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Necro arms race- Black Rose faction thread
frostgiant:
Core
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The Necropolis, A city without peer in this world.
Its outer walls are as man-made mountains, build from enchanted stone, and the power of the dead working non-stop for a period of time that can be measured in centuries.
In all the time since its completion, the walls have stood unbreached and the armies of light repelled time and time again.
The city is so large that one may travel within its districts, one to the next, and still be traveling to the other end of the city in a few months time. The Wards of the city are created in a parody of nature, in which the peasant population spends their lives under the necromancers protection, in exchange for a Taxation and the gifting of their bodies after death.
Now the Necropolis faces peril.
The Necromancer King is dead, with no clear successor left to take his place.
His two Star pupils have rallied the other necromancers that live inside the city to their side to seize control, From the apprentices spending their time commanding the dead and repairing minor damage, to the Masters who spend their days toiling within their workshops to advance their understanding of death in all its forms.
You are of the Black Rose.
The world has no desire for you and yours in it. Every major kingdom and a majority of the minor ones desire for the death of all those who have learned necromancy.
If that is their desire, then you will leave them alone, and live your life in the only shelter your people have ever known. If they have no desire for you in the world then that is fine, the necropolis and the study of necromancy is a world all of its own.
If it wasn’t for the Bleached skulls desire to risk the safety of your world, you and your faction would probably never even have gathered behind Isabella’s claim to the throne. But as it is, the Bleached skull’s plan to attack the outside world and the countries that surround you could ruin everything.
The Necropolis has stood for millennia upon millennia, and such an attempt to conquer the outside world could sound the death knell for the city, as instead of the massive city being an impossibly hard target that doesn’t cause them any problems, it becomes a true Threat to all of them.
No expense would be too much to conquer such a dangerous target.
To save your world from those who would scorn another, you will throw your support behind the black rose to take the throne for Isabella Hawkmourne.
No one truly wishes to fight a civil war. For now, control of the city has been split in half, and the Castle has been locked shut behind some of the most powerful magics of the late Necromancer King. Hopefully, an agreement can be reached before fighting breaks out.
As Necromancers flow into the city, Whether due a desire for power during the upheaval or the chance to petition for policy changes from the previous king, many new ideas and skill sets are getting many of the master necromancers excited. A buzzing energy flows around the Necromantic academy and the various workshops that surround it campus.
it is currently Turn -2
No fighting for the first 3 turns. Dice set at 10 until turn 1.
Dice cannot be banked during preparatory turns.
Projects can be canceled during Preparatory turns, but only during the design phase and those dice are only usable in the revision phase.
Spoiler: Arsenal and infastructure (click to show/hide)
Zombies:
The most basic creatures to ever be created by a necromancer. Typically seen as baby’s first creature, the zombie is simple enough to be mass-produced with ease.
However, Zombies are slow, weak and incapable of doing more than simply bashing and biting their target. While dangerous to a peasant, zombies are relatively none threatening.
Cost: 100 Corpses
Infrastructure:
Necromantic brewer.
A relatively simple set up designed to brew necromantic fluid.
Necrotic Fluid is created from a few choice herbs and the flesh of the recently passed.
+100 Necrotic fluid
100 metal, 200 non-metal, 100 Corpses
Moratorium:
A basic building where corpses are prepared to be used for the art of necromancy after being brought out of long-term storage.
+200 Corpses
100 Metal, 300 Non-Metals, 100 Necrotic Fluid
Mine Shaft:
A relatively small mine shaft dug out by the undead and manned by basic zombies that is used to access veins of metals from under the city. Kind of small and has a relatively high rate of zombies dying off.
+100 metal
200 metal 200 non-metals, 100 Corpses
Quarry
A large open pit created for the purpose of hauling up good stone for construction. Due to the relatively open nature and large size, its tends to double as a meeting point.
+200 Non-Metals
200 Metals, 200 Non-metals, 100 corpses
Spoiler: map (click to show/hide)https://imgur.com/a/AZzLnAK
Ward 1
Capitol of the Black Rose faction and the seat of Isabella’s power.
The ward is heavily urbanized and one of the few wards that weren’t heavily modified by the original necromancy lords. The Hawkmourne’s mansion is located within this Ward, as well as the Necromantic Academy.
4/4 BR
Ward 2
Ward 2 was originally created by a necromancer lord that was researching the effects of plants upon necromantic magic. Ward 2 is part greenhouses and part jungle with much of the population putting up housing near the greenhouses that they work, Terrain is considered Light Jungle.
4/4 BR
Ward 3
Ward is another one of the few wards that have not been heavily modified by the original lords, Instead it houses lots and lots of population, filled with dense buildings and walk ways, typically layered on top of each other to fit more people.
4/4 BR
Ward 4
Ward 4 acts as a harbor for smugglers, in what was originally a ward made up of mostly water with few Island. Now a days it is filled with rickety stone buildings and walkways that stretch between islands and serve as many landing pints for Smugglers that are keeping any trade they do with the Necropolis on the down low.
4/4 BR
Ward 5
Ward 5 is filled with small hills, large hills and mountainous cliff faces. Many of the people here have taken to making their towns and cities either build directly into cliff faces of build at heavy angle upon the hills.
Rumor has it that the original necromancer lord wished to study what effect living constantly on a slope would to humans.
4/4 BR
Ward 6
The necrotic fountain is what tinges all of the cities canals green. Originally an attempt to mass produce the newly discovered liquid by this wards necromancer lord, it was a failure, leading to the ward being flooded with Green tinged water, with the large fountain and some bridges being the only solid ground left. Thankfully for the civilians, the necromancer lords fountain was build rather big, more of a Caldara then a stone fountain.
4/4 BR
Ward 7
Ward 7 is a punishing place, Filled with heat, sand and possessing very little water. It is truly the original necromancer’s little slice of home, being a desert made with powerful enchantments.
4/4 BR
Ward 8
One of the few untouched Wards, ward 8 is very plainly just more urban housing, filled with people and many houses in close proximity to each other. While not the overdeveloped ward 3 or the relatively high-class ward 1 or 14, ward is is rather middle of the road.
4/4 EV
Ward 9
Ward 9 was created to serve as both long-term storage and a testing ground for the effects of decomposition of necromantic magic. Being filled with nothing but graveyards with some housing for the people who call this ward home.
as well, ward 9 features a large labyrinth underneath it that can be used to travel around the ward relatively quickly. If you don’t get lost that is.
4/4 EV
Ward 10
The necromancer lord of ward 10 was obsesses with the effect of mud and water on corpses, and well as the various plant life that call this place home. Ward 10 is a giant swamp, filled with flesh eating bugs, sucking mud and mucky water. The denizens of ward 10 are known to be miserable people, probably due to their living accommodations.
4/4 EV
Ward 11
Ward eleven was originally created to study low oxygen’s effect son the human body, but these days it also serves a massive living structures for its population.
Known by its nickname of towering heights, ward 11 is filled with massive skyscraping buildings that are connected via sky bridges.
Because of the sheer amount of stairs to reach the top of bottom, as well as the thought of carrying provisions up their, many Residents tend to spend a majority of their time in the floors near then or in similar level floors in other towers. Supplies are delivered via hand crane.
4/4 EV
Ward 12
Ward 12 is a massive, smooth dome from the outside. Inside the Ward is filled with nothing but torch light and darkness, with many tunnels reaching deep in the ward to provide living space to its population.
Many Ward 12vers are known to wrap heavy cloth around their eyes when they must leave the ward, as well as heavy cloth to prevent their alabaster skin from burning under the sun.
4/4 EV
Ward 13
Ward 13 is the Official dock of the city, featuring a massive bay that is connected to the ocean via an underground cave system. All “official” shipping and water craft will god through ward 13 and it has docks to match up with such a task. Ward 13 Also has the tools to make ships, but in the coming war such things are of no use.
4/4 EV
Ward 14
The 14th ward is the last of the urban wards, and is considered high class, matching up with ward 1 in turns of wealth.
The Ediolon Vigils leader, Damien Blackthorn lives at his family mansion in ward 14 and it is considered the capital of the movement, with a majority of the leadership also making their home here.
4/4 EV
Spoiler: Resources (click to show/hide) Stockpile:
500 Necrotic fluid
1500 Corpses
1000 Metal
1000 non-metal
250 Special corpses
Current income/turn:
+50 Necrotic fluid
+200 Corpses
+100 Metal
+200 non-metal
+10 Special corpses
From:
Black rose capital - Ward 1 The design phase of Turn -2 begins now.
Do you wish to rename the necromantic academy?
Doomblade187:
In.
Happerry:
I prefer this faction's philosophy over the other one's, so joining.
Talion:
I'm looking forward to the many weird creations we come up with.
Jilladilla:
Right. Design ideas:
Iron Zombie (I'm really not proud of this writeup. Someone please rework this?)
This zombie has had iron plating grafted onto it, greatly enhancing its durability. Extra muscle has been necrotically attached to help bear the greater weight, and allow them to be more threatening. To better make use of this durability and strength, the zombie has a simple basic soul bound to it, granting it some amount of intelligence. Nothing major, but it should at least be able to understand basic, simple orders, stairs, and that trying to climb over its still active comrades is not the most effective way to get to its target. It's hands have been replaced with morningstars (AKA, the spiky ball on a stick), both to improve its offensive capabilities, and we don't expect them to be intelligent enough to truly appreciate the utility hands bring.
Zombie Dogs
Dogs, man's best friend. Long have they been used in hunting and warfare. Is it any surprise that we'd turn to these age old companions when building our army? Of course, as a zombie is superior to the average peasant, so to should a zombie dog be superior to the average dog. These dogs have had their old soul bound to them, granting them the intelligence to track, hunt, and skirmish with the enemy.
Zombified Birds
When on a military campaign, intelligence is one of the most important commodities. Scouts are as such among the most important features of an army. And what creature makes for a better scout than a bird? It's small and can blend in, and with the speed of flight it can rapidly observe and report on the enemies movements and compositions. Of course, it will need a more robust intelligence to do so, and such intelligence will be granted.
Bonestitcher
The ranks of the Bonestitchers consists of those who are either hopeful of gaining an apprenticeship in necromancy, or are themselves those whom failed out of one. The Bonestitchers are given a bare minimum of animation training, enough so that they can, with some manual labor included, 'heal' our undead armies by recycling usable bits and pieces of those who have fallen and stitching them either together to make a 'workable' soldier, or replacing damaged limbs of an already animated soldier.
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