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Author Topic: Fiefdoms @ War: Turn 15  (Read 120359 times)

Iituem

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Fiefdoms @ War: Turn 15
« on: March 16, 2011, 12:14:19 pm »

That's right, it's a Countries at War clone!*  This one is heavily inspired by Master of Magic, to the point where we're pretty much infringing on copyright with elements of the backstory.  The short version is that everyone starts out with dark ages technology at best, but that magic has recently returned to the world as well (as a tech option).  I think by now we know pretty much how this goes.

*Though after this many modifications, it's getting hard to tell.

Background

The world of Arcanus was once a wild place, filled with barbaric races struggling for survival.  Several great wizards arose, each seeking dominion and driving their people to glory and success whilst trying to destroy the others.  One wizard succeeded, casting the Spell of Mastery and gaining control over all the world's magic.  The spell gave him godlike power and enabled him to create the Arcanan Empire, bringing together the core of the world under his despotic rule.  As a direct result of the spell of mastery however, no other being was capable of spellcasting and so the foundation of wizardry upon which his empire had been built crumbled, making the empire completely dependent on him and his mundane armies to keep it in check.

The wizard ruled for half a century before dying of unknown causes.  The Spell of Mastery was not dispelled by his death and so magic remained barred from mortals, but in his five hundred years of rule technology and progress had ground to a halt.  For five hundred years after, the Empire tried to hold itself together under martial might alone but slowly crumbled from rebellion and mismanagement to the shell it is today.

Recently however a great star burst into being above the world and burned for thirty days.  Across Arcanus, oracles interpreted this as a sign that the Spell of Mastery had at last been broken and that the potential for magic had returned again.  Whether or not they sought to claim the power of magic for their own, the event spurred on many rulers who might otherwise have remained quiet.  The return of magic spurred those fiefdoms to war.



Game Related Information

Spoiler: General Play (click to show/hide)

Spoiler: Combat (click to show/hide)


Spoiler: Units (click to show/hide)


Spoiler: Heroes (click to show/hide)








Spoiler: Maps (click to show/hide)


Spoiler: Application (click to show/hide)


Spoiler: Turn Template (click to show/hide)

Additional Rules are at the bottom of this first page of posts!
« Last Edit: April 30, 2011, 04:00:14 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Iituem

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Re: Fiefdoms @ War: Turn 0
« Reply #1 on: March 16, 2011, 12:14:46 pm »

Spoiler:  Buildings List (click to show/hide)


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Spoiler: Technologies (click to show/hide)


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Scroll to bottom of this first page for Additional Rules!


Turns

Turn 0
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
Turn 9
Turn 10
Turn 11
Turn 12
Turn 13
Turn 14
Turn 15
« Last Edit: April 30, 2011, 04:00:02 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Pillow_Killer

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Re: Fiefdoms @ War: Turn 0
« Reply #2 on: March 16, 2011, 12:18:42 pm »

reserving
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every man faps to every person he knows/likes. I've done that for about 2 girls that I've liked really, and it's because they have big boobs. 'Nuff said amirite?

Taricus

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Re: Fiefdoms @ War: Turn 0
« Reply #3 on: March 16, 2011, 12:20:31 pm »

Interested.
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Pillow_Killer

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Re: Fiefdoms @ War: Turn 0
« Reply #4 on: March 16, 2011, 12:27:20 pm »

Empire Name: Peaceful Empire of Peaceful People of Peaceful Republic
Leader Name: Ali Shorabongmad
Starting Territory:  S Presst
Colour: Dark Blue
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Quote from: x2yzh9
every man faps to every person he knows/likes. I've done that for about 2 girls that I've liked really, and it's because they have big boobs. 'Nuff said amirite?

Taricus

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Re: Fiefdoms @ War: Turn 0
« Reply #5 on: March 16, 2011, 12:31:16 pm »

Empire name: Taikeni Dominion.
Leader name: Theris Anataki.
Starting territory: Center Storm.
Color: Cyan.
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 0
« Reply #6 on: March 16, 2011, 12:31:26 pm »

Reserved!
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Criptfeind

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Re: Fiefdoms @ War: Turn 0
« Reply #7 on: March 16, 2011, 12:34:38 pm »

Empire Name: The Free Storm Republic
Leader Name: His most high Speaker Fredrick the Red, Speaker of the courts of the The Senate.
Starting Territory: Storm East
Colour: Dark Red
« Last Edit: March 16, 2011, 01:00:55 pm by Criptfeind »
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Iituem

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Re: Fiefdoms @ War: Turn 0
« Reply #8 on: March 16, 2011, 12:38:28 pm »

Taricus/Criptfiend:  This means you'll be starting in adjacent territories; Storm East / Storm Central.  Do either of you wish to move, or is this acceptable to you?
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Taricus

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Re: Fiefdoms @ War: Turn 0
« Reply #9 on: March 16, 2011, 12:39:40 pm »

I'm Stayin' Right put 'ere. He can move 'cause he can't spell storm right :P
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 0
« Reply #10 on: March 16, 2011, 12:54:40 pm »

Empire Name: The Foul Empire
Leader Name: Emperor Demonic Spoon
Starting Territory: Central Foul
Colour: Purple
Comments & Notes: We are the Foulest of them all!

And colouring the sea zones would be helpful, I though they were territories at first.

Question, can I trade with the old empire?
« Last Edit: March 16, 2011, 12:58:17 pm by Demonic Spoon »
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Criptfeind

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Re: Fiefdoms @ War: Turn 0
« Reply #11 on: March 16, 2011, 01:00:42 pm »

I'm Stayin' Right put 'ere. He can move 'cause he can't spell storm right :P

Man, that is hard to read with the m right on the line. I am fine staying next to him.

A question though, does the map wrap around?
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Taricus

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Re: Fiefdoms @ War: Turn 0
« Reply #12 on: March 16, 2011, 01:04:11 pm »

Alright, We're going to need a borders agreement.
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 0
« Reply #13 on: March 16, 2011, 01:05:39 pm »

A question though, does the map wrap around?

Seeing as there are cloud territories on the nw and ne corners of the map I'm guessing yes?
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Iituem

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Re: Fiefdoms @ War: Turn 0
« Reply #14 on: March 16, 2011, 01:05:51 pm »

Various additional rules have been moved here, such as Diplomacy, Espionage, Siege Warfare and Religion!

Spoiler: Additional Rules (click to show/hide)

Quote from: Original post here
The map wraps E-W.  The north and south poles do not wrap, but any territory touching the pole (i.e. the very top or bottom of the map) can reach any other territory touching the pole.  I'll add that into the map details.  And yeah, the m in Storm is pretty hard to read.  I left the sea zones white to differentiate them, hah, but that's a fair point.

Trading with the Old Empire... maybe.  They're an NPC empire, so you'll have to probably do something diplomatic to make it happen, but I reckon yes.  Considering they're currently the most powerful, wealthiest empire in the game as well, having to do some sort of service in exchange for 10% of their income is probably pretty worthwhile.

Edit:  Spoon, your empire is magenta instead of purple, because the Old Empire is already purple.  Destroy the OE and you can inherit their colour.
« Last Edit: April 21, 2011, 05:11:39 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.
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