Rebellion in the land of Veska.

Diplomacy and Combat.
So, the meat of the of this RP will be Diplomacy and Combat.

Diplomacy will largely be based upon what you say, the tone in which you say it, the language and all of the other assorted social cues and such that a standard RP would be base upon. Getting a group to join your army will require you, Somehow, convincing their leader that you're the best option and that they should follow you.

Combat is a little bit complicated but, shouldn't be that difficult once I explain it. First Depending on how things go I'll PM you a map of the battleground with where your army is and, if you have scouts, spies, turncoats, or other people that can tell you where the enemy is, where the enemy is. The map will more than likely be something like this

Or something similar as I do not have access to the tools to make my own maps.

Then depending on where you put your troops how you manage to attack and what units you use the battle will change. The numbers attached to each unit give a general idea of how the unit will perform on flat ground and fresh. if you manage to flank a unit and catch them unaware they'll obviously take more damage. The battles will rely on your ability to lead your rebellion effectively.


Nope your's looks good. You got my PM right?

Could I be a gaint lizard?
I...I Don't understand the question?
 
So, the meat of the of this RP will be Diplomacy and Combat.

Diplomacy will largely be based upon what you say, the tone in which you say it, the language and all of the other assorted social cues and such that a standard RP would be base upon. Getting a group to join your army will require you, Somehow, convincing their leader that you're the best option and that they should follow you.

Combat is a little bit complicated but, shouldn't be that difficult once I explain it. First Depending on how things go I'll PM you a map of the battleground with where your army is and, if you have scouts, spies, turncoats, or other people that can tell you where the enemy is, where the enemy is. The map will more than likely be something like this

Or something similar as I do not have access to the tools to make my own maps.

Then depending on where you put your troops how you manage to attack and what units you use the battle will change. The numbers attached to each unit give a general idea of how the unit will perform on flat ground and fresh. if you manage to flank a unit and catch them unaware they'll obviously take more damage. The battles will rely on your ability to lead your rebellion effectively.



Nope your's looks good. You got my PM right?


I...I Don't understand the question?


An online mapmaker - Hextml

Try this it's, free and with a little practice you can throw together something super quickly and you can add images, so you could make tiles like whatever you want.
 
An online mapmaker - Hextml

Try this it's, free and with a little practice you can throw together something super quickly and you can add images, so you could make tiles like whatever you want.

I'll look into it Thanks!


I'm sorry but, no I've got all then other races units and special building's already done and adding another race would put me behind schedule also, I just don't have the time to do so.
 
@See my smile

Now, I don't know what sort of prep work you've already done, but I was thinking that maybe we could write up a few short-term IC goals so that you can assess their feasibility and/or encounter-build around them.

Just an idea. I don't mean to steal your GM thunder.
 
@See my smile

Now, I don't know what sort of prep work you've already done, but I was thinking that maybe we could write up a few short-term IC goals so that you can assess their feasibility and/or encounter-build around them.

Just an idea. I don't mean to steal your GM thunder.

No, that makes sense. Anyone who feels like putting up a short term plan so, that I can get a few ideas for what sort of stiff you guys are expecting in the short term.

I'll also be putting up the map with you all on it sometime tonight.
 
Would be easier if we knew how resource generation/ town improvement works.

As in do town buildings generate the same resource we used at the same cost to build new buildings .

If so what about improvements to a building or building more of it.

How does leather work with equipping units?

What about improving a units equipment.
 
Cool. For Xon:

- 198 people does not a rebellion make. As the lumber teams clear the forest, new living space is being opened up. Liberating local serfs or (potentially, if this is a thing) freeing slaves being transported through the mountains could help grow Rocbourne's population pool.

- The First Class knows most everything Xon can cast on his own. Now, he must develop methods to teach what he cannot demonstrate. Perhaps finding some of the old instruction books could help...

-Xon has studied a number of enchantments, both mass-castable and esoteric. Setting up the proper facilities for his students study enchanting could pay great dividends if one of them manages to master it. (Note: my rough benchmark for mass-castable is something like a + 0.2 sword in DnD speak [edit: not much, but enough to 'win ties' to use another gaming metaphor]. Feel free to set a comfortable upper limit on what he knows and how fast enchanting can be done.)

-Finally, he hopes to lay the groundwork for an underground railroad to lead sympathetic mages or those with potential to the safety of Rocbourne.
 
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Kirk i'Bruc of Rotgleam, Gnoll, Rotgleam.
Name: Kirk i'Bruc of Rotgleam

Age: 37
Gender: Male
Personality: Emotional and prideful, but more than caring for family or tribe.

Background: Son of the tribe leader Bruc i'Joc of Rotgleam, Kirk had seen many things throughout his life. Prior to the rise of the Dread-Tyrant, much of Kirk's early life was engaged in traditional raiding of Elvish goods or rustling Centaur cattle, much to his father's displeasure. However the rise of the Dread-Tyrant changed much, as Kirk was forced to take care of Rotgleam and the tribe as a whole while his father and brothers marched to war. None of them returned. That was fifteen years ago. Since then Kirk has been forced to care and defend his tribe from heinous raiders. Further, Kirk has sought to define the gnoll identity as something more than the petty, tribalistic raiders that he himself defined in his early life.

Abilities and Items: Monetary Assistance (x2): Many within the surrounding hills of Rotgleam give tithe in silver or cattle for near feudal services rendered. (+10 to your Army and Town Budget.) (cost:10)

Army: 1 Militiamen, 1 Peasant Spears, 2 Archer Militia

Town: Rotgleam, a rural gnollish town that is unique only in being the sole built up place in the entire area. Commonly a source of trade and peace for the roving hillfolk that surround Rotgleam. (Cattle herd, Blacksmith, Tannery, Silo, Mill).
Dadarian threw 2 6-faced dice. Reason: 2 Total: 4
2 2 2 2
Dadarian threw 4 6-faced dice. Reason: 6 Total: 21
6 6 3 3 6 6 6 6
 
Would be easier if we knew how resource generation/ town improvement works.

As in do buildings generate the same resource we use at the same cost to build new buildings.

If so what about improvements to a building or building more of it.

How does leather work with equipping units?

What about improving a units equipment.
Okay, let's go through the questions starting from the top.

1.I don't understand the question and I apologize for that.

2.I'll be sending a list of buildings, improvements and the costs to each of you in PM because, based on your race, you will have a different buildings and improvements up for grabs.

3. Leather is one of the many things that I have folded under the large file of "War Resources." Rations, Armor, Weapons, Building Materials, and in some cases Mounts for cavalry. All units require a set amount of War Resources. I merely included that in the Tannery's effects since it made sense to me. Archers and Light Infantry both require leather to create so, they get a lower cost.

4.To improve a units equipment first you'll need a better smithing building something along the lines of an Armour or scavenging enough War Resources to pay for the improvment.
 
Okay, let's go through the questions starting from the top.

1.I don't understand the question and I apologize for that.

2.I'll be sending a list of buildings, improvements and the costs to each of you in PM because, based on your race, you will have a different buildings and improvements up for grabs.

3. Leather is one of the many things that I have folded under the large file of "War Resources." Rations, Armor, Weapons, Building Materials, and in some cases Mounts for cavalry. All units require a set amount of War Resources. I merely included that in the Tannery's effects since it made sense to me. Archers and Light Infantry both require leather to create so, they get a lower cost.

4.To improve a units equipment first you'll need a better smithing building something along the lines of an Armour or scavenging enough War Resources to pay for the improvment.


So what I want to do.


I want to armor my archers better preferably, leather dyed with splotches of green and brown for camouflage.
I assume they currently have no armor, since none is listed and they have the same defense as serfs which are explicitly unarmored.

Asides from that they are going on a 3 part training program (Where they continually rotate between the three)
1)Physical strength, speed and stamina, just exercise.
2) Traditional archery training, accuracy, range and speed of fire at thrown/launched targets or stationary ones.
3) Irregular combat training. Running through the woods shooting at targets and practicing stealth and using cover.

Stronger and faster means more running speed, and better pull on bows
Traditional archery can be summed up by a quote I saw on a US army Marksmanship range "In war the only shots that count are the ones that hit, so a solider who can't hit doesn't count for much"
Irregular training, is because we can't win an open war and honestly I don't ever even want to try, I'll serve one purpose in our little alliance but I will serve it well. The jungles and forest will belong to us.


I want to get them better bows and arrows as soon as possible as well. I have a carpenter and a smith, so that should be possible. I have a lot of resource generation so hopefully I can snow ball that pretty quickly.


After that is done and I have the ability to keep improving equipment and soldiers, then comes a wall, a moat (without water a spiked trench is sufficient).
 
Name: Kirk i'Bruc of Rotgleam

Age: 37
Gender: Male
Personality: Emotional and prideful, but more than caring for family or tribe.

Background: Son of the tribe leader Bruc i'Joc of Rotgleam, Kirk had seen many things throughout his life. Prior to the rise of the Dread-Tyrant, much of Kirk's early life was engaged in traditional raiding of Elvish goods or rustling Centaur cattle, much to his father's displeasure. However the rise of the Dread-Tyrant changed much, as Kirk was forced to take care of Rotgleam and the tribe as a whole while his father and brothers marched to war. None of them returned. That was fifteen years ago. Since then Kirk has been forced to care and defend his tribe from heinous raiders. Further, Kirk has sought to define the gnoll identity as something more than the petty, tribalistic raiders that he himself defined in his early life.

Abilities and Items: Monetary Assistance (x2): Many within the surrounding hills of Rotgleam give tithe in silver or cattle for near feudal services rendered. (+10 to your Army and Town Budget.) (cost:10)

Army: 1 Militiamen, 1 Peasant Spears, 2 Archer Militia

Town: Rotgleam, a rural gnollish town that is unique only in being the sole built up place in the entire area. Commonly a source of trade and peace for the roving hillfolk that surround Rotgleam. (Cattle herd, Blacksmith, Tannery, Silo, Mill).

This looks good your the first one on the waitlist. By the way the waitlist will be used more during the start of the game than in the middle or end. Basically if someone dies almost immediately expect to get pulled in. But, of where 40 turns in and they die I probably won't pull from the list.
 
No, that makes sense. Anyone who feels like putting up a short term plan so, that I can get a few ideas for what sort of stiff you guys are expecting in the short term.

I'll also be putting up the map with you all on it sometime tonight.
I'm hoping to work on upgrading our blacksmith, turning it into a foundry capable of producing plentiful armour for all our troops and making the parts necessary for crossbows and halberds. I'm also hoping to expand our network, either placing more villages and towns under our protection or expanding our own facilities and moving others to the safety inside our walls.
 
No, that makes sense. Anyone who feels like putting up a short term plan so, that I can get a few ideas for what sort of stiff you guys are expecting in the short term.

I'll also be putting up the map with you all on it sometime tonight.

Honestly don't know where to start. I might have to leave healing magic as something I'll get to down the line. For now there's so much else to do.

Getting a Lumber Camp, Blacksmith, Tavern and Market, in that order, seems like it'd be pretty high up on my list of things to do. The first two to prep for recruiting racials and the last two for morale and helping to attract other communities to trade and get friendly.

Also Diplomacy. I speak passable Goblish and poor Orcish, if I can put them to use in some way, it'd be nice. Looking at the list of characters, I see there's one other player in the South Plains. Getting diplomatic ties with them asap is also important, since I don't want to die in the first 5 turns of the game.

In the long term I'm looking to build on the elvish strength of archers, light infantry and forest terrain mastery. I'm looking for my core to be a group of Elvish Rangers and Gobbo assassins. If there are mechanics in place for such things, I'll probably let the best commander among us control the majority of my troops. I'm looking to put that magic bow of mine to use in hunting down VIP targets before the main battles start.
 
Honestly don't know where to start. I might have to leave healing magic as something I'll get to down the line. For now there's so much else to do.

Getting a Lumber Camp, Blacksmith, Tavern and Market, in that order, seems like it'd be pretty high up on my list of things to do. The first two to prep for recruiting racials and the last two for morale and helping to attract other communities to trade and get friendly.

Also Diplomacy. I speak passable Goblish and poor Orcish, if I can put them to use in some way, it'd be nice. Looking at the list of characters, I see there's one other player in the South Plains. Getting diplomatic ties with them asap is also important, since I don't want to die in the first 5 turns of the game.

In the long term I'm looking to build on the elvish strength of archers, light infantry and forest terrain mastery. I'm looking for my core to be a group of Elvish Rangers and Gobbo assassins. If there are mechanics in place for such things, I'll probably let the best commander among us control the majority of my troops. I'm looking to put that magic bow of mine to use in hunting down VIP targets before the main battles start.

You're assuming that we're all going to attempt to work together instead of rejoicing in glorious chaos and disorder :V. But in all seriousness, it would be interesting to see some power struggles and divides within the rebellion to make interesting.
 
You're assuming that we're all going to attempt to work together instead of rejoicing in glorious chaos and disorder :V. But in all seriousness, it would be interesting to see some power struggles and divides within the rebellion to make interesting.

We'll see when we get there, but I'll gladly drop out and allow whoever an auto-conquest of my territories if we get to that point. I have 0 intention of PvPing and I'm not even going to defend myself from that unless I'm already in an alliance with another player.
 
We'll see when we get there, but I'll gladly drop out and allow whoever an auto-conquest of my territories if we get to that point. I have 0 intention of PvPing and I'm not even going to defend myself from that unless I'm already in an alliance with another player.
That understandable, even though I am looking forward to conquest.

@See my smile , would you be interested in creating a Discord channel for the game, or I could do it, in order to more easily discuss the game and facilitate communication?
 
You're assuming that we're all going to attempt to work together instead of rejoicing in glorious chaos and disorder :V. But in all seriousness, it would be interesting to see some power struggles and divides within the rebellion to make interesting.
Yeah, I can see how you and I might not settle in to working together very easily, diplomatic trips to dwarfbane would not be fun.
 
I'd definitely be up for alliance-building so we don't all get wiped out right off the bat. I imagine the game will remain mostly PvE up until the late game (after all, even if you hate the other guy, he's still helping you by being a thorn in Delacroix's side).

Then we all can stupidly betray each other because our differing visions of the postwar world. And then Delacroix walks over, sees we've killed half the revolutionaries for him, and TPKs the resistance. Bad end.
 
I'd definitely be up for alliance-building so we don't all get wiped out right off the bat. I imagine the game will remain mostly PvE up until the late game (after all, even if you hate the other guy, he's still helping you by being a thorn in Delacroix's side).

Then we all can stupidly betray each other because our differing visions of the postwar world. And then Delacroix walks over, sees we've killed half the revolutionaries for him, and TPKs the resistance. Bad end.

Your joking but, The two play tests of this I ran with my friends ended exactly this way both times.
 
I'm concerned we seem to have an entire group of skirmishers and support staff.

So @See my smile

What would it cost in town parts to start with a level 2 smith?

What would be the point cost of being skilled in metal magic? If I wanted to be able to quickly arm and armor my troops in decent gear. (I'm thinking 5 points so that I can generate my own "War supplies" in the way of metal arms and armor) Actually I'd ask what will 5 points in metal magic get me.
 
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