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Destiny Awaits
A Dragon Age Grand Strategy Game


"We stand upon the precipice of change. The...
Faction stats
Population and Economy numbers to follow for all players. Everyone gets 4 actions/turn, except for the leaders of each faction, who get 5. That includes all Free Marches.

IC will be up soon.
  • Ferelden: Total, 3.45 million
    • House Theirin, Kings of Ferelden- @Wade Garrett; 3.45 million (technically), econ 5
    • House Mac Tir, Teyrn of Gwarin- @Dovahsith; .5 million, Econ 6, 50 ships
    • House Cousland, Teyrn of Highever @Tekomandor; .75 million, Econ 6, 150 ships
    • House Guerrin, Arl of Redcliffe and Bann of Calon- @EliudFS1; .4 million, Econ 4
    • House Kendells, Arl of Denerim; .3 million, Econ 6, 40 ships
    • House Howe, Arl of Amaranthine; .25 million, Econ 3, 30 ships
    • House Wulff, Arl of the Western Hills; .2 million, Econ 5
    • House Lendon, Arl of Edgehall- @Ceslas; .2 million, Econ 5
    • House Bryland, Arl of South Reach; .2 million, Econ 4
    • House Hargrave, of Dragons Peak Bannorn; .1 million, Econ 3, 20 ships
    • House Baranti, of White River Bannorn; .1 million, Econ 2
    • House Harkwald, of the Bannorn of Westhill; .1 million, Econ 4
    • House Eremon, of the Waking Sea Bannorn- @Desdendelle; .12 million, Econ 5, 130 ships
    • House Krole, of Oswin Bannorn; .07 million, Econ 4
    • House Mac Eanraig, of the Winters's Breath Bannorn; .09 million, Econ 6
    • House Tremaine, of the Southern Bannorn; .08 million, Econ 3

  • Orlais: Total, 6.5 million
    • House Valmont of Orlais- @kızıl sultan; 1.5 million, Econ 6, 200 ships
    • House de Chalons, Duke of Chalons; 1 million, Econ 5, 100 ships
    • House Fontaine, Duke of Savrenne; .6 million, Econ 7
    • House Blanchard, Duke of Val Montagne; .4 million, Econ 3, 50 ships
    • House de Montfort, Duke of Montfort; 1 million, Econ 4, 10 ships
    • House Remache, Duke of Lydes; .55 million, Econ 4, 60 ships
    • House de Ghislain, Duke of Ghislain; .3 million, Econ 6
    • House de Firmin, Duke of Val Firmin; .45 million, Econ 3
    • House de Freyen, Duke of Freyen- @Asterion; .7 million, Econ 5, 75 ships

  • Free Marches; Total, 4.1 million
    • Starkhaven; .9 million, Econ 5
    • Ansburg; .4 million, Econ 3
    • Wycome; .2 million, Econ 6, 100 ships
    • Markham; .2 million, Econ 5, 50 ships
    • Hercinia; .3 million, Econ 4, 120 ships
    • Ostwick- @Sidheach; .7 million, Econ 5, 80 ships
    • Tantervale; .8 million, Econ 4
    • Kirkwall- @Secretariat; .9 million, Econ 6, 200 ships

  • Antiva; Total, 3 million
    • House Campagna; .5 million, Econ 4, 250 ships
    • House Valisti; .75 million, Econ 2
    • House Montiliyet- @Yonatan; 1 million, Econ 6, 400 ships
    • House Arainai; .75 million, Econ 5, 200 ships

  • Nevarra; Total, 4.35 Million
    • House Pentaghast- @bookwyrm; 2.5 million, Econ 5
    • House Van Markham- @Deathwing; 1.25 million, Econ 5, 50 ships
    • House Anaxes; 1.1 million, Econ 6
    • House Forsythia; 1 million, Econ 4

  • Tevinter: Total, 8 million
    • Archon- @Salbazier; 1.25 million, Econ 4, 100 ships
    • House Vyrantius; 1.05 million, Econ 5, 50 ships
    • House Pavis; .95 million, Econ 6, 60 ships
    • House Tilani; 1.05 million, Econ 5, 75 ships
    • House Amladaris; 1.2 million, Econ 3, 30 ships
    • House Alexius- @Zedalb; 1.5 million, Econ 4

  • Orzammar; 1.6 million, Econ 4
  • Kal-Sharok- @Demonic Spoon; 1 million, Econ 7
  • Anderfels- @BCK233; 1 million, Econ 3, 30 ships
  • Rivain; 2.5 million, Econ 5, 400 ships
  • Qunari of Seheron; ?????
 
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Deep Roads Expedition Tables
Deep Roads Expedition Tables

You have a five-year cooldown between expeditions. You must spend a major action and an economy point on the expedition regardless, but you may spend up to three economy points. You must send at least 5 men.

Bonuses:

Led by a Great Actor: +5
Led by a Great Warrior: +10 (Does not stack with Great Actor)
Sent 50 or more men: +1
Sent 500 or more men: +2
Sent 5000 or more men: +5
Sent an artifact that applies: +5
Spent an additional economy point: +2 (per point)
Not led by a named PC: -10
Mages in the expedition add +1 per mage, max 5.
People with Deep Roads maps get a +5, this goes to Dwarves automatically.


So You Want To Be an Adventurer?

Step 1: Into the Darkness
Roll d100

1-40= Crit Failure (You're Dead, Son. Move to Step 4, with a -40)

41-80= Minor Failure (Move to Step 2 with a -10 Roll)

81-95= Success (Move to Step 2)
96-100= Crit Success (Move to Step 2 with a +5 roll)

Step 2: Don't you know? You never split the party!
Roll d100

1-10= Crit Failure (You're Dead, Son. Move to Step 4, with a -60)

11-60= Failure (Move to Step 4)

61-95= Success (Move to Step 3)

96-100= Crit Success (Move to Step 3 with a +5 roll)

Step 3: Looking for Treasure
Roll d100

1-5= Crit Failure (You're Dead, Son. Move to Step 4, with a -30)

6-50= Failure (Move to Step 4)

51-90= Success (Move to Step 5)

91-100= Crit Success (Move to Step 5 with a +5 roll)


Step 4: Run You Fools
Roll d100
*Note*: In any case where you lose your leader, you lose your artifact(s) as well.
1-10= You lose EVERYTHING.

11-20= You lose your leader, and 75% of your forces

21-30= You lose your leader, and 50% of your forces

31-40= You lose your leader, and 25% of your forces

41-50= You lose your leader.

51-60= You lose 100% of your forces, but your leader survives.

61-70= You lose 75% of your forces, but your leader survives.

71-80= You lose 50% of your forces, but your leader survives.

81-90= You lose 25% of your forces, but your leader survives.

91-100= You lose any artifacts you dispatched.

STEP 5: The Loot
roll d100
1-40: Failure, you find nothing.

41-60: Pick something from the following list.
  • 1 boost
  • Artifact Armor
  • Artifact Weapon
  • Utility Artifact

61-80: Pick one from the list below, or two from the list above.
  • Golem Control Rod and Golem
  • Autocrossbow
  • Lyrium Well
  • Flamethrower
81:-100 Pick one from the list below, or two from the list above.
  • 5 boosts
  • An Ancient Dwarven technology (Lyrium Well schematics, Golem schematics, Autocrossbow Schematics, Flamethrower Schematics)
 
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Manpower and Effective Manpower
Okay. A slight tweak I realized I could do now.

Manpower cost is always equal to how many people are in a unit. Catapults, for instance, take a crew of 4.

Effective Manpower however (abbreviated EM) is how many standard militiamen a soldier costs to train/equip. This is what is compared to your treasury cost. I'll threadmark this post, and values and descriptions for presently used units will be below. Units marked (R) need some form of research or event to be used.


Basically an untrained mob. They're only effective in numbers, since their morale is terrible and their training abysmal.

Your usual infantrymen. They can accomplish basic commands like marches in formation, changing formation, shield walls, etc. They are essentially the "standard"

Includes crossbowmen.

Equal to a man at arms, decreases disorder/crime when stationed in a city, takes penalties when moved out of the city they're garrisoned in

Men at arms, but usually better armed, armored, and trained.

Light cavalry are fast skirmishers, best used to scout, forage, and screen. They also have a researchable/discoverable archer variant.

Medium Cavalry are the all-rounders of the cavalry, with armored riders and unarmored horses. They can do everything decently, but nothing tremendously well. They also have a researchable/discoverable archer variant.

Heavy Cavalry are slow for cavalry, but terrifying and dangerous, heavily armored and capable of devastating shock in the charge. They also have a researchable/discoverable archer variant.

Especially effective against cavalry, but slow moving and slow to turn.

Massive, tough, and immensely strong.

Mabari are loyal, dangerous, empathic, and can sniff out werewolves. Most importantly, they don't take any actual manpower. Cause, y'know.... they're dogs.
 
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