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Messages - Haspen

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6346
First post updated, someone meticulous like omada or helmacon should look at Yoe IV's entry pls ;v

6347
Forum Games and Roleplaying / Re: SPAMKINGDOM LORE Q&A! (and Hub?)
« on: July 29, 2018, 11:52:57 pm »
So what are the effects of having Pantheonism as our state religion both short and long term?

Costlier temples, for sure.

Pantheonist support if you are buddies with them and bad things start to happen.

2: Which relatives did we lose to the plague? Does our new emperor still have two surviving sisters?
3: If Cylia is alive, do we know her trait? She is older than Doge/Yoe IV, so I'm guessing the information would be available.

2. Couple cousins on Hein's side. Both sisters still alive.
3. Wise.

As for The Flying Horse, I will think about it later.

6348
Forum Games and Roleplaying / Re: SPAMKINGDOM LORE Q&A! (and Hub?)
« on: July 29, 2018, 05:14:20 pm »
Since Elves can produce healthy children with humans what would happen if a bloodline of humans kept breeding with Elves?

Probably they would retain more and more elfin features. 8 - 10 or so generations down the line, magic-wielding kids would appear.

6349
You reach toward the light. Soon you feel at peace, the light replacing everything, and then you feel nothing at all anymore.

1193 AD

You're Doge, son of Cyl (the one from Cydwyl)!

You're fifteen, and are about to ascend to the throne of Empire of Methiant!

The death of your mother from cancerous tumor sent the Empire into lenghty period of mourning. But her death also had diplomatic repercussions; the Statesmen and Regency Council of Methiant warred (diplomatically of course) against the Court of Cydwyl. Only by your father's interventions and reconcilliatory approach to disputes, both friendship and inheritance deals were kept intact. And fortunately for everyone involved, your aging father is still of good health and good mind, ruling over Kingdom of Cydwyl. Its crown will be placed upon your head when he dies.

The three artifacts - The Coronation Staff, Bracelet of Charisma, and Scepter of Weather - were never recovered. This sparked another crisis, this time involving Dwarves, who were blamed, first for failture of recovery, then for the theft itself. Fortunately, all enmity was waived when the Regency saved up some money and commissioned another Scepter of Weather from dwarves of Uristhab just one and half year ago.

A catastrophe struck in years 1187-1189 AD; plague swept into Empire of Methiant and Kingdom of Eldrican, brought most probably by nomadic tribes of northern Eldrican. The plague depleted the nomadic tribes and decimated population of both Eldrican and Methiant. Kingdom of Eldrican lost three consecutive Kings in span of half a year; currently, it is ruled by Regency council, which is keeping watch over the young Tetan IV, born shortly after death of your mother. On Methiant side, you lost several of your relatives.

But the dynasty is growing; your uncle, Deathan, already has a heir, the little Duach. Uncle Hein wasn't slacking off either and got another daughter, too!

In matters of religion, the obvious happened; in year 1191, with help of the Council's nagging and Cydwylian (or rather, your father's) support, the Pantheonism was finally recognized and made the state religion of Empire of Methiant. Singularists and Alldivinists maintain a weak hold on southwest and southeast provinces respectively, but the 110+ gods of Pantheon receive most of prayers of Methiantese subjects nowadays.

From other legislative news; deterioration of relation with Cydwyl and trade abroad has made the Regency revoked the edict that kept Trade Commission around, in 1186 AD. Methiantese neighbours opened up to its wares, and so, in 1188 AD, luxurious furs and skins procured by Albionese hunters land on the backs of your noblemen in exchange for localy mined gemstones of high quality.

One special note must be made about Gubta, or as it is now called, Sim Empire; its revolutionary emperor, Mahjar Sim, has refurbished the administration and quelled all revolts and opposition to his enlightened rule. Sim Empire was proclaimed with its four borderland Mahjoos, or autonomous kingdoms (vassals basically). He then waged war against the Ysirene, who called Damedia for help; but the Damdamians were utterly crushed by Mahjar Sim's Oliphaunts as well as mercenary armies and loyal soldiers dragging Fireblood machinery behind them. In 1190, a costly peace treaty saw all territories that Ysirene once taken brought back under Simese rule, and the tribute money is still filling up Mahjar Sim's Treasury.

Quote
1, 0, 0, 1

The economy of Methiant was doing great so far, although the loss of gold mines had forced the Council to put some brakes on spending. Little was built, made or bought during the times of you growing up, except aforementioned Scepter of Weather. People also felt less inclined to both procreate and settle in Methiant, and currently the population of the Empire is even less of what it was before the plague.

What good news there are for you?

Quote
2, 6; 1, 4, 5

For one, you're considered some sort of a genius, especially of martial skill, and people have noticed your extremely good health and the fact that luck seems to shine upon you.

Any faults? Well, what can you say... it is might be that you're too eager to partake in bodily pleasures. When you first tasted the fruit of sex last year, with that lovely bedchamber maid, you couldn't help but to crave more. Maidgirls, noble maidens, servant girls; and you even braved the unknown and slept around with few stable boys and young squires. Courtiers are more or less openly labeling you a hedonist, but hey; life is supposed to be fun, and sex is fun, therefore life = sex, right?

Of course you're right, you're Emperor of Methiant!

You don't hesitate for long about your regnal name. Since before the Plague, some kinds made fun of you and made 'woof woof' noises behind your back. What made your mother bestow upon you a name so closely resembling canines, you don't know. But you hate your name.

You quickly sign the document of ascension as Yoe IV.

Long Live Yoe IV, Emperor of Methiant, King of Felonsein and Ceodwell, Overlord of Donuth, Eval and Tiftit!

And here is the old chap, the Advisor, himself! And in his hands, the Scrolls of Kingdom Status!

Happiness: 7
Population: 4
Economy: 4
Army: 10!
Imp.Authority: 0

Those are quite good, and the Advisor assures you that with Statesmen and the Crown of Heavens on your head, the authority will soon recover.

1193 AD, Spring

"Inflation?" You furrow your brows. The Advisor shakes his head, The Treasurer sighs, the Trade Advisor glares at them both.

"We have been minting too much coin in recent decades. There has been so many coins lately that I saw beggars discarding dirty ones into the moat." Nobody believes the Treasurer, but as you glance on the ledger, seeing that fine meal price go up by an eighth in span of five years... yep, inflation is here.



Inflation appears in Empire of Methiant! It currently has a factor of 1/8, meaning that for each 8 points of 'End of the Year' expenses, another 1 point of expenses is generated.

Currently, inflation amounts to -1 Economy per year.



"So what are our options?"

"Well," The Trade Advisor begins. "We ought to accept the inflation as a thing. If we moderate our expenses and find a way to disperse the gold and silver we have, our economy will surely improve."

"We ought to strike at this menace before it becomes an uncontrollable calamity." Says the Treasurer. "We need to re-evaluate our currency and replace the old coins with new ones, using a strict exchange rate." The Advisor shakes his head.

"We simply can't! Such a move will upset everyone in the Empire; from merchants, to taxpayers, to noblemen and administrators."

You decide to...

A) Just accept the existence of inflation in Methiant.
B) Fight inflation by the way of currency reevaluation scheme.
C) -

//It's getting late so first post will be updated tomorrow, sorry!

6350
Forum Games and Roleplaying / Re: SPAMKINGDOM LORE Q&A! (and Hub?)
« on: July 29, 2018, 04:08:25 pm »
I know humans are currently the least magical race in the world but what is the most magical race in the world right now?

Elves.

A large gap in magical capabilities later, you get Dwarves.

6351
Forum Games and Roleplaying / Re: SPAMKINGDOM LORE Q&A! (and Hub?)
« on: July 29, 2018, 03:45:16 pm »
I wonder if the sorceress magic gave us cancer. Or maybe just bad luck.

The truth is out there!

6352
//I've assumed Basil ii meant 'No Edict'.

You decide against Edict yet again.

1184 AD, Spring

Quote
2*

Neither the spies, nor adventurers, nor the dwarves had any luck in locating the thief (or thieves). This baffles Dwarves especially, who believe that either Elves or a powerful magician is at work here (with personal bet on the former, they say).


Quote
1

You wake up to a very lovely morning sun peeking through the curtains hanging at the window.

Strangely, your nose seems to be clogged, for you cannot smell anything. Uh! You must've spent too much time on fresh air last night, it was pretty cold after all.

Here is Twygga, your bedchamber maid! You say hello to her, but she seems strangely unresponsive. Is she mad at you? You wonder why. Is it because you advised her to break up with that boyfriend of hers working in the royal stables?

The sun shining through the window strangely doesn't bother you when Twygga pulls the curtains aside and opens the window to let some fresh air into the room. You ask her what's wrong and why is she upset with you, but she instead makes her way to your bed... where you're still laying under the covers!?

Your legs give way underneath your weight. How is this possible!? You're here, sitting, in the middle of the room. But there's also you, sleeping peacefully under the lovely, warm covers!

That's when you notice that the light outside the window has grown larger. It is shining right onto you, almost flooding everything in light, obscuring Twygga, and your bed (and body), and dissolving the shadows of the room with obscene brightness. Is the Sun, now shining brightly white, trying to engulf you?

You decide to...

A) Muster up courage and reach toward the light.
B) Hide in the darkest corner of your bedroom.

...Still.

No matter your decision, Twygga will soon notice what happened to you, and will raise an alarm.

The tragic news will quickly spread around the palace, before spilling outside.

And finally, few days from now, the court doctors that will perform your autopsy will find a tumor that was growing behind your left breast, exercising pressure on your heart and ultimately leading to your untimely death.

6353
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: July 29, 2018, 12:07:56 pm »
PEACE WAS NEVER AN OPTION OvO!

6354
Quote
4

AND THE TRAP doesn't work on you, Mr.Rogue.

4. RulerOfNothing the Merchant

What about you? Hmmm?

Quote
Status:

1. MaximumSpin the Immortal is @Tile 15 (-); Items: Gem of Life
2. TopHat the Guildmaster is @Tile 22 (-); Items: Gem of Life
3. ctsun the Rogue is @Tile 14 (Trap!); Items: Gem of Life, Jester's Key
4. RulerOfNothing the Merchant is @Tile 10 (-); Items: Gem of Life, Winged Sandals, Enchanted Protector, Grounded Cloak, Rubber Hand
5. Felissan the Watchman is @Tile 9 (Trap!); Items: 5th Key
6. TricMagic the Dragonkin is @Tile 16 (Trap!); Items: Gem of Life // BANISHED TO THE BLACKREALM!

The Shop:
2nd Key,
Enchanted Protector,
Dragon's Ticket,

6355
MILITARY EDICTS:

Matters of military hierarchy, philosophy of war and development of military tech.

-

BUREAUCRATIC EDICTS:

Matters of administration and government.

Issue the Bill of Rights:
A standarized code of basic laws of the common peoples. Even if peasants will have nothing else left, they will always have their basic freedoms, helping ease their minds in times of emergency - and perhaps allow the spirit of liberty and humanism to blossom (for good or worse).

Establish Passage Tax: (once in effect: 1142 - 1169 AD)
All those travelers, adventurers, merchants and others are moving through the country for free! Let's establish a tax for those entering and leaving our country - this will earn us nice profits each year, although it might slow down immigration and convince some merchants to seek passage through elsewhere.

CULTURAL EDICTS:

Matters of religion, culture and art.

Establish Calendar of Festivities:
Rather than throw a festival every few years to celebrate a bontiful harvest, let's instead establish a cyclic and stable calendar of state-sponsored festivities for the whole year. This will cause a drain on the Treasury, but hey - people love festivals!

Adopt a State Religion (Pantheonism):
Pantheonism has become a major religion amongst our subjects. To foster unity of our subjects against foreign religious influences, we should establish Pantheonism as the state religion, with all others nowhere equal to it. The Pantheonist clergy will sure view it in a good light, too.

Proclaim Religious Equality: (once in effect: 1135 - 1172 AD)
Travelers, merchants, immigrants; they all bring new beliefs and philosophies into the country. Rather than fight those foreign influences, it might be best to allow all peoples free worship on equal level no matter the size and beliefs of the congregation, to help all different worshippers achieve a certain degree to harmony and peace.

REVOKE EDICT: Revokes a previously implemented edict, either to cut spending, appease some disgruntled subjects, or both. On the other hand, it might tick off some other peoples, potentially causing a deadly cascade of discontent.

Late Spring, 1135 AD: Established the Fireblood Court:
Creation of a specialized military branch devoted purely to development of Fireblood arms to ensure they are aplenty and of best designs around. This will allow to centralize the production, research and budgeting of Fireblood weaponry rather than having some errant alchemists and engineers running around, trying to make things happen.

End of Year 1139 AD: Established Recruitment Offices:
Mandatory training for youths is a good thing, but after bloodier-than-usual wars, there might be shortage of men to replenish the ranks. If we were to expand on the royal bureaucracy to include offices for traveling civilian recruiters and offer citizenship grants for mercenaries and travelers looking for a new home, our Army could refill its ranks much faster.

End of Year 1140 AD: Established The Council of Statesmen:
Creation of a small council of governmental officials who will be tasked with helping the government run smoother alongside traditional advisors, and, of course, the monarch himself. This will help strengthen the Imperial Authority, even in dire times, and help pass edicts quicker, although giving even more political power away from the throne than in the past might become a source of troubles one day.

End of Year 1146 AD: Established Diplomatic Corps:
Creation of a small but highly professional cabinet of diplomats and ambassadors that would visit neighbouring countries on regular basis to strengthen ties with nearby rulers and their nobles, and maybe even develop favorable treaties with them.

Summer 1152 AD: Issued the Codex of Training Regimen:
A set of efficient (and slightly draconian) requirements and practices of training to ensure that the Army gets only the best recruits of them all. This will make the Army much better in combat, although there might be a problem to fill yearly recruitment quotas sometimes.

End of Year 1153 AD: Established the Shadowranks:
Politics often involve underhanded tactics. A castle full of commoner staff and visiting foreigners just asks for a disaster to occur. Let's have the military form a professional division of most loyal of soldiers, who would protect the Emperor, his family and important state officials, during the day, night, war, peace, revelries of festivals and monotony of daily life.

End of Year 1156 AD: Expanded Primogeniture Law:
A string of bad luck can render a monarch without a male heir or cause succession debates. Rather than risk some unpleasant consequences of such a situation, it might be better to allow a skilled female to ascend to the throne, especially if she is as good at matters of the governance as any other ruler.

End of Year 1158 AD: Enacted Settlement Policy:
Guarantee that those willing to settle in previously undeveloped lands or territories yet unclaimed by any nation will be given a certain amount of money to help further their effort. However, this might cause a severe drain on the Treasury, especially during times of sudden, mass migrations to the countryside.

End of Year 1159 AD: Introduced Elective Succession Laws:
Sometimes a firstborn might be below average in terms of his skills to rule the nation, but there might be no other alternatives left, even amongst females. Elective Succession will allow the monarch to select the most skilled to inherit the throne, even a distant (or foreign!) relative of the successor, although this might cause problems with less gifted yet highly ambitious relatives of the next ruler, as well as local nobility.

Late Autumn, 1160 AD: Proclaimed Dissolution of Cloisters:
There are some faiths that are living and dwelling in estates and keeps that once belonged to the Crown, hoarding wealth within! We should force them out, restoring the important buildings to our governance as well as profiting from the stored treasures. Obviously, the worshippers of the faiths in question will be angry about this.

End of Year 1164 AD: Established The Royal House of Learning:
Scholars scribbling down books in secluded libraries and scriptories should be a thing of the past! Let's instead establish a centre of learning, where those of intellect can exchange ideas and educate those willing to learn. It will help the nation develop technologically, although maintenance of this beacon of enlightenment will obviously require yearly costs.

End of Year 1166 AD: Adopted Fireblood Infantry Tactics:
Fireblood weapons are currently slow to load and rather inaccurate, but even one in dozen of shots is bound to hit someone. Some believe that infantry should be given hand-held Fireblood weapons, which would be fired en masse against the enemy before melee combat, while horsemen equipped with melee weapons attack the flanks in glorious charges or mows down those who were lucky to survive the rain of hot iron.

End of Year 1167 AD: Established Imperial Trade Commission:
To ensure stricter and better control of trade in the Empire and through its borders, an imperial guild of trade and commerce should be created. Its officials will keep an ever-vigilant eye on market trends, supply and demand, as well as establish and maintain favorable tariffs and taxes on goods, and help our merchants gain upper hand over foreigners. Hopefully, they will avoid price gouging, corruption, favoritism and other nasty things.

End of Year 1174 AD: Endorsed State Patronage of Arts:
To help develop the nation culturally, set aside certain amount of budget money to sponsor sculptors, poets, musicians and painters. It will be a constant drain on the Treasury, but think of how prestigious your nation will become, what with those masterpieces of art popping left and right!

End of Year 1176 AD: Established Royal School of Cartography:
People come from near and far, yet we know little of the places they visit, the royal scribes clinging to rumors, hearsays and random tales of strangers. A proper society of cartographers and scholars at the House of Learning could help expand our knowledge about the region, and the continent - who knows, maybe entire world in the far future!

6356
Just finished reading the entire thing from 1 to 3. Took me 4 or 5 days but I had the time.

This is the level of dedication we should all aspire to, people ;v



You give the dwarves some money so that their runesmiths begin cooperating with your Spymaster and the hired adventurers.

1183 AD, End of the Year

You pace around your chambers, while Doge stares at you from his chair in confusion and slight fear. The door is knocked upon by someone, and moments later, the Advisor enters the-

"Have the artifacts been found??" The Advisor blinks when you question him.

"Err, no, Lady Empress. Actually I'm here for the usual like every year before." You sigh and sit behind your desk. Might as well try and get your mind off this theft with help of Scrolls of Kingdom Status.

Happiness: 7
Population: 6
Economy: 5
Army: 10!
Imp.Authority: +2

"Despite the thievery, the country is doing all right. Edict time, Lady Empress?"

A) "Sure."
B) "Nope."

The Advisor also procures and shows you the map of Methiant, but after few glances you can easily see there's no difference compared to previous year.

6357
Quote
6

Praying works, who knew it.

The PORTAL propels you all the way to 22!

3. ctsun the Rogue!

Rolls?

Quote
Status:

1. MaximumSpin the Immortal is @Tile 15 (-); Items: Gem of Life
2. TopHat the Guildmaster is @Tile 22 (-); Items: Gem of Life
3. ctsun the Rogue is @Tile 10 (-); Items: Gem of Life, Jester's Key
4. RulerOfNothing the Merchant is @Tile 10 (-); Items: Gem of Life, Winged Sandals, Enchanted Protector, Grounded Cloak, Rubber Hand
5. Felissan the Watchman is @Tile 9 (Trap!); Items: 5th Key
6. TricMagic the Dragonkin is @Tile 16 (Trap!); Items: Gem of Life // BANISHED TO THE BLACKREALM!

The Shop:
2nd Key,
Enchanted Protector,
Dragon's Ticket,

6358
Shoot and get shot!

Quote from: Luis vs Flygun A
Hit: 85+4-35 = 54
Hit roll: 34, hit!
Crit roll: 68, no crit
Damage roll: 38-5 = 33 damage

Quote from: Flygun A vs Luis
Hit: 85+6-6 = 85
Hit roll: 57, hit!
Damage roll: 15-17 = 0 damage!

The other Flygun tried to snipe Josephine, but she did an evasive piruet with her mecha.

Quote from: Flygun E vs Josephine
Hit: 85+6-20 = 71
Hit roll: 90, miss!

Spoiler: PC Stats (click to show/hide)

Spoiler: Enemies Stats (click to show/hide)

Spoiler: Friendlies Stats (click to show/hide)

6359
Forum Games and Roleplaying / Re: SPAMCOLONY
« on: July 29, 2018, 08:49:30 am »
My creative process in the span of 'yesterday/tomorrow' looks like this:

Yesterday: "OMG this is best idea ever it's gonna go so smoothly I'm truly a genius of forumgames!"
Tomorrow: "Oh no what was I thinking, it's too much effort/math/bookkeeping at the very start!"

6360
Forum Games and Roleplaying / Re: SPAMCOLONY
« on: July 29, 2018, 08:41:53 am »
You decide on Mineral Processor and Citrium Refinery!

Stardate 105000.100

Mineral Processor produces 4 Cargo of Polygranite.
Citrium Refinery produces 4 Barrels of Raw Citrium and processes 1 Barrel of Citrium.

Quote from: ISMB (InterStellar Market Bulletin)
Citrium: ^0.05 ICs
Tritanium: v0.05 ICs

Stardate 105000.200

Mineral Processor produces 4 Cargo of Polygranite.
Citrium Refinery produces 4 Barrels of Raw Citrium and processes 1 Barrel of Citrium.

Quote from: ISMB
Ferrite: ^0.05 ICs
Tritanium: v0.05 ICs

Stardate 105000.300

Mineral Processor produces 4 Cargo of Polygranite.
Citrium Refinery produces 4 Barrels of Raw Citrium and processes 1 Barrel of Citrium.

Quote from: ISMB
Ermagerdite: ^0.05 ICs
Citrium: v0.05 ICs

Stardate 105000.400

Mineral Processor produces 4 Cargo of Polygranite.
Citrium Refinery produces 4 Barrels of Raw Citrium and processes 1 Barrel of Citrium.

Quote from: ISMB
Citrium: ^1.45 ICs
Rubidium: v0.05 ICs

...CEO of XenoCitre Industries, Mr.Xantyggue Dep'nenen denies any involvement in the Citrium Quality Scandal that has just came into light. Oroperrin Investigators have already found impurities in the Citrium produced by this Megacorp reaching up to 1.25 Ferrite and 0.33 Tetravocadium per PPM. The market rates for Citrium are on the rise while manufacturers are cancelling orders for XenoCitre's stuff and are seeking other sources of the precious industrial liquid...

Spoiler: Colony Stats (click to show/hide)

Spoiler: Current Market Rates (click to show/hide)






...Hi, I'm Haspen and I'm making forum games which quickly prove too tiresome and for which I lose interest in matter of a week or two*, and I never tell my players .<.

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