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Author Topic: The End Times: Turn 1  (Read 5790 times)

TheRedwolf

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The End Times: Turn 1
« on: May 22, 2019, 03:39:15 pm »

The world was in it’s last golden age. The five great empires of this world prospered in peace, as the empires had no reason to fight. Great artists created masterpieces, and powerful mages improved life for all. And then the world broke, sending beasts long thought dead on a rampage, plagues of the undead, devouring everything in it’s path, as embodiments of the elements themselves seek to conquer the world. These are The End Times.

This game puts you at the head of a high fantasy esque civilization at the beginning of an apocalypse. As the intro says, there are 5 great races and it is up to you to decide what they are. Create a race, what they look like, the names and environment (snowy plains, candy forest, etc.) of the capital and 3 cities, and the type of magic the race specializes in (whatevermancy). You can get creative with this, but please don’t have any kill everyone type races. Your race can become this after the cataclysm begins.

Mechanics: each turn has 5 phases. The disaster phase, the Military phase, the government phase, the research phase, and the production phase.
In The disaster phase, I will roll a d4. If the roll is even, there is no disaster for the turn. If it is odd, however, I roll a D20 to decide which disaster happens this round.
In the military phase, each of your armies can move or attack. Armies fall into a few basic categories: combat/support land/sea. Combat works by rolling the dice for both sides’s units, and the difference is subtracted from the losing side’s units’ hp. You start with 5 warriors, and 3 archers.
Support units do not get damaged in combat.
Mages work a little different. If you station a unit of mages in a city, they will be able to produce magic items, as well as defend a city as a support unit with combat magic. You could also have a mage unit aid a normal army too. You start with one mage unit.

In the government phase, unrest occurs. In the disaster phase, a city from every nation will be chosen. If the crisis is not resolved before the government phase of the next turn, the city gains a point of unrest. If the unrest points in a city is greater than 10, the city revolts, losing you the city and all the units stationed there. They can be retaken by force if lost like this.

 In the research phase, you get 3 research options from a d20 table.
It takes 6 turns for T1 tech 12 for T2

Each civ gets 15 CP per turn distributed between their cities. In the Production Phase, you can spend these on units or buildings.

Population: your cities start with 5 population and 5 max population.
Your population determines the amount of militia you can summon. If your city is attacked and has no defending army, you spend one point of population to get a d4 combat unit. While your city has less then the max population, you lose the CP bonus it gives. Militia can only be summoned while there is no direct combat unit in the city. Any militia that survive give you the refund of population.

Buildings: buildings are things built on the production turn that give bonuses. They take time to construct.
Farm: 15 CP 2 turn build +1CP per Turn +1 max population
Forge: 12 CP 2 turn build -1 melee cost
Bowyer: 13 CP 3 turn build -1 ranged cost
Stables: 12 CP 3 turn build -1 cavalry Cost
Militia HQ: 15CP 4 turn Build d6 militia
Archer tower: 8 CP 1 turn build +2d4 combat strength
« Last Edit: June 02, 2019, 04:49:38 pm by TheRedwolf »
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TricMagic

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Re: The End Times: 0 out of 5 players
« Reply #1 on: May 22, 2019, 04:34:53 pm »

Post goes here.

Atlantis- Atlantians
A race with long fox ears, they have been around for a long time. Circumstances forced them underwater for a time, but their mastery of Elemental Magics allowed them to create a living until that passed, 6000 years, and slowly restarting trade. It's been around another 3000 since then.

Race: Atlantians: Long Lived(1000- 1500 years normal, children reach adulthood at the age of 200. Start of teenage years are 70-100 Childhood starts at only 3 Years)
Magic Style: Elementalism, Mass Ritual Magic, Artificial Leyline Foundation, Magic Forging.

Elementalism The Base of Atlantis: The ability to interact with the base of the world. In the days before Atlantis existed, they made a living off the living stone of the lands to become minor players in world economics. With the start of the Great Racial War however, a subsection of Magic Smiths gathered together their people, and initiated a Grand Ritual, to forever separate the earth from itself. This resulted in the base of Atlantis, which sunk into the sea.
There were some problems, and the ones to initially devise the ritual became the Royal Family, pioneering the Creation of Artifical Leylines, which once placed, fixed the Mana Deficiency issue that was slowly occurring in their Biosphere. From there, they improved leaps and bounds, creating the Self-sustained City of Atlantis. Over time, their Elementalism became ever more focused in water, earth, and plants.
Magic Forging, The Passage of Years: With time, came stabilization. But all historians agree that it was the royal family's signature technique that kept them in power. The ability to forge Orichacum. Th sea's Stone, forged of the minerals and imbued with the sea. This material was only know by the Royal Family. Others could work it, but only the Royal Family held the secrets of creating it. With it, all their technology was possible, from the Water Crystals which upheld the generation of air, to the Solar Crystals which gave light, and the Artifical Leylines laid into the city streets and circles which produced Mana. It was all possible. Even the Creation of a new City, Apă, to gather more of the materials needed. It was all made possible through this stone.
In time, the secret was dispersed to others, as time passed, but still, by then, the Royal Family and the Peacekeepers at the time, faced a Water dragon in their decided travels underneath the ocean.

Mass Ritual Magic, the Binding of Fi Dragoon: In their decided travels seeking more materials, they interrupted a Sea Dragon's slumber. While pleas were made, it decided to destroy the city of Atlantis. For weeks did Atlantians fight it with what they had, the ability to turn the tide to their will. But it was not enough. Their magics could not pierce it's scales, nor did their weapons harm the beast. Stone and Water, Orichacum alone could not harm it. For all the magics of Atlantis, they were nearly destroyed. As the city lay flooding, sinking to the ocean's bed, as the air was disappearing, the dragon feasting, the Royal Family worked against the dragon. All but a single prince, the heir of the family, who made a breakthrough.
By imbuing one's own magic and soul into the forging process, far beyond what any sane Atlantian had done in the past, a weapon could be created, capable of destroying a dragon, forged for only one purpose. But to use it would also kill the user, the body destroyed, become Orichacum itself. And so, he decided upon another plan, using his sister. They evacuated the others, and lured the dragon, prideful beyond compare in it's total victory, to a place of their own choosing. He challenged the dragon with his spear, and tricked the dragon. For while they fought, as his body flaked, his sister had turned all of Atlantis' Leylines toward the Spear. It was not forged to destroy, but to bind the dragon by it's own hubris to her, the Royal Family's blood line. In doing so, so long as her bloodline ruled, a price was paid, drastically shortening their lives. In return,. the beast's mind was sealed, chained, and it's body to become the very protector of the city it sought to destroy. The Light of the Spear of Orilcallos shined, enveloping the dragon, and so the prince died. From then on, the Royal Rulers lived for but a 1000 years, and the peace was kept, for nothing else in the sea could face them, they who broke a dragon's will. Of what happened to the Spear, it was sealed in the Deep Catacombs of the Royal Family, only to be used in times of great need.



Capital: Atlantis, the City under the Sea.
Ancient Capital and home of the Royal Family. This City was created during the Great Racial War of Ages past. As such, it has been fortified with numerous enchantments and Leylines over the years, and they've even chained an ancient water dragon to protect it via the Royal Family's Main Bloodline.

Apă: The Miner's City reaching into the Seabeds
The First expansion of the Atlantians after being forced underwater. This city is located lower down and started off as a mining/argiculture city.(They don't merely do towns, since the bubble and water magics take a Mass Ritual to make in the first place.) These days, it is visited by other races personally seeking a weapon forged by Atlantian hands. They are said to be able to shape stone without heat, in common tongue.

Creştere: The Observatory City floating atop the Ocean.
The Third City, and primarily created as an outpost point for observation and first contact. Unlike the others, it was created as a mobile city, that would serve as a decoy should things go wrong. Some members of the Royal Family overssaw it as their duty, but things went well after a lot of posturing, and successfully plotted the course for the reintroduction to the surface world. Currently it floats atop the sea, and is a wonder for sailors and Atlantian alike. It applies the special magic that allows underwater travel by non-atlantians.

Etapa: The Trade City within the Forest Shores.
The only landbound city, but calling it landbound is a diversion. The Elves live with the Atlantians in a magically formed city of wood and stone. It is a Melting pot of Races, and overseen by an offshoot of the Royal Family alongside one of the Elves' Lordships and other nobles between them. Still near the sea, and the Atlantian Royal family holds a secret woven into the city should they need to move it all underwater.
« Last Edit: May 22, 2019, 06:05:16 pm by TricMagic »
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Glass

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Re: The End Times: 0 out of 5 players
« Reply #2 on: May 22, 2019, 04:57:00 pm »

Civilization: The Adjilia Coalition


Races

Draqons: Of humanoid stature but draconic appearance, draqons can be somewhat intimidating in initial appearance, though they are no more vicious than any other mortal race; while they have an appreciation for weaponry, this is held more in the craftsmanship than the usage.
Each draqon has an elemental alignment, reflected in their scale colors and body features. Earth draqons can be found in greens, browns, and greys, and tend to be stockier and shorter. Air draqons bear a variety of off-whites, and have wings (though only a rare few of them can actually use them). Fire draqons have scales in red, yellow, orange, and occasionally black, and are noticeably hot to the touch. Finally, water draqons can be seen in almost any shade of blue, and have webbed hands and broad tails.

Incilatro: Bird people, essentially. They stand at around four feet on average, and have arms, legs, and wings. While they're too heavy to fly with their wings, they can easily use them to glide great distances given sufficient elevation, which has led to a cultural fascination with great heights; they are responsible for Danann's cloud-piercing skyline, and it was an incilatro artificer who first conceived to bring Adjilia Aera airborne.
The plumages of their bodies will generally be brown, grey, or some other relatively dull color; however, males have a crest of colorful feathers on their heads, and almost all of them have a few iridescent feathers somewhere on their wings.

Dwarves: Short and industrious, they work the earth and the metals within. It's said that the draqons may have invented artifice, but it's the dwarves who earned it its name.
You know what they look like.

Sciro: They stand around human size, but their chitin, pincers, eight limbs, and scorpion tail prevent any from mistaking the sciro for any other race. Each one has a pair of pincers above their two sets of arms, and they use all three with expertise while digging. This race was born underground, and tunneling through the earth is one of their racial specialties.
Their exoskeletons are a shiny black, maybe a particularly dark purple. At birth, a unique sigil is painted onto their face, which serves as both a name and an identifying mark.

Kobolds: As short as dwarves but significantly smaller, kobolds are a moderately eccentric bunch, with a not-insignificant number of them having kleptomania, and most of them having a particular interest in anything shiny. Some had simply stolen the coins and treasures they wanted, but those that founded Pallass had decided to earn their money in the way the other races did: by trading. It turned out that behind their strange exteriors, kobolds had an excellent mind for business, and are able to find a use for - and way to sell - anything.
They've occasionally been compared to baby, hairy draqons in terms of appearance. They're mostly covered in scales, and have draconic heads (albeit ones somewhat larger in proportion to their bodies than those of draqons); however, between their scales, hairs grow out, and the back and bottom of their heads have only hair, without scales. Their scales are usually dull greens, while their hair is usually brown or black.



Magic: Artifice and enchantment (the imbuement of magic into physical objects, and the use thereof to create magically-powered mechanisms; requires more prep time and materials, but usable quickly once set up, and non-mages can use the items with ease)


Cities

Capital: Adjilia Aera
Description: Adjilia Aera - commonly simply called Aera - is the beating heart of the Adjilian Coalition, as well as the city whose council first wrote and ratified the treaty that created the Coalition. In centuries past, it had numerous claims to fame, most unique among them its ironwood trees, strong as steel, that its people used to construct their homes and tools, and which have since been spread throughout the Coalition; in the past century, however, with a great feat of artifice, the city has been set afloat, soaring as a silver island among the clouds, and this is what most will think of when they hear its name. Today, many buildings are able to fly off separately, and as such, the city is perpetually shifting, more like a flock of turtles than a single island.
Environment: Sky
Historically belonged to: draqons

Danann, the Glass City
Description: Aera is the heart of Adjilia, but Danann is the mind, the center of research into new applications of magic and engineering. This is reflected in its walls, quite literally: many of its surfaces (though generally only those on public buildings) have been made of materials with the appearance of thin sheets of glass, but which are as strong as a foot of solid, high-quality steel. One of its greatest claims to fame - aside from the way it shines like a diamond - are the multitude of universities within its walls, and the sheer quantity of inventions whose creators can be found among its populace.
Environment: Temperate plains, with extensive ironwood and other agricultural farms around. A river also runs through the center of the city.
Historically belonged to: incilatro

Mechanicsburg
Description: A heart and a mind may be a person, but it is the hands that allow them to work. Mechanicsburg is the industrial center of Adjilia, brimming with factories and workshops, with materials flowing into the city and products flowing out. Danann may conceive of Adjilia's many inventions, but it is Mechanicsburg where they actually end up built. A good three quarters of the mechanisms used in the elevation of Aera were produced here, and some of the best-quality ones, as well. Mechanicsburg is also the military center of Adjilia; swords, guns, various siege weapons, tanks, and airships are all produced in Mechanicsburg, as well as more civilian-focused vehicles such as light horseless carriages and floating skiffs.
Environment: Mountains, surrounded by mines, with a few scattered ironwood farms on the cliffs. Has both aboveground and belowground sections.
Historically belonged to: dwarves (aboveground) and sciro (belowground)

Pallass of Golden Roads
Description: If civilizations breathe gold as mortals breathe air, then Pallass forms Adjilia's lungs, bringing in commerce and investors from across the world. Lights line the streets, casting a golden sheen upon the exchanges conducted at night; the perpetual bustle has resulted in some denoting the place "the city that never sleeps". It's not inaccurate; investors and merchants can be found making exchanges and hawking their wares at all times of day and night, and it's said that a third of Danann's inventions were funded in Pallass, and half of Mechanicsburg's factories were bought there. Pallass is also where most new immigrants will arrive, seeking opportunities and new experiences, as well as passage to the rest of Adjilia by Pallass's railway network; for this reason, there are yet others who call Pallass "the gateway".
Environment: Coastal delta, about a quarter built on docks, several small nearby islands used for ironwood, workshops, and other things.
Historically belonged to: Kobolds

[A note for the curious: each of my non-capital cities is named after a notable city from other fictional works. If you can figure out what they all are, good for you.]
« Last Edit: May 23, 2019, 10:23:36 am by Glass »
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RoseHeart

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Re: The End Times: 0 out of 5 players
« Reply #3 on: May 22, 2019, 07:00:42 pm »

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Draxis

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Re: The End Times: 0 out of 5 players
« Reply #4 on: May 22, 2019, 07:44:12 pm »

I'll be expanding on this, but for now -

Civilization: The White Banner Kingdom
Race: Humans
Region: Steppes and hills

Magic: Reliving the songs, deeds and artifacts of the ancestors, for aid and courage in building upon their great achievements
General lifestyle: Organized along tribal lines, most tributaries of the White Banner King are farmers and herders while aristocratic and mercantile clans populate a network of market-fortress towns.
Cities: The Kingdom is divided into four Lands, each administered from a central city. The capitol of both the South Land and the kingdom as a whole is the White Banner City, built by the founder of the dynasty atop the ruins of overthrown rivals. It straddles a confluence of the two rivers which tie together the country's main centers, and is known for its two high bridges, its three walled markets, and the great fortress-temple of the ruling White Banner Tribe.

The central city of the North Land is Danhab, whose horse traders bring the pride of the surrounding pastoral tribes to the whole kingdom and beyond. In the East Land the smaller city of Ruhletab oversees the surrounding countryside, without the wealth to sustain a mercantile class on a level with its peers. And in the West is the prosperous but ill-fated Cemab, rebuilt many times following floods, fires and uprisings.
« Last Edit: May 22, 2019, 10:46:37 pm by Draxis »
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TheRedwolf

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Re: The End Times: 3 out of 5 players
« Reply #5 on: May 22, 2019, 09:30:17 pm »

What you can have multiple races of note. There just has to have a clear explanation why.
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Roboson

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Re: The End Times: 3 out of 5 players
« Reply #6 on: May 22, 2019, 09:59:27 pm »

I will construct a beautiful race, but it will take time, is this first come first serve? If so, can I reserve a spot? And if so, reserved!
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FakerFangirl

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Re: The End Times: 3 out of 5 players
« Reply #7 on: May 22, 2019, 10:59:24 pm »

I suppose I should reserve a slot. Not sure how the mechanics work or what my backstory/culture/cities will be, but for now:

Civilization: the Three
Race: Naga
Region: Desert & Savannah
Geography: Ocean, desert, savannah. The Plymouth river runs from a forest on the border to the savannah to the ocean. The Thades river and its tributaries enter the border, merge and pass straight through the desert, and then the Thades merges into the Plymouth river in the savannah.
Magic: Naga magic is based on runecrafting and conjuration. Conjurers use mana to activate runes, or rapidly change the temperature and velocity of any object they touch. This is as powerful as lighting a match or throwing a pebble every second. Runecrafters use runes to stabilize rates of mana output, create light, heat, repulsion, darkness or cold. The 'mp' is a unit of measurement for mana. An untrained adult can expend 2mp/s for 50s, which increases with practice. A conjurer must be able to expend 7mp/s for 100s in order to given the title of mage. Mages are allowed to use runes in public. A handheld rune is a portable rune drawn on any flat surface. The amount of mp stored depends on the amount of ink used and the age of the rune. A brand new handheld rune can hold near 1000mp and loses 30% effectiveness every ten months. (E.g. 20mp after a decade of fading.) Larger runes hold more mana and handheld runes hold two minutes worth of a mage's mana. The effects are predetermined by the design of the rune. Runes are always active when they have more than 0mp, so it is standard to split runes into multiple parts. The longer an enchantment's duration the more complex the effects. A flaming sword or fire arrow only has a storage and a heating component, whereas a rune levitating an object can have dozens of components for storing mp and creating wind. Household runes for cooling a room or food can have hundreds of chain components, for storing and transferring mana at a slow and steady rate in order to gradually lower temperature over several hours. These are the most expensive kinds of runes, due to the complexity. So what does this mean? An untrained conjurer can charge a spell for two minutes with the power of a fireball. A group of mages can create complex chain effects, transporting large rune arrays storing unlimited amounts of mana with reciprocal mana transfer components.
Cities: Each major city is inhabited by a different tribe. The Sun tribe has the most natural resources and skilled labour. Their city is Marosia, a trading hub located where the Plymouth river meets the ocean. Sun tribe is the most affluent and builds with wood floated down the Plymouth river.
Saris is a militant city in the desert, run by the Moon tribe. It is located on a river which crosses the desert. The Moon tribe uses adobe and animal hide building materials.
Bro of the Star tribe is a populous city in the savannah. The Star Tribe has the largest population yet the weakest political power. They consist primarily of nomads living in portable animal hide tipis, and farmers living in thatch huts. Bro is a seasonal city - most of its population is nomadic, and return after a successful hunt. Its population is dependent on the migration patterns of the antelope/elk/rothe herds. There are also deer, birds, rabbits and fae. Hunters visit the rural villages to help with the harvest, and carrying food to Bro, where they sell their crafts and the farmers sell their harvest. Bro is situated where at the merging of the Thades river and Plymouth river. Its seasonal inhabitants are poor, and prefer to ship construction material to Marosia while living in tipis, despite the cost of lumber being cheap along the river's edge.
And lastly, there is the underground slum city, Al. Long ago it was a sacred site of pilgrimage, with prospering cactus farms and its own government. Then it was conquered by the Moon tribe and became the lawless & impoverished coal & iron mine that it is today. Nagas come here to die, steal, or to make a fortune off the exploited backs of miners. Water and food are valuable here, and medicine costs a small fortune. Yet its local currency has an artificially lowered exchange rate. A third of Al's population are slaves who never escape the dim-lit cave networks, so sickness and unrest are always high. Yet with workers composed of slaves and miners who are unfit for skilled labour or the Star tribe's nomadic lifestyle, most of the populace have nowhere to go! The once sacred oasis is now poisoned by the mining tailings, meaning that despite the unrest, everyone relies entirely on the water merchants from Saris for survival - paid for by the dangerous backbreaking labour in the mines. Here stealing is punishable by branding, and a slave with two brands is punished by death. This is where the Sun tribe send their criminals and their homeless. Once a holy pilgrimage site, Al is now a cesspit of misery and exploitation.
Products: The Sun tribe produces fish, crops, luxury goods, wood, runes, rope, imported goods, crafts, salt, medicines and other manufactured goods such as armour. They trade with foreign nations.
The Star tribe produces meat, hides & leather, wood, crops, and arrows. They are self-sufficient.
The Sun tribe produces fruit, coal, refined iron, metal products such as high-end weapons & armour, iron ore, and slaves from abroad.
Government: Each tribe has its own tribal government, which appoints senators to a Three senate in the capitol, Marosia. Marosian senators are elected by the wealthy, Sarissian senators are appointed by nobility, and Bro senators are elected by its citizens. Every tribe has veto power. Saris is authoritarian, Bro is egalitarian, and Marosia always gets their way through bribery.
Culture: Hedonist. Marosia belongs to the Sun tribe, Saris belongs to the Moon tribe, and Bro belongs to the Star tribe. The Sun tribe is the most advanced and multicultural, the Moon tribe is the military powerhouse of the Three, and the Star tribe is the most democratic and principled. Nagas value money and believe that other races exist to serve them. Slaves are called 'servants'. Selling servants requires a license, owning servants requires government insurance, and killing servants is highly illegal.
Religion: There are various Naga religions and they share a common theme. Nagas believe that they reincarnate after death. A naga who lives virtuously will reincarnate as a naga. A foreigner who is pleasant to nagas will reincarnate as a naga. A foreigner who helps another race will reincarnate as that race. An intelligent pet will reincarnate as a humanoid. Yet a cruel naga will be reborn a foreigner. A cruel foreigner will become an animal, and a wicked animal will become an insect, and a wicked insect will become a weed. Once their soul is purified they become a tree, then progressively larger and smarter animals until they are born as the race their soul has the highest affinity to, whereupon their mission in life is to serve the naga race. There is a lot of mythology involving souls sinning and being reborn. Nagas believe themselves to be spiritually superior to all races, that every race and animal has its own guardian God, with many plant and insect deities being killed so that their powers could be absorbed. They believe that the Naga guardian deity Quetzalcoatl is the most powerful God, and that all other deities obey him.
Attributes: Nagas are vulnerable to cold. They are stealthy and strong, but their large tails make them easy targets for projectiles. Their bodies can resist poison, they have humanoid willpower and intellect, and their average life span is 37 years. Those who live in dry biomes and hibernate regularly can reach the age of 60.

Racial bonuses:
The Three: Tribal Strength: +8 unrest cap
Mage abilities: Runecraft: In cities with a mage unit, for 3 CP you get a rune set, which can be consumed for a d6 combat bonus in any combat, or a d10 in combat by a mage
Weakness: Short-lived: +2 zombies in army of the dead disaster.

Units:
Archer|D4|land support| Naga archers are equipped leather armour on their torso and are expected to procure their own weapon. The majority of archers use a recurve hunting bow, though some Moon tribe archers swear by the javelin, and many Sun tribe archers are wealthy enough to afford composite bows (yet have less practical hunting experience). Archers value hunting skills, and are highly mobile capable of using 'hit & run' tactics or stealthy guerrilla warfare. They cannot climb but are excellent swimmers. They rely on terrain and warriors for protection against enemy projectiles. Their projectiles can be enchanted with combat runes to shoot fire arrows.
Warrior|D6|land combat| Naga warriors are trained by the Moon tribe to use spears, short swords, targe shields and their powerful serpent tails. They are supplied with either an iron ahlspiess, ranseur, fauchard or glaive. Urban warriors receive a copper dagger while rural warriors receive a wood & leather targe shield double-rimmed with copper. Their armour varies by personal wealth, with
Galley|1d8|water combat|  A trading ship that can travel upstream along the Plymouth river trade route between Marosia and Bro, and the Thades river trade route between Bro and Saris. (Map will determine if there other cities on the Plymouth river..?) Research is being done into runecraft propulsion and rune powered cannons.
Mage|?|support - A mage squad is tantamount to a walking ballista. Their weaponry is highly portable and deadly. Naga mages use conjuration to create rune sets which can conjure a preset magical spell repeatedly until its mana runs out. An unequipped mage only has enough mana to activate a fireball rune once, yet with combat runes a mage squad can wield enough firepower to power siege weaponry nonstop for an entire hour, provided there is enough ammunition. Combat mages can use anything heavy as ammunition, including boulders, cannonballs, rocks, or even walls! Enemy vehicles and ships can be pummeled with heated boulders. Unarmoured infantry can be bombarded with rock fragments, and a boulder propelled from fireball rune can knock out one or two horsemen. Flammable constructs are easily destroyed. A thin wall can be used as makeshift ammunition, being blasted inward by siege runes. Moats can be rapidly frozen, and a reinforced metal gate can simply be melted and blasted away, making naga mages the most powerful unit in siege warfare! Unfortunately, they carry zero protection and very little ammunition. Runecrafting siege runs is rather straightforward, but runecrafting and charging the mana runes needed to power them is extremely expensive and time consuming. The majority of mages are sheltered cowards who try to avoid melee combat. A mage unit has several squads, with the majority of mages being responsible for the mana rune transportation and conversion. Reciprocal mana transfer arrays are used to store mana, which must be transferred into the siege runes in order to activate them. Thus, if the leader of a mage squad is struck down then the entire squad loses its firepower until the siege runes are retrieved. On the battlefield a single naga mage uses dropped equipment and even corpses as ammunition for fireball runes! For the life and death situation in close quarters, they carry a glass orb which can be melted and blasted at an attacker. The glass orb is used as proof of graduation and for measuring mana. Activating runes in public is frowned upon, and activating or transporting over 1000mp of mana is illegal for civilians. There is ongoing research into using runecrafting to power cannons, swords, guns and watercraft propulsion. A combatant's best method for killing a mage is with projectiles, and if that fails then be sure to cut off their hands before killing them, as letting a naga mage touch you or even your shield is a suicidal move! That said, all runecrafters are mages, and runecrafters are highly-respected for their production of luxury goods which was their primary focus before the apocalypse...
« Last Edit: May 29, 2019, 08:32:35 pm by FakerFangirl »
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Glass

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Re: The End Times: 3 out of 5 players
« Reply #8 on: May 22, 2019, 11:51:44 pm »

What you can have multiple races of note. There just has to have a clear explanation why.
The Adjilia Coalition will have started out as a bunch of independent cities getting together in a big alliance, so they'll have started out as each having their own dominant race. And thanks! I'll finish my sheet in the morning.
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Glass is, as usual, correct.
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IcyTea31

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Re: The End Times: 3 out of 5 players
« Reply #9 on: May 23, 2019, 04:19:16 am »

I will construct a beautiful race, but it will take time, is this first come first serve? If so, can I reserve a spot? And if so, reserved!
I'd like to repeat these words. If it is FCFS, consider this a PTW. If not, expect a sheet.
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TheRedwolf

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Re: The End Times: 3 out of 5 players
« Reply #10 on: May 23, 2019, 09:11:40 am »

I’ll say the spot is reserved. If you still want “in” but haven’t posted, I think that I will add 3 “barbarian” civilizations (think kobolds, orcs, etc.) however, you only have one city at the start, and no intrinsic magic, but you can learn some later.
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Glass

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Re: The End Times: 3 out of 5 players
« Reply #11 on: May 23, 2019, 09:17:23 am »

3 “barbarian” civilizations (think kobolds, orcs, etc.)
...I'm actually making kobolds one of my races :p
I was having difficulty thinking of something for Pallass, ok?
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Glass is, as usual, correct.
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TricMagic

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Re: The End Times: 3 out of 5 players
« Reply #12 on: May 23, 2019, 09:18:36 am »

3 “barbarian” civilizations (think kobolds, orcs, etc.)
...I'm actually making kobolds one of my races :p
I was having difficulty thinking of something for Pallass, ok?

Mine those precious gem and stones little kobolds.
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Glass

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Re: The End Times: 5 out of 5 civs, 0/3 barbarians
« Reply #13 on: May 23, 2019, 09:43:24 am »

Alright, the Adjilia Coalition is now officially completely written up.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

IcyTea31

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Re: The End Times: 5 out of 5 civs, 0/3 barbarians
« Reply #14 on: May 23, 2019, 09:49:38 am »

(Sure, I'll make some barbarians. Work in progress. To come: more on the truth.)


[This document has been approved by the Holy Chiropteran Ministry of Knowledge. Turn in any contradicting documents to the Holy Chiropteran Ministry of Knowledge for destruction.]
The Holy Chiropteran Empire
A long time ago, long before even the sinking of Atlantis, the bat-god Quipata was exiled from the deepest earth and incarnated to become the first emperor. Back then, the bats were nothing but wild beasts; though Quipata tried to teach them of the modern ways, they wouldn't learn even to speak well enough to voice their lack of understanding. In divine wisdom, Quipata gave away the spark of divinity to found the Empire. Though this made Quipata mortal, the bats were now intelligent and crafty, and under Quipata's three-thousand-year-rule, built Ssquikrak to become the seat of the Empire. Ever since Quipata's death, the Priests, as the most direct divine descendants, have chosen one among them to lead the Empire into ever-greater success.

The Empire is currently led by Divine-Empress Paqui XXXIV the Benevolent. Only 8 years ago did she ascend from the lower caverns to pick up the crown after her father's (Paqui XXXIII the Great, may his soul be at Quipata's side) untimely death by the hand of Northlander assassins, and in less than a decade her rule has grown Ssquikrak's population by over two and a half million. This has been credited to her invention of the "double bread with insects", a clever dish nutritious and affordable to all bats. This growth proves that no North-sent plague can set the Empire back for long.

The Chiropteran race also commonly known as bats consists of the usual two sexes, male and female, as well as three castes which also form social strata. Though records from before Quipata's ascension show bats as small rodents, the divine spark has made the bats over half as tall as humans, far more intelligent than atlantians, and much better fliers than incilatro. Bats have excellent eyesight, but the gift of echolocation allows easy navigation even in pitch darkness, as well as communication unable to be heard by lesser races.
The Drones (850000 per million) are those in whom the spark of divinity is but a tiny flame. Even then, their muscles are impressive and their 20-year lifespan is more than enough. Though often mentally lacking, they are strong and obedient, and thus excellent for menial labour such as insect-farming and mining. With the proper herbal doses and surgeries, they can also be unleashed as destructive shock troops feared by all of the Empire's enemies.
The Freebats (149800 per million) are the class of handy craftsbats, charismatic merchants and the finest soldiers upon this world. They form the Empire's industrial base, refining the raw materials produced by Drones into more useful goods. Known for their tenacity and ability to improvise under adversity, they have even been granted a vote they may decide between themselves to cast on an Emperor candidate. The average Freebat lives for an impressive 38 years.
The Priests (200 per million) are the near-divine descendants of Quipata who guide the Empire to ever-greater glory. Easily recognizable by their lustrous red fur and long ears and fangs, as well as their divine voices commanding obedience [report any capable of disobeying Priests to the Holy Chiropteran Ministry of Justice], they carry the difficult burden of ruling the Empire through its many ministries, as well as dealing with the lesser Northern nations of the world. To preserve the divine spark, they do not breed with the other castes and only eat the finest essences of life. It is indeed the duty of all Freebats of health to donate blood monthly, so that no one bat would have to give all of their blood. Rumours that consuming blood would give Priests an indefinite lifespan are false. [Report any who claim such to the Holy Chiropteran Ministry of Justice]

The Imperial City of Ssquikrak (pop. ca. 31630000) is the largest, wealthiest and most pious city in the world. Though its entrance is situated on a cold but well-defensible peninsula on the southernmost point of the Great Continent, most of the city is in underground caverns roughly divided into tiers. The deepest caverns and the entrance to the divine realm are left untouched, slightly above them are the palatial caverns, then the clerical caverns, then the commercial caverns, then the residential caverns and finally, closest to the surface, the industrial caverns. All caverns have military garrisons, but most important are the Imperial Guard of the palace and the Sunlight Guard of the way to the surface. While all Freebats are encouraged to consider joining the armed forces, these two corps are only made of the most elite and loyal of soldiers from other corps. Embassies of other nations are held deep in the palatial caverns under heavy surveillance in case of foreign spies and assassins. As disgusting as it is to deal with the lesser nations, many of them need Empire-made fertilizers, coal and metals and pay well for them in food.

The Chiropteran Armed Forces are perhaps the most effective in the world. Empire-made spears pierce through any armour and fine falchions cut through steel and flesh with equal ease. Most important, however, is discipline: desertion is punished with such effectiveness, it is practically unheard of. The armed forced favour nighttime tactics, using their echolocation to gain an advantage over enemies unable to see in the dark. The soldiers carry their commander's will with incredible efficiency by using a series of techniques to carry their voices very far and still outside the hearing ranges of most lesser races.

« Last Edit: May 27, 2019, 07:22:12 am by IcyTea31 »
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