Recruitment
- Location
- Pilipinas
Hi guys! Who here has played Baldur's Gate, Neverwinter Nights, the Guild 2, or Pillars of Eternity? Anyway, this game is inspired by the castle management in those games, where due to your choices (and while running around doing quests and finding stuff in the game world) your castle upgrades with the decisions you made. Which was pretty awesome when I first played it... however, those games either ended too quickly (or was buggy in the case of the Guild 2) for my tastes and I didn't really enjoy Stronghold... anyway, to the game!
Pick Your Castle:
[] Bladepoint Keep (start at the Northern part of the Sword Coast)
- Located at the foothills of the Sword Mountains near the Long Road and an unnamed river connected to the Mere of Dead Men (North: Neverwinter; S: Thornhold; E: Mere of Dead Men; W: The High Forest)
- Start with 1 Guard Company (veteran) with average equipment and 2 Militia Company (green) with poor equipment
- Has 2 small farming villages (100 food each per turn) (you can build further infrastructures to improve it)
- Has a quarry (+100 supplies per turn)
- An abandoned mine... somewhere... probably needs a Military action
- Has access to a road, mountains, forest and river
- There is a lot of rivalry between the city-states in these parts
- High Undead activity to the east (mostly the unthinking variety)
- There are rumors of Elf Ruins nearby... along with their magics and guardians.
[] Stormward Keep (Start at the Southern part of the Sword Coast)
- Located at the foothills of the Cloud Peaks near the Coast Way and an hour away (by cart) from the Sea of Swords (North: Baldur's Gate; S: Amn; E: The Nelanther; W: The Green Fields)
- Start 2 Militia Company (trained) with good equipment
- has 1 small port village (+1 Gold per turn) (you can build further infrastructures to improve it)
- has 1 small farming village (100 food per turn) (you can build further infrastructures to improve it)
- A disputed quarry... filled with litigants... probably needs a Social action
- Has access to the sea, road, mountains, open fields
- A huge expansionist country (Amn) to your south, a huge expansionist city-state (Baldur's Gate) to your north.. yay!
- Frequent Sahuagin raids up and down the coast... (luckily, shark-teeth necklace are in-fashion this season)
- Ruins of old cursed human kingdoms are uncovered here and there from time to time...
Make Your Character:
[] Name:
[] Profession: see below
[] Short Description:
[] Free Improvement: see examples
Choose a Profession: Bonus to related action
[] Commander (Military)
[] Scholar (Research)
[] Diplomat (Social)
[] Wright (Production)
[] Artificer (Design)
[] Infiltrator (Covert)
Improvement Examples:
[] a Company of Veteran Guard
[] A castle-upgrade: write-in what
[] A village-upgrade: pick which village and write-in what
[] a Merchant Caravan
[] a Mercenary Charter
[] an Old Map of (Area/City)
[] a strange (insert race here) artifact
[] a small fishing fleet
[] unmanned watchtowers along your border
[] horses (a company-worth)
[] a set of books regarding agriculture (includes animal husbandry)
[] a magic wand of infinite magic missiles (this would bring a whole lot of problems)
[] minotaur slave-labor (brings along their own set of problems)
[] a high elf archaeologist
[] a lizardman scout
[] a dwarf smuggler
[] a representative in the nearest large city
[] Write-in: subject to GM approval
The game set-up:
- There would be two factions with 3-5 players each (I will make two separate threads for both factions once we start: no peeking please!)
- Both factions will take over a castle and its surrounding improvements, the winner will be the one with the most "Influence" in the Sword Coast by game end.
- the max tech-level in the game is a combination of Magitech and Steampunk (some diesel-punk is also allowed subject to the GM)
- you don't need to Research a technology provided that it is readily available in the game setting or its common knowledge/ or commonly used in real life like those in the high medieval era, but when in doubt, consult the gm (gunpowder is not readily available in setting and several powerful gods are biased against it, but eventually you can use or research it)
- a single turn is usually 3 months
- have no idea what to build? then i recommend looking at quests like @thales' Rise Quest or the one that started it all with @Knighterrant's Knight Quest
- may add new rules or amend old ones for game balance
- some things you can delegate, however, a lot cannot
There are 4 resources, namely:
-- supplies: what you need to build as well as in arming your forces
-- food: what you need to recruit people and to not starve
-- gold: for things food and supplies cannot solve
-- ???: wait for it!
Game Mechanics:
Each player have six actions in a turn, namely:
Social, which you use to perform diplomacy, set policy, etc.
Research, which is used to develop technology and scientific principles.
Production, which you use to create units and infrastructure.
Design, which is used to create weapons and gear for units using unlocked technology.
Military, which is for performing various military operations.
Covert, which is yer spy action.
Improving your Holdings:
Improving Villages (by default, a village is a 'farming' village unless stated otherwise)
- all villages starts with peasant houses and a small pub
Improving Castles
- all player faction starts with a Central Keep and essential rooms like a Barracks... and that's it for now...
special thanks to @Gideon020 for allowing me to copy his game mechanics...
Pick Your Castle:
[] Bladepoint Keep (start at the Northern part of the Sword Coast)
- Start with 1 Guard Company (veteran) with average equipment and 2 Militia Company (green) with poor equipment
- Has 2 small farming villages (100 food each per turn) (you can build further infrastructures to improve it)
- Has a quarry (+100 supplies per turn)
- An abandoned mine... somewhere... probably needs a Military action
- Has access to a road, mountains, forest and river
- There is a lot of rivalry between the city-states in these parts
- High Undead activity to the east (mostly the unthinking variety)
- There are rumors of Elf Ruins nearby... along with their magics and guardians.
[] Stormward Keep (Start at the Southern part of the Sword Coast)
- Start 2 Militia Company (trained) with good equipment
- has 1 small port village (+1 Gold per turn) (you can build further infrastructures to improve it)
- has 1 small farming village (100 food per turn) (you can build further infrastructures to improve it)
- A disputed quarry... filled with litigants... probably needs a Social action
- Has access to the sea, road, mountains, open fields
- A huge expansionist country (Amn) to your south, a huge expansionist city-state (Baldur's Gate) to your north.. yay!
- Frequent Sahuagin raids up and down the coast... (luckily, shark-teeth necklace are in-fashion this season)
- Ruins of old cursed human kingdoms are uncovered here and there from time to time...
Make Your Character:
[] Name:
[] Profession: see below
[] Short Description:
[] Free Improvement: see examples
Choose a Profession: Bonus to related action
[] Commander (Military)
[] Scholar (Research)
[] Diplomat (Social)
[] Wright (Production)
[] Artificer (Design)
[] Infiltrator (Covert)
Improvement Examples:
[] a Company of Veteran Guard
[] A castle-upgrade: write-in what
[] A village-upgrade: pick which village and write-in what
[] a Merchant Caravan
[] a Mercenary Charter
[] an Old Map of (Area/City)
[] a strange (insert race here) artifact
[] a small fishing fleet
[] unmanned watchtowers along your border
[] horses (a company-worth)
[] a set of books regarding agriculture (includes animal husbandry)
[] a magic wand of infinite magic missiles (this would bring a whole lot of problems)
[] minotaur slave-labor (brings along their own set of problems)
[] a high elf archaeologist
[] a lizardman scout
[] a dwarf smuggler
[] a representative in the nearest large city
[] Write-in: subject to GM approval
The game set-up:
- There would be two factions with 3-5 players each (I will make two separate threads for both factions once we start: no peeking please!)
- Both factions will take over a castle and its surrounding improvements, the winner will be the one with the most "Influence" in the Sword Coast by game end.
- the max tech-level in the game is a combination of Magitech and Steampunk (some diesel-punk is also allowed subject to the GM)
- you don't need to Research a technology provided that it is readily available in the game setting or its common knowledge/ or commonly used in real life like those in the high medieval era, but when in doubt, consult the gm (gunpowder is not readily available in setting and several powerful gods are biased against it, but eventually you can use or research it)
- a single turn is usually 3 months
- have no idea what to build? then i recommend looking at quests like @thales' Rise Quest or the one that started it all with @Knighterrant's Knight Quest
- may add new rules or amend old ones for game balance
- some things you can delegate, however, a lot cannot
There are 4 resources, namely:
-- supplies: what you need to build as well as in arming your forces
-- food: what you need to recruit people and to not starve
-- gold: for things food and supplies cannot solve
-- ???: wait for it!
Game Mechanics:
Each player have six actions in a turn, namely:
Social, which you use to perform diplomacy, set policy, etc.
Research, which is used to develop technology and scientific principles.
Production, which you use to create units and infrastructure.
Design, which is used to create weapons and gear for units using unlocked technology.
Military, which is for performing various military operations.
Covert, which is yer spy action.
Improving your Holdings:
Improving Villages (by default, a village is a 'farming' village unless stated otherwise)
- all villages starts with peasant houses and a small pub
Improving Castles
- all player faction starts with a Central Keep and essential rooms like a Barracks... and that's it for now...
special thanks to @Gideon020 for allowing me to copy his game mechanics...
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