Kingdoms of Legend

C: Excuse me, what? We will be replanting the trees we cut down, we want there to still be forests to exploit a hundred years hence!
Then I don't know if you jump up the list that much compared to regular logging especially the less sustainable and more standard logging practies, even if we're not that predisposed towards freindlyness with anyone right out the gate.
 
Then I don't know if you jump up the list that much compared to regular logging especially the less sustainable and more standard logging practies, even if we're not that predisposed towards freindlyness with anyone right out the gate.
C: Heh. Meanwhile we're going to be the Reasonable!Diplomatic!Necromancer faction (that's quietly having an industrial revolution in the background).
 
Turn 1: The Land of Ulfyre
Ulfyre

Year 193 A.E










A beautiful land, that of Ulfyre. Ages past did a kingdom spread through its central fertile valley, but no more. All that is left of its shining cities are two sorcerers of death in the east and in the west, and a myriad of tribes that have settled far from home.





Z: Not strictly necessary, but we're going to write up a short leader bio for our faction to give them some depth.

Faction Type: Undead
Leader Type: Necromancer
Leader Name: Georgette Alexandrine Simone Fay
Creed: "There's something I noticed a long time ago; most of the hard work of farming doesn't need much more planning than a small team for an entire farm, but upwards of 90% of the population is stuck doing it, squandering their potential. So I wondered if there were any way to fix this. Then I realized something.

The dead don't think. The dead don't breathe. The dead don't eat. But the dead can work."


Z EDIT: I swear we didn't rig the dice, I'm not sure how we ended up with two servants having identical stat spreads. Still, nice to know we have two broadly competent underlings.

Servant stat spreads

Servant 1
Diplomacy: 4
Admin: 5
Leadership: 5
Combat: 1

Servant 2
Diplomacy: 4
Admin: 5
Leadership: 5
Combat: 1


(1) The Sorcerer of the Riverlands

To one who might whisper to the dead there is no such title as necromancer. Such a word is reserved for those who erect their <Sorcerer's Tower> and barter souls for secrets and power.

The dead alone can not raise the dead. Those to chop wood, forge weapons, mix herbs, all breath and speak. For every living body needed there is a house to shelter it, and so the <Forsaken Village> is raised.

And though the dead do not eat, the living that tend and raise them do. <Fallow Fields> produce the grains that feed the workers, and the livestock pens see as much death as the Sorcerer's Tower.


(bracketed words indicate important locations that may be interacted with by servants and turn commands)


And it was the last years of the 2nd century after the great exodus that the lands of Ulfyre were settled and did grow in their borders. In the northest, but not so far as the Naling Lake, was the necromancer of the settlement of Esmur, Georgette Alexandrine Simone Fay, known as the Riverland Sorcerer. And with them were their two servants,

Bellonie The Iron Maiden (D:4, A:5, L:5, C:1)

Who was said to be a thousand spirits, or perhaps just one, possessing a device most terrible. Clever was Bellonie, and well-loved by those who knew her for her sharp wit. But as intimating as the iron maiden appeared, she could do no more to defend herself than any other object of iron and wood. Not that she had any need to defend herself. For who would wish to raise the clever advisor's anger? Or that of her master? And then of course there was

Isov The Wanderer (D:4, A:5, L:5, C:1)

Bellonie's brother, or so they both claim. Isov says he was a poet, a thinker, a traveler who sought to understand the greater workings of the world. Isov says he was also cursed, forever undead and unfeeling. Trapped in a rotting body with a clear and perfect mind. Made only bearable by the understanding of his sister and the leadership of the sorcerer he serves. Isov abhors violence, but his very existence was born from it. Thus is he tormented, or perhaps not. For like his sister, Isov is more than he appears...

It would be these three, the Sorcerer, the Iron Maiden, and the Wanderer that would steer the fate of the Ulfyre riverlands. Through their actions would the eastern necromancer kingdom grow.


Does forest also extend to include Tree-People? Whether tree sized or somewhat downsized but more common?

Faction Type: Forest Tribe
Leader Type: Elf Noble
Leader Name: High Lord Renark of Yewhold
Tribe Name: Yewhold
Creed: "For if those others do not see the value of the forest the forest must impose it's values upon them.



Servant One
Diplomacy: 2
Administration: 2
Leadership: 1
Combat Ability: 4

Servant Two
Diplomacy: 5
Administration: 5
Leadership: 3
Combat Ability: 4

Truly a first and seond servant here with one rarely challenged and often excelling past the other.

(2) The Elf Lord of the East

A <Glittering Hall> in a stump of ashwood, a giant tree it was. Fit for a king and lined with jewels (but better days it'd seen)

The fair folk dwelled in houses of stone and moss and wood. A <Fey Village> around the Glittering Hall, weathered, but proud still.

No wheat for elves, not deep in the fairy wood. Their fields are of a different sort, the <Underfields>, caverns beneath the trees where elven crop does grow.


(bracketed words indicate important locations that may be interacted with by servants and turn commands)

In the east of Ulfyre, across the River Kline, lies the forest known as the Greshnere Wood. And in its center lies the court of High Lord Renark, of the fair line of Yewhold. In the twilight years of the second century, he reigned along with his kind and tended to the forests. And it was with his two servants that this noble fey did build his kingdom. The first of these servants was

Tamric the Cold (D:2, A: 2, L:1 , C:4)

Blood of blood, Tamric is Renark's nephew and a member of the clan Yewhold. The two are the last of their line, the survivors of a bloody past. Perhaps the events of the early years of the exodus are why Tamric cares so little for anything outside of bloodshed. Despite his cold nature, he is Renark's heir until another is born. And he is loved like any trueborn son.

En (D:5, A:5, L:3, C:4

The Yewhold clan's history is steeped in tragedy. So too is the past of En. Not quite a fairy, not quite an elf, En was nonetheless beloved by both at one time. That time is long past. Now she serves Renark, and has taken Tamric under her wing to train in the ways of serving a lord, and perhaps one day becoming one. En is talented in all the ways that one can be talented, save leading others. She has always been a solitary creature.

The High Elf Lord Renark, Tamric the Cold, and En, together they oversee the realm of the eastern wood.




(3) The Wild King of the South

Of rutted earth and treaded path, do secret places lie. Dark corners and darker dens, home of the <Bone Hall>, domain of such monstrous kings.

Raised mounds, shored walls, pottery and hearth. Many such dwellings to protect the Bone Hall, a <Herd Village> to house its kin. Where bestial families gather and serve, and go about their lives. What songs do they sing, what stories do they tell. None but the young know.

A thousand paths through forest and hill, a thousand spots where herds are brought. Monsters keep and monsters gather, much the same as any man. They slaughter the bull and cook its meat in their <Grazing Fields>, closely guarded and hidden in the wild places.


(bracketed words indicate important locations that may be interacted with by servants and turn commands)

In the southeast of Ulfyre was the Haden Wood, home of the monster tribes that had settled among the hills and trees. And though there were many clans and monsters, one rose above them all to crown himself lord of the forest; The Wild King, Lord of the Hunt, He Who Stands Above Others On the Great Hill (ma'karthra Jun). And with him were his two most loyal followers,

Ozymanna (D:4, A:4, L:6, C:5)

A great and powerful monster, one of the descendants of the first monster, the three-faced moon-eater. Ozymanna is old to many but young among his own tribe. He is both wise and trusted, and when need be, dangerous. So say many when the song of Ozymanna is sung around the drinking pits. But there is also

Kee'Ah Old Feather (D:5, A:3, L:2, C:1)
An old harpy, long in tooth and quick to joke. Kee'Ah wins over any who know her, for she takes little seriously, and that which she does she is master over. Kee'Ah does not have a mind for figures or words, but she knows others, and understands much. There are few who do not call the winged woman friend, and she found herself a good nest in the court of the Wild King.

And it would be the king, the serpent, and the bird, who would change the Haden Wood forever.



Necromancer:

Well looks I got a pinky and the brain thing going on with my servants. Well actually more like a jack of all trades and a noob, but you get the point. Oh well I don't mind a challenge (though I do hope the dice gods will favour me more in the future). :)

For your ease I also put the stats in already.

Diplomacy: 4
Administration: 3
Leadership: 4
Combat Ability: 3

Servant Two
Diplomacy: 1
Administration: 1
Leadership: 2
Combat Ability: 2

(4) The Enchanter of the Western Marshes

To one who might whisper to the dead there is no such title as necromancer. Such a word is reserved for those who erect their <Sorcerer's Tower> and barter souls for secrets and power.

The dead alone can not raise the dead. Those to chop wood, forge weapons, mix herbs, all breath and speak. For every living body needed there is a house to shelter it, and so the <Forsaken Village> is raised.

And thought the dead do not eat, the living that tend and raise them do. <Fallow Fields> produce the grains that feed the workers, and the livestock pens see as much death as the Sorcerer's Tower.


(bracketed words indicate important locations that may be interacted with by servants and turn commands)

In the west, in the marshlands known as the Brettin Bogs, lies the town of the necromancer known as the Enchanter of the Western Marsh. Little is know about this figure, only that their domain is as much protected by the hungry earth that surrounds as it is the dark arts of its master. And with them are two servants, two who follow their lord necromancer wherever they bade them,

Johade The Just (D:4, A:3, L:4, C:3)

Once a great man laid to rest in a great tomb. The inscriptions speak of a just man, a man who loved the law and the order it brought. The truth was a little darker, but there is no disputing that Johade wielded a powerful presence in life. Now in death, he serves a master other than the law. Now he serves the Enchanter, along with a girl he claims as his daughter.

Johade's Daughter (D:1, A:1, L:2, C:2)

The one referred to as Johade's daughter is not, in fact, Johade's daughter. She is a banshee, a spirit, that the mad dullahan lord mistook for his kin and claimed as his own. She now follows him where ever he goes, for she has little choice in the matter, and the Enchanter of the Western Marsh seems inclined to permit it. Further even, for Johade's daughter undertakes great tasks in service to the necromancer of the Brettin Bogs.

The great Enchanter in the depths of his marsh, his loyal dullahan, and the dullahan's banshee daughter. Together what will they make of the dark southwestern corner of Ulfyre...?



Goblin King

Servant One
Diplomacy:4
Administration:3
Leadership:2
Combat Ability:6

Servant Two
Diplomacy:4
Administration:3
Leadership:4
Combat Ability:3

hmm,intresting

(5) The Goblin King of the Western Hills

From dawn unto dusk the peasants did hear, 'come, come, come into the woods and meet our king. come to him in his <Cavern Hold>. Give toast and give tribute to our king under the earth.'

Beneath root and rock do the goblins call. 'come to us in the <Under Village>. Come where we wait with splendid food and jewels to please.'

But none who ventured into goblin lands returned. Not with gifts promised or bellies filled. For true goblin treasure lies hidden away, like their <Under Fields>, where goblins plant seeds of the earth, and never call out to peasants passing by.


(bracketed words indicate important locations that may be interacted with by servants and turn commands)

Western Ulfyre is a land of hill and forest, and for ages it has remained untouched and untamed. By the time of the 3rd century A.E however, scribe and merchant alike tell of a Goblin King who made his court in the rocky crags of the Yulda Valley. Many of the earthen tribe could be found in the city he raised, and all knew of the king's great servants, the two who carried out his will,

Henny Bonefingers (D:4, A:3, L:2, C:6)

Pretty pretty Henny, as the creature calls herself, has long dwelled in the Yulda Valley preying on foolish travelers. The Goblin King changed that, taking Henny's fingers and only giving them back after she promised a deep oath that she would serve him. Henny is only concerned with the eating of innards and the occasional goblin feast of which she attends. She can be quite persuasive when necessary.

Runtun The Thoughtful (D:4, A:3, L:4 C:3)

The second of the goblin king's great servants is Runtun, often referred to as "The Thoughtful Giant". This is due to Runtun being both a giant of the old mountain-walker lineages, and quite thoughtful. Though that is not to say that the old songs do not sing of him eating enemies and grinding their bones. Despite this, Runtun was not known for having a warlike nature, and was more often found pouring over parchment than sharpening iron. Though again, this is only as the songs sing.

Among their kin, the Goblin King, Henny, and Runtun were known throughout the Yulda Valley. Even beyond its borders would they be known, for the kingdom of the goblins was rising from the rock.



-Monster Tribes
Select 1 of two options for leader type

Ogre Lord

Sheet WIP

(6) The Northern Ogre Prince

Doom, deep in the fen. Doom, among the bogs and caves and meadows. Doom, in watery doorways and sunken towers. Doom, in the <Trophy Hall> where great ogres dwell.

And who serves them? Who offers tribute and who joins in battle? All the beasts and monsters of the <Cave Village> built into the sides of the Trophy Hall. Dwellings for the dangerous host and all their dangerous kin.

And <Marsh Farms> for those who claim the caves and the deep dark places of the world. Pools to grow and stony faces to harvest. All for the feasts of the ogre king.


(bracketed words indicate important locations that may be interacted with by servants and turn commands)

By the lake known as Woslayh among the Aubren wood, lay a hill and atop it the kingdom of the northern Ogre Prince. Fierce was he and strong of claw and tooth. And so were that of his servants, just as monstrous as he. The first was called,

Reega the Eager (D:4, A:3, L:4, C:5)

The Ogre prince's warband has many monsters who rend shield and bone alike. Chief among them is Reega the Eager, a devilish ogre if there ever was one. Fast friends with the Ogre prince, Reega is quick to carry out orders with the utmost glee, and has few equals on the battlefield. Such is his ferocity, that monsters flock to his banner and that of his master's. He is cruel like many of his kind.

Saya the Wise (D:6, A:5, L:3, C:3)

A sphinx, Saya is intelligent and deep of thought, and thus a much needed-balance to Reega the Eager. Saya is well-favored by the Ogre prince, for she leads as well as she thinks, and offers much wisdom in the ogre prince's court.

The prince is not prince for naught, and with Reega the Eager and Saya the Wise, he strides forth to make his kingdom known.
 
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Whew, apologies for the double post and the delay, this proved an interesting challenge to do on a phone. But, everything is up now, and players can DM me their plans for next turn. We have 2-3 slots still open, and as always I'm in and out on my phone for questions
 
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Whew, apologies for the double post and the delay, this proved an interesting challenge to do on a phone. But, everything is up now, and players can DM me their plans for next turn. We have 2-3 slots still open, and as always I'm in and out on my phone for questions
You should start a IC thread for the game
 
Ah, this is looking good. Is there a single attribute that best matches to magical ability or does it depend what the magic in question is used for?
 
M: We have a rules question about actions. Basically, how broad can an action be, and within that scope, how many priorities can we specify? For example, if someone selects -land reform as an action, can they specify roughly what reforms they want to make and why without it counting as multiple actions?
 
Alright


Oh by the way are their any preexisting tensions between factions

None as of yet, the only connection to the past right now is the fact that the two necromancers are living in the ruins of cities from a powerful kingdom that has since fallen to ruin. Perhaps one or both of them were alive when the kingdom existed. (But no from here on out it's you guys and the lore bits I add)

Ah, this is looking good. Is there a single attribute that best matches to magical ability or does it depend what the magic in question is used for?

Not particularly, if your servant is a magic user then they'll use magic for whatever they're doing unless it's paperwork or something else mundane, skills can increase though, which lore-wise would be mean magical ability is growing.

M: We have a rules question about actions. Basically, how broad can an action be, and within that scope, how many priorities can we specify? For example, if someone selects -land reform as an action, can they specify roughly what reforms they want to make and why without it counting as multiple actions?

For this specific example I would need to know what you all had in mind for land reform. Let's say you wanted to drain a swamp. That would take several turns, and I'd let you know through DM's "next turn you'll want to do this" and then next turn you'll be raising funds or something similar, and then the turn after that looking for skilled land workers, and then the turn after that etc. Until the swamp is drained and the other players go "oh that's what they were doing"

So to answer your question they can be broad I just need to know what your end goal for it is so I can make subsequent actions if needed
 
Should I just repost turn 1 in the IC thread? What generally goes in the OP post of an IC thread?

Alright, Zedalb's faction has been updated with servants, and I'll be taking a break over these next couple hours while I play some early 2000's fantasy RTS's. I'll be in and out to read messages and answer questions here of course. and once everyone's good to go and I have all the DM's in, answered, and gamefied, I'll work on turn 2 (it's a loose time table, no rush)
 
Uh, sorry for this, but can I still submit a character. It was late last night when I was here and I fell asleep.

Welcome aboard, choose your faction and roll for servants. I'll probably work you in next turn instead of editing this turn, but that might change depending on how quickly I get through DM's.
 
Faction Type: Beast
Leader Type: Beast King
Leader Name: Simaldrus Haraltain
Faction Name: Scisernous Confederacy
Faction Background: Newcomers hailing from a distant land, origins unknown, histories lost, but a flame yet burns. They come with chains in tow, blades in hand, and cohorts unparalleled. Amongst the wide diaspora of avian migrants are the Scisernousi, a conjoined force of multiple clans working in tandem to resettle within the lands of Ulfyre, whether through peaceful means of diplomacy, or subjugation by the bitterness of war. It matters little to them, they will cut a bloody swathe throughout every kingdom, every tribe, and every race just to make this land theirs.

Servant 1
Diplomacy: 6
Admin: 2
Leadership:2
Combat: 1

Servant 2
Diplomacy: 2
Leadership: 6
Admin: 3
Combat: 5

Leader Image:
Edit: Sorry for the rewrite. Was still very groggy when I wrote that, left me feeling very unsatisfied.
MurderChicken threw 4 6-faced dice. Total: 11
6 6 2 2 2 2 1 1
MurderChicken threw 4 6-faced dice. Total: 16
2 2 6 6 3 3 5 5
 
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Faction Type: Mortal
Leader Type: Warlord
Leader Name: Karilla Nightchill
Faction Name: Stormravens
Karilla Nightchill walked out of the darkest, coldest night in the north from beneath a black moon, so the stories go, from a darker age wielding magic not seen since. Of course, such stories are not any that would be brought up in her hearing, or that of her many messengers.
A clan of sorts formed around her in her travels, searching for what only she knew, made of warriors, witches of winter and others drawn to Karilla's power and knowledge.
Ulfyre is the latest land to attract Karilla's attention, as she and her clan move with the steady and inexorable pace of winter.

Edit: Ignore the two in the first dice set, didn't realize the throw another dice button would do that.
Fellgrave threw 5 6-faced dice. Reason: Stats Total: 23
6 6 4 4 5 5 6 6 2 2
Fellgrave threw 4 6-faced dice. Reason: Stats Total: 18
1 1 6 6 6 6 5 5
 
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