There is a beautiful world called Ameroth full of scores of different races and cultures.
Look at that, beautiful isn't it?
A fully developed world, with histories, beliefs, gods and millions of inhabitants
They've gone through about four Ages now, each with their own heroes and stakes
After the most recent Age, the gods have decided to put the world in stasis, in preparation for a rebirth
The gods have left the mortal plane, shutting themselves off until the appointed time.
And oh look. We've gained access to this world.
Join me as we take everything these gods have built, and turn it into our own sandbox. They won't notice till we're done.
We'll start small, with this little patch of land. First:
<Roll 1d10>
10-8 results in a Levy unit. Levy units aren't very effective in combat, but can soak up lots of damage
7-5 results in a Warband unit. Warbands are more effective, but generally smaller than Levy units
4-2 results in an Elite unit. That could mean anything!
Once you've rolled your <1d10>, you need to roll again! A <1d6> dice after the first dice will determine the specific Levy/Warband/Elite unit you'll have control over. Don't worry if people have better units then you, you'll be battling and losing units all the time! The real point of the game comes in what you find with the units.
So now you've got your unit, what next? I'll drop you on the map, and you determine what area you want them to head towards. You'll be exploring this world while I pick it apart for more fun things we can do, uncovering artifacts, fortresses and most importantly, heroes.
Dice mechanics will be explained after we have some players. For now, let's roll and see what we can summon out of God Stasis
uhh...Alright sure let's see how long I last before someone rolls and eats me.
I am ZAEALIX LORD OF...Gimme a second!
EDIT: I am lord of some sort of elite unit, your guess is as good as mine I think.
Oh, an elite unit, let's peer into the abyss of stasis and see what we pull.
Some sort of Northern Warriors! Let's see if I can't pierce their origin.
Uhh, Vaelnorsons? Whatever that means, apparently they're from the region of Vael. But that doesn't matter, because you have control of them now. Vaelnorsons have to roll 4 and above to be effective in combat. They have a group size of 1. They have a special detachment, Yeti Warriors, which can be rolled for separately from the main force.
And now let's try throwing you down on the map........
Square 1917! Which direction would you like to head in?
According to my scrying......Lofael? Soldiers from the region of Lofael I guess. But that doesn't matter, because they've been given to you! They have to roll 8 and above to be effective in combat. They have a group size of 3
Right it's going to be an experiment as we fuck around. It's going to be real time, with the people who are playing getting updates, and those who take breaks can just jump back in whenever. I'm about to get you three going, while working in anyone else who joins
The Vaelnorsons march south to hex 1918. To them it is a spacious plane with a few hills. Those birds are chirping, what is that, some sort of exotic eagle?
"This isn't our home, keep the yeti's fed"- Warchief Unta
The Lofael levy are now in Malinbois! Or, to us, hex 2519. It's a city I guess? Yup, a city. Quite a nice building tradition it seems. And what's this? It's occupied? Huh, guess our manipulations have already brought about some changes!
The city is defended by a warband
My scrying says they're Malinbois, no surprise there. Go ahead and roll 1d10 for battle!
Meredian knights from the region of High Lothen. They must roll 4 and above to be effective in combat. They have a group size of 1. They have a special detachment, Lion Riders, which can be rolled for separately from the main force.
Meredian knights from the region of High Lothen. They must roll 4 and above to be effective in combat. They have a group size of 1. They have a special detachment, Lion Riders, which can be rolled for separately from the main force.