Hyrule: Total War Apocalypse

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Ok quick AN before I start this: Sorry everyone for creating yet another quest, and earlier than...
Province choice

san

F#$k you I'm a dragon
Banned
Location
canada
Ok quick AN before I start this: Sorry everyone for creating yet another quest, and earlier than I said I would. :( However I just could not resist the siren call of this quest. I do however promise to get the next Magistrate on halo rings update out before I work any further on this. Also before I add the first proper turn of this I will do my best to have the first proper turn of Magistrate in Halo Rings out.

(also this was inspired by Hyrule total war/conquest, and is a mix of that, Ocarina of time, Twilight Princess, and just a touch of BotW.)

Now then onto the quest (AN ends here.)

In the recent past, Ganondorf managed to claim the Triforce for himself, despite the resistance put up by Princess Zelda and the Hero Link. In reply, the Golden Goddesses unleashed a great cataclysm upon the land. Causing great damage to Hyrule, but banishing him from the world forever! Or at least for the next few generations. The land itself was reshaped by the cataclysm however, and even the maps must now be redrawn. But now, in the aftershocks of the downfall, the peoples and races of Hyrule are forging new kingdoms, new Nations, new…. Dynasties.


Which Faction shall you Choose? :

[ ] Ordona Province

Populated by the Ordonians, a people much like the Hylians except for their rounded ears, Ordona has long been part of the Hyrulian Kingdom. However, with the recent devastation, Ordona has been cut off from their ancient allies, and must now carve their own path into the future.

Benefits:
Cavalry Breeders
: The Ordonians have been breeding horses and goats for generations, and have some of the finest stock in Hyrule.
Ancestral Farmers: Ordona Province was founded as a farming nation on highly fertile ground and continues to be to this day. Ordona Farms provide a much higher yield per year then any other nation.
Wolfos friends: In addition to their farming many Ordonians have taken up hunting in the past as well as animal taming. Over time several hunters have discovered methods of befriending Wolfos and partially taming them. Nowadays many of the Wolfos of the nearby Faron woods are friends of its people. The Ordonians have also gotten pretty good with bows.

Detriments:
Peasant Population
: The Ordonians are, all in all, made up mostly of farmers and peasants with little higher education.
Volunteer Army: Ordona Province has never had a standing army, depending on its age old alliance to the Kingdom of Hyrule for protection. What troops it does have are merely militia.
Moblin Neighbors: The Moblin homeland is quite close to the Ordona Province. Guess who comes to visit every so often?

[ ] Lanayru Province
The site of the first meeting between the Zora Domain and the Kingdom of Hyrule, Lanayru has long been a location where both races have mixed together, often to the distaste of purer blooded kin in the center of each races power. While the recent cataclysm upon the land caused great harm, it is also a chance for Lanayru Province to strike out and claim the independence needed to chart its own course.

Benefits:
Open Minded:
The site of an age old mixing of blood and the abandoning of old ways and traditions for a new future, Lanayru Province has always been open minded towards change.
Zora Blood: With a decent population of Zora and a far larger population of mixed bloods, despite the distaste of their homelands, the people of Lanayru Province have a firm advantage in the water versus most other races.
Rupee Veins: Lanayru Province has always been close to Death Mountain, and shares in some of its underground riches.

Detriments:
Three Armies
: Lanayru Province's armed forces are currently made up of three different forces. The surviving local garrison of the Zora Domain. the surviving local garrison of the Kingdom of Hyrule, and local rebels. This has not done their chain of command any good.
Low Fertility: The mixing of Hyrulian and Zora blood has had many blessings, but one penalty is that despite some people's repeated attempts the end results are rare. Population growth is just slower in Lanayru Province.
River Zora: As well as the friendlier Sea Zora, Lanayru Province was also the Hylian's first encounter with the far more hostile River Zora, and the Province has never been entirely free from them.

[ ] Kokiri Province
The location where most survivors from the Kingdom of Hyrule have gathered after the Cataclysm, the Royal Family has made a new home here, in one of many tent cities. While Ganondorf and the disaster sent upon the world by the three Golden Goddesses have caused great damage to the Kingdom of Hyrule, it may yet rise again.

Benefits:
Sheikah Aid:
A decent number of The secretive tribes of the Sheikah have made their home within Kokiri Province, and will always be loyal to the royal family of Hyrule.
Royal Army: A majority of the surviving forces of the Royal Hylian Army are still loyal to the crown, and have found their way to Kokiri Province.
Blessings of the Goddesses : The people believe that the Goddesses hold the royal family in their favor, and can be depended on to be loyal.

Detriments:
Refugee Nation
: Almost all inhabitants of Kokiri Province are refugees from lands destroyed in the cataclysm, and still live within tent cities and other refugee camps. This province has more refugees than the other provinces.
Monster Infestation: Within Kokiri Province the curses of Ganondorf have warped many of the creatures. Now there are many monstorous Spiders, insects and other such creatures that attack people on sight in these woods.

[ ] Eldin Province
The location of both Kakariko Village and Death mountain. The Eldin Province houses Hylians, Gorons and even a few adventerous Ordonians, the people who call it home tend to be easygoing and peaceful compared to many others. They also have a strongly independant mindset.

Benefits:
Rupee mines: Eldin Province houses Death Mountain, and holds most of its underground riches as well as many of the mines that made the kingdom of Hyrule wealthy.
Master Blacksmiths and miners: The people that call this land home have access to a vast and varied amount of Ore veins and know how to make use of them. The people of Eldin province make better and more weapons and armor than anyone else and their mines produce more ore than most others.
Tough and inventive: The people of Eldin Province are stronger and more hardy than most others thanks to the mining work, hot springs and difficulty of eking out a life in the mountains. They have also invented many products to make their jobs easier including bombs of various types. Bonuses to research actions involving technology, and troops are harder to kill.

Detriments:
Barren Lands
: The harsh lands of Eldin Province grow little crops, and without the normal shipments from Ordona the population will have trouble finding enough food.
Undead Problems: Within Eldin Province the curses of Ganondorf still lay heavily, and the dead rise to torment the living.
Peaceful: The people of Eldin are peaceful and are harder to convince of the necessity of an offensive war.
Independant: The people of Eldin are highly independent and prefer to try and fix their own problems without outside aid. Risk of losing loyalty if you look for outside aid before trying to fix your problems on your own.



Welp, go ahead and vote I hope you enjoy. :D (though let me post 5 times so I can reserve some stuff plz.)

(also This was made using Hyrule Historia as a base though it has made many changes to it, and I have the full permission of @Happerry to use his work here.)
 
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Character sheets
Name: Link Ordona
Gender: Male
Age: 28
Titles: Hero of Twilight, Leader of Ordona province.


Attributes:
Martial
: 32
Administration: 18
Diplomacy: 25
Intrigue: 12
Research: 19
Faith: 38
Combat: 31
ECS: 44

Virility: 83

Traits:
Chosen of Farore: Farore chose you as her champion for... reasons. (+3 faith, +3 Martial, +5 combat, Can turn into a sacred wolf at will, +10% fertility, ???, synergy ???)

Attractive: +2 Diplomacy, Bonus Spousal Approval

Ordonian Rancher: You are one of the ranchers of the Ordona Province and know how to train and breed animals alongside the best of them. (+1 administration, martial and research, bonus and cost reduction to training Cavalry forces and researching new types of Cavalry.)

Crippled: You gained a wound in the fall that healed improperly, will need treatment to heal. -2 martial, -3 combat, -1 intrigue.

Anger-prone: You lack control of your anger. -3 diplomacy, -1 intrigue, -1 martial

Favored of Din: Din holds you in very high regard for reasons known only to her... (+3 Piety, +3 Martial, +3 combat, Din has blessed your lineage with her favor granting all your descendants a boost to their War and Combat stats.)

Synergy of the Goddesses: The Goddesses hold you in higher favor than anyone before you. All children of your lineage will have their Faith stat boosted and be capable of faith based magic. You are also capable of faith based magic

Favored of Nayru: Nayru holds you in very high regard for reasons known only to her... (+4 Piety, +2 administration, +3 Research, ???)

Lustful: You like sex... you REALLY like sex. +10% fertility, -2 combat, -1 Research, Stewardship, diplomacy, slight loss of spousal approval.

Wolf privates: +10% fertility, greater pleasure for partner during intercourse.

Wolf Eyes: Can see in the dark.

Wolf Teeth: Can bite enemy throats out, +1 combat.

Feral Aura: +1 intimidation diplomacy, -1 in increasing relations diplomacy.

Master Sword: Adds 1/3 of faith to combat score.

Description/Backstory: Basically the Twilight Princess game with some changes, not too many or very large but ya (other than Ganondorf winning.)

Name: Midna Twilight
Gender: Female
Age: 43
Titles: Ruler of the Twili, 2nd in command of Ordona province.


Midna stats:
Martial: 27
Administration: 24
Diplomacy: 26
Intrigue: 21
Research: 34
Faith: 20 (10)
Combat: 14
ECS: 39

Fertility: 31

Traits:
Fertile: +10% fertility modifier, can handle birthing up to 4 children before risk of dying increases sharply.
Twilight ArchMage: add 3/4 learning score to combat.
Fused Shadow: add 3/4 faith score to combat if worn. Also comes with a slight risk of Majora noticing the bearer.
Candidate for the triforce of power: +2 combat, +2 martial, if you perform great feats of strength of strategy then you may become the new chosen of Din.
Broken Faith: Faith stat halved until cured.
Scholar: You love Books! +4 Research, +1 Piety, +2 administration, -1 Intrigue, -2 combat
Flirty: You are a massive tease and love to wear revealing clothing. -2 combat, -1 diplomacy
Well-Read: +2 Research, Small Research Bonus
Genius: +1 to everything
Attractive: +2 Diplomacy, Bonus Spousal Approval
Light lover: Unlike most Twili you actually enjoy the sunlight and moonlight of your new world. Mostly thanks to forced repeated exposure perhaps, but you still love it and will defend it if you must. +2 diplomacy with 'good' and some neutral races, +2 combat with 'evil' and some neutral races.

Backstory: Same as cannon with minor changes.

Martial: Rusl +14 to any martial action he is applied to.
Combat score: 21 (infantry Hero)
Age: 42

Administration: Malo +18 to any Administration action he is applied to.

Traits: Expert administrator: whenever an action he is applied to roles less than a critsuccess reroll, if lower than first roll keep the original result.

Age: 13


Diplomacy: Mayor Bo +19 to any diplomacy action he is applied to.
Age: 60


Intrigue: Telma +18 to intrigue actions she is applied to.

Age: 88

Research: Shad +14 to any research action he is applied to. Also grants a +7 bonus to all magical actions, if it is magical research and he is directly applied to it, +21 to the action.

Age: 49

Faith: Carlyle provides 1 extra Faith action each turn with a bonus equal to half of Links current Faith (19)
Age: 43

 
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Mechanics
Mechanics:

Ok first, this is going to be a relatively low stat quest when it comes to battles. I will probably give rough ideas out on how strong a troop type is and the like but the only hard numbers will be the actual numbers. Other than those two factors battles will be decided by strategy, terrain, Defences and the odd roll.

Outside of battles will be a different story... This quest will be much more about time management rather than randomized rolls for success/luck. To me it is bad taste to make building something based around a roll that determines either complete success or complete failure. So in this quest while there will still be rolls they won't be for outright success/failure for most things.

Instead you will roll on whether you get a minor success and only little progress done, a moderate success with standard progress done, or a Major success with a little extra work done but more importantly a slight cost reduction too. The only way you can fail in the large amount of choices you might make is through a natural 1 which will explain all major accidents and problems that can happen in building something. With a nat 100 you still get a critsuccess which gives you a massive boost to progress as well as a solid cost reduction.

However with every rule there are exceptions, lets talk about them now. The few exceptions to this rule are going to be things like research though more often than not it will still have a very low chance of failure. Now other things like exploration into a previously unexplored area can also fail but again it will be rare.

As for Nat 1's on things that can fail normally... Nat 1's have much greater effects. For example let's say you were researching something volatile and got a nat 1. The effects would be something along the lines of the building blowing up and possibly worse depending on a secondary roll to determine how bad the effect will be. Or if you were researching a cure to a disease and got a nat 1 the effects could end up being that you made the disease resistant to what you were trying and made it more difficult to cure... or outright accidently released the new strain of the disease you accidently created which now infects your population and is WORSE than the previous version of the disease.

Now onto how you actually get stuff done.

Your stat in a given category -10 will determine the additional bonus to any actions you take.

You do not have a set number of actions per a given type instead you have a pool of actions that you can spend as you like.There is nothing that prohibits you from spending all your actions on developing domestic infrastructure or making diplomatic overtures. This pool is called Imperial Authority.

Your Imperial Authority pool is primarily based on how happy your population is and how many towns you have along with how loyal they are to you. This is reflected in population morale and in the Provincial influence pool combined with the number of towns in said province.

Provincial influence pools can be increased by enacting policies that help them, defending them from enemies, and other such activities. You can think of it as your political support from the leadership of a given province and the towns in said province. The stronger it is the higher the percentage of the maximum authority a town provides you.

Towns provide
a certain amount of authority based on their size. Small towns provide a maximum of 1/2 an authority point, medium towns provide a max of 1 authority point, Large towns provide a maximum of 1.5 authority points, small cities provide 2 authority points, medium cities provide 2.5 authority points and large cities provide 3 authority points.

Capitals both Provincial and nation provide a set amount of maximum authority no matter their size. Nation capitals provide a maximum of 4 authority and cannot go below 75% influence unless it is in open rebellion. Provincial capitals provide a maximum of 3 authority and cannot go below 50% influence unless it is in open rebellion. You can only have 1 nation capital though you can change it to a new location if you have good enough reasons. Provincial capitals can only be declared if you have at least 90% control over a province.

Population morale begins at average and represents a mildly content but not particularly happy or industrious society. Things like victorious campaigns, food surplus, certain buildings being built, lower civil strife, and so on can increase this. Higher levels of population morale will provide modifiers to tax income and grants additional Imperial Authority. You can think of this as your popular support.

Ongoing actions, that is actions with a label like this 'Time: 2 turns' or 'Time: 3 turns' take up the resource costs in materials for each turn that passes, though not the cost in rupees as that is shown through upkeep. This does not apply to actions with the label 'Time: 1 turn, takes effect after 3 turns'. This is meant to symbolize the time and ongoing resource usage it takes to do something, and the time it takes for something you did to actually show results respectively.

Refugees are only likely to come up at the start or if a large portion of your population is displaced somehow. However Refugees only grant 1/2 Imperial authority and 1/10 tax income, and therefore it is in your best interest to get rid of any refugee status among your population. The 1/2 Imperial authority only applies when half or more of a population are refugees, but it cuts both into your racial support for every race that has 1/2 or more of its pop as refugees and your popular support if over 1/2 your population are refugees.

Bureaucratic Inefficiency is a penalty taken to your income to reflect malfeasance, inefficient tax codes, corruption, inaccurate tracking of funds, etc. This number typically grows with the Kingdom though you can take steps to counteract it. It is easier to counteract the lower bureaucratic inefficiency is, but they take time to put into place so the trade off is tying up your Authority over a few turns in exchange for easier rolls. A delicate balancing act.

Lastly are your advisors and hero units. Some of these are interchangeable, your military ones in particular. Your advisors are VERY important as they grant you additional actions in a given category. They are however not easy to recruit, though you are young and have time to find them. You will start out with a few but definitely not one for every category.

Hero units are individuals of great military might, capable of impacting your battles. This might mean warriors capable of fighting entire units, generals with unusually high capability or magic casters that can rain fire from the sky. Careful usage of these can swing the tides of war in your favor. Enemies however have access to their own such units.

The different types of actions as well as your stats are:
Martial
: How well you understand military matters. Effects how battles go, your ability to build military structures such as walls, barracks, training grounds, etc. and how well you can train troops.
Administration: Your understanding of economics, architecture, engineering, etc. This Affects your ability to manage your nation.
Diplomacy: Your ability to talk gud and understanding of social cues. This affects diplomatic talks, trade deals, peace treaties, getting people to work for you, etc.
Intrigue: Your sneaky powers and silver tongue. This affects spying, assassination, knowing when someone is lying, falsifying information for your enemies, etc.
Research: Your ability to read, learn, and imagination. This affects your nation's ability to learn new things as well as re-discover old technologies.
Faith: This is your piety, how much you believe in your religion, and as many magics in LoZ run on religion possibly your magical ability. This affects your ability to create grand temples, your ability to convert others, your ability to utilize certain artifacts, and makes people who worship the same as you like you more (or the opposite for those who don't.)
Combat: determines your pure basic combat ability before magic, special weapons, and other such things are applied.
Effective Combat Score: this is what your score actually is, and it indicates your overall fighting ability. It affects what you can do in combat of any kind whether it be duels, battles, etc.

What your points in a stat mean if it was converted to real life affects:
0 to 4: considerably less than base human norm
5 to 9: less than base human norm
10: exactly base human norm
11 to 15: more than base human norm
16 to 20: considerably more than base human norm
21 to 25: extraordinary skill relative to the base human norm
26 to 30: peak human skill
31 to 35: a skill that transcends human limits
36 to 40: a skill that greatly transcends human limits
41 to 45: demigod skill
46 to 50: greater demigod skill

The more powerful you get in a stat the harder it is to get better in that stat. It is also harder to get from one level than the next than it is to ascend within the same level. For example it is MUCH harder to go from 30 to 31 points than it is to go from 29 to 30.

Resources:

There are 4 different kinds of major resources in this quest. Each one is extremely important, and it can be quest ending to lack one of them.

  • Food: feeds your population. The more you have the better it promotes pop growth over time. Running out risks loyalty decreases and starvation. Runs on food surplus and deficit levels. Surplus levels can be sold for rupees to other nations.
  • Metals: needed to equip most troops. Shown by resource units of metals. Certain metals are more valuable than others and having certain metals such as Eldin Ore can make your army stronger.
  • Building materials: These are shown in resource units. Separated between 3 different types of materials, Wood, Stone and Artificial. Each type has its own value and purpose and you can only construct buildings or train troops that need that material if you have it on hand.
  • Rupees: Everything can be turned into rupees, and rupees can be turned into anything. At least so long as you can buy or sell it from/to someone else. To truly make use of rupees on any large scale you need to have contact with another nation.



DIPLOMACY MINI-TURNS:

1) Meeting starts, basic small talk, each parties initial desires are laid out on the table.

2) Nuetral Roll for how much the opposing party respects you and your authority.
Modifiers for this include: Previous relations, how important you are/were compared to them, how powerful they are, how many goals/problems you share, how well known you are and what your previous deeds were, etc.

3) You Roll Diplomacy for how much they like you.
Modifiers for this include: Previous relations, How much your goals/interests align, how well your personalities mix, etc.

4) They Roll Diplomacy to determine how much the negotiator likes them/gets caught up in the moment.
Modifiers for this include: Previous relations, How much your goals/interests align, how well your personalities mix, etc.

5) Negotiations commence and offers are made while things happen.

6) turn ends and Players get a chance to change up their offers/desires a bit to respond to the opposing party, while the opposing party does the same.

7)2nd turn starts and negotiator presents new offers/desires along with the opposing party. Opposing party crosses out what they flat out refuse.

8) 3-5 final deals are presented to the players and they get to vote on which one they take or if they refuse to take any. (please note that refusing to take any deals means you will take a relations hit with the party you started diplomatic talks with,)


REMEMBER this is not just trading monetary stuff but also border negotiations what each side will respect, military aid offered or received, and even an offer to take in part of the opposing parties populations even.



How army types work and individual soldier strengths of each army is determined:

Numbers army:
a numbers army soldier has a maximum of 7 per stat, a start point of 1 per stat, and a total point value of 11 to spend. This means possible builds for numbers army soldier types include: 7 melee, 6 defense 1 everything else. 6 melee, 4 defense, 4 offense, 1 everything else. 5 melee, 5 defense, 4 offense, 1 everything else. And so on and so forth.

The upkeep cost for every 100 infantry troops is 10 rupees, however the training costs are lowered to 40 rupees per 100 troops.

Standard army:
A standard army soldier has a maximum of 9 per stat though it is very difficult to reach said maximum. They also have a total of 15 points to spend on their stats which have a minimum of 2 per stat. This means the maximum level of concentration of points a standard army troop can have is 9 defense, 9 melee, 3 offense, 2 everything else. However such a point value is VERY difficult to reach and a more likely value is 9 defense, 8 melee, 4 offense.

A standard infantry troop costs 10 rupees upkeep for every 100 troops, and 50 rupees to train every 100 troops.

Elite army:
An elite army soldier has a maximum of 10 per stat though it is very difficult for it to reach said maximum in multiple stats. They have a minimum point per stat of 3 and a total of 21 points to spend in all their stats, plus they often have special abilities that ordinary troops lack. Though such special abilities often cost them points to gain.


The upkeep cost for Elite infantry troops is 20 rupees for every 100 troops and it costs 100 rupees to train every 100 troops. It also takes twice the amount of time to train elite troops as it does lesser troops.
 
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Nation Status
National Map:



Legend:
Orange: rough border of your nation
Blue dot: Location of your capital
white dot: Marble sources
green dot: location of the Lumber camps
Yellow dot: Gold source
red dot: Iron source
orange dot: Copper/tin sources
Grey dot: Location of the Granite quarry
Black dots: Possible new town locations

(Far northern black dot is Malonville part of Hyrule)

Current Treasury/Resources:
Rupees: -5000 in bank, +6400 from taxes, +2400 from trade. +200 from other sources, +900 from Population moral.

Food: natural food level 6, moral boosted level 8.

Stone: 650 total, +600 stone income, +500 Marble income.

Wood: 700 in stockpiles, +2900 income.

Metal: 400 in stockpiles, +200 Bronze income, +1200 Iron income.

Upkeep: 4980 consisting of
+0 upkeep from refugee camps.
+2880 upkeep from military
+1400 upkeep from buildings
+300 from scouts/spies
+0 temporary upkeep
+400 upkeep from patrols

Resources owned: Bronze, copper, tin, regular wood, ironwood, Granite, marble, horses, goats, Iron.

Technology owned: all basic medieval technologies EXCEPT! compound bows, knight saddle.

Population: 349,000 People consisting of:
150,000 Ordonians spread out among villages and farmsteads.
32,000 Ordonians in the medium Town of OrdonTown
8,000 Ordonians in the small southeastern town of Ordonville
10,000 Ordonians and 2,000 Native Hylians in the small town of Talonville
10,000 Ordonians in the small southern town of Bordertown
23,000 Hylians in Athenae
36,000 Ordonians in the Capital Roma, 26,000 Hylians in the Capital Roma.
9,000 Hylians and 2,000 Ordonians in the small town of Malonville
31,000 Twili in the medium town of Twilitown
12,000 Twili currently homeless and in tents

Population Moral: +4 Extremely high - +4 authority, +10% rupee income, +2 food levels, +10 to all troop rolls.

+26 points to a moral point per turn from Moblin victory holiday.

Faron Province: maximum authority: 7 Influence percentage: 100% Actual authority: 7

Lakes Hylia province: maximum authority: 1 Influence percentage: 100% Actual authority: 1

Ordon Province: Maximum authority: 1 Influence percentage: 100% Actual authority: 1

Twili Desert Province: Maximum authority: 1 Influence percentage: 100% Actual authority: 1

Total Imperial Authority: 14


Midna normal Authority: 5. Authority while pregnant: 2. Using her authority to boost actions grants a +5 when only using her authority but grants +10 when backed by your own plus a one time boost of +10.


What each province in your empire wants and how they feel about you.


Fulfilling the Wants of a Province will increase Province influence possibly granting you increased Imperial Authority.
 
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Troops in your military
Military: 13,000 troops under arms. 7 Spell casters.

Maximum army size: Soft maximum: 10% of the population/32,000 professional troops.
Hard maximum 20% of the population/64,000 professional troops.

Light infantry:
4000 Archers: Semi-mobile Ranged Light infantry with little armor. Armed with a bronze short sword and a bow with bronze-tipped arrows. 7.5/10 Primary role effectiveness, 6.5/10 skirmisher role effectiveness, 4/10 melee role effectiveness.

2000 Shadow Ambushers: Light infantry armed with javelins, a Celtic style dagger, and cloaks enchanted to blend in with the surroundings. These soldiers are expert ambushers often using their cloaks and minor power in shadow magics to hide themselves better and weaken enemy senses. 8/10 skirmishing role effectiveness, 6/10 ranged role effectiveness, 4/10 melee roll effectiveness.
Ambush experts: +30 to rolls involving an ambush with an extra +20 for ranged ambushes.

Medium infantry:
3000 Hoplites: Defensive infantry armored in bronze scale and armed with a spear and a shield. Trained in Defensive formations. 8.5/10 primary role effectiveness, 7/10 shock role effectiveness, 6/10 Melee role effectiveness.

Heavy infantry:
(Iron weapons) 2000 Legionnaires: Defensive infantry armored in bronze heavy plate and armed with a spear, an axe and a round tower shield. Trained in defensive formations. 7/10 primary role effectiveness 7/10 melee role effectiveness, 6/10 shock role effectiveness.

(Elite) 1500 Twili Royal guards: Heavy infantry armed with Partisans and armored in ornate Steel scale armor allowing for faster movement that full plate. These troops are champions of single combat capable of using minor magic to enhance their abilities or weaken their enemies. 10/10 Melee role effectiveness, 9/10 Defensive role effectiveness, 8/10 shock role effectiveness.
Royal servants: +20 to all rolls when under the command of one of their rulers.

Light cavalry:

Medium Cavalry:
(Iron everything) 500 Lancers: Armored in Iron chainmail and equipped with an iron lance sword and shield these cavalry are known for their ability to charge into and run down their enemies. 8/10 Shock role effectiveness, 7/10 melee role effectiveness, 6/10 flanking role effectiveness.

(Elite, Iron everything) 500 Siphai: Armored in iron chainmail and armed with a bow, an iron sword and shield these cavalry are highly effective at fighting on the run. They are also known for their ability to Taunt or bait enemies into chasing them even as they pick them off one by one. 9/10 ranged effectiveness, 9/10 skirmisher effectiveness, 7/10 shock effectiveness, 6/10 melee effectiveness.
Taunt: Has a DC 40 chance to get the enemy to try and chase them down even as they run away. DC is Increased by enemy commander war skill and lowered by own commander war skill.


Heavy cavalry:
500 Cataphracts: Shock Cavalry Armored in layered bronze plates covering their body and that of their horse. They use a Lance, shield, and Horseman's axe. They are most effective at charges though also decent at Melee. 7/10 primary role effectiveness, 6.5/10 secondary role (melee) effectiveness, 6/10 flanking role effectiveness, 5/10 defensive role effectiveness.

Spell casters:
7 Twilight mages: Low tier, power +10, experience +15. Special bonus: When working together for a group spell grants +5 to roll per each extra Twilight mage beyond the first in the group.

Scouts: 4 groups, 1 in use

Spies: 0
 
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Map of the world/diplomacy with other nations.
Old map of the lands outside of your kingdom. VERY INACCURATE! from pre-apocalypse!


Legend:
Purple: Hyrule
light green: Gohma
Light blue: Lanayru Province
Light red: Eldin Province + Goron lands
Dark Blue: Zora Domain
Dark red: Gerudo lands
Dark Green: Kokiri province
Orange: Ordona Province
Black: Moblins
Dark grey: Bokoblins
Grey: Bulblins
Light grey: Disputed Lands between the Blin tribes, Ordona and Hyrule.

Here is what your scouts have discovered so far.


Legend:
colors:
Orange: you
Light Red: Moblins
yellow: Western kingdom.
dark purple: The Queendom of Hyrule.
dark blue: Zora dominion.
Light Blue: Lanayru Province.
Dark red: Gerudo people.
Brown: Eldin Province.
Dark green: Kokiri lands.
Regular green: Wolfos tribe.

Terrain:
Blue: water
Light Green: Grassland/landbridge
Dark Green: Forest
Black: unexplored lands

Here is a province by province map
Lakes Hylia province:


Faron Province:


Ordon Province:


Twili Desert:


Central Woods Province:


The Eastlands lake province:

Legend:
purple dots: locations for rupee mines
light orange dots: Locations for copper mines
Light grey dots: locations for iron mines
Dark grey dots: Locations for granite quarries
White dots: Locations for marble quarries
Pink dots: Locations for weird crystal sources
Black dots: locations of ruins
Dark orange: your own lands
Light Green dots: Lumber camps
Golden yellow dots: Gold source
Red dots: Moblin lands and Moblin camps/forts.
Dark Green: Wolvos lands.
White Pink Dots: Saltpeter deposits.
White Green Dots: Strange new metal.
White Blue dots: Silver mines.

Diplomacy:
Will add other nations and diplomacy levels with them as you meet them.
 
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Status of Other Nations
You will learn about each Nation as you open up diplomacy or spy on them. Also you learn more as Intrigue levels or Diplomatic levels with each Nation increase. I have given you the Twili and Western Kingdom for now as you are opening diplomatic talks with them and they both have reasons to give you this much information. The others are all the Nations you now know exist thanks to scouting or you knew existed beforehand and are fairly certain still exist as the didn't taste the Goddesses Wrath.

State of Eldin Province:
N/A

State of Lanayru Province:
N/A

State of Zora Dominion:
N/A

State of Kokiri Province:
N/A

State of the Gerudo People:
N/A

State of the Western Province:
The Western Province has thrived outside once they escaped the Royal families control thanks in large part to being spared from the apocalypse and the refugees fleeing from the western borders of Lake Hylia. They have a strong Military with a large amount of food, plenty of stone and metal, a decent amount of rupees but little wood. They are constantly raided by the Boblin Tribe and are under the threat of a major attack by the Moblin Tribe.

Boblin Tribe:
N/A

Moblin Tribe:
N/A

BokoBlin Tribe:
N/A
 
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Buildings that provide bonuses within your nation
Roll Boosting buildings:

Research Lab: +2 to research actions.

Library: +3 to research actions, +5 to training research.

Churches: +4 to faith actions

Grand temple to Din: +3 to faith actions, +1 permanent population moral with other 2 temples.



Enchantments currently known:

Basic +1: +1 to all rolls taken by troops enchanted with this.

Minor Elemental resistance: Enchant a troops armor and shields with resistance to a specific element. This will provide a -5 penalty to enemies attacking those troops with this element.

Minor Element infusion: Enchant a troops weapons with the essence of an element. This will allow those troops to deal extra damage to enemies weak to that element as well as to enemies resistant to physical damage.

Minor magic resistance: Enchant a troops armor and shield with a resistance to magic. This will provide a -3 penalty to all spellcasters trying to attack these troops.

other important buildings:

Medium Elite Barracks: 30% upkeep cost reduction for up to 10,000 troops.
 
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ARC 1: Prologue: Character Choice time
Character choice:

[] Ilia
[] Rusl
[] Twilight Link
[] Build your own

You must pick your character before you can start choosing their traits. Traits wil benefit or hamper your character depending on the ones chosen (All traits that hamper let you pick more positive traits.)

All pre-built characters will have at least 1-2 traits of their own with the Links have 3-5 traits including some Link-only traits. Also if you do not choose to be Link, the Link that is in this will be based on the BotW Link in fighting style and basic backstory. The Combat Style of each Link goes like this. Their traits will also reflect this.
OoT Link: Magic: Best, Ranged combat: worst, Close combat: middle.
Twilight Link: Magic: Worst, Ranged Combat: middle, Close Combat: Best.
BotW Link: Magic: Middle, Ranged combat: Best, Close combat: Worst.

so for example Twilight link will have traits to emphasize his swordsmanship and a bit of his ranged ability as well as a couple to represent his background and upbringing in cannon but have 0 magic potential, while BoTW Link (only other option left to you for the links.) will have several ranged combat traits a few magic traits but little close combat ones. Out of all the picks you can have choosing Link will leave you with less customization than the other two though they also have their own traits.

If you choose to build your own character you will have to give me a background consisting of at the very minimum: Name, Race, Gender, Where they lived, Profession And Basic personality (What emotions are most common, what are least common.) These will give them some basic in-built traits before letting you pick more to flesh them out. Be warned, the more of the character you tell me the more traits they will already have when you choose their traits, meaning there will be less for you to pick.
 
ARC 1: Prologue part 3: Trait picking
Link current traits: Positive:
chosen of Farore: Farore chose you as her champion for... reasons. (+3 Piety, +3 Martial, +5 combat, Can turn into a sacred wolf at will) Counts as three picks
Strong: +2 combat, +10% fertility
Attractive: +2 Diplomacy, Bonus Spousal Approval
Ordonian Rancher: You are one of the ranchers of the Ordona Province and know how to train and breed animals alongside the best of them. (+1 administration, martial and research, bonus and cost reduction to training Cavalry forces and researching new types of Cavalry.) Ordona Province only.

Negative:
Crippled: You gained a wound in the fall that healed improperly, will need treatment to heal. -2 martial, -3 combat, -1 intrigue. (Grants +2 positive traits.)
Anger-prone: You lack control of your anger. -3 diplomacy, -1 intrigue, -1 combat (+2 positive traits)



Pick whatever traits you wish from here... remember you are limited to 9 traits total INCLUDING the ones you already have, plus you only have 1 free positive trait currently. You can choose to upgrade a negative trait to be worse as well if you wish. (Crippled is equal to having a limp or lacking full range of arm movement for 1 arm, etc. Severely crippled is missing an eye or other sensory organ, or possibly even your non-sword hand.) (If you choose to take another negative trait I recommend Lustful. Remember these add to character personality.)

All negative traits can be removed with time and actions taken to remove them.


Positive Traits:
Sneaky: +2 Intrigue, personal stealth bonus
Administrator: +3 Stewardship
Genius: +1 to everything
Well-Read: +2 Research, Small Research Bonus
Pious: +2 Piety, public approval bonus
Scholar: You love books! (+4 Research, +2 Piety, -1 Intrigue, -2 Martial)
Architect: +2 Stewardship, -10 percent building costs.
Ambitious: +2 Stewardship, Martial, Intrigue, -2 Diplomacy, Piety.
Manipulative: +2 Diplomacy, +2 Intrigue, -2 Martial.
Mage: Have the potential to learn magic.
Moblin ancestry: One of your ancestors was raped by a moblin during one of their many raids, and their blood runs through your families veins. (+2 martial and and combat, -2 diplomacy. small loss of public approval, +10% fertility.) Ordona Province only.
Blessing of Din: Din has a certain regard for you for whatever reason... (+2 Piety, +2 Martial, +2 combat, ???) Counts as two picks.
Favoured of Din: Din holds you in very high regard for reasons known only to her... (+3 Piety, +3 Martial, +3 combat, ???) Counts as three picks
Blessing of Nayru: Nayru has a certain regard for you for whatever reason... (+3 Piety, +1 Stewardship, +2 Research, ???) Counts as two picks.
Favoured of Nayru: Nayru holds you in very high regard for reasons known only to her... (+4 Piety, +2 Stewardship, +3 Research, ???) Counts as three picks
Charmed Life: Things just seem to go your way. (Reroll first failed roll each turn) Counts as two picks.

Negative traits:
Severely Crippled: You are permanently and severely crippled, unlikely to ever heal. -2 martial -4 combat -1 intrigue, -10% fertility. (grants +3 positive traits.)
Slow: You never were the brightest. (cannot be taken with genius, dumb, well-read, or blessing of Nayru.) -2 Research, -1 intrigue (Grants +1 positive trait.)
Dumb: You are as Dumb as bricks. (cannot be taken with genius, slow, well-read, or blessing. of Nayru.) -3 Research, -2 intrigue, -1 diplomacy (Grants +2 positive traits.)
Flirty: You are a massive tease and love to wear revealing clothing. -2 combat, -1 diplomacy (+1 positive trait)
Lustful: You like sex... you REALLY like sex. +10% fertility, -2 combat, -1 Research, Stewardship, diplomacy, slight loss of spousal approval. (+2 positive traits)
Infertile: You have little chance of having children. -20% fertility (+1 positive trait)
Blunt: 'Everyone was thinking it I just said it.' -1 diplomacy, -2 intrigue. (+1 positive trait)
Wrathful: you are a slave to your anger. -3 diplomacy, -2 intrigue, -2 combat, lowered opinions of everyone. (+3 positive traits.)
Lazy: Cloud watching is the best pastime. -1 stewardship, -2 combat. (+1 positive trait)
ZZZZzzzzz: *shifts and turns over* zzzzzzz. -2 stewardship, -3 combat. (+2 positive traits)
 
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