Kingdom of Shale

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Scraped from here.

This is an empire quest. You are all the councilors for The King of...
Scraped from here.

This is an empire quest. You are all the councilors for The King of Endroads. The rules are as follows.

You currently have 2 Kingdom actions. These are actions that effect the entire kingdom. Anyone can vote on them per turn, and I will take the greatest vote.

Everyone can also make a 'councilor'. These councilors can have a personal action. Feel free to RP them if you wish, but do so in BOLD so people can tell whats in character and out of character. (If people have suggestions as to another way of doing this feel free to suggest) Also if you wish to make a councilor please feel free to PM me. Full up for now. Will notify when not.

Action successes will be determined by rolls by me. I will be rolling a 1d100 and adding or subtracting bonuses. That's if I feel it requires one.

[50 Failure
50-70 Minimally successful
70-100 Successful
100-120 Successful + Bonus
130+ Successful + Bonus + Bonus

*Note if it's your specialty, and you are using it in an action a 50+ on the dice grants an advance.


Understand that this is pretty freeform on my part so it's going to be a bit interesting. If people want to change something please let me know. This is supposed to be fun to read and fun to play.

Each Turn will be a 'block'. A season basically. Actions will take place over this time. If you want to do trivial actions (Such as buy an item for your guy) I won't require a action for it.

Players are responsible for their own character sheet. Don't make me have to correct them. :)


Links:
Other RPs in the same setting
<URL href="http://forums.sufficientvelocity.com/threads/perhaps-a-journey.3398/"]Perhaps a journey[/URL]
A Necromancer is You p2

Councilors

Xicree
Vindictus
MrGazzer
Drakean
Leoric
FredIce
Redtape
Mastigo
RTM
Doom


Turns
Turn 1 / Turn End / 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 / Turn 16 / Turn 17 / Turn 18 / Turn 19 / Turn 20 / Turn 21 / Turn 22 / Turn 23 / Turn 24 / Turn 25 / Turn 26/ Turn 27 /
 
Your kingdom is called the Kingdom of Endroads. It's a mildly happy place.

To the east you have the Broken Shards. A massive tract of inhospitable and inhabitable area that's best described as foreboding. Animals frequently traverse this area, and living on the borders is an exercise in survival.

To the South you have the ends of the Golden Shores. While it's a major trading area, it's plauged by Pirates, and your smaller towns are occasionally raided by Orcan Pirates. On the coast you have your largest city, Alpha. It's a lovely place, and one of the two cities that give you actual income. It's here that a vast majority of the trade going to Hub starts. They are shipped here from a good portion of the world, and then go to Omega.

Omega is the second of your two important cities. It's the last way-point on the way to Hub before you get toe the Broken Shards. As such it's one of the better places to get supplies. It's a highly militant city, and is one of the few places that can repel attacks.

To the North is the Endless Plains. Here the Horse Lords dwell, and they make frequent sallies into your lands. Perversely, this feature has allowed your kingdom to keep it's independence since they raids are often too costly to repel for anyone.

To the North West is one Kingdom. An anemic Winged kingdom called Kasugai. It's a mountainous kingdom that is best characterized as so weak and poor that no one cares about it.

To the west you have a large swamp called the swamp of teeth filled with several very insular Orcan tribes. They don't go out much, but they are fiercely protective of their home.

It is in fact that renaming that has you all hired. Things need to shape up if you don't want to be ground under another's heel, and your King isn't to thrilled about the possibility.

Your kingdom has two advantages right now. It's a hilly place with a lot of shale to be sure, but it has plenty of places to grow things that aren't being exploited quite yet. It also has one of the major trade routes running through in in the cities of Alpha and Omega.

Aside from these two cities providing most of the manpower and resources, everything is pretty much non-existent. You get to build from the ground up.

Turn one starts on Year 153 of Steel. Spring.

Current map at bottom

Costs and Projects

Unit Stats and costs
 
ECONOMY AT PRESENT


Population 2,022,100
Breakdown​
Alpha 205,000​
Triad 101,000​
First Point 101,000​
East Point 201,000​
Omega 104,100​
Rural areas 1,320,000​
TRADE AGREEMENT
Kasugai 100,000​
Resources
Crops​
Currently Planted:​
Foodstuffs 0​
Tobacco 0​
Blueshock 0​
Projected to be planted next year​
Foodstuffs 2,200,000​
Tobacco 2,000​
Blueshock 800,000​
Stored​
Foodstuffs 78,000​
Tobacco 0​
Blueshock 0​
Metals None​
Refined Goods None​
Livestock Possible, but not being traded at the moment​
Stone 9,000 a block​
Stored: 0​
Wood 500 a block​
Stored: 0​
Silk 4400 Produced​
Stored:11,400​
Oil 2000 produced​
Stored: 6000​

Income
Alpha 201,500 SP per block​
Omega 219,000 SP per block​
Triad 202,000 SP per Block​
First Point 202,000 SP per Block​
East Point 402,000 SP per Block​
Rural 2,640,000 SP per block + 10% Road​
4,234,200 SP total
Expenditures

Military
Line Infantry: 10000 veterans, 200 elites Maint +5​
Heavy Infantry: 10000 veterans, 200 elites Maint +10​
Grenadier: 3000 veterans, 100 elites. Maint +5​
Cataprachts: 250 Veterans 50 Elite Maint +30​
Warg: 250 Veterans 50 Elite Maint +20​
Storm: 250 Veterans 50 Elite Maint +20​
Mage Hunters: 50 Maint +20​
Rangers: 200 Vet 100 Elite Maint +20​
Each Soldier is paid 44 SP per block + Maintence​
Militia are paid 40 SP + Maintence as well, when called up. They are reserves thus don't have to be paid​
420,000 SP if called up​
Military School​
160,000 SP​
500,000 SP - Mage Hunter​
250,000 SP - Horses​
Public works cost as follows
Alpha 140,000 SP (Port City )​
Omega 65,000 SP​
Rural 100,000 SP (Roads)​
100,000 First point​
100,000 East Point​
50,000 Triad​
Administrative costs
Infrastructure 160,000 SP​
Salaries 160,000 SP​
Player Salary 40,000 SP​
Agriculture 200,000​
Dock 50,000​
Projects
Silk Project 110,000​
Stone Quarry 10,000​
Quarry 2 15,000​
Small Forest 10,000​
Oil well 20,000​
Large Forest 10,000​
Total Expenses 3,899,200​
Total
Income: 4,234,200
Expenses: 4,145,200

Current Bank: 33,851,200
 
Name: Xiii of Cree

Origin: Once a simple farm hand, as a child Xiii grew fascinated with the cycle of life and progenation. There was no true special event, no great bang which began his journey... just the hopeful whispers of a boy who constantly looked over the shoulders of the local druid, and strove to learn above all other hopefuls.

Experience: Xiii is an old hand at the 'Breeder' concept, growing creatures to his own specifications from the time he was a lad, the vast majority of his spells spinning from the concepts of Breeding and Trait selection, and Training.

Item: Along with his focused refinement of the Breeder concept, he has utilized an staff of Gnarled wood with a few very animal eyes embedded. It has the ability to analyze and 'store' the genetics of any creature it is allowed to scry, allowing Xiii to introduce those traits to new and completely unrelated creatures. With a significant amount of work.

Appearance: Xiii looks like a tall muscular older male with dark skin and bright catlike eyes. His fingers are large and bluntly clawed, and he almost always maintains a reptilian tail and scales on his forearms and shins. More often than not found wearing a black cloak and grey clothing.

Personality: He is very aware of how conspicuous he is and tends to be very reclusive, but tends to be a bit of a large ham when actually confronted with a social situation.

Skills

Druid (Journeyman)
Specialty (Breeding)

Disability

Social Situations outside his expertise.

Journeymen Druids get the following:

Concepts:

Beginner
Movement
Disperse
Focus

Apprentice
Adapt
Grow / Reproduce

Journeyman
Devour


Spells:

Beginner
Enchant
Dispell
Focus Shot

Apprentice Level

Adapt Self: With effort a Druid is capable of rearranging their physical attributes. It's possible to do so with mental as well, but this is usually shied away from due to the chance of seriously damaging oneself. This is a superficial change, and can cause injury if done incorrectly. Takes a fair amount of time for you.

Cost: Heavy

Acid Spit: A version of Adapt Self specifically designed to allow the user to spit acid up to a good 50 yards. Capable of being done quickly, and done in such a way that it doesn't damage the user.

Cost: Moderate to start, Moderate to end. Lasts until canceled
Range: 50 Yards
Damage: Heavy

Adapt Other: This spell when used on other living creatures allows one to slowly change the physical attributes of a creature. This is a superficial change, and can cause injury if done incorrectly.

Cost: Heavy
Range: Touch

Adapt Future: This spell must be used on still developing fetuses, and allows a far more permanent change done to the child. Traits can be grafted and adjusted to the caster's preference. Done incorrectly will cause the child to abort.

Cost: Heavy

Regenerate Self: With the achievement of the growth concept, a druid is capable of regrowing limbs and accelerating healing of themselves. Proficiency increases the effect. Right now you can regrow a limb within 24 hours.

Cost: Moderate

Accelerate Gestation: Reduces a gestation period by half. Be certain to feed the mother double the normal portions lest you kill her.

Cost: Moderate

Journeyman Level

Devour: Allows a Druid to quickly metabolize anything edible to fuel their spell casting. Has many variants that you can learn.
 
Name- Raphael Aurelius

Specialty- Science

Bonus Traits- Wealthy, Important [Merchant] Background

Negative Trait- Inherited Enemy [Rival Merchant Empire]

Origin- The youngest son of the noble family Aurelius, Raphael spent his youth in foreign lands learning from the finest scholars and philosophers his parent's coin could afford. Unfortunately, his family made one enemy too many during their trade ventures, and they were killed by assassins and mercenaries. He survived due to oversight, and because the trade rival did not actually know of his existance.

Now, he has returned to his homeland, and begged protection from the king. The king accepted, in exchange for his abilities as an inventor and naturalist.

Appearance- Short and weedy, with black hair pulled back into a loose ponytail or braid. Frequently dressed in simple, cheap clothing belying his stature as the last scion of the noble Aurelius family.

Current Money- 2,000
This good?
 
You are one of many advisers to a king. (Your fellow spacebattlers are the other ones)

You have proficiency in one of the following (Magic {Discipline} / Diplomacy / War / Economics / Science)

You can have two bonuses of your choice. IE Important background, wealthy, military experience, magical item, something else.

You will have one disadvantage of your or my choice.

^ The above is it. I don't ask much.
 
Also, if you hadn't caught- My chosen disadvantage is the guy who killed my family and is going to send his hitmen after me once he figures out why the Aurelius trade empire hasn't collapsed completely.

Hopefully, my SCIENCE! will protect me.
 
Vindictus said:
Also, if you hadn't caught- My chosen disadvantage is the guy who killed my family and is going to send his hitmen after me once he figures out why the Aurelius trade empire hasn't collapsed completely.

Hopefully, my SCIENCE! will protect me.
LS chooses the disadvantage.

Edit: Though i guess he seems to like the plot hook lol.
 
Oh my yes. I'll be watching unless you need someone to fill a space.
EDIT:In Fact. Lets bring back good ol Roth Somheel.

Name: Roth Somheel
Age: 71
Appearance: Old, thick salt and pepper hair, oft described as a "Bear of a Man" which makes sense, given his height, large braided beard, unusually thick tan skin, and broadly muscled body covered in ritualistically cut rune scars, an old reminder of the Druid Cult he grew up in.
Proficiency: Magic {Journeyman Druid, specialized in the concepts of Adapt and Devour}
Bonuses: Kindly Old Badass, "Daughter" Anna The Ursa Gigas. AKA Dire Bear
Disadvantages: Wanderlust
Current Personal Funds: 30,000
Special Items: Carved Ivory Magical Focus
 
Dont really have a set number of people I want at this point. I do think I will limit the councilors at 6 for now though. Give it a bit and we can see :)
 
Name: Daniel Niri
Specialty: War
Bonus Traits:Military Experience, Drill Instructor

Bio: The middle child to a family of farmers, Daniel grew tired of the boring life. Saving up money over the years from doing odd jobs, he set out to explore the world at a young age. Spending it to quickly due to ignorance and poor luck, he was forced to join the kings army to survive, his long days toiling on the farm helping him thrive. Over the years he learned how to fight and kill, becoming adept at training the new arrivals quickly.

After several years the king hired him to train his men full time when he learned that his personal bodyguard were all trained by him.

Appearance: A tall well build man of tan skin and a steely face. Dressed in simple but well made cloths he holds himself with a sense of well deserved authority.

Advances: 2 Training, 1 Fighting.
Money: 10,000
 
Name: Davante

Background: Raised from birth within a small coven of necromancers, Davante was born with the dead as his toys. Relatively young, he is none the less an impressive mage, learning in weeks what took others months. It was with great anticipation that he took the final step and began to work at understanding Death. However, disaster struck while he was out collecting "supplies" for his coven. A nearby town had scraped together enough gold to purchase the services of a mercenary outfit with some very specific orders. Get rid of the necromancers by any means. When Davante returned, he returned to a gutted coven. All of the people he once called family had been slain, some multiple times before they were permanently destroyed. Most of the books he used as a student were destroyed, leaving only the most basic of basics. The numerous tools of the trade had been trashed, leaving only one moderately sized Soul Well and a half destroyed wagon. After patching up the wagon as best he could and animating a few of the mercenaries dead horses, he loaded up the books and Well before setting off. With no destination in particular, he eventual found himself in Endroads, just in time to find a job as a counselor. Things may be finally looking up for Davante.

Appearance: Pale skin, light red hair, tall and gangly. Hold himself rather nervously and tends to slouch.

Benefits
Healer "He's not that bad of a healer, really. Though, he has all the bedside manners of a corpse."
Soul Well "It's one of the few thing remaining from my old home. What? Er, yes. It was my mothers cauldron. That's right. Many fond memories of what she cooked."
Necromancy for Dummies "So you want to be a necromancer, hm? Well, all right. Read this book. I want a a six page paper on what the author was teaching you and why he was wrong."

Stigmas
Necromancer "Yes, I'm pale. No, I'm not sickly. Yes, I am a scholar. A necromancer? Whatever gave you that crazy idea? Ahahaha...heh. I'm in trouble, aren't I?"
Unhinged "Make friends? What do you think I'm doing? Oh. You meant socialize, didn't you?"

Inventory
6 "Villagers"
One half destroyed wagons
2 "sick" horses
4 changes of clothes
1 ceremonial necromancers robes, well hidden
1 long dagger, for personal defence
A half dozen or so apprentice level grimoires
1 moderately sized Soul Well, disguised as a simple cauldron
Basic medical supplies
There's mine. Hopefully the fact I have two stigmas allows me a bit of leeway when it comes to the bonuses. As a heads up, I was tempted to call Unhinged Walking Diplomatic Incident instead. So, yeah. Keep me well away from any diplomacy.
 
... What an abundance of test subjects mages! My my, let me begin preparing the vivisection chamber guest quarters right away~

More seriously- We've got three wizards, out of five players? :confused:

Shouldn't we get, like, at least one diplomat or something?
 
Vindictus said:
... What an abundance of test subjects mages! My my, let me begin preparing the vivisection chamber guest quarters right away~

More seriously- We've got three wizards, out of five players? :confused:

Shouldn't we get, like, at least one diplomat or something?
You and I shall get along famously my friend. For Science... Viva la Evolution!

Seriously though a diplomat will come in grandly handy.
I can honestly say my character wont be extremely useful to start... but once i start going out on hunts and bringing back strange stuff... we might get a different picture. Till then we will need people who can hold the kingdom together.
 
Vindictus said:
... What an abundance of test subjects mages! My my, let me begin preparing the vivisection chamber guest quarters right away~

More seriously- We've got three wizards, out of five players? :confused:

Shouldn't we get, like, at least one diplomat or something?
"Boy, I am a fine diplomat! And if you try to science my Anna or me. I will turn into some beasty with a lot of teeth, lots of claws and you'll be a whole lot of dead, and in my belly. Mind you I don't really like the long pig, so lets stay friends. Not Lunch." *Grins widely before laughing* "Had you going there for a tick, didn't I? Sit sit! Have a beer, Let an old man tell you a story about the time I killed a Behemoth with my bare hands."
 
Lost Star said:
I would like a hindrance.

I have a few in mind:

Achy Bones - Less endurance
Set in his ways - Less chance of learning new things
Never a Master - Not able to go for master
Hm, Never a Master is fine. "Bah, don't need to be a Master anyway. Never needed it. Never will!"
Would you like to know what Kindly Old Badass does, or my idea of it?
In his younger years Roth, after breaking off with The People of The Great Maw, was something of adventurer, he after his many years gained a reputation as Roth The Bear, Warrior, Mercenary, and a damned lucky fool. He's saved a few towns, fought a few battles, killed a lot of big scary things, the point is he knows people who owe him favors, old friends, and he has experience that comes with being a man that's been fighting most of his life. Of course, being who he is also means he has enemies.
And Lost Star, make of that what you will.
Anna The Dire Bear is kinda self explanatory, imagine a Grizzly Bear, but roughly two times as big, and smart as a Gorilla. Roth raised her practically from birth. Can be used in battle and as a form of transport. Dire Bears are exceptionally long lived for animals of there size, the longest living Dire Bear on record was 126 years, they do however, make up for this long life span for a long gestation time of a full 24 months. They also require a lot of food.

Anything else, GM?
 
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