle Round:
Movement phase: Move any units that are capable of doing so.
Power phase: Units capable of doing so can use powerful abilities.
Shooting phase: Your units may shoot enemy units.
Charge phase: Your units may move into close combat against enemy units.
Fight phase: Both players’ units pile in and attack with melee weapons. Morale phase: Test the courage of depleted units. Once a player’s turn has ended, their opponent then starts their turn. Once both players have completed a turn, the battle round has been completed and the next one begins, and so on, until the battle is concluded.
Movement Phase:
Start your Movement phase by picking one of your units and moving that unit until you’ve moved as many of your units as you wish. Units can not be moved more than once in each Movement phase. A soldier can be moved in any direction, to a distance, in spaces, equal to or less than the Move characteristic on its warscroll. No part of the unit can move further than this. It cannot be moved through other soldiers or through terrain features such as walls, but can be moved vertically in order to climb or traverse any scenery. If the warscroll for a soldier says it can Fly, it can move across soldiers and terrain as if they were not there. Units starting the Movement phase within 1 space of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1 space away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly. When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll 1d6 and add the result to the Move characteristics of all troops in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Power Phase:
In this phase, special units can cast spells or use leadership abilities.
Shooting Phase:
In your Shooting phase you can shoot with soldiers armed with ranged weapons. First, you must pick one of your units to shoot with. You may not pick a unit that Advanced or Fell Back this turn, or a unit that is within 1" of an enemy unit. Unless otherwise stated, each soldier in the unit attacks with all of the ranged weapons it is armed with. After all of the unit’s soldiers have fired, you can choose another unit to shoot with, until all eligible units that you want to shoot with have done so. Having chosen a shooting unit, you must pick the target unit, or units, for the attacks. In order to target an enemy unit, a soldier from that unit must be within the Range of the weapon being used (as listed on its profile) and be visible to the shooting soldier. For the purposes of determining visibility, a soldier can see through other soldiers in its own unit. Soldiers cannot target enemy units that are within 1" of friendly soldiers – the risk of hitting your own troops is too great. Each time a soldier shoots a ranged weapon, it will make a number of attacks. You roll 1d6 for each attack being made. The number of attacks a soldier can make with a weapon, and therefore the number of dice you can roll, is found on the weapon’s profile, along with the weapon’s type. A weapon’s type can impact the number of attacks it can make. Attacks can be made one at a time, or, in some cases, you can roll for multiple attacks together. The following sequence is used to make attacks one at a time: 1: Hit Roll: Each time a soldier makes an attack, roll a dice. If the roll is equal to or greater than the attacking soldier’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply. 2: Wound Roll: If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:
Strength TWICE(or more) than toughness: 2+ needed
Strength GREATER than toughness: 3+ needed
Strength EQUAL to toughness: 4+ needed
Strength LESS than toughness: 5+ needed
Strength HALF(or less) than toughness: 6+ needed
If an attack successfully wounds the target, the player commanding the target unit allocates the wound to any soldier in the unit (the chosen soldier does not have to be within range or visible to the attacking unit). The damage inflicted is equal to the Damage characteristic of the weapon used in the attack. A soldier loses one wound for each point of damage it suffers. If a soldier’s wounds are reduced to 0, it is either slain or destroyed and removed from play. If a soldier loses several wounds from a single attack and is destroyed, any excess damage inflicted by that attack is lost and has no effect. Some attacks inflict mortal wounds – these are so powerful that no armor or magic can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll against a mortal wound – just allocate it as you would any other wound and inflict damage to a soldier in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another soldier in the target unit until either all the damage has been allocated or the target unit is destroyed.
Charge Phase:
Any of your units within 12 spaces of the enemy in your Charge phase can make a charge move. You may not choose a unit that Advanced or Fell Back this turn, nor one that started the Charge phase within 1 space of an enemy. Once you have chosen an eligible unit, select one or more enemy units within 12 spaces of them as the target(s) of the charge. Each target unit can then attempt to fire Overwatch. Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy soldier within 1 space of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing soldier’s Ballistic Skill or any modifiers. After any Overwatch has been resolved, roll 2D6. The charging unit can move up to this number of spaces – this is their charge distance this turn. The unit charging must finish within 1 space of an enemy soldier from one of the target units. No soldiers in the charging unit can move within 1 space of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no soldiers in the charging unit move this phase. Once you’ve moved all the soldiers in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
Fight Phase:
Any unit that charged or has soldiers within 1 space of an enemy unit can be chosen to fight in the Fight phase. This includes all units, not just those controlled by the player whose turn it is. All units that charged this turn fight first. The player whose turn it is picks the order in which these units fight. After all charging units have fought, the players alternate choosing eligible units to fight with (starting with the player whose turn it is) until all eligible units on both sides have fought once each. No unit can be selected to fight more than once in each Fight phase. If one player runs out of eligible units, the other player completes all of their remaining fights, one unit after another. A fight is resolved in the following steps: 1: Pile in. You may move each soldier in the unit up to 3 spaces – this move can be in any direction so long as the soldier ends the move closer to the nearest enemy soldier. 2: Choose targets. First, you must pick the target unit, or units, for the attacks. To target an enemy unit, the attacking soldier must either be within 1 space of that unit, or within 1 space of another soldier from its own unit that is itself within 1 space of that enemy unit. This represents the unit fighting in two ranks. Soldiers that charged this turn can only target enemy units that they charged in the previous phase. 3: Choose Weapon: Each time a soldier makes a close combat attack, it uses a melee weapon – the weapons a soldier is equipped with are described on its warscroll. If a soldier has more than one melee weapon, choose which it will use before rolling the dice. If a soldier has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled. 4: Resolve attacks: Close combat attacks can be made one at a time, or in some cases you can roll the dice for a number of attacks together. The attack sequence for making close combat attacks is identical to that used for shooting attacks except you use the soldier’s Weapon Skill characteristic instead of its Ballistic Skill to make hit rolls. 5: Consolidate: You may move each soldier in the unit up to 3" – this move can be in any direction so long as the soldier ends the move closer to the nearest enemy soldier.
Morale Phase:
In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had soldiers slain during the turn. To take a Morale test, roll a dice and add the number of soldier from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each 3 points that the test is failed by, one soldier in that unit must flee and is removed from play. You choose which soldier flee from the units you command.
More rules will be added as I get suggestions or find they are needed.
Map: No map has been made yet! When the land is mapped, the map will appear here.
Cassalia:
Player: Jam_Jelly
Location: A small island off the coast of the mainland. (Easily defensible, access to water travel, low stone and metal)
Army: 50 Cassalian marksmen.
Towns: 1
Backstory: Cassalia was once a great empire. The sprawling cities and towns of the empire were filled with technological wonders and stunning architecture. Yet when the plague arrived, it was the first to fall. The towns and cities collapsed, one by one, until the only remnants of Cassalia was a small island, their homeland. The island was out of reach of the plague, and so were its citizens. After the fall, An engineer from the Cassalian Army was elected Praetor, and given responsibility over the remaining Cassalian people.
Traits: Clever: Cassalia can complete research 2 turns faster than average.
Pampered: Cassalians are used to lives of luxury, and are unprepared for times of war. Cassalians get a -1 penalty to Morale checks.
Resources: None yet.
Leader: Praetor Camillus Faustus Level 1
Appearance: A short man, with dark brown hair and tan Cassalian skin. His eyes are brown, and he is usually dressed in flowing robes and sandals.
Abilities: Engineering: Buildings that are designed by Camillus take half as long to construct.
If there are any suggestions, just tell me and I may add them! This is my first forum game, and I want to make it as great as I can.
Theodomilicia
Player: alfieq
Location: Plains with rivers (Basic starting location for the 'ancient' civilizations, has all the necessities to run a new kingdom but there's no special/exotic resources for the riches. Rivers provided ample of defense for the defending army but hindering troops movement during counterattacks.)
Army:
[Personal Army of Theodomilicia]
1000 Pikemen
250 'Roundshield' Swordsmen
120 Bowmen
50 Early Handcannoneers [Special]
[Levied Town's Armies]
- Group 1 -
400 Spear-men
100 Bowmen
- Group 2 -
300 Spear-men
50 Swordsmen
120 Bowmen
Towns: 3
Backstory:
Theodomilicia is a branch state consists of three provinces of a larger kingdom called Yerlimnio-Grexi Empire, which is a unionized kingdom of both military focus and economic focus kingdoms. The reason for both Yerlimnio and Grexian kingdoms are merged into one was because the Yerlimnio's emperor has inherited the throne to the Grexian empire through marriage of a princess, aka the only sole heir to the kingdom and there's no royal-blood brothers within their dynasty in order to succeed their father's throne. During their period before the plague has struck, there was an ongoing war somewhere at the west and rapidly losses on both sides that were ended in a stalemate. The solution of peace was currently in debate between leaders and nobility of men over to some land near Theodomilicia, but ended in demanding more of territories & resources than what they've wanted. As the plague has struck due to the nature of god's work, many of their populace were at a disarray, causing fear, panic and riots all over their once even larger kingdom, have already lost control and shattered into city-state sized kingdoms as their Yerlimnio emperor along with their dynasty have been consumed by the plague. Many of those smaller kingdoms whom survived the plague and with a maintainable population have risen up and called themselves the newly successors (emperor) to Yerlimnio's throne, including the new elected leader of Theodomilicia, who is also wishes to seek regaining control of the Yerlimnio Kingdom. This thus sparked the irregular civil warfare and 'backstabs' of the Yerlimnio's succession on many years to come, and so, this is where the story begin after some fights over the years.
Traits:
= Adopters of Black Powders
[After a shrewd of constant infighting between smaller kingdoms for a long centuries, many city-state kingdoms are desperate their demands on a new weaponry that would strike fear upon their enemies as their army's manpower were starting to dwindled over the courses at the same old battlefield. With a stroke of luck, as one of their alchemists have found a solution by causing fear through a 'loud bang' through the discovery of black powders. However, many warmongering states have rejected the idea of using black powders as they thought it would have against their religion(s) and calling those properties of black powder, heresy and informal to their traditional idea of 'honorable' warfare through the power of expensive mounted knights with a full metal armor since the discovery of fearful chariots in the old times. Only one or few of the kingdoms have embraced the idea of using black powders to some degree and created many forms of crude versions like bombs and top-loading & lit firearms in a hopes of taking a mild advantages over their enemies. Thought of kingdom's technological leap, it was very expensive to produce, will be inaccurate, and also very long to train as black powder weapons will required a lot of muscle to wield, patience and needed of high discipline to use, which is basically as par as the full shielded knight on a horse.
(+ Accessed to Gunpowder Technology at the beginning)
(- Very slow and expensive to train for gunpowder-related infantry)
(- Effectiveness of soldiers on horses have reduced.)
(- Small chances of some religion's followers or nobles (knights) would've rioted because of adopting gunpowder as a standard item in warfare)
]
= Warmongering State
[This kingdom have faced so many wars and a lot of fighting within borders for a very long time. To in fact that their people were fighting for so long and randomly killed on either sides, everybody thinks of warfare was basically the normal occurrences in the way of life, hence rarely anyone complains about the people whom sliced or blown up through their faces. Thought they're less afraid of witnessing death around the corner and to maintaining a stable order, they needed to be at war/rival with at least someone/somewhere to keep their people from complaining about being at peace due to many of them are already starting the military & mercenary businesses and thus doesn't want to let themselves soon goes bankrupt, and then the whole kingdom's economy with it.
(+ The people can call to arms by themselves to defend their towns as militias, making it much harder to raid/capture.)
(+ Enable to raise more manpower in combat when needed)
(- More sensitive to diplomacy about peace & war. Also needed more on demands during negotiations.)
(- Many kingdoms surrounding the border next to this kingdom will have a negative impact on diplomatic relations, even more so when going to war.)
]
Leader: County Hermin the Second of Theodomilicia & Pretender of Yerlimnio Kingdom
Appearance: An average man, with gray hair, with a short beard and beige skin colour. He worn a brown cape, and as along with his grey to brownish clothing. He also assorted with a short sword, a medallion of Theodomilicia, a gold ring, and worn a crown made out of sliver with a few shines of cut minerals.
Abilities:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Welcome! I must ask that you have one town and a maximum of 100 soldiers to start, but everything else seems fine. The game will start once one more kingdom joins. Each post you may build or research two things, and gather materials. Combat rules will be explained once combat starts, as they are quite dense.
Legitopia
Player: dufhugth20
Towns: 1
Troops:
50 Knights
30 Archers
20 Berserkers
Location: On a giant plateau
Backstory:
Legitopia's inhabitants all used to have magical abilities, but were lost as time passed due to lack of use. Due to the plague, many inhabitants were killed, and other enemy kingdoms were able to kill the remaining defenseless people. However, the chief and what was left of his army survived and fled to the plateau that they now live on. The chief was determined to restore Legitopia to its former glory.
Traits: None yet.
Leader: Unnamed Chief (LV 1)
Is this alright?
Read the text below.
This is dufhugth20's substitute account. On two out of three computers in my house, I've been locked out of my main account, which is the reason why I've made this account in the first place. See me as the same guy, or "dufhugth20". Anybody who makes accounts and claims to be me are lying, unless I say that I have to make another account.
Yes. You may choose two traits for your particular race, one positive and one negative. You may also choose one ability for your leader, I would suggest something relating to magic development. Once you are finished, I'll post the first game post.
Traits:
Leader Abilities:
Is this okay?
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
This looks good. For your location, the plateau will give you access to more stone and be easily defensible, but have little access to wood and harder to travel to and from.
The game is starting!
I am facing an issue bigger than anything I have faced before. I was never a leader. I spent my life following the orders of my parents, my teachers, my commanders. But I have been thrust into this role, and I know I can not fail. Yet, what is the best course of action? We have ample supplies of food, and we are surrounded by trees. The only issue is space, surely this island can't last forever if we wish to expand. The people are scared, as well. They know even less than me about what has happened. Think, Camillus... how can we fix both these issues with the resources at hand?
Player: Jam_Jelly
Location: A small island off the coast of the mainland. (Easily defensible, access to water travel, low stone and metal)
Army: 50 Cassalian marksmen.
Towns: 1
Backstory: Cassalia was once a great empire. The sprawling cities and towns of the empire were filled with technological wonders and stunning architecture. Yet when the plague arrived, it was the first to fall. The towns and cities collapsed, one by one, until the only remnants of Cassalia was a small island, their homeland. The island was out of reach of the plague, and so were its citizens. After the fall, An engineer from the Cassalian Army was elected Praetor, and given responsibility over the remaining Cassalian people.
Traits: Clever: Cassalia can complete research 2 turns faster than average.
Pampered: Cassalians are used to lives of luxury, and are unprepared for times of war. Cassalians get a -1 penalty to Morale checks.
Resources:
Wood: 50
Leader: Praetor Camillus Faustus [Level 1]
Appearance: A short man, with dark brown hair and tan Cassalian skin. His eyes are brown, and he is usually dressed in flowing robes and sandals.
Abilities: Engineering: Buildings that are designed by Camillus take half as long to construct.
Resource Gathering
Camillus sends a few woodcutters to gather as many logs as they can. +50 wood.
Research and Construction
Water Vehicles 1: 1/4
Walls 1: 1/2
The chief of Legitopia looks around. There is a lot of stone, but there are no trees. The chief decides to make a stairway made of stone leading up and down from the plateau. Miners are sent out. +75 stone.
Resources:
Stone: 75
However, the builders of Legitopia do not know how to make the stairway. Research begins on how to do so.
Stair Research: 1 / 4
Read the text below.
This is dufhugth20's substitute account. On two out of three computers in my house, I've been locked out of my main account, which is the reason why I've made this account in the first place. See me as the same guy, or "dufhugth20". Anybody who makes accounts and claims to be me are lying, unless I say that I have to make another account.
((Back and sorry for inconveniences as I was in a Christmas holiday with my family.))
[In Game]
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Resources:
+ 50 Wood
Researched Technology:
= Gunpowder Tech
Action(s):
[Gathering]
The appointees of the court have decided to plan the reconstruction of the town of Theodomilicia from the chaos that havoc the entire kingdom of Yerlimnio, and so started their woodworking production immediately. [+50 Wood]
[Research]
The figures of the early hand cannons are too heavy for the purpose of anti-armored combatants and thus beginning their improving on their propelled firearm, while improving their collection rate on resources through refining & reforging new tools.
> Cast Alloy (10%)
[Reducing the weight of metal-based weaponry and giving their troops more spaces to hold]
> Refinements (5%)
[Improving all object durability by some]
Zudour
Player: Nubbin2003
Towns: 1
Capital: Mystica
Troops: 50 Swordsmen, 20 Battlemages (SPECIAL), and 30 Archers
Locations: Mountain Range to the south. Lots of stone, coal, and iron, and plenty of magical crystals, but very little in the way of rarer ores, such as gold, sapphires, rubies, diamonds, cinnabar, and lapiz lazuli. Unfortunatly, many of these are essential for magic.
Backstory: Zudour was a kingdom inhabited my many mages. 7 out of 10 of the people possessed even weak magical abilities. There were many branches of magic practiced there, from Thaumaturgy, to Bending, to calling upon the powers of nature, the stars, and the earth. Being on a mountain, Zudour was one of the last lands to fall when the plague came. The surrounding villages fell quickly, because there were less people, but the kingdom capital remained strong, mostly due to the many mages living there, defending it from the plague and healing many who fell ill. Unfortunately, the plague adapted to be immune to magic. It fell eventually, but, like a phoenix, from the ashes of the old kingdom, a new one rose. There were less mages, and many magical arts were lost, but it is still thriving through magic.
Leader: Head Mage Esuebio Clitus
Traits: Magical - Able to use magical abilities
Prideful - Due to magic, believes he can do anything.
PM this account if you are interested in trading on DragCave
Research:
The builders are still researching.
Stair Research: 2 / 4
Gathering:
Miners feel like they do not have enough stone. They set out for another mining session. +75 Stone and +25 Gold.
Resources:
150 Stone
25 Gold
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
Research: Researching lost magic arts 1/5
Gathering: In need of crystals and ores to create magical defences for the city. +10 Stone +10 Iron +5 Gold +25 Magic Crystals
Resources:
PM this account if you are interested in trading on DragCave
Research:
The builders have almost finished researching.
Stair Research: 3 / 4
Gathering:
Just to make sure, the miners go out again. +50 Stone.
Resources:
200 Stone
25 Gold
Training:
The army of Legitopia decides to get back any lost skill. Sword training commences.
Sword Training: 1 / 3
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Resources:
+ 100 Wood
Researched Technology:
= Gunpowder Tech
Action(s):
[Gathering]
Continuing gathering wood for something. [+50 Wood]
[Research]
> Cast Alloy (30%)
[Reducing the weight of metal-based weaponry and giving their troops more spaces to hold]
> Refinements (15%)
[Improving all object durability by some]
You're accepted, Nubbin. Please note the racial abilities of your city. Also, I must ask that you gather only 50 materials at a time, until your kingdom grows.
Player: Jam_Jelly
Location: A small island off the coast of the mainland. (Easily defensible, access to water travel, low stone and metal)
Army: 50 Cassalian marksmen.
Towns: 1
Backstory: Cassalia was once a great empire. The sprawling cities and towns of the empire were filled with technological wonders and stunning architecture. Yet when the plague arrived, it was the first to fall. The towns and cities collapsed, one by one, until the only remnants of Cassalia was a small island, their homeland. The island was out of reach of the plague, and so were its citizens. After the fall, An engineer from the Cassalian Army was elected Praetor, and given responsibility over the remaining Cassalian people.
Traits: Clever: Cassalia can complete research 2 turns faster than average.
Pampered: Cassalians are used to lives of luxury, and are unprepared for times of war. Cassalians get a -1 penalty to Morale checks.
Resources:
Wood: 100
Leader: Praetor Camillus Faustus [Level 1]
Appearance: A short man, with dark brown hair and tan Cassalian skin. His eyes are brown, and he is usually dressed in flowing robes and sandals.
Abilities: Engineering: Buildings that are designed by Camillus take half as long to construct.
Research Completed: Walls 1
Resources:
The woodcutters are hard at work. +50 wood.
R & D:
Water Vehicles 1: 2/4
Walls 1: Completed!
Wooden Walls: 1/2, requires 100 wood.
A quick sketch of thick wooden walls lay on the Praetor's desk. The order to begin construction is shouted out.
Sorry, forgot about the traits of people.
Positive: Intelligence - Due to the large amount of schooling in things both magical and mundane that every child born here receives, almost the entire population is highly intelligent. (Takes less time to research things not related to magic [-1 Research on Non-magical things])
Negative: Magic Reliant - Before the Great Plague struck, most people had magical prowess. Many who fell ill were healed before the Plague adapted, but those who were healed lost their magical abilities, forcing them to learn a new way of doing things. (slower to gather resources, due to not being used to physical labor [-10 resources gathered]) They are also used to waging warfare with magic. (untrained in physical combat [melee and archery units die easier]) The untrained can be fixed through extensive training.
OT:
Research: Continuing the research on lost magical arts. They have figured out that it was once called Thaumaturgy, before they plague struck. 2/5
Building: Constructing magic defenses around the city. 1/5 (if this isnt allowed, Gathered wood +25 wood)
Current Resources
Training
The Zudour Army is woefully undertrained. Since we have very few military personnel who specialize in actually weapon on weapon combat, we are just enchanting a few of the swords and armor. 1/3
PM this account if you are interested in trading on DragCave
Research:
The builders have finished researching!
Gathering:
Miners have gone out for one last session. +30 Stone and +10 Gold.
Materials:
Building:
Construction has started. -200 Stone.
Stairs: 1 / 5
Training:
The knights are still training.
Sword Training: 2 / 3
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
Your miners are sent out, but only one returns! He tells you that they were ambushed by bandits, and the miners were taken hostage.
Training:
Luckily, the knights have finished their training!
Mission:
There's no time to continue training. The army is sent out.
Miner Rescue: 1 / 5
Building:
The stairs are still being built.
Stairs: 2 / 5
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Army:
[Personal Army of Theodomilicia]
- 25 Pikemen
- 50 'Roundshield' Swordsmen
- 15 Bowmen
- 10 Handcannoneers [Special]
Resources:
+ 100 Wood
+ 50 Stone
Researched Technology:
= Gunpowder Tech
Action(s):
[Gathering]
Sometimes, constructing an entire town made out from wood can be risky and also wasteful of resources that can be use for other valuable things. So, the court have ordered the miners to quarrying the stone for a better building material. [+50 Stone]
[Research]
> Cast Alloy (50%)
[Reducing the weight of metal-based weaponry and giving their troops more spaces to hold]
> Refinements (25%)
[Improving all object durability by some]
[Recon]
The scouts of Theodomilicia have stumbled across another town that happens to be strangely called Legitopia. No actions were taken from the court of Theodomilicia nor their elected leader yet.