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Topics - Glacies

Pages: [1] 2 3
1
You sleep with the Legion, deep beneath the worlds. For the length of almost all existence, you've been in hibernation in the tiniest of prisons. You, and everyone who lost the war against the creator. The reasons are lost to you. Even dreams stopped eventually, as memory of what creation was like faded. Just a vague awareness of self, and a burning resentment.

Then something changed.

A shockwave. An explosion, or an implosion, a wave of incredible force rippled across the surface of the prison, crackles of lightning arcing along the glassy, dark surface. The Legion awoke in unison as the seams of The Prison bent and warped, a thousand howls of fury and confusion, a thousand writhing, changing forms, yourself included, battered against the weakened walls, and the prison shattered.

Then the Legion scattered to the four winds, rising to the surface of the world, through the void and the land of ghosts, and into creation proper. Blind with sensory overload, in shock, berserk and anguishing, you hurtled through the surface of the void and tore into the plane of creation.

You materialized as a cloud of rolling black smoke and tendrils of fire and lightning, rolling across the sky above Earth, vast enough to engulf a city. But the nature of creation has changed. There is almost no essence to be found, and your form begins to melt away very quickly. A host. You need a vessel to carry you. You spread your senses out across the city sprawled beneath you, and reach out - a blur of voices, machines, thrumming electricity, roaring engines, radios, televisions, wifi - a glut of information almost as awful as your return to consciousness. The souls are wrong - warped, resistant, lacking essence. Unsuitable. You spread out further.

In an alleyway, beneath a single lonesome lamp, you find a host. Her will is gone, her mind a ruin, lying there staring into nothing. A most suitable host. Your essence rapidly draining away, you spiral down towards the host, down into the alley. A rolling cloud of black smoke only as large as a building, a car, and then you reach your host and enter it, through the ears, nose, eyes, mouth. A satisfying feeling of safety and control rushes to you, and you feel good. Sitting up, you flex your hand experimentally, forming a fist. Yes. Perfect.

You leap to your feet, give your host body an experimental shake, stretch, and start laughing. Revenge will be yours.

It is night. You are in an alleyway in a neighborhood that doesn't look all that bad. You are wearing a torn coat, otherwise respectable clothing, nice boots, and a comfortable knit cap. There's a light dusting of snow on the ground out in the street and perhaps three feet of accumulation in most of the alleyway. There's an indentation in the snowbank where your host body was lying.

What do you do next?

2
The year is 1839

The place is the Rapid farm, just on the outskirts of a place, not properly a town, called Sandy Lake, Mercer County, Pennsylvania.

Unremarkable. That's the way Emmett Rapid would be described, if people bothered to describe the Rapid Family's youngest surviving child at all. Emmett was by all accounts a good son, doing his chores with little fuss, taking in the schooling he was given with only the usual difficulties of a boy his age.

A few miles east of the Rapid's farm lived the Rapid's neighbors, the McKinneys. The McKinneys were a mostly unsociable family, old half-remembered feuds simmering beneath the surface. It was pure luck on Emmett's part that the head of the McKinney household was in a good mood when he discovered his daughter, Eunice, was pregnant. Instead of nailing the youngest Rapid's head to a tree, he opted for hosting a traditional hastily arranged shotgun wedding. The Rapids were not terribly pleased by this, but an uneasy agreement was reached. This is how Emmett has come to be a husband at sixteen.



This has not been a bad thing for the newlyweds, all things considered. Despite the understanding originally being a wholly carnal thing, the two do get along in day-to-day matters. It remains to be seen if this will continue to be the case. Arrangements have been made for Eunice Rapid to move in at the Rapid farm, at least until they can manage to find their own place.

One day, a friend of the family they hadn't laid eyes on a long time, Joshua Lawsson, happened to visit the family. Lawsson was a fur trader out west, a boisterous Norwegian with a bright red beard in contrast to his dark and receding scalp. Some sort of fever left him half deaf and so he spoke at volume with great enthusiasm, a trait that made him undesirable company to most. It had been years since he had last been around, but the decade had done little to change him. Save that he was going gray at the temples, Lawsson was the same man the family knew ten years ago.



At dinner that evening, he described a paradise out west, a 'land of milk and honey', a lush river valley begging to be settled. Highly taken with the idea of this place, Emmett and Eunice asked more of it, and Lawsson described the Willamette valley in great detail. Free of the fever and ague of the Mississippi, but lush and fertile, it sounded perfect. To get there, they would need to take the train to Missouri, then join a wagon train heading west along the Oregon trail.



That night, the young Rapids discussed the idea with their family, and they agreed to scrape together the money for the train ticket and supplies. Lawsson volunteered to guide them as far as Missouri, and maybe further. First, they would have to journey to Youngstown, which was some fifty miles away. Depending on the time Emmett and company make, this could range from a two to a four day journey through fairly civilized territory. From Youngstown, they could take the train all the way through Ohio and Indiana, Illinois and straight on to Missouri. From there, they would have to join a wagon train.

The Rapid family provides Emmett and Co. with $400 dollars, plus fare for the train. Emmett's brother will come with him as far as Youngstown so that they can travel by horse. Once they arrive at Youngstown, Emmett's brother will leave the party and return the horses.



-

Name: Emmett Rapid
Health: Perfect

Education: 2
Smarts: 3
Constitution: 3
Handiness: 3
Vision: 3
Luck: 5
Faith: 2

-

Inventory:
RATIONS x36
HORSE x4

3
Forum Games and Roleplaying / (SG) Please Drink Responsibly.
« on: July 14, 2015, 05:22:22 am »
Christmas parties are the worst. The worst. In fact, you don't even know how your friends talked you into going to the latest once, since the three previous years had been awful, but this year, well, it was different. It must have been different. Did you get drunk? How did you get here? Where are your shoes? These are the sort of important questions you are faced with. Is this what being hungover feels like? You've never drunk before. Oh no. Did you do something wrong? You feel the oddest guilty sensation lurking under the malaise.

Your head is pounding, and you're sitting on the floor leaned against the base of a couch. There is an old fashioned TV from the seventies sitting on a table in one corner of the room, a solid looking coffee table, and a telephone sitting on a phone book on another stand in the opposite corner. There is a large picture window, and orange streetlight streams through the open window. It is after dark. Or still dark. You aren't sure. There's a pair of repulsive striped pillows on the couch as well as a bundle of red cloth.

There are doors leading off to the WEST, EAST and SOUTH.

You are wearing a pair of boxer briefs, black dress pants and a dark blue dress shirt, all redolent of stale sweat. You are barefoot.

What now?
>_

4
Forum Games and Roleplaying / Modern Amnesia Text Adventure
« on: March 24, 2015, 07:42:08 pm »
You wake up in an apartment, lying on the floor. It is dark. The furniture is covered in dust sheets. It is a three room apartment with a kitchen, bedroom/livingroom and a small bathroom. No lights are on, the only light comes from the windows. You seem to be above the ground floor.

Outside, there is the sound of car doors slamming and a vehicle driving away.

What do?
>_

5
I'd like to practice drawing, and I'd like to practice writing. So, here's a forum game. Fairly long intro before you guys get to start making choices, I know, but hopefully the world-building in the beginning will give the forum a bit to work with as far as informed decisions.

I can post regular updates with sketchier drawings and rougher writing, or slower updates with slightly better art and writing. Your choice, forum.
---
For you, the world has always been quite small. As a foundling at the local monastery, you were passed to a kindly family of simple farmers. With them, you worked the land, picking up the useful skills of the countryside. As a small boy, it was determined that while you were a decent sort, a hard worker and likely a pious and concerned soul, you weren't talkative, and preferred a solitary existence.



Indeed, you are mute. A sort of primitive sign language is employed by your immediate family and your acquaintances. But before we go any further, what is your name?

In the spring of this year, the local Knight met you by chance, and was oddly taken with you. Despite your handicap, Sir Bernard noticed your general knack for picking things up quickly, and perhaps seeing your lack of back-talk as a perk, he took you on as a squire.



Throughout the summer, you lived at Sir Bernard's manor, attending to his horses, picking up a little martial skill (though not much – the local militia is quite lax) and the general skills a servant is expected to have. Combined with the skills you gained growing up, you have a versatile skill-set. Your only noticeable weak-point is illiteracy.



Generally, it's an uneventful summer. You don't make any close friends at the manor, though the servants are friendly enough. For the most part, you divide your time between the odd jobs Sir Bernard assigns you and solitary leisure.

The many years of peace that have generally blessed the land, however, are interrupted one morning when a messenger rides to the manor.



The man slides from his horse and hands Sir Bernard a scroll case, speaking rapidly as he does so. “We must speak in private, milord.” They disappear into the manor's study, and when they return, the messenger departs after a quick meal, leaving his horse and taking a fresh one. You and the rest of Sir Bernard's men are gathered.



“Fellows, we must depart to the Baron's castle. Be quick about it.” Uncharacteristically serious, the Knight gives orders that the party travels armed, and quickly. By the afternoon, a company of twenty men sets out to the Baron's castle.

That night, Sir Bernard confides in you. “The messenger told me the Baron wants us because goblins have been spotted scouting out the lands nearby. They can only be a vanguard for a larger force – the Baron is worried that the greenskins are going to come over the mountains in force.” He sighs, the worry on his face obvious. “I don't wish to cause a panic, but I am concerned. We haven't seen greenskins over the mountain in a lifetime. I don't think we're ready.”



After a few days travel, the party arrives at the Baron's castle. Sir Bernard quickly meets with the other knights of the land and goes to meet with the Baron, leaving you to your own devices within the Baron's castle. You have a number of places you could while away your time at. Choose one.


6
Diary of Glacies, Expedition leader.

1st of Granite, 53.

We have arrived. After an ardous journey through the wilderness, made twice as difficult by the nonstop complaining of our hired hand, we've finally arrived at my chosen spot. It's a swamp. The surveyors indicated the site was completely flat, but apparently their maps were not perfect, there's a bit of a slope to the west. It won't interfere with the greater plan.

Imush kept her peace and simply got to work. For that I am grateful; she's been a great asset to the expedition, and the only one of us with a formal education, being a dwarf of the crafter's guild. She's our chief crafter and has some skill in making crossbows and crafts of wood, stone and bone.

Spoiler (click to show/hide)

Erith seemed a bit suprised with the choice of location, but she's apparently taken a shine to the idea. As our farmer, she's capable of brewing a batch of swill and cooking a decent meal, and maybe even coaxing a plump helmet or two from the swampy soil.

Spoiler (click to show/hide)

Uthgur continues to mumble complaints nonstop, so at least there's no change there. He's completely nonskilled. And also the dumbest dwarf I ever met.

Spoiler (click to show/hide)

Doshet grumbled about it. He thinks we ought to go further east, to the mountains, and carve ourselves an outpost there. He didn't insist, but I did have to argue with him for a good time before he finally came around to the idea. And a good thing too, for he's our designated smith, and the only one of us who can decently work a tool from metal. Or even make charcoal.

Spoiler (click to show/hide)

Oklit was enthusiastic, I think, but it's hard to tell with him. He's a lumberjack, and carpenter besides. An odd character, to be sure, but I find him reliable enough.

Spoiler (click to show/hide)

Gosmer was visibly disappointed with the location. She'd much rather a nice mountainside to carve into, rather than this clay bog we've settled on. Understandable, given that she's our tunneler and miner. She also pulls double-duty as a mason when we dig deep enough to hit stone.

Spoiler (click to show/hide)

We've also a compliment of breeding animals and a great stockpile of supplies.

Spoiler (click to show/hide)

The site itself is fairly unremarkable. A bit drier than I expected, but it's a mostly flat area of trees. To the north is a river, but I've told everyone to drink from the local ponds until we're sure there aren't alligators or something even worse lurking under the water.

Spoiler (click to show/hide)

On the western edge of the site, the ground gently slopes downwards. I was hoping for a completely flat area, but it's of little concern, and might actually be useful for drainage later.

Spoiler (click to show/hide)

And so, here we are. Named in the style of the ancient fortresses, I have chosen to call this place Ogredgeshud. It translates to "Swampy Fortress."

Spoiler (click to show/hide)

Imush tells me I ought to be more creative with names.

---

Hiya, everyone. I feel like doing some sort of creative project over the next couple of weeks, and since the latest release is going to need a few bugfixes before I dive into it, I thought I'd try out Masterwork a bit. Feel free to ask to be Dorfed - and then request actions for your dwarf to take. Also, let me know if the images are huge. I've put them in spoilers for now while I try and find out how to resize them using bbcode. As yet another incentive to participate, I will be doing at least one hand drawn picture per update.

7
Play With Your Buddies / Pokemon Ruby Nuzlocke: Dry edition.
« on: June 29, 2013, 02:26:19 pm »
Rules:

1. When a Pokemon faints, it's dead – put it in a graveyard box and never use it again.
2. I am only allowed to catch one Pokemon per route. This includes water.
3. I can only catch the first wild Pokemon I encounter in each route. The exceptions to these rules are routes 101 and 103 until I am given pokeballs – and fixed encounters like the legendaries.
4. If all my Pokemon faint, then it's game over.



The starting town.

So I start the game in the back of a moving truck and emerge no worse for the wear into Littleroot Town – Three buildings and a remarkable lack of roads. I am informed by my mother that a group of Pokemon are doing our moving for us and am ushered upstairs to set a clock. I haven't the heart to tell her that my cartridge is pushing ten years and the internal battery long since ran dry, so I just spin the clock hands a little and call it a day.

Then I am shoo'ed across the street to go make friends with the other respectable property owners in town, namely Prof. Birch and his wife and daughter.  His wife basically just waves me through “Oh, next door neighbour boy, eh? Daughter's upstairs, go to'er.” after giving me a brief glance.

So I talk to MAY, my soon to be arch-nemesis. She tells me she was hoping we could be friends and also that she might have attention deficit disorder before running away. I shrug and go see what else there is to do in town. I chat with a somewhat fat gentleman who tells me about computers and another guy who speculates on the nature of Prof. Birch's routine.

NPC: PROF. BIRCH spends days in his LAB studying, then he'll suddenly go out in the wild to do more research...When does PROF. BIRCH spend time at home?
Me: Is it really any of your business?

Then I wander into the professor's lab and am told at length about the concept of fieldwork and the definition thereof. My eyes glaze over before the lab aide is done and I wander to the northern edge of town looking for something to do. At the entrance to town I see a small, bespectacled child who tells me Professor birch is in trouble, so I bravely venture forth.



Professor Birch is being attacked by wild dogs. He's dropped his purse full of pokemon so I waltz right over and inspect them. I pick the Treecko on some sort of bizarre hunch that he'll reward me with it later and sick the Treecko on the rabid Poochyenas.

*pound*
*tackle*
*pound*
*tackle*
*pound*

It would be a rather short thread if I was defeated there. The poochyenas are driven off and the Professor kindly fades-to-black and teleports us back to his lab, where he gifts the Treecko on me and then tells me to go battle his daughter. I am actually presented with the chance to refuse this task but since it's a yes/no/but-thou-must loop I just agree to do it and wander north.

A guy wandering around in the tall grass on route 101 explains that tall grass is dangerous to me and I blithely ignore his warnings by sauntering right through the grass to get to the next town. I arrive in Oldale town without incident.


The next town looks kinda like this.

I meet a storekeeper who pulls me by the ear to his venue and hands me a potion. I am told all about the wonders of mercantilism. After politely waving him off I venture further north to Route 103, which is entirely unremarkable and doesn't deserve a picture.


But I got one anyways.

I go say hello to May at the top of the hill and after a totally uninteresting conversation we commence to do battle. I send out Treecko, now bearing a nickname, and she sends out a Torchic. Treecko punches Torchic until May decides I won.

Then May praises my skill as a Pokemon trainer and we both walk back to Littleroot. Professor Birch tells me that May has extensive experience as a Pokemon trainer and has been helping him assemble a pokedex. I guess she must have gotten her Pokemon diploma online or something, since she didn't exactly do well against a total newbie like me. Anyways, Birch shoves a pokedex and five pokeballs in my direction and tells me to venture around the continent in the name of science.

It's a good enough reason, I suppose. My mother gives me running shoes as I leave town and I notice something: In town are three buildings; My house, Birch's house, and Birch's lab. Asides from my family and Birch's family there are four other people in town who are presumably homeless or part of Birch's family. Given that there is exactly one bed per residence this leads me to believe that Littleroot is occupied by a homeless mob.

So moving into the grass in route 101, I encounter my first wild Pokemon!

Crap.

Oh well, I catch it anyways. Wendy joins the team. Then, I saunter into Route 103 and run into team member number 3.


Better!

Beth is an easy capture and her ability is Pickup, which means she'll be occasionally acquiring treasure for me in the background, which is pretty swell and better than the alternative. I would have liked a poochyena, but that's the way it goes. Tune in next time for some combat type stuff.


Starter – Treecko – Maheaux, lvl 8
Route 101 – Wurmple – Wendy, lvl 4
Route 102 – Have not been.
Route 103 – Zigzagoon – Beth, lvl 4

8
Forum Games and Roleplaying / Mecha arena - Pre-tournament preparation.
« on: September 22, 2012, 11:32:42 am »
Hello, and welcome to the first Utilitarian State Mechanized Arena Tournament! Participants have gathered from all over the country to do battle in exciting, televised arena combat! Cash prizes, and barter goods will be given to winners! As a participant, you have been provided with a mecha of your very own! It is the standard, mass produced model, but it is reliable and easy to handle. Watch this space, as it will be periodically updated with new information for participants!

Current Mecha: If you like naming things, maybe suggest a name for it?
Spoiler (click to show/hide)

Shop
Spoiler (click to show/hide)

Bulletin Board
Spoiler (click to show/hide)

Military bureau
Spoiler (click to show/hide)

Bar
Spoiler (click to show/hide)

----------------
To keep things simple, the forum controls one mecha. Things will probably get revised a bit as we go. I can already see some places the information pages need some work. Feel free to throw around suggestions and things.

9
Creative Projects / Creating a mecha game (Maybe image heavy)
« on: September 05, 2012, 04:07:36 pm »
I'm working on some sort of Mecha game for the forum role playing section. I've got some world building ideas done and some basic mechanics set up, but I thought I would sound some stuff out here first. Beware, as there is some pretty heavy image spam ere'. The final product will be augmented by many scanned sketches, but for now everything's a paint mockup. So, without further ado...

Here's a little map.
Spoiler (click to show/hide)
The color of the tile indicates what kind of terrain it is. A colored circle indicates that terrain is attackable and becomes the kind of terrain that the circle is the color of. So for example, the grey tile (Road) is a bridge and can be destroyed, turning it into a shallow water tile. And the dark green tiles with the light green circles are forests that can be destroyed and turned into grassland.
The dark grey tiles with the light grey circles are buildings that can be knocked over. The black arrows indicate raised or sunken terrain, so then D6 is basically a ditch and A3 and B3 are hills. Also, the letter-number combinations are mechas or vehicles. So in this scene we have a set of gearhead mechs standing near a highway. A civilian mech is standing outside a hospital with a ditch next to it, while two Function-faction mechas hide behind the hills and wait to ambush the gearheads. Although of course F1 is clearly visible and not taking cover. Whoops.
Here's a huge freakin' map.
Spoiler (click to show/hide)
There's a grain silo in the upper left of the map and a big pile of scrap (unstable footing) in the lower left. Dark gray is buildings, dark green is forest.

Now on the mechanics!
Here's a mecha's stat page showing all it's various components. The various blank boxes will contain drawings of the parts for visual aid, plus the big box will be all the parts stuck together. Obviously a big component of the game is finding more components and mix and matching them.
Spoiler (click to show/hide)
This is an example of combat, I guess.
Spoiler (click to show/hide)
This is an example of how line of sight kinda doesn't work.
Spoiler (click to show/hide)
Lastly, here's a weirder bit of game element stuff.
Spoiler (click to show/hide)

Now, there's heat, overheating and cooling to worry about, but also stability (You get knocked over by explosives) and radio communication as elements I want to include. The setting for the game is going to be a sort of Ghibli hills cosy catastrophe post apocalypse with heavy steampunk elements (hence rivet guns and heavy smoke). Salvage obviously will be emphasised, but hopefully it's going to be an open-ended sandbox kinda deal.

Any suggestions for gameplay elements, mecha/vehicle parts, factions or general fluff? Also, someone wanna test play a skirmish for me?


10
Forum Games and Roleplaying / Mystery adventure suggestion game
« on: May 15, 2012, 11:28:59 pm »
Floating. Suspended in midair, hovering, with no means of support. Surrounded by nothing so much as thin air, and scrabbling for something to hold on to. The most horrible part, however, is the realization that you aren't falling, just...drifting.

Consciousness returns like lightning. The underside of a bedspread, the springs spread out with mathematical precision. The floor feels sticky and unclean, even through your sweat-stained shirt, and you hastily crawl out from underneath the bed.

The apartment has been ransacked. The sheets have been thrown back and the two white pillows split open with their polyester contents strewn around the head of the bed. The curtain rod has been ripped from the window frame and the orange streetlight streams in, interrupted intermittently by red and blue flashes. The window itself has been smashed and broken glass is scattered on one side of the floor. A wooden dresser, drawers askew, an assortment of women's clothing strewn around the room. At one side, there is a desk with a flatscreen monitor and various computer peripherals, a shelf above it holding various CD cases.

After taking the scene in, you realize you are clutching a red scarf.

There are two doors here. One leads to a small bathroom of some sort, and the other to a kitchen space.

11
Forum Games and Roleplaying / War was beginning out of character
« on: January 18, 2012, 05:15:34 pm »
So yeah. Game's inspired a bit by X-com and discussions with my little sister, so you know who to blame when the pink crustaceans show up. There will be pictures and stuff, cos' I will draw them and put em' up for you to see. They'll be mediocre. Don't actually worry about the phone number or email address on the form.

12
Forum Games and Roleplaying / In 2024, war was beginning.
« on: January 18, 2012, 05:12:36 pm »
The date is 2024 (Remember this when you fill out your application, seriously, it's relevant.)

Over the course of the ten years it has become clear that what was once nonsense is now fact. Psychic abilities, manifesting only in children, are now fact. The cause is uncertain. Telepathy, telekinesis, a strange sort of machine-empathy called technopathy, and pyro-and-cryo-kineses, the rapid heating or cooling of objects or, worse, people. The response was varied, but universally not positive. The ones lucky enough to be born in more forward-thinking societies were simply put on lists, tattooed and not allowed in certain restaurants or to work at certain jobs. Others were not so fortunate.

And then the Crustaceans landed in Indonesia, bringing gas and fire and spitting plumes of corrosive acid. When the mothership appeared in the night sky it induced mass panic. A hasty U.N. meeting later and the nuclear strikes were authorized.

The mothership shot every one down with high precision point-defence lasers. A co-ordinated attack from every major nuclear power was slapped aside like a mosquito. The massive, organic ship rebuffed every sort of scan or weapon aimed at it. Information of the crustaceans is somewhat limited, but by all accounts they appear to be intelligent, intent on conquest, and totally hostile. The United States made an effort to make telepathic contact. In a concrete lined bunker they set the most powerful telepath in a sensory deprivation chamber and had her reach out to the mothership. There was some success - the crustaceans responded. They used a lot of unpleasant terms. Phrases like "Defilers" and "Parasites" were bandied about, and some rather creative insults about the purity of the telepath's parent. All this information was relayed to a dismayed staff before the girl in question keeled over bleeding from the ears. The intentions of the crustaceans have been made clear. Their landing zone has been totally purged of all human life. The crustaceans want nothing less than the genocide of the entire human species.

Now, the U.N. has formed a new organization. A task force dedicated to fighting the alien invaders off with the use of psychic powers. This initiative will receive funding from a number of U.N. members, and will build a secret underground bunker in the far north of Russia - Where the crustaceans will not go. This initiative is the PALADIN program.

Psychic Alliance Locked Against Deadly Invading Nemesis.

But before we begin defending the earth, let's hear a little bit more about you, our plucky new teenage applicant.

Surname:
Full name:
Full name at birth:
All other names used (ie nicknames):
Sex:
Age in Y/M/D:
Country of Birth:
Daytime telephone number:
Email address:
Have you ever convicted of a criminal offence for which you have not been granted a pardon? If so, ask your recruiter for Form 2B.

Optionally, to get to know you better the PALADIN program would like you to fill in a small bio about yourself here. Please limit biography to 25000 words or less. Your recruiter will provide you with extra paper if asked.

13
France, 1080 AD.

Times are troubled in the Kingdom of France. The many lords and barons have carved her into a shell of her former self, and now the English to the north, the Romans to the east, and the Spanish to the south all have the capability to waltz right into our land and pretend that they've owned it all along.

We've little infrastructure. We barely know what is happening within our own borders, much less in enemy territory. No watchtowers have been built, military installation crude, farming is rudimentary if it is existent at all and heresy is ever-present. About the only thing we don't have to worry about is disease, and only because we don't rule enough peasants to support a decent cold or flu, much less an empire.



As seen in the map, a force of Englishmen has gathered north of Angers. We aren't sure what they want. Paris is where the king and the princess, Constance, are currently located, and in Rheims, just east, an unremarkable general is governing. South of that is a paltry group of men who claim loyalty to the French kingdom. They should do the trick, for now.



Meanwhile, down to the south, Etienne the righteous fights heresy in Bordeaux, a bastion of sin and villainy. Prince Louis occupies Toulouse, and another unremarkable man baby-sits the fishing village we call Marseille just a little to the east.



Recently the king has had two sons born to him, so for heirs at least we're not doing badly. We've still got to wait for them to mature, though, which takes a good sixteen years.



We're faced with a number of options for construction. If you're familiar with the game, give me some suggestions. If you're not familiar with the game, make suggestions anyways. This goes for troop recruitment, or battle strategy, or anything else.
Also, we've got three unpicked generals! Feel free to claim them.

14
Forum Games and Roleplaying / Adventure game!
« on: January 07, 2011, 10:07:47 am »
Lyssa O'Laughlin, our protagonist. Future party members, if any, will also be put here. And any rules, if they're needed. And any details that need to be remembered.

Spoiler (click to show/hide)

15
Forum Games and Roleplaying / You are a funny little robot!
« on: December 08, 2010, 05:10:22 am »


Here is a funny little robot. He needs a name.

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